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Rarity Character Level Bonus Value; Common: 1st or higher-50-100 gp: Uncommon: 1st or higher-101-500 gp: Rare: 5th or higher +1: 501 -5,000 gp: Very rare: 11th or higher. Wondrous item, legendary (requires attunement by a creature of chaotic alignment) This lustrous gemstone is the size of a human fist. It has the following properties, each of which can be used 1d4 times per day and regain expended uses daily at dawn.
What is a wondrous item? in a simple phrase, wondrous items are incredibly powerful magical items that exist in tabletop games (most predominantly in pathfinder and dungeons and dragons)
there exists two types of wondrous items; worn items and utlity items.
worn items, as their names imply, are items that are worn. because of this, you can only have a specific number of worn items at a time. one for each slot (as the chart above this dictates.)
utility items are items that are held or otherwise used by your character. they could be wands, shields, or other misc items.
I'm honestly surprised that this item didn't recieve more votes. it's legitimately a love potion.
Make someone fall in love with the first person they see (as long as they're humanoid) for up to three hours. hopefully that's long enough for you to bag and tag, boys~
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Technically tied with last place, as was our next item (and one of the runner ups), this magic cape is a necessary thing for adventurers in a spell-heavy campaign. this cape can be warn over any sort of clothing to give you an extrordinary ability to resist the effects and damage of spells
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the last of the things which only got two votes. you'd be surprised, considering this is the cloak of invisibility. you become blurry and trasparent, and get a huge bonus to stealth based skills.
harry potter, eat your heart out
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The cube of force is a handy weapon and utility item to have. consider it a wand that has a bunch of different shield spells. each side creates a 'wall of force' (energy wall that's incredibly hard to break) that has a special property to it, which is impervious to specific attacks as well. some examples are an air tight wall, which allows you to breath but filters out gasses, poisons, et cetera. another keeps out (and this is the literal translation) 'all things'
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I originally put this on this list just to see how infinite the edge was. evidently, it's pretty infinite.
The Darkskull is a simple black skull that you carry around with you. in an area around the person holding it, the area is treated as unhallow, or unholy. it does have some uses, but it's incredibly niche.
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This one almost got my vote (which sadly went to one of the runner-ups). short and sweet? it's a robe that looks pretty normal until you put it on. then it gets covered in moving, working eyes that let you see around you. really handy for blind characters, obviously!
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These ordinary looking cuts of cloth can attach to your back, becoming wings that allow you to fly. they're incredibly handy, for obvious reasons.
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If you've seen faerie tale... then you've got it wrong.
these keys let you turn any door into a gateway to wherever you've been, up to sixty times. anyone with that key can enter them.
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The league of legend's namesake, the boots of swiftness are an iconic wondrous item from many games. the fabled boots allow you to move faster, be more dextrous, and show off that shoe game to your homies before you get turnt in the brothel.
It shouldn't be a surprise that these are close to the top, as they're the most 'well known' in at least one form of reincarnation!
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this bling is pretty OP. each gem does something different. things like making a wall of fire or burning undead.
I'm honestly surprised that this didn't even rank, but hey, there's cooler **** - albiet less useful **** - on this list.
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My personal favorite, the dust of tracelessness, looks normal, but has a very special magic effect. when sprinkled in a room, it makes the room look like it's been abandon for hundreds of years. Cobwebs will grow, furniture will become disrepaired. it is a great way to hide where you've been.
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Uncommon Magic Items 5e
This magnificent item looks like a simple fist-sized cube. when the correct trigger word is spoken, it expands into a twenty square feet wide and thirty feet high walls with a door. the walls have slats and the door can't be opened by anyone other than the person who created the fortress. even spells which are designed to open doors can not open it.
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play skyrim? go nuts! You need to login to view this link
Thank you very much for reviewing this quick top ten list. one of my players will be recieving the number one item in one of my games, though I can't say who or which. There will be more comps to follow, as well as some more top ten lists!
Dnd 5e Wondrous Weapons
http://homebrewery.naturalcrit.com/share/BkRmfz9ob
Horrible Cursed Items
Have you been looking for some new toys to screw with the minds of your poor players? Look no further! From horrible to just plain annoying these cursed items will give your party a new reason to be cautious about what treasure they take!
Mask of Indeterminate faces
Wondrous item, uncommon, cursed
When the user puts this mask on they gain the ability to cast the spell Disguise Self one time. Once the item has been used, it adheres to the users face like a second skin and becomes unable to be removed except by a Remove Curse spell. After the wearer completes a long rest, the mask activates and casts Disguise Self by itself, with the features of the spell being determined by the DM.
Shrinking Ring
Wondrous item, rare, cursed This magical ring allows it's user to cast the Enlarge/Reduce spell once per long rest. Once the ring has been used to Reduce however, when the user reverts back to normal size, the ring does not. The wearer must succeed on a DC 15 constitution save or suffer 1d10 damage. The user’s had becomes nearly unusable causing them to make an additional save every time they try to use it or suffer the damage again. If the ring is not removed within a day, the wearer's finger dies and becomes useless giving a permanent -1 to Dexterity. If the wearer uses the ring the to cast Enlarge, when the effects wear off the ring stays larger, and falls off. If the ring is ever not worn it reverts back to it’s normal size.
Wand of Self-Immolation
Wand, uncommon, cursed
This appears to be a wand of Fireball with a single charge, that will not recover charges. If the wand is used it casts the spell Fireball as if cast by a 5th level caster, centered directly upon the user of the wand.
Blade of Deception
Weapon (Longsword), uncommon, cursed, requires attunement
This appears to be and acts like a Sword of Wounding, however after each round of combat the sword changes shape to another bladed weapon of a size category larger. Once the weapon has gone through the largest size category it changes shape to a weapon of the smallest size category, and continues the cycle.
Cup of Glorious poison
Wondrous item, uncommon, cursed
This magical cup is a gold and gem-laden masterpiece of craftsmanship. It has the ability to create fill itself with any mundane drink. Upon activation anyone within a 30ft radius must make a DC 14 Charisma save or have an overwhelming desire to drink from it, and the bearer has a strong desire to share the cup around. Drinking from the cup immediately confers the Poisoned status effect. The effect may be removed in the normal ways.
Boots of Mysterious Stepping
Wondrous item, uncommon, cursed, requires attunement
These magical boots allow you to cast Misty Step once per short rest. Once cast the wearer must succeed on a DC14 Intelligence check or they end up in a location of the DM’s choosing.
Antipode Cloak
Wondrous item, uncommon, cursed, requires attunement
This cloak appears to be black and white checkerboard. Donning the cloak grants the wearer Resistance to a certain element, but also Vulnerability to the opposite element. DM’s discretion which element. The cloakcan not be removed or un-attuned except by remove curse.
Coin of consumption
Wondrous item, uncommon, cursed
If this coin is ever in the dark and next to other coins, it consumes them at a rate of 1 coin per minute. The coin excretes beautiful but worthless glitter.
Headband of Broken concentration
Wondrous item, uncommon, cursed, requires attunement
This looks and operates like a normal Headband of Intellect, however once the wearer casts a spell that requires concentration they must immediately make a DC14 Intelligence save, or have their spell fail. Each round of concentration the wearer must repeat the save. The headband can not be removed or un-attuned except by remove curse.
Axe of Vicious Returning
Weapon (hand axe), rare, cursed, requires attunement
This hand axe looks almost identical to a Dwarven Thrower. You gain a +2 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d6 damage. When the weapon returns to you it, it returns blade first, attacking you with half of the attack bonus used of its last attack. The Axe can not be un-attuned except by remove curse.
Plate Armor of Emperors Etherealness
Armor (plate), very rare, cursed, requires attunement
This armor seems to be a standard plate armor of Etherealness when discerning it's capabilities. While you’re wearing this armor, you can speak its command word as an action, however instead of conferring the effects of the Etherealness spell to it’s wear, it applies only to the armor itself, causing it to become ethereal. The armor is still considered 'worn' by you, and all the negatives of plate still apply. This effect lasts until the next dawn. The armor can not be removed or un-attuned except by remove curse.
Vial of Lovers Poison
Wonderous item, uncommon, cursed
This bottle of poison can be applied to any bladed weapon. Upon doing so the target must make a DC 14 Con save or the weapon inflicts the Poisoned status on a successful hit. However, if the weapon is used to strike any target that has the Poisoned status effect, the target is healed for the amount of damage that would be rolled.
Quiver of Infinite annoyance
Wonderous item, uncommon, cursed, requires attunement
This Quiver creates magical +1 arrows as they are pulled out to be fired. When one of these arrows is fired, a beam of red light the width of the arrow follows in it's path, connecting the target and the shooter. This beam stays on the shooter until another arrow is fired at another target, causing a new beam of light to appear. The light disappears when an object comes between the two points, or 1 minute whichever happens first.
Magical Map of ineptitude
Wonderous item, uncommon, cursed
This rolled up map looks extremely well drawn, and redraws for everything within 1 square mile upon whispering the activation phrase. When someone uses the map, they must make a DC 15 Wisdom save or believe with absolute certainty that everything on the map is correct, and defend the legitimacy with uncharacteristic behavior. The map is always wrong, and leads anybody using it off course, usually towards the most dangerous thing nearby.
Demonskin Leather
Armor (leather), rare, cursed, requires attunement
This Red leather armor grants resistance to fire damage to it’s wearer, but also vulnerability to slashing and piercing damage. If the wearer is ever bleeding, the blood is absorbed by the armor and a sense of delight is detected by its wearer. The armor can not be removed or un-attuned except by remove curse.
Horrible Cursed Items
Have you been looking for some new toys to screw with the minds of your poor players? Look no further! From horrible to just plain annoying these cursed items will give your party a new reason to be cautious about what treasure they take!
Mask of Indeterminate faces
Wondrous item, uncommon, cursed
When the user puts this mask on they gain the ability to cast the spell Disguise Self one time. Once the item has been used, it adheres to the users face like a second skin and becomes unable to be removed except by a Remove Curse spell. After the wearer completes a long rest, the mask activates and casts Disguise Self by itself, with the features of the spell being determined by the DM.
Shrinking Ring
Wondrous item, rare, cursed This magical ring allows it's user to cast the Enlarge/Reduce spell once per long rest. Once the ring has been used to Reduce however, when the user reverts back to normal size, the ring does not. The wearer must succeed on a DC 15 constitution save or suffer 1d10 damage. The user’s had becomes nearly unusable causing them to make an additional save every time they try to use it or suffer the damage again. If the ring is not removed within a day, the wearer's finger dies and becomes useless giving a permanent -1 to Dexterity. If the wearer uses the ring the to cast Enlarge, when the effects wear off the ring stays larger, and falls off. If the ring is ever not worn it reverts back to it’s normal size.
Wand of Self-Immolation
Wand, uncommon, cursed
This appears to be a wand of Fireball with a single charge, that will not recover charges. If the wand is used it casts the spell Fireball as if cast by a 5th level caster, centered directly upon the user of the wand.
Blade of Deception
Weapon (Longsword), uncommon, cursed, requires attunement
This appears to be and acts like a Sword of Wounding, however after each round of combat the sword changes shape to another bladed weapon of a size category larger. Once the weapon has gone through the largest size category it changes shape to a weapon of the smallest size category, and continues the cycle.
Cup of Glorious poison
Wondrous item, uncommon, cursed
This magical cup is a gold and gem-laden masterpiece of craftsmanship. It has the ability to create fill itself with any mundane drink. Upon activation anyone within a 30ft radius must make a DC 14 Charisma save or have an overwhelming desire to drink from it, and the bearer has a strong desire to share the cup around. Drinking from the cup immediately confers the Poisoned status effect. The effect may be removed in the normal ways.
Boots of Mysterious Stepping
Wondrous item, uncommon, cursed, requires attunement
These magical boots allow you to cast Misty Step once per short rest. Once cast the wearer must succeed on a DC14 Intelligence check or they end up in a location of the DM’s choosing.
Antipode Cloak
Wondrous item, uncommon, cursed, requires attunement
This cloak appears to be black and white checkerboard. Donning the cloak grants the wearer Resistance to a certain element, but also Vulnerability to the opposite element. DM’s discretion which element. The cloakcan not be removed or un-attuned except by remove curse.
Coin of consumption
Wondrous item, uncommon, cursed
If this coin is ever in the dark and next to other coins, it consumes them at a rate of 1 coin per minute. The coin excretes beautiful but worthless glitter.
Headband of Broken concentration
Wondrous item, uncommon, cursed, requires attunement
This looks and operates like a normal Headband of Intellect, however once the wearer casts a spell that requires concentration they must immediately make a DC14 Intelligence save, or have their spell fail. Each round of concentration the wearer must repeat the save. The headband can not be removed or un-attuned except by remove curse.
Axe of Vicious Returning
Weapon (hand axe), rare, cursed, requires attunement
This hand axe looks almost identical to a Dwarven Thrower. You gain a +2 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d6 damage. When the weapon returns to you it, it returns blade first, attacking you with half of the attack bonus used of its last attack. The Axe can not be un-attuned except by remove curse.
Plate Armor of Emperors Etherealness
Armor (plate), very rare, cursed, requires attunement
This armor seems to be a standard plate armor of Etherealness when discerning it's capabilities. While you’re wearing this armor, you can speak its command word as an action, however instead of conferring the effects of the Etherealness spell to it’s wear, it applies only to the armor itself, causing it to become ethereal. The armor is still considered 'worn' by you, and all the negatives of plate still apply. This effect lasts until the next dawn. The armor can not be removed or un-attuned except by remove curse.
Vial of Lovers Poison
Wonderous item, uncommon, cursed
This bottle of poison can be applied to any bladed weapon. Upon doing so the target must make a DC 14 Con save or the weapon inflicts the Poisoned status on a successful hit. However, if the weapon is used to strike any target that has the Poisoned status effect, the target is healed for the amount of damage that would be rolled.
Quiver of Infinite annoyance
Wonderous item, uncommon, cursed, requires attunement
This Quiver creates magical +1 arrows as they are pulled out to be fired. When one of these arrows is fired, a beam of red light the width of the arrow follows in it's path, connecting the target and the shooter. This beam stays on the shooter until another arrow is fired at another target, causing a new beam of light to appear. The light disappears when an object comes between the two points, or 1 minute whichever happens first.
Magical Map of ineptitude
Wonderous item, uncommon, cursed
This rolled up map looks extremely well drawn, and redraws for everything within 1 square mile upon whispering the activation phrase. When someone uses the map, they must make a DC 15 Wisdom save or believe with absolute certainty that everything on the map is correct, and defend the legitimacy with uncharacteristic behavior. The map is always wrong, and leads anybody using it off course, usually towards the most dangerous thing nearby.
Demonskin Leather
Armor (leather), rare, cursed, requires attunement
This Red leather armor grants resistance to fire damage to it’s wearer, but also vulnerability to slashing and piercing damage. If the wearer is ever bleeding, the blood is absorbed by the armor and a sense of delight is detected by its wearer. The armor can not be removed or un-attuned except by remove curse.