I wanted to share this: it's my "Uncommon Magical Armour and Uncommon Magical Weapon generator." There are 663 possible armours and 1,377 possible weapons. Basically you roll random for the weapon, then roll randomly for its property.
The goal is to create Uncommon magical armour and weapons that have interesting and fun minor properties. Some are stronger than others, and therefore rarer. The effects are designed for Uncommon items, but some can be scaled upwards.
Please feel free to use in your own games if you like the idea.
Armour
Roll for Type
Roll
Armour
Type
Base AC
0-5
Padded
Light
11 + Dex
5-15
Leather
Light
11 + Dex
16-25
Studded Leather
Light
12 + Dex
26-30
Hide
Medium
12 + Dex (2)
31-35
Chain Shirt
Medium
13 + Dex (2)
35-42
Scale mail
Medium
14 + Dex (2)
43-50
Breastplate
Medium
14 + Dex (2)
51-55
Half-plate
Medium
15 + Dex (2)
56-60
Ring mail
Heavy
14
61-70
Chain mail
Heavy
16
71-75
Splint
Heavy
17
76-85
Plate
Heavy
18
81-100
Shield
+2
All magical armours at this tier are +1 Armours, and in addition they have one additional magical property.
Roll 1d100 and it has this additional Property
Roll
Type
Bonus whilst wearing
1
Of Might
Advantage on STR contests to avoid Grapple and similar effects
2
Of Speed
Advantage on DEX saving throws that are made to avoid enemy attacks
3
Of Resilience
Advantage on CON saving throws against and creature abilities
4
Of Intellect
Advantage on Intelligence saving throws against harmful spells
5
Of the Wise
Advantage on Wisdon saving throws against harmful spells
6
Of the Vain
Advantage on Charisma checks against effects that would Charm, Possess, or Frighten the wearer
7-8
Of the Eagle
Advantage on Perception Checks that rely on Sight
9-10
Of the Vulture
When you reduce an enemy to 0 hit points with an attack, you may make a bonus attack against an enemy who is adjacent to you (you cannot move first).
11-12
Of the Lion
Leap: With a 10 foot running start, you can jump an additional 10 feet
13-14
Of the Bear
You have advantage in contests or saving throws if a failure would lead to you being Grappled or Restrained
15-16
Of the Boar
If you moved 20 feet in a straight line towards an enemy before attacking them and have not moved away from them this turn, your first attack this round deals +3 damage.
17-18
Of the Owl
You have Darkvision to 60 feet if you do not already have it.
19-20
Of the Heron
You suffer 1 less damage from non-magical attacks whilst at least partially immersed in water
21-22
Of the Eel
You cannot be grappled by enemies
23-24
Of the Dolphin
You can move through water at your normal movement rate
25-26
Of the Pirhana
If you damaged an enemy during your last turn, your next attack deals 1 bonus damage
27-28
Of the Toad
Your maximum jump distance increases by 5 whilst wearing this armour.
29-30
Of the Otter
Cursed item: you grow fur all over your body and all food other than raw fish tastes like sewage to you. You cannot remove the armour without a Banishment spell or something more powerful, followed by Greater Restoration to remove the fur.
31-32
Of the Viper
You have advantage on saving thows against poison effects
33-34
Of the Python
Cursed item: instead of doing a shit, lay eggs. The eggs will hatch into small, harmless snakes if kept warm for 3 days.
35-36
Of the Wolf
The armour has one charge. Once per day you may expend the charge to emit a wolf like howl as a bonus action, granting one ally a fresh saving throw against a negative effect that is affecting them, if they would normally be allowed a saving throw during their next turn.
37-38
Of the Bee
Cursed item: You emit an annoying buzzing sound. You suffer Disadvantage on Stealth checks. The curse cannot be removed except by a Wish, but if you eat honey it stops for 12 hours.
39-40
Of the Dragon
Whilst attuned, you can read and speak Draconic
41-42
Of the Weasel
Whilst attuned, you understand Thieves Cant
43-44
Of the Mammoth
You cannot be Shoved
45-46
Of the Sabretooth
Attacks you make with Piercing Weapons deal an additional +1 damage. This does not make them magical.
47-48
Of Acid Resistance
You suffer 1d6 less damage from acid damage
49-50
Of Thunder Resistance
You suffer 1d6 less damage from thunder damage
51-52
Of Fire Resistance
You suffer 1d6 less damage from fire damage
53-54
Of Cold Resistance
You suffer 1d6 less damage from cold damage
55-56
Of Poison Resistance
You suffer 1d6 less damage from poison damage
57-58
Of Force Resistance
You suffer 1d6 less damage from force damage
59-60
Of the Day
When you are reduced to 0hp from a piercing, slashing or bludgeoning attack, you drop to 1hp instead. The effect works once per day, and only during the day.
61-62
Of the Night
When you are reduced to 0hp from a piercing, slashing or bludgeoning attack, you drop to 1hp instead. The effect works once per night, and only during the night.
63-64
Of the Dusk
When reduced to 0hp, you have advantage on your first death saving throw in the next turn.
65-66
Of the Dawn
If an attack would deal enough damage to kill you outright in a single hit, you are reduced to 0hp instead.
67-68
Of the Heavens
Good Alignment only. When you suffer damage from a spell attack cast by an Evil aligned being, the armour retains some of the power. If you make a ranged or melee attack in the next turn it will deal a bonus 1d6 damage. The effect can only apply once per turn.
69-70
Of the Hells
Evil Alignment only. When you suffer damage from a spell attack cast by a Good aligned being, the armour retains some of the power. If you make a ranged or melee attack in the next turn it will deal a bonus 1d6 damage. The effect can only apply once per turn.
71-72
Of Garvin
Your reading speed is doubled
73-74
Of Omen
If you have Inspiration and roll a 6 on the die when using it, you retain Inspiration.
75-76
Of Pepestrel
Cursed item: You cannot get drunk, no matter how much you drink. If you do not drink at least one alcoholic drink every 12 hours you suffer disadvantage on attack rolls and concentration checks. You cannot remove the item without a Wish spell.
77-78
Of Merneth
You have advantage on Stealth checks whilst in a forest, wood or jungle.
79-80
Of Hallion
Once per day you can cast the Disguise Self spell.
81-82
Of Valass
You have advantage on saving throws against spells and effects that would limit your movement in the next turn.
83-84
Of Sauvaign
You suffer 1 less damage from non-magical piercing, slashing and bludgeoning attacks.
85-86
Of Araklion
Only Good characters gain the benefits of this armour. Once per day you may cast the Light spell at first level.
87-88
Of Oblivion
Only Evil characters gain the magical benefits of this armour. Once per day you may cast the Darkness spell at first level.
89-98
Of Slaying
Roll 1d10 and consult the table below
99
Of Heroism
Once per day you can cast the Heroism spell on yourself
100
Of Glory
The magical bonus of this item is +2 rather than +1
Slaying Table
Roll 1d10
Type
Effect
1
Of Dragon Slaying
When you suffer damage from a Dragon you regenerate 3 hit points at the beginning of your next turn.
2
Of Giant Slaying
When you suffer damage from a Giant you regenerate 3 hit points at the beginning of your next turn.
3
Of Aberration Slaying
When you suffer damage from an Aberration you regenerate 3 hit points at the beginning of your next turn.
4
Of Beast Slaying
When you suffer damage from a Beast you regenerate 3 hit points at the beginning of your next turn.
5
Of Celestial Slaying
When you suffer damage from a Celestial you regenerate 3 hit points at the beginning of your next turn.
6
Of Elemental Slaying
When you suffer damage from a Elemental you regenerate 3 hit points at the beginning of your next turn.
7
Of the Fey Slayer
When you suffer damage from a Fey you regenerate 3 hit points at the beginning of your next turn.
8
Of Fiend Slaying
When you suffer damage from a Fiend you regenerate 3 hit points at the beginning of your next turn.
9
Of Monstrous Slaying
When you suffer damage from a Monstrosity you regenerate 3 hit points at the beginning of your next turn.
10
Of Undead Slaying
When you suffer damage from an Undead creature you regenerate 3 hit points at the beginning of your next turn.
Weapons
Not all weapons appear here, as wizards just don’t bother creating magical clubs, whips and the like unless they have additional special properties
Roll
Weapon
1-5
Dagger
6-7
Javelin
8-12
Mace
13-15
Quarterstaff
16-21
Spear
22-23
Light Crossbow
24
Darts (10)
25-30
Shortbow
31-35
Arrows (20)
36-37
Crossbow Bolts (20)
38-42
Battleaxe
43
Flail
44-45
Glaive
46-50
Greatsword
51-52
Halberd
53-54
Lance
55-65
Longsword
66
Maul
67-68
Morningstar
69-72
Rapier
73-77
Scimitar
78-85
Shortsword
86
Trident
87-91
Warhammer
92
Hand Crossbow
93-96
Heavy Crossbow
97-100
Longbow
Roll
Type
Bonus Whilst Wearing
1
Of Might
Critical hits with this weapon deal an additional 2 damage
2
Of Speed
You gain a +1 bonus to Initiative rolls whilst this weapon is on your person.
3
Of Resilience
You cannot be disarmed of this weapon
4
Of Brilliance
The weapon inflicts an additional 1 damage to creatures that have lower intelligence than you.
5
Of the Wise
The weapon inflicts an additional 1 damage to creatures that have lower Wisdom than you.
6
Of the Vain
The weapon inflicts an additional 1 damage to creatures that have lower Charisma than you.
7-8
Of the Eagle
Advantage on Perception Checks that rely on Sight
9-10
Of the Vulture
When you reduce an enemy to 0 hit points with an attack, you may make a bonus attack against an enemy who is adjacent to you (you cannot move first).
11-12
Of the Lion
Leap: With a 10 foot running start, you can jump an additional 10 feet
13-14
Of the Bear
You have advantage in contests or saving throws if a failure would lead to you being Grappled or Restrained
15-16
Of the Boar
If you moved 20 feet in a straight line towards an enemy before attacking them and have not moved away from them this turn, your first attack this round deals +3 damage.
17-18
Of the Owl
You have Darkvision to 60 feet if you do not already have it.
19-20
Of the Heron
You suffer 1 less damage from non-magical attacks whilst at least partially immersed in water
21-22
Of the Eel
You cannot be grappled by enemies
23-24
Of the Dolphin
You can move through water at your normal movement rate
25-26
Of the Pirhana
If you damaged an enemy during your last turn, your next attack deals 1 bonus damage
27-28
Of the Toad
Your maximum jump distance increases by 5 whilst holding this weapon
29-30
Of the Otter
Cursed item: you grow fur all over your body and all food other than raw fish tastes like sewage to you. You cannot remove the weapon without a Banishment spell or something more powerful, followed by Greater Restoration to remove the fur.
31-32
Of the Viper
The weapon deals a bonus 1d4 Poison damage
33-34
Of the Python
Cursed item: instead of doing a shit, you lay eggs. The eggs will hatch into small, harmless snakes if kept warm for 3 days.
35-36
Of the Wolf
The weapon has one charge. Once per day you may expend the charge to emit a wolf like howl as a bonus action, granting one ally a fresh saving throw against a negative effect that is affecting them, if they would normally be allowed a saving throw during their next turn. If this is ammunition, you howl when you loose it and instead of (10) you have (3), with no charges.
37-38
Of the Bee
Cursed item: You emit an annoying buzzing sound. You suffer Disadvantage on Stealth checks. The curse cannot be removed except by a Wish, but if you eat honey it stops for 12 hours. If this is ammunition, instead a target struck by the ammunition suffers a further d6 piercing damage.
39-40
Of the Dragon
Whilst attuned, you can read and speak Draconic
41-42
Of the Weasel
Whilst attuned, you understand Thieves Cant
43-44
Of the Mammoth
The weapon has 3 charges. You may expend a charge to deal an additional d8 bludgeoning damage. After the third charge is used, the weapon is a +1 weapon.
45-46
Of the Sabretooth
The weapon has 3 charges. You may expend a charge to deal an additional d8 piercing damage. After the third charge is used, the weapon is a +1 weapon.
47-48
Of Acid’s Bite
The weapon inflicts an additional 1d4 acid damage
49-50
Of Thunder Power
The weapon inflicts an additional 1d4 Thunder damage
51-52
Of Flame
The weapon inflicts an additional 1d4 Fire damage
53-54
Of Frozen Night
The weapon inflicts an additional 1d4 Cold damage
55-56
Of the Wyvern’s Sting
The weapon inflicts an additional 1d4 Poison damage
57-58
Of Baleful Force
The weapon inflicts an additional 1d4 Force damage
59-60
Of the Day
When you reduce an enemy to 0hp with an attack, you heal for 2d6 hit points. The effect works once per day, and only during the day.
61-62
Of the Night
When you reduce an enemy to 0hp with an attack, you may cast the Chill Touch spell as a Bonus Action using either STR or DEX as your attack modifier. The effect works once per day, and only during the day.
63-64
Of the Dusk
If an attack would reduce you to 0hp, you may immediately use your reaction to make an attack with this weapon.
65-66
Of the Dawn
If an attack or spell reduces you to 0hp, the weapon blazes with a blinding light. The creature that hit you must succeed on a DC15 Dexterity saving throw to look away or be Blinded until the end of its next turn.
67-68
Of the Heavens
Good Alignment only. You deal a bonus d6 damage against Devils and Demons.
69-70
Of the Hells
Evil Alignment only. You deal a bonus d6 damage against Celestials and Fey.
71-72
Of Garvin
Your reading speed is doubled (reroll for ammunition)
73-74
Of Omen
If you have Inspiration and roll a 6 on the die when using it, you retain Inspiration. (reroll for ammunition)
75-76
Of Pepestrel
Cursed item: You cannot get drunk, no matter how much you drink. If you do not drink at least one alcoholic drink every 12 hours you suffer disadvantage on attack rolls and concentration checks. You cannot remove the item without a Wish spell. (reroll for ammunition)
77-78
Of Merneth
You have advantage on Stealth checks whilst in a forest, wood or jungle. (reroll for ammunition)
79-80
Of Hallion
Once per day you can cast the Disguise Self spell. (reroll for ammunition)
81-82
Of Valass
You have advantage on saving throws against spells and effects that would limit your movement in the next turn. (reroll for ammunition)
83-84
Of Sauvaign
Creatures with resistance to the weapons damage type do not have resistance against this weapon.
85-86
Of Araklion
Only Good characters gain the benefits of this weapon. The weapon shines as if under a Light spell.
87-88
Of Oblivion
Only Evil characters gain the magical benefits of this weapon. Once per day you may cast the Darkness spell at first level.
89-98
Of Slaying
Roll 1d10 and consult the table below
99
Of Heroism
Once per day you can cast the Heroism spell on yourself
100
Of Glory
The magical bonus of this item is +2 rather than +1
Slaying Table
Roll 1d10
Type
Effect
1
Of Dragon Slaying
The weapon inflicts an additional d6 damage of its own type against dragons
2
Of Giant Slaying
The weapon inflicts an additional d6 damage of its own type against giants
3
Of Aberration Slaying
The weapon inflicts an additional d6 damage of its own type against aberrations
4
Of Beast Slaying
The weapon inflicts an additional d6 damage of its own type against beasts
5
Of Celestial Slaying
The weapon inflicts an additional d6 damage of its own type against celestials
6
Of Elemental Slaying
The weapon inflicts an additional d6 damage of its own type against elementals
7
Of the Fey Slayer
The weapon inflicts an additional d6 damage of its own type against fey
8
Of Fiend Slaying
The weapon inflicts an additional d6 damage of its own type against fiends
9
Of Monstrous Slaying
The weapon inflicts an additional d6 damage of its own type against monstrosities
10
Of Undead Slaying
The weapon inflicts an additional d6 damage of its own type against undead
I've made one up, took me half an hour or so. It's based on my old MTG doc i had made. I'll PM you and Sanvael the link so he can decide if he wants to publish it or do whatever he wants with it.
I wanted to share this: it's my "Uncommon Magical Armour and Uncommon Magical Weapon generator." There are 663 possible armours and 1,377 possible weapons. Basically you roll random for the weapon, then roll randomly for its property.
The goal is to create Uncommon magical armour and weapons that have interesting and fun minor properties. Some are stronger than others, and therefore rarer. The effects are designed for Uncommon items, but some can be scaled upwards.
Please feel free to use in your own games if you like the idea.
Armour
Roll for Type
Roll
Armour
Type
Base AC
0-5
Padded
Light
11 + Dex
5-15
Leather
Light
11 + Dex
16-25
Studded Leather
Light
12 + Dex
26-30
Hide
Medium
12 + Dex (2)
31-35
Chain Shirt
Medium
13 + Dex (2)
35-42
Scale mail
Medium
14 + Dex (2)
43-50
Breastplate
Medium
14 + Dex (2)
51-55
Half-plate
Medium
15 + Dex (2)
56-60
Ring mail
Heavy
14
61-70
Chain mail
Heavy
16
71-75
Splint
Heavy
17
76-85
Plate
Heavy
18
81-100
Shield
+2
All magical armours at this tier are +1 Armours, and in addition they have one additional magical property.
Roll 1d100 and it has this additional Property
Roll
Type
Bonus whilst wearing
1
Of Might
Advantage on STR contests to avoid Grapple and similar effects
2
Of Speed
Advantage on DEX saving throws that are made to avoid enemy attacks
3
Of Resilience
Advantage on CON saving throws against and creature abilities
4
Of Intellect
Advantage on Intelligence saving throws against harmful spells
5
Of the Wise
Advantage on Wisdon saving throws against harmful spells
6
Of the Vain
Advantage on Charisma checks against effects that would Charm, Possess, or Frighten the wearer
7-8
Of the Eagle
Advantage on Perception Checks that rely on Sight
9-10
Of the Vulture
When you reduce an enemy to 0 hit points with an attack, you may make a bonus attack against an enemy who is adjacent to you (you cannot move first).
11-12
Of the Lion
Leap: With a 10 foot running start, you can jump an additional 10 feet
13-14
Of the Bear
You have advantage in contests or saving throws if a failure would lead to you being Grappled or Restrained
15-16
Of the Boar
If you moved 20 feet in a straight line towards an enemy before attacking them and have not moved away from them this turn, your first attack this round deals +3 damage.
17-18
Of the Owl
You have Darkvision to 60 feet if you do not already have it.
19-20
Of the Heron
You suffer 1 less damage from non-magical attacks whilst at least partially immersed in water
21-22
Of the Eel
You cannot be grappled by enemies
23-24
Of the Dolphin
You can move through water at your normal movement rate
25-26
Of the Pirhana
If you damaged an enemy during your last turn, your next attack deals 1 bonus damage
27-28
Of the Toad
Your maximum jump distance increases by 5 whilst wearing this armour.
29-30
Of the Otter
Cursed item: you grow fur all over your body and all food other than raw fish tastes like sewage to you. You cannot remove the armour without a Banishment spell or something more powerful, followed by Greater Restoration to remove the fur.
31-32
Of the Viper
You have advantage on saving thows against poison effects
33-34
Of the Python
Cursed item: instead of doing a shit, lay eggs. The eggs will hatch into small, harmless snakes if kept warm for 3 days.
35-36
Of the Wolf
The armour has one charge. Once per day you may expend the charge to emit a wolf like howl as a bonus action, granting one ally a fresh saving throw against a negative effect that is affecting them, if they would normally be allowed a saving throw during their next turn.
37-38
Of the Bee
Cursed item: You emit an annoying buzzing sound. You suffer Disadvantage on Stealth checks. The curse cannot be removed except by a Wish, but if you eat honey it stops for 12 hours.
39-40
Of the Dragon
Whilst attuned, you can read and speak Draconic
41-42
Of the Weasel
Whilst attuned, you understand Thieves Cant
43-44
Of the Mammoth
You cannot be Shoved
45-46
Of the Sabretooth
Attacks you make with Piercing Weapons deal an additional +1 damage. This does not make them magical.
47-48
Of Acid Resistance
You suffer 1d6 less damage from acid damage
49-50
Of Thunder Resistance
You suffer 1d6 less damage from thunder damage
51-52
Of Fire Resistance
You suffer 1d6 less damage from fire damage
53-54
Of Cold Resistance
You suffer 1d6 less damage from cold damage
55-56
Of Poison Resistance
You suffer 1d6 less damage from poison damage
57-58
Of Force Resistance
You suffer 1d6 less damage from force damage
59-60
Of the Day
When you are reduced to 0hp from a piercing, slashing or bludgeoning attack, you drop to 1hp instead. The effect works once per day, and only during the day.
61-62
Of the Night
When you are reduced to 0hp from a piercing, slashing or bludgeoning attack, you drop to 1hp instead. The effect works once per night, and only during the night.
63-64
Of the Dusk
When reduced to 0hp, you have advantage on your first death saving throw in the next turn.
65-66
Of the Dawn
If an attack would deal enough damage to kill you outright in a single hit, you are reduced to 0hp instead.
67-68
Of the Heavens
Good Alignment only. When you suffer damage from a spell attack cast by an Evil aligned being, the armour retains some of the power. If you make a ranged or melee attack in the next turn it will deal a bonus 1d6 damage. The effect can only apply once per turn.
69-70
Of the Hells
Evil Alignment only. When you suffer damage from a spell attack cast by a Good aligned being, the armour retains some of the power. If you make a ranged or melee attack in the next turn it will deal a bonus 1d6 damage. The effect can only apply once per turn.
71-72
Of Garvin
Your reading speed is doubled
73-74
Of Omen
If you have Inspiration and roll a 6 on the die when using it, you retain Inspiration.
75-76
Of Pepestrel
Cursed item: You cannot get drunk, no matter how much you drink. If you do not drink at least one alcoholic drink every 12 hours you suffer disadvantage on attack rolls and concentration checks. You cannot remove the item without a Wish spell.
77-78
Of Merneth
You have advantage on Stealth checks whilst in a forest, wood or jungle.
79-80
Of Hallion
Once per day you can cast the Disguise Self spell.
81-82
Of Valass
You have advantage on saving throws against spells and effects that would limit your movement in the next turn.
83-84
Of Sauvaign
You suffer 1 less damage from non-magical piercing, slashing and bludgeoning attacks.
85-86
Of Araklion
Only Good characters gain the benefits of this armour. Once per day you may cast the Light spell at first level.
87-88
Of Oblivion
Only Evil characters gain the magical benefits of this armour. Once per day you may cast the Darkness spell at first level.
89-98
Of Slaying
Roll 1d10 and consult the table below
99
Of Heroism
Once per day you can cast the Heroism spell on yourself
100
Of Glory
The magical bonus of this item is +2 rather than +1
Slaying Table
Roll 1d10
Type
Effect
1
Of Dragon Slaying
When you suffer damage from a Dragon you regenerate 3 hit points at the beginning of your next turn.
2
Of Giant Slaying
When you suffer damage from a Giant you regenerate 3 hit points at the beginning of your next turn.
3
Of Aberration Slaying
When you suffer damage from an Aberration you regenerate 3 hit points at the beginning of your next turn.
4
Of Beast Slaying
When you suffer damage from a Beast you regenerate 3 hit points at the beginning of your next turn.
5
Of Celestial Slaying
When you suffer damage from a Celestial you regenerate 3 hit points at the beginning of your next turn.
6
Of Elemental Slaying
When you suffer damage from a Elemental you regenerate 3 hit points at the beginning of your next turn.
7
Of the Fey Slayer
When you suffer damage from a Fey you regenerate 3 hit points at the beginning of your next turn.
8
Of Fiend Slaying
When you suffer damage from a Fiend you regenerate 3 hit points at the beginning of your next turn.
9
Of Monstrous Slaying
When you suffer damage from a Monstrosity you regenerate 3 hit points at the beginning of your next turn.
10
Of Undead Slaying
When you suffer damage from an Undead creature you regenerate 3 hit points at the beginning of your next turn.
Weapons
Not all weapons appear here, as wizards just don’t bother creating magical clubs, whips and the like unless they have additional special properties
Roll
Weapon
1-5
Dagger
6-7
Javelin
8-12
Mace
13-15
Quarterstaff
16-21
Spear
22-23
Light Crossbow
24
Darts (10)
25-30
Shortbow
31-35
Arrows (20)
36-37
Crossbow Bolts (20)
38-42
Battleaxe
43
Flail
44-45
Glaive
46-50
Greatsword
51-52
Halberd
53-54
Lance
55-65
Longsword
66
Maul
67-68
Morningstar
69-72
Rapier
73-77
Scimitar
78-85
Shortsword
86
Trident
87-91
Warhammer
92
Hand Crossbow
93-96
Heavy Crossbow
97-100
Longbow
Roll
Type
Bonus Whilst Wearing
1
Of Might
Critical hits with this weapon deal an additional 2 damage
2
Of Speed
You gain a +1 bonus to Initiative rolls whilst this weapon is on your person.
3
Of Resilience
You cannot be disarmed of this weapon
4
Of Brilliance
The weapon inflicts an additional 1 damage to creatures that have lower intelligence than you.
5
Of the Wise
The weapon inflicts an additional 1 damage to creatures that have lower Wisdom than you.
6
Of the Vain
The weapon inflicts an additional 1 damage to creatures that have lower Charisma than you.
7-8
Of the Eagle
Advantage on Perception Checks that rely on Sight
9-10
Of the Vulture
When you reduce an enemy to 0 hit points with an attack, you may make a bonus attack against an enemy who is adjacent to you (you cannot move first).
11-12
Of the Lion
Leap: With a 10 foot running start, you can jump an additional 10 feet
13-14
Of the Bear
You have advantage in contests or saving throws if a failure would lead to you being Grappled or Restrained
15-16
Of the Boar
If you moved 20 feet in a straight line towards an enemy before attacking them and have not moved away from them this turn, your first attack this round deals +3 damage.
17-18
Of the Owl
You have Darkvision to 60 feet if you do not already have it.
19-20
Of the Heron
You suffer 1 less damage from non-magical attacks whilst at least partially immersed in water
21-22
Of the Eel
You cannot be grappled by enemies
23-24
Of the Dolphin
You can move through water at your normal movement rate
25-26
Of the Pirhana
If you damaged an enemy during your last turn, your next attack deals 1 bonus damage
27-28
Of the Toad
Your maximum jump distance increases by 5 whilst holding this weapon
29-30
Of the Otter
Cursed item: you grow fur all over your body and all food other than raw fish tastes like sewage to you. You cannot remove the weapon without a Banishment spell or something more powerful, followed by Greater Restoration to remove the fur.
31-32
Of the Viper
The weapon deals a bonus 1d4 Poison damage
33-34
Of the Python
Cursed item: instead of doing a shit, you lay eggs. The eggs will hatch into small, harmless snakes if kept warm for 3 days.
35-36
Of the Wolf
The weapon has one charge. Once per day you may expend the charge to emit a wolf like howl as a bonus action, granting one ally a fresh saving throw against a negative effect that is affecting them, if they would normally be allowed a saving throw during their next turn. If this is ammunition, you howl when you loose it and instead of (10) you have (3), with no charges.
37-38
Of the Bee
Cursed item: You emit an annoying buzzing sound. You suffer Disadvantage on Stealth checks. The curse cannot be removed except by a Wish, but if you eat honey it stops for 12 hours. If this is ammunition, instead a target struck by the ammunition suffers a further d6 piercing damage.
39-40
Of the Dragon
Whilst attuned, you can read and speak Draconic
41-42
Of the Weasel
Whilst attuned, you understand Thieves Cant
43-44
Of the Mammoth
The weapon has 3 charges. You may expend a charge to deal an additional d8 bludgeoning damage. After the third charge is used, the weapon is a +1 weapon.
45-46
Of the Sabretooth
The weapon has 3 charges. You may expend a charge to deal an additional d8 piercing damage. After the third charge is used, the weapon is a +1 weapon.
47-48
Of Acid’s Bite
The weapon inflicts an additional 1d4 acid damage
49-50
Of Thunder Power
The weapon inflicts an additional 1d4 Thunder damage
51-52
Of Flame
The weapon inflicts an additional 1d4 Fire damage
53-54
Of Frozen Night
The weapon inflicts an additional 1d4 Cold damage
55-56
Of the Wyvern’s Sting
The weapon inflicts an additional 1d4 Poison damage
57-58
Of Baleful Force
The weapon inflicts an additional 1d4 Force damage
59-60
Of the Day
When you reduce an enemy to 0hp with an attack, you heal for 2d6 hit points. The effect works once per day, and only during the day.
61-62
Of the Night
When you reduce an enemy to 0hp with an attack, you may cast the Chill Touch spell as a Bonus Action using either STR or DEX as your attack modifier. The effect works once per day, and only during the day.
63-64
Of the Dusk
If an attack would reduce you to 0hp, you may immediately use your reaction to make an attack with this weapon.
65-66
Of the Dawn
If an attack or spell reduces you to 0hp, the weapon blazes with a blinding light. The creature that hit you must succeed on a DC15 Dexterity saving throw to look away or be Blinded until the end of its next turn.
67-68
Of the Heavens
Good Alignment only. You deal a bonus d6 damage against Devils and Demons.
69-70
Of the Hells
Evil Alignment only. You deal a bonus d6 damage against Celestials and Fey.
71-72
Of Garvin
Your reading speed is doubled (reroll for ammunition)
73-74
Of Omen
If you have Inspiration and roll a 6 on the die when using it, you retain Inspiration. (reroll for ammunition)
75-76
Of Pepestrel
Cursed item: You cannot get drunk, no matter how much you drink. If you do not drink at least one alcoholic drink every 12 hours you suffer disadvantage on attack rolls and concentration checks. You cannot remove the item without a Wish spell. (reroll for ammunition)
77-78
Of Merneth
You have advantage on Stealth checks whilst in a forest, wood or jungle. (reroll for ammunition)
79-80
Of Hallion
Once per day you can cast the Disguise Self spell. (reroll for ammunition)
81-82
Of Valass
You have advantage on saving throws against spells and effects that would limit your movement in the next turn. (reroll for ammunition)
83-84
Of Sauvaign
Creatures with resistance to the weapons damage type do not have resistance against this weapon.
85-86
Of Araklion
Only Good characters gain the benefits of this weapon. The weapon shines as if under a Light spell.
87-88
Of Oblivion
Only Evil characters gain the magical benefits of this weapon. Once per day you may cast the Darkness spell at first level.
89-98
Of Slaying
Roll 1d10 and consult the table below
99
Of Heroism
Once per day you can cast the Heroism spell on yourself
100
Of Glory
The magical bonus of this item is +2 rather than +1
Slaying Table
Roll 1d10
Type
Effect
1
Of Dragon Slaying
The weapon inflicts an additional d6 damage of its own type against dragons
2
Of Giant Slaying
The weapon inflicts an additional d6 damage of its own type against giants
3
Of Aberration Slaying
The weapon inflicts an additional d6 damage of its own type against aberrations
4
Of Beast Slaying
The weapon inflicts an additional d6 damage of its own type against beasts
5
Of Celestial Slaying
The weapon inflicts an additional d6 damage of its own type against celestials
6
Of Elemental Slaying
The weapon inflicts an additional d6 damage of its own type against elementals
7
Of the Fey Slayer
The weapon inflicts an additional d6 damage of its own type against fey
8
Of Fiend Slaying
The weapon inflicts an additional d6 damage of its own type against fiends
9
Of Monstrous Slaying
The weapon inflicts an additional d6 damage of its own type against monstrosities
10
Of Undead Slaying
The weapon inflicts an additional d6 damage of its own type against undead
These are great! some of them are down right hilarious too. Any place I can get this in an actual table format?
I got chainmail of undead slaying, and a spear of giant slaying. I’ll keep those, thank you very much.
This is wonderful tool. Thank you for creating it.
Very useful, thank you.
Awesome! Thanks for this!
Awesome!
Come check out some of my Homebrew (please give input!)
Make some trinket tables on this thread!
Love it!
I will be referring to this much in the future! I am deeply indebted to you for this great resource.
10/10 100% would magic item again. Bravo, bravo!!! 👏👏👏👏
I *love* this. Any chance of you putting it into a pdf or doc for people to download it be able to refer to in future?
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
I've made one up, took me half an hour or so. It's based on my old MTG doc i had made. I'll PM you and Sanvael the link so he can decide if he wants to publish it or do whatever he wants with it.
I got long sword twice