In an old forum RP I used to frequent one of the mechanics I personally enjoyed was 'rifting'. Which was a process that combined items, abilities and sometimes even people, creating distinct creations with elements of both. So I decided to make something along those lines for D&D.
Satchel of Coalescence Wondrous Item
An simple bag of woven grey and green threads, embroidered with spiraling transmutation runes around the seems. The internal space of the satchel is 6x4x4 feet, regardless of the size of the satchel. Individual items can be stored in the bag indefinitely but the magics of the bag are triggered when more than one item is left within over the length of a long rest. Items left together in the Satchel of Coalescence are permanently combined together into a single item with physical, magical and thematic qualities related to its component parts. A Satchel of Coalescence is found with 1d6 charges, it uses 1 charge for each item beyond the first left within when the bag's magic is triggered.
So, let me know what you would throw in here and I'll do my best to figure out what would come out.
A silver pin in the shape of a shield with a small agate placed at it center, the inside of the brooch is engraved with a hand. While wearing this brooch, you know and may cast the mage hand cantrip. On your turn, if you use your action to perform a check that uses sleight of hand or thieves tools proficiencies you gain resistance to slashing, piercing, bludgeoning and force damage until the beginning of your next turn.
Cowl of Non-Detection Wondrous Item, Requires Attunement
A grey/green scarf that sits neatly over the shoulders, can be extended over the head as an action. While worn, you cannot be seen by scrying sensors and you cannot be the target of divination spells. With the hood is up, you and items you carry do not register to detection effects such as detect magic or a paladin's divine sense. With the hood up you also have advantage on Dexterity (stealth) checks made to hide.
Step of the Ice Spider Wondrous Item, Requires Attunement
These fur lined boots seem to be woven from some sort of silken material, tough as leather but they feel like slippers when worn. When worn you gain the following benefits:
You have resistance to Cold damage, and can tolerate temperatures as low as -50 Fahrenheit.
On ice, snow or frozen terrain you can move effortlessly in any direction while keeping your hands completely free. You have a climbing speed equal to your walking speed.
Without ice or snow the boots don't functional as well. In non-frigid terrain you have a climbing speed equal to half your walking speed.
A small shoulder slung satchel with several internal sections designed to keep herbs, flowers and other potioning ingredients fresh and secure until they can be used. The outer section of the bag has a half dozen slots about the right width and depth for a potion bottle, each with a smiling face on the outside. These potion slots can carry a seemingly limitless number of potion bottles, whichever potion you reach for is magically in the slot you reach for. At the end of each long rest 1d4 potion of healing appear in the slots if there are none there already.
Archer's Foil Shield, Very Rare, Requires Attunement
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. As a bonus action you can speak the shield's command word and cause it to animate and hover around you, protecting you and your allies and freeing up your hand. While animated in this way, the shield provides its +2 to bonus to AC against ranged attacks to all allies within 10 feet of you, but no longer provides its normal bonus to AC. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
This broom has 7 charges. While riding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The projectiles created by magic missile are miniature brooms that splinter off the front of the shaft, each expended charge reduces the length of the broom shaft.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, the broom cannot fly until at least one charge is restored.
Charm of the Rat King Necklace, Wondrous Item, Requires Attunement
A small pendant necklace in the shape of a piper, amethyst gems dotting the pipe. While attuned to this necklace, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. You can also detect the presence of these creatures you can't see. As an action on your turn, you can search for their thoughts within 60 feet of you. You can tell their current location, approximate number, general disposition and current goals. After sensing creatures in this way you can make yourself understood by them and gain advantage on Animal Handling checks made to influence their behaviour.
The necklaces has 3 charges. As an action you may choose to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms are indifferent to your presence but will not automatically obey commands. The necklace regains 1d3 expended charges daily at dawn.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you, this aura extends to 30 feet if you have 17 or more levels in Paladin. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to the holy aura that surrounds you. You and all creatures friendly to you in the aura have a bonus to AC and saving throws equal the amount of bonus transferred to the aura. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC and saving throws. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
In an old forum RP I used to frequent one of the mechanics I personally enjoyed was 'rifting'. Which was a process that combined items, abilities and sometimes even people, creating distinct creations with elements of both. So I decided to make something along those lines for D&D.
Satchel of Coalescence
Wondrous Item
An simple bag of woven grey and green threads, embroidered with spiraling transmutation runes around the seems. The internal space of the satchel is 6x4x4 feet, regardless of the size of the satchel. Individual items can be stored in the bag indefinitely but the magics of the bag are triggered when more than one item is left within over the length of a long rest. Items left together in the Satchel of Coalescence are permanently combined together into a single item with physical, magical and thematic qualities related to its component parts. A Satchel of Coalescence is found with 1d6 charges, it uses 1 charge for each item beyond the first left within when the bag's magic is triggered.
So, let me know what you would throw in here and I'll do my best to figure out what would come out.
My DM's Guild Content - Mostly quick rules and guides.
Couple of randomly generated ones.
Gloves of Thievery and Brooch of Shielding
Thieves' Shield
Wondrous Item, Requires Attunement
A silver pin in the shape of a shield with a small agate placed at it center, the inside of the brooch is engraved with a hand. While wearing this brooch, you know and may cast the mage hand cantrip. On your turn, if you use your action to perform a check that uses sleight of hand or thieves tools proficiencies you gain resistance to slashing, piercing, bludgeoning and force damage until the beginning of your next turn.
Amulet of Proof against Detection and Location and Cloak of Elvenkind
Cowl of Non-Detection
Wondrous Item, Requires Attunement
A grey/green scarf that sits neatly over the shoulders, can be extended over the head as an action. While worn, you cannot be seen by scrying sensors and you cannot be the target of divination spells. With the hood is up, you and items you carry do not register to detection effects such as detect magic or a paladin's divine sense. With the hood up you also have advantage on Dexterity (stealth) checks made to hide.
Slippers of Spider Climbing and Boots of the Winterlands
Step of the Ice Spider
Wondrous Item, Requires Attunement
These fur lined boots seem to be woven from some sort of silken material, tough as leather but they feel like slippers when worn. When worn you gain the following benefits:
My DM's Guild Content - Mostly quick rules and guides.
Bag of Holding and Potion of Healing
The Apothe-Carry
Wondrous Item
A small shoulder slung satchel with several internal sections designed to keep herbs, flowers and other potioning ingredients fresh and secure until they can be used. The outer section of the bag has a half dozen slots about the right width and depth for a potion bottle, each with a smiling face on the outside. These potion slots can carry a seemingly limitless number of potion bottles, whichever potion you reach for is magically in the slot you reach for. At the end of each long rest 1d4 potion of healing appear in the slots if there are none there already.
My DM's Guild Content - Mostly quick rules and guides.
Arrow-Catching Shield and Animated Shield
Archer's Foil
Shield, Very Rare, Requires Attunement
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. As a bonus action you can speak the shield's command word and cause it to animate and hover around you, protecting you and your allies and freeing up your hand. While animated in this way, the shield provides its +2 to bonus to AC against ranged attacks to all allies within 10 feet of you, but no longer provides its normal bonus to AC. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
My DM's Guild Content - Mostly quick rules and guides.
Wand of Magic Missiles + Broom of Flying
=
Flight of Fantasia
Wondrous Item, Uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
This broom has 7 charges. While riding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The projectiles created by magic missile are miniature brooms that splinter off the front of the shaft, each expended charge reduces the length of the broom shaft.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, the broom cannot fly until at least one charge is restored.
Pipes of the Sewers + Medallion of Thoughts
=
Charm of the Rat King
Necklace, Wondrous Item, Requires Attunement
A small pendant necklace in the shape of a piper, amethyst gems dotting the pipe. While attuned to this necklace, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. You can also detect the presence of these creatures you can't see. As an action on your turn, you can search for their thoughts within 60 feet of you. You can tell their current location, approximate number, general disposition and current goals. After sensing creatures in this way you can make yourself understood by them and gain advantage on Animal Handling checks made to influence their behaviour.
The necklaces has 3 charges. As an action you may choose to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms are indifferent to your presence but will not automatically obey commands. The necklace regains 1d3 expended charges daily at dawn.
My DM's Guild Content - Mostly quick rules and guides.
Asked Adam what two items he would throw in here during the Christmas stream and forgot to post the results.
Holy Avenger + Defender =
Weapon (Longsword), Legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you, this aura extends to 30 feet if you have 17 or more levels in Paladin. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to the holy aura that surrounds you. You and all creatures friendly to you in the aura have a bonus to AC and saving throws equal the amount of bonus transferred to the aura. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC and saving throws. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
https://www.dndbeyond.com/magic-items/1179008-holy-defender
My DM's Guild Content - Mostly quick rules and guides.