There are few feelings more exciting in Dungeons and Dragons than finding a brand-new magical item. These swords, jewels, rings, and vestments provide a powerful, magical flair to even the most grounded of characters. They allow for increased customization, unique tactics, unconventional plans and rolls.
There are hundreds of magical items out there to give to your players (or to as your DM to give to you). You can roll for them on massive tables in the Dungeon Master’s Guide, as well as supplemental books. Pages upon pages of magical items for you to trawl, finding the perfect prop for your character.
It expands even further when you add in the magical items available in previous editions. It can be almost overwhelming to sort through those, too. That’s why we here at D20Collective have compiled a small list of 3.5e magical items you might want to use in your campaign.
Chime of Interruption
This small, silver chime rings out a clear, resonating tone, far louder than its size implies. What’s more, this instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster can make a Concentration check (DC 15 + the spell’s level).
I like this item for fighters, barbarians, and abjuration-focused spellcasters. It’s a quick way to level the battlefield against powerful casters or force them to get creative with the spells that they can cast. Of course, it can always be subverted by a silent spellcasting feat or ability!
This +1/+1 two-bladed sword has blades of alchemical silver. The weapon deals an extra 2d6 points of damage against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a DC 15 Will save or return to its natural form.
About to take on a druids’ circle? This is the sword that you’re going to need. It’s also particularly powerful against Changelings and Lycanthropes. But it’s not too powerful, since druids are WIS casters and fairly likely to make that saving throw. And it’s not overly powerful out of combat against it’s favored enemy type, so you don’t have to worry too much about power-creeping your players.
Mirror of Opposition
This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror’s surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original.
The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and her items disappear completely. The mirror functions up to four times per day.
I wouldn’t recommend giving this item to your players, but if they spot it in a dungeon ahead of time, it can lead to some pretty creative plan-making. Otherwise, it enables some interesting fights, requiring your party to face down one of their own (perhaps reminding them about an item or an ability that they’ve been neglecting to use, or revealing to them that they’re more powerful than they thought?).
Scabbard of Keen Edges
This scabbard is fashioned from cured leather and fine silver. It can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a great sword. Up to three times per day on command, the scabbard casts keen edge on any blade placed within it.
I love this item, especially for fighters and rogues who don’t have any magic of their own. It’s a great way to allow them to power up their attacks, but strategically! It does kind of require you to include the spell Keen Edge, though. The spell simply expands the critical range of the weapon, or projectiles, that it's applied to.
Banner of the Storm's Eye
An unfurled banner of the storm's eye always waves more slowly than nearby flags, and it seems unaffected by the wind or by the
movement of its bearer.
As long as it is held aloft, the banner
automatically suppresses (but does not dispel) fear effects on all creatures within 20 feet. It also prevents any creature within 20 feet from becoming confused or stunned.
Alternatively, you can mount the banner on a backpack frame to leave your hands free. The backpack frame costs 5 gp and weighs 10 pounds. While so mounted, the banner occupies your shoulders body slot.
I love the idea of magical banners and pennants that can be flown over the battlefield to give bonuses and magical effects. It increases the party's likelihood to make alliances and work political angles to make friends with the companies and armies that might have them, and translates the theoretical and political power of various groups into more tangible, comprehensible effects.
The Banner of the Storm's Eye is a particularly powerful banner, that allows your party to fight without worrying about fear effects. Maybe it's connected with a storm god, or simply a barbarian group. Either way, it'll make a great unifying symbol!
You can find a partial list of 3.5e Magical Items here: Magic Items Index :: d20srd.org
How often do you give your players magical items? Do you ever adapt them from older editions? We’d love to hear about it in the comments below!