PoE uniques for D&D 5e

Hi all,

I recently finished running a level 6-12 mini-campaign for my D&D group based on some of the Vaal content from PoE.

The players found a mysterious portal device that took them to the Causeway, where they met Alva. They traveled through the jungle to the pyramid, where they fought the Vaal Oversoul and found another portal to the Temple of Atzoatl (no time travel though). Spent several adventures clearing that place, culminating in a fight with Doryani (based on Dominus). Finally they opened a portal to the Apex of Sacrifice, and killed Atziri.

All their loot were PoE uniques (and a couple gems) that I ported over to 5e mechanics... with some liberties. I figured there's bound to be some D&D nerds here who'd like to see them, so here they are!

In general, I tried to preserve PoE's flavor of uniques not necessarily being the most powerful, but doing something mechanically interesting. So don't @ me with "lol these suck I'll just take a +3 weapon", that's not the point.


Without further ado:


Gem of Spectral Throw
Spoiler
Wondrous Item, uncommon (requires attunement)

You can use an action to magically attach this gem to a melee weapon without the Thrown property. While the gem is attached, you can use an action to throw a spectral copy of the weapon that attacks all creatures in a 20 foot long, 5 foot wide line ahead of you. Make a separate ranged weapon attack against each creature. On a hit, a creature takes half the weapon's normal damage.

The gem remains attached to the weapon until you use an action to detach it, or until your attunement breaks.


In hindsight, probably could have let you replace a melee attack with the throw so that it benefits from Extra Attack, but still good utility for when you really need a ranged option.



=========================================
We're starting off with some jungle-themed uniques, found in the nest of a Blood Chieftain who apparently liked collecting shiny things.

Fencoil
Spoiler
Staff, uncommon (requires attunement by a cleric, druid or ranger)

You can use this staff as a spellcasting focus for your cleric, druid or ranger spells.

While holding this staff, you can plant a tiny, inconspicuous plant (seed pod, root, sapling, etc) and cast a spell into it. The spell must be level 3 or below, on your list of cleric, druid or ranger spells, and have a casting time of 1 action or bonus action.

The plant lasts for 10 minutes or until you use the staff to create a new one, after which it disappears without effect. If a Small or larger creature moves within 10 feet of the plant, the spell is released, targeting the creature (or its location), and the plant disappears.

You can designate up to 10 creatures that that won't trigger the spell. Each creature must be one that you are familiar with, or one that you can see within 30 feet when you cast the spell.

A creature can recognize the plant as magical by succeeding on an Intelligence (Investigation) check against your spellcasting DC for the spell you cast into it.


Crown of Thorns
Spoiler
Wondrous Item, uncommon (requires attunement by a spellcaster)

When you roll damage for a spell you cast while you are below half your maximum hit points, you can add 1 extra damage die to the roll. You can only do so once on each of your turns.
For instance, if you would normally roll 3d8 for the spell's damage, you can roll 4d8 instead.

Whenever you are hit by a weapon attack, the crown deals 1 piercing damage to you.


The Blood Thorn
Spoiler
Quarterstaff, uncommon (requires attunement)

While holding this staff, you gain the following benefits:

+1 bonus to AC
When a creature misses you with a melee attack, you can use your reaction to implant a thorn in it that lasts for 1 minute. If the creature takes bludgeoning, piercing, or slashing damage from a damage roll, the thorn adds 1 extra damage die to the roll and is then destroyed. A creature can only have one thorn in it at a time.
For instance, if a creature would take 2d6 damage, the thorn deals an extra 1d6 damage.


Bramblejack
Spoiler
Breastplate, uncommon

When a creature hits you with a melee attack and rolls damage, it takes piercing damage equal to the number of damage dice it rolled.
For instance, if a creature rolls 3d6 for damage, it takes 3 piercing damage.


This is where I stumbled upon the "1 for each damage die rolled" design. I ended up using it quite a lot for enemies to mimic PoE's shock mechanic, and you'll see it pop up in a couple of the other items as well. In fact, maybe this is how The Blood Thorn's Vulnerability effect should have worked as well.


Lifesprig
Spoiler
Wand, uncommon (requires attunement by a spellcaster)

You can use this wand as a spellcasting focus. In addition, whenever you cast a spell using a spell slot while holding it, you regain 1 hit point.


Pillar of the Caged God
Spoiler
Quarterstaff, rare (requires attunement)

This strange metal beam seems to have a mind of its own, changing its properties based on the abilities of its wielder.

It has the Two-handed property instead of the Versatile property.

Its damage is determined by your Strength modifier, and it cannot be altered or replaced via any means (such as the Shillelagh spell or a monk's Martial Arts feature):
+0 or below -> 1
+1 -> 1d4
+2 -> 1d6
+3 -> 1d8
+4 -> 1d10
+5 or above -> 1d12

It grants you the Extra Attack feature. If you use this version of Extra Attack, you must use this weapon for all additional attacks it grants you. The number of additional attacks is determined by your Dexterity modifier:
+0 or below: -> 0
+1 or +2 -> 1
+3 or +4 -> 2
+5 or above -> 3

When you attune to this item, choose either Intelligence, Wisdom, or Charisma. The reach of this weapon is determined by your modifier to the chosen ability:
+0 or below -> 5 feet
+1 or +2 -> 10 feet
+3 or +4 -> 15 feet
+5 or above -> 20 feet

When determining your ability modifiers, the weapon ignores non-permanent increases to your abilities granted by magic items or magical effects, such as a Headband of Intellect or a Potion of Hill Giant Strength.


This could be super busted on a character that rolled well for stats, but luckily we all use Point Buy. XD We'll never know... the party sold it!




=========================================
Ok, on to the actual Vaal items. These were all found in Atzoatl, and I actually had a little sacrifice mechanic, where you could destroy one item to upgrade certain others. Gotta stay on brand, right?


Doomfletch
Spoiler
Shortbow or Longbow, uncommon

Whenever you hit with this weapon, roll a d6. The weapon deals an extra 1d4 damage, the type of which is determined by the d6 roll:

1 - Acid
2 - Cold
3 - Fire
4 - Lightning
5 - Poison
6 - Thunder


When upgraded to Doomfletch's Prism (rare):

This weapon has 3 charges, and it regains 1d3 charges daily at midnight. While you are attuned, whenever you hit with an attack using it, you can expend 1 charge. If you do so, the weapon deals an extra 1d4 damage of each of the above types instead of one random type.


5e doesn't really do scaling of low values well, plus there's more damage types, so I had to put a limiter on how many times you can deal all extra damage types. Still a hefty chunk of damage for low-mid levels!


Thousand Hundred Teeth Temu
Spoiler
Shield, uncommon

When a creature misses you with a melee attack while you are wielding this shield, you can use a reaction to deal 1d10 piercing damage to it.


When upgraded to Thousand Teeth Temu (rare, attunement optional):

+1 AC
If you are attuned, then as part of the same reacion you can expend a Hit Die and regain hit points equal to the d10 roll.


5e doesn't do infinite healing, so I gated it behind expending a Hit Die, which seems appropriate. Yes, it would probably be more economical to spend that HD during a short rest, but sometimes you need healing right now!


Mask of the Spirit Drinker
Spoiler
Wondrous item, uncommon (requires attunement by a spellcaster that uses Intelligence as their spellcasting ability)

If your Intelligence modifier is higher than your Constitution modifier, you gain the following effects:

- Your maximum hit points increase by 1 for each level you have in any class that uses Intelligence as your spellcasting ability.
- You cannot gain temporary hit points by any means. You lose all temporary hit points when you attune to this item.

When upgraded to Mask of the Stitched Demon (rare):

- Whenever you or another creature rolls dice to determine how much healing you receive, you regain an extra 1 hit point for each die rolled.


Usually I made INT-based PoE items accessible to all casters, but the flavor text on this one ("Our flesh is our most sacred gift. Taint it not with the occult.") made me think that Clerics and Warlocks shouldn't get the benefit. :D


Rathpith Globe
Spoiler
Spellcasting focus, rare (requires attunement by a spellcaster)

While holding this item, you can cast a 5th or lower level spell you have learned or prepared without expending a spell slot. To do so, expend 2 hit dice per level of the spell and roll them. You take necrotic damage equal to the total, which bypasses temporary hit points and cannot be reduced or prevented in any way. You can then cast the spell if you are still able to.


Probably the most aggressive use of the "sacrifice" theme. A Wizard character took this and used it to cast extra 1st level buff spells, but sold it after a few sessions because he kept rolling super high on damage. :D


Allure
Spoiler
Dagger or Shortsword, uncommon (requires attunement)

+1 to attack and damage rolls
When you make an attack with this weapon on your turn, you can move freely through the space of any creature until the end of your turn. If you end your turn in the space of another creature, you are shunted to the nearest unoccupied space and take 1d8 force damage.


Doon Cuebiyari "Iron Will"
Spoiler
Mace, uncommon (requires attunement)

While holding this mace, whenever you need to make a Wisdom saving throw to avoid being charmed or frightened, you can make a Strength check instead.


In a few cases, I decided to come up with something brand new because the original PoE mechanics didn't translate very well. I'm very happy with this one, I think it represents "Iron Will" a lot better than just adding your Strength to spell damage.


Jack, the Bloody Axe
Spoiler
Battleaxe, uncommon

The handle of this battleaxe is covered in blood, but its blade is clean. A faint snoring sound can be heard from it.
This weapon deals 1d10 slashing damage when wielded with one hand, or 1d12 slashing damage when wielded in two hands.

When upgraded to Jack, the Axe (rare):

Thirst for Blood. When you hit a living creature with this weapon, Jack opens a wound on the creature that lasts for 1 minute. Whenever a creature with such a wound starts its turn within 10 feet of Jack, it must make a DC 15 Constitution saving throw. On a failed save, the creature takes 2d4 necrotic damage as Jack drains the life out of it. On a successful save, the wound closes. A creature may only have one such wound at a time.

Sentient. This weapon is sentient. It has an unquenchable thirst for blood, and seems to have a euphoric reaction to killing living creatures. If you haven't killed anything in a while, it will impatiently urge you to do so. It also has a strange dislike for spiders.


I decided to have a little fun with this, and handed it to the players in a dormant state. It found a really good home in the hands of a vaguely vampire-themed Conquest/Fiend Padlock. What a match! :D


Tempered Flesh
Spoiler
Wondrous item, uncommon (requires attunement)

- Whenever you roll a 20 on a melee weapon attack, the target takes extra damage equal to your Strength modifier.

When upgraded to Transcendent Flesh (rare):

- Whenever you or another creature rolls dice to determine how much healing you receive, you can treat any die roll as half your Strength modifier (rounded up).


The Tempered/Transcendent jewels started off doing completely different things, but then they kinda converged to have a common design theme. Although in hindsight they're a bit underpowered.


Tempered Spirit
Spoiler
Wondrous item, uncommon (requires attunement)

- Whenever you roll a 20 on a ranged weapon attack, the target takes extra damage equal to your Dexterity modifier.

When upgraded to Transcendent Spirit (rare):

- Whenever you make a Dexterity saving throw or a Dexterity (Acrobatics) check to escape a grapple, and the d20 roll does not exceed half your Dexterity modifier (rounded up), you can reroll the d20 once and must use the new roll.


Tempered Mind
Spoiler
Wondrous item, uncommon (requires attunement)

- Whenever you roll a 20 on a spell attack, the target takes extra damage equal to your spellcasting ability modifier for the spell.

When upgraded to Transcendent Mind (rare):

- Whenever you roll damage for a spell you're concentrating on, you can treat any die roll as half your spellcasting ability modifier for the spell (rounded up).


Drillneck
Spoiler
Quiver, rare (requires attunement)

Whenever you draw a piece of nonmagical ammunition from this quiver, it can imbue the ammunition with penetrative magic. When you hit a creature with an attack using ammunition imbued by the quiver, it takes an extra 1d6 damage. If there is another creature within 20 feet in a straight line behind the first, and the same attack roll would hit it, the second creature also takes 1d6 damage.


Apep's Slumber
Spoiler
Shield or Spellcasting focus, uncommon (requires attunement)

This item depicts a snake-like deity. While holding it, the snake bites into your hand, granting you the following effects:

- You have disadvantage on saving throws to avoid the poisoned condition.
- Whenever you take piercing, slashing, or poison damage from an attack, you become poisoned for 1 minute.
- If you are poisoned at the end of your turn, you gain temporary hit points equal to your proficiency bonus. You lose these temporary hit points when the poisoned condition ends on you.


Probably should have increased the amount of temp HP, to at least equal your level. The poisoned condition ain't no joke, although a non-attack based caster could probably get away with it.


Demon Stitcher
Spoiler
Wondrous item, uncommon (requires attunement by a spellcaster)

Whenever you use the Spellcasting or Pact Magic feature of your class to cast a spell using a spell slot, you can roll a hit die of that class without expending it. You take necrotic damage equal to the roll which cannot be reduced or avoided in any way, and you gain an equal amount of temporary hit points.


Once again, temp HP plays the role of ES. Maybe coulda said "gain double the amount of temporary hit points".


Perquil's Toe
Spoiler
Wondrous item, uncommon (requires attunement)

This item has 3 charges, and it regains all expended charges at midnight.
Whenever you or a creature you can see within 30 feet of you deals lightning damage, you can use your reaction to expend a charge. The creature can then roll the damage again and use either total.


Rearguard
Spoiler
Quiver, uncommon (requires attunement)

While wielding a bow or crossbow and no other weapons or a shield, you gain a +1 bonus to AC, and you have advantage on saving throws to avoid being stunned.

Stun may not be as common in 5e as it is in PoE, but it's still worth avoiding!


Varunastra
Spoiler
Shortsword, uncommon (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

While holding this weapon, you can use a bonus action to speak a command word and change its shape into that of any one-handed melee weapon. Varunastra assumes the damage die and damage type of the new weapon, along with all of its properties except for the Thrown and Versatile properties. For all other purposes, you choose whether Varunastra counts as a shortsword or as the weapon of its new form.

If you let go of Varunastra or your attunement to it breaks, it reverts to a shortsword.


More flavor than anything else, though there are rare instances where creatures are resistant or vulnerable to one of the three physical damage types but not another. Also lets some characters that are proficient with shortswords but not other martial weapons upgrade their damage die to a d8.


Quecholli
Spoiler
Greatclub or Maul, uncommon (requires attunement)

When you kill an enemy with this weapon, you can cause its body to explode as part of the attack. Each creature of your choice within 5 feet of the one you killed must make a DC 15 Dexterity saving throw, taking fire damage equal to the killed creature's number of Hit Dice on a failed save, or half as much on a successful one.

When upgraded to Panquetzaliztli (rare):

Whenever you explode a creature, you can use your reaction to expend a Hit Die, roll it, and regain hit points equal to the result.


Rebuke of the Vaal
Spoiler
Shortsword, uncommon

Whenever you hit with this weapon, roll a d6. The weapon deals an extra 1d4 damage, the type of which is determined by the d6 roll:
1 - Acid
2 - Cold
3 - Fire
4 - Lightning
5 - Poison
6 - Thunder

When upgraded to Fate of the Vaal (rare):

In addition, whenever you roll a 20 on an attack roll with this weapon against a creature, the target must make a DC 15 saving throw or suffer an additional effect. The ability for the saving throw and the effect depends on the type of damage dealt. This effect lasts until the end of your next turn, unless otherwise noted.

"

d6 roll | Damage type | Saving throw | Effect on a natural 20
1 | Acid | Dexterity | The target has vulnerability to all damage from the next attack that hits it, then the effect ends.
2 | Cold | Constitution | The target is restrained.
3 | Fire | Wisdom | The target is frightened of you.
4 | Lightning | Dexterity | The target is blinded.
5 | Poison | Constitution | The target is poisoned and its speed is halved.
6 | Thunder | Constitution | The target is deafened and knocked prone.



Started to get real creative with this one. Rolled two items into one, and came up with 5e-flavored versions of the elemental ailments.


Voidbringer
Spoiler
Wondrous item, rare (requires attunement by a spellcaster)

When you hit with a spell attack for a spell you cast using a spell slot of 5th level or lower, you can potentially turn the hit into a critical hit by expending additional spell slots.

For each additional spell slot expended, add its level to the d20 roll. If the result is high enough to be a critical hit, the attack becomes a critical hit. There is no limit to how many additional spell slots you can expend, but the total increase to the d20 roll cannot exceed the level of the spell slot you used for the original spell.

For instance, if you cast Guiding Bolt at 3rd level and roll 18 on the attack, you can expend either one 2nd level slot or two 1st level slots to add 2 to the d20 roll, bringing it to 20 and turning the hit into a critical hit.


Not sure how this ended up in the list since it's not actually Vaal themed, but hey. It was a little tricky to figure out how to port the increased mana cost to 5e, but I'm quite happy with this design that tempts you into blowing all your spell slots to get super strong crits.


Gem of Spell Totem
Spoiler
Wondrous item, rare (requires attunement by a spellcaster)

While this gem is on your person, you can use an action to create a magical totem that will repeatedly cast one of your spells.

Choose a spell you can cast via spell slots, a level you could cast it at up to level 5, and whether the totem should target allies or enemies with the spell. Then expend any number of spell slots of at least the chosen level. The totem gains charges equal to the combined level of spell slots expended.

The totem uses the Spell Totem stat block, but it uses your proficiency bonus, spell attack modifier, spell save DC and spellcasting ability modifier, and it shares your initiative. At the start of your turn, the totem expends charges equal to the spell level you chose, and casts the spell you chose at that level. It cannot do so if it has insufficient charges, if it is more than 30 feet away from you, if it is behind total cover from you, or if there are no valid targets available. It targets the closest valid target it can see, ignoring creatures that its spell cannot affect, as well as ones that are already being affected by it.

The totem does not require any components to cast its spell, but it cannot cast spells that consume material components. If the spell requires that the caster make a choice (such as choosing the effect of Bestow Curse, or the shape of Wall of Fire), you make that choice when creating the totem, and the totem will use your choice for each cast.

If the totem's spell requires concentration, the totem concentrates on it separate from you, and it will not cast its spell again until its concentration ends.

Whenever the totem rolls dice for damage, healing, or similar, treat the total as half of what it rolled.

If Dispel Magic is cast on the totem, it loses a number of charges equal to the level of the Dispel Magic spell.

As a bonus action, you can touch the totem and expend any number of additional spell slots of at least the chosen level to grant the totem additional charges.

The totem lasts for 1 minute, or until you use this ability to create another totem, at which point it crumbles into nonmagical debris.


Hasn't seen much use yet, we'll see how it turns out. Using it for damage only pays off after 3 rounds, which is intentional. Could be hilarious with Grease. :D


Iron Grip
Spoiler
Wondrous item, uncommon (requires attunement)

While wearing these gloves, you can add your Strength modifier to the damage of your ranged weapon attacks.


Some things translate very easily! :D


Rumi's Concoction
Spoiler
Wondrous item, rare (attunement optional)

You can drink the contents of this flask as a bonus action. For 1d4+1 rounds, you gain a +2 bonus to AC and saving throws against spells that deal damage.

The flask magically refills at midnight. In addition, whenever a living creature of CR 1 or higher dies within 30 feet of you while you are attuned, roll a d20. On a 20, the flask magically refills.


Wouldn't be PoE without unique flasks, amirite? Complete with "mysteriously refills while you kill enemies" action! (Although the duration should really be 2d4 rounds, if not simply 1 minute.)


Bloodseeker
Spoiler
Sickle or Scimitar, uncommon (requires attunement)

When you deal damage to a living creature with a melee attack using this weapon, you can use a reaction to expend a Hit Die and regain hit points equal to the number you rolled on the weapon's damage die.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


Another take on "expend Hit Dice to get fewer HP but NOW!". Gotta keep the "sacrifice" theme alive!


Gem of Cyclone
Spoiler
Wondrous item, rare (requires attunement)

You can use an action to magically attach this gem to a melee weapon. The gem remains attached until you use an action to detach it, or until your attunement breaks.

As an action on your turn while you are holding the weapon, you can begin violenty spinning around until the end of your turn. All creatures within your melee range must make a Dexterity saving throw against a DC of 8 + your attack modifier with the weapon. A creature takes damage as if it was hit by your weapon on a failed save, or half as much damage on a successful one. If your weapon triggers any special effects on a hit, it can only do so against a creature that failed its saving throw, and only as many times during the turn as you can attack using the Attack action.

Until the end of your turn, you gain the following effects:

- Your movement speed is halved
- Your movement does not provoke opportunity attacks
- You cannot be stunned
- You cannot take any other actions or reactions
- Any creature that enters your melee reach for the first time on your turn must also make the same saving throw

At the end of your turn, you must succeed on a DC 10 Constitution saving throw, or your speed becomes 0 and you are incapacitated until the end of your next turn. Each time you use this feature after the first, this DC increases by 5. When you finish a short or long rest, the DC resets to 10.


Wanted to put a limiter on this, but decided to go with something a little more quirky than just number of uses. Spin to win, just don't get dizzy! :D



=========================================
The following items are all from Doryani (again, I basically used the Dominus fight to represent him for fairly obvious reasons):


Doryani's Prototype
Spoiler
Half Plate or Plate Armor, rare (requires attunement)

While wearing this suit of armor, you gain the following effects:

- You and creatures of your choice you can see within 30 feet of you cannot benefit from resistance to lightning damage. Whenever you are vulnerable to lightning damage, so are the creatures you chose.

- Whenever you take lightning damage as the result of a saving throw (either successful or failed), you can make a Constitution check against the saving throw's DC, using your AC in place of your Constitution score for the check. On a success, the lightning damage you take is halved.


It took me ages to figure out how to translate this to 5e, but I'm pretty happy with the result. Removed the "deal no non-lightning damage" bit because it's a lot harder to work around in 5e than in PoE.


Doryani's Catalyst
Spoiler
Mace or Flail, rare (requires attunement)

You can use this item as a spellcasting focus.

While holding this weapon, your spell attacks and your attacks made with this weapon score a critical hit on a 19 or a 20.

This item has 3 charges, and it regains all expended charges at midnight. Once on each of your turns when you deal acid, cold, fire, lightning, poison or thunder damage to a creature you can see with an attack or spell, you can expend a charge. Choose a number of creatures you can see within 10 feet of one of the creatures you damaged other than itself, up to a maximum equal to your proficiency bonus. The chosen creatures each take damage equal to one additional roll of the triggering attack or spell's damage die.


Elemental ailments aren't really a thing in 5e, so I settled for the ability to deal a bit of extra splash damage.


Doryani's Fist
Spoiler
Wondrous item, rare (requires attunement)

This item has a number of charges equal to half your proficiency bonus, and it regains all expended charges at midnight.

While wearing this gauntlet on your empty hand, you can use your action to expend a charge and slam the ground in a spot within 5 feet of you. Each creature on the ground in a 10 foot radius circle around that point (apart from you) must make a DC 15 Dexterity saving throw. A creature takes 4d6 bludgeoning damage and 4d10 lightning damage on a failed save, or half as much on a successful one.

A creature that succeeds on the save by 5 or more can use its reaction to move up to its movement speed, potentially moving outside the area and avoiding all damage. Doing so reduces the creature's movement speed by the distance moved until the end of its next turn.


THE TOUCH OF GOD!


Timeclasp
Spoiler
Wondrous item, rare (requires attunement)

- Whenever you make an attack roll as part of your action on your turn and roll a 20, you can use a bonus action to make one weapon attack or cast a cantrip.
- You are immune to spells and magical effects that reduce your movement speed. This does not include effects that directly set your speed to 0, such as the grappled or paralyzed conditions.


Zerphi's Last Breath
Spoiler
Wondrous item, rare (attunement optional)

You can drink the contents of this flask as a bonus action. For 1d4+1 rounds, you gain the following benefits:

- Whenever you make a weapon attack or cast a cantrip, you regain hit points equal to your proficiency bonus.
- Whenever you expend a spell slot, you regain hit points equal to twice its level.

This effect ends early if you take any damage.

The flask magically refills at midnight. In addition, whenever a living creature of CR 1 or higher dies within 30 feet of you while you are attuned, roll a d20. On a 20, the flask magically refills.




=========================================
And finally, Atziri items:

Atziri's Disfavour
Spoiler
Greataxe, very rare

This weapon deals 2d8 slashing damage on a normal hit, and 3d8 slashing damage on a critical hit.

Whenever you hit a living creature with this weapon, it must succeed on a Constitution saving throw or begin bleeding. The DC equals 8 + your proficiency bonus + your Strength modifier, or 17, whichever is higher.

A bleeding creature takes 1d4 necrotic damage at the start of its turn, and for every 5 feet it moves or is moved by any means other than teleportation. It can repeat the saving throw at the end of its turn to end the effect. Any amount of magical healing also ends the bleeding.


I tried to retain the "high damage, low accuracy/crit damage" flavor of PoE axes by having no attack bonus and the custom damage dice.


Atziri's Mirror
Spoiler
Spellcasting focus or shield, very rare (requires attunement)

Whenever you see a creature within 120 feet affect you with a curse, you can automatically affect that creature with the same curse until the original curse on you ends (no action required).

This item has a number of charges equal to half your proficiency bonus, and it regains all expended charges at midnight. Whenever a creature you can see within 120 feet deals damage to you, you can use your reaction to make a Charisma saving throw. The DC equals half the damage you took, or 10, whichever is higher. On a success, the target also takes all the damage you took, and one charge is expended.


Gotta have some trademark Atziri damage reflect!


Atziri's Promise
Spoiler
Wondrous item, very rare (attunement optional)

You can drink the contents of this flask as a bonus action. For 2d4 rounds, you gain the following benefits:

- You gain resistance to poison damage, and you have advantage on saving throws against the poisoned condition.
- Whenever you deal damage to a creature, you deal an additional 1 point of poison damage for each damage die you rolled.
- Whenever you deal poison damage to a creature, you gain temporary hit points equal to half the poison damage dealt. These temporary hit points last until the end of your next turn.

The flask magically refills at midnight. In addition, whenever a living creature of CR 1 or higher dies within 30 feet of you while you are attuned, roll a d20. On a 20, the flask magically refills.


Atziri's Splendour
Spoiler
Robes, leather armor, chain shirt or chain mail (requires attunement)

- You gain a +2 bonus to AC while you wear this armor.
- Whenever you take Acid, Cold, Fire, Lightning, Thunder, or Poison damage, the damage you take is reduced by 1 for each damage die rolled.
- Whenever a living creature of CR 1 or above dies within 60 feet of you, you gain temporary hit points equal to your proficiency bonus.


Atziri's Step
Spoiler
Wondrous item, very rare (requires attunement)

- Your walking speed increases by 10 feet.
- Whenever you are hit by an attack, you can use your reaction to add your proficiency bonus to your AC, potentially causing the attack to miss you.
- You have advantage on Dexterity saving throws.


Pledge of Hands
Spoiler
Staff, very rare (requires attunement by a spellcaster)

This item has charges equal to your proficiency bonus, and it regains all expended charges at midnight. You can expend charges in one of the following ways:

- Cast Mirror Image from the staff (1 charge).
- Cast Mislead from the staff (3 charges).
- When you cast a spell of 5th level or lower that deals damage, double the damage of one damage roll for the spell (2 charges).
- When you cast a spell of 5th level or lower, apply one of the following metamagic options to it: Distant Spell (1 charge), Extended Spell (1 charge), Twinned Spell (3 charges). All restrictions on metamagic apply as normal.

You may not expend charges more than once per turn.


Instead of just "more damage", I got creative with how else to interpret "double your power" in the context of 5e.


The Vertex
Spoiler
Wondrous item, very rare (requires attunement)

Whenever a creature you can see within 10 feet of you makes a melee attack against you, you can use your reaction to force that creature to make a Charisma saving throw. The DC equals 8 + your proficiency bonus + your Charisma modifier, or 17, whichever is higher. A creature automatically succeeds on this saving throw if you damaged it or targeted it with a harmful spell or ability since the start of your last turn.

On a failed save, the creature is charmed by you, and it cannot target you with any harmful spell or ability, as if under the effect of a Sanctuary spell. These effects last until the start of your next turn.


None of the original item's mechanics translate to 5e, so I came up with something brand new based on the flavor text. ("A queen should be seen, admired, but never touched.")


Zerphi's Heart
Spoiler
Wondrous item, very rare (requires attunement)

This item has charges equal to your proficiency bonus, and it regains all expended charges at midnight. You can use an action to expend 1 charge to cast one of the following spells from it at 5th level:

- Life Transferrence
- Enervation (DC 17)
- Vampiric Touch (+9 attack bonus)

If you are a spellcaster, you can use your spell save DC and spell attack bonus instead.


Another one of the "none of this translated" items, this one based on the flavor text on The Life Thief divination card ("The process of eternal youth is a give and take. You give them death and take their youth."). Turns out, that translates to 5e super well! :D




That's all! I could have done more, but this was plenty of stuff for the amount of games we played. I really enjoyed coming up with these items, hope you liked reading them too. :)
Last edited by suszterpatt on Sep 16, 2022, 2:52:45 PM
Last bumped on Feb 28, 2023, 8:38:00 AM
I did something similar with my DM for a game. he asked me to design a few items and I ended up making literally the exact same pillar of the caged god.

Report Forum Post

Report Account:

Report Type

Additional Info