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Captain's Armor (shield), very rare (requires attunement) This round shield is brightly colored with red and white circles, and a start in the middle. Unlike standard shields, Stars and Stripes can be thrown as an action (range 20/60, 1d8 bludgeoning), and it is imbued with Returning.

When attuned, you will gain valuable insight on how to use this shield in ranged combat, allowing you to hit up to three total targets.

When using the Captain's Shield as part of a ranged attack, if the attack strikes the first target, you may make another attack roll against a second creature that is within 20 feet of the first target (but within 60 feet of you). If the second attack is successful, you may target another creature within 20 feet of the second target (but within 60 feet of you). For each attack after the first, in the same round, you suffer a cumulative -1 penalty to your attack roll. If any of the attacks misses its target, it will immediately return to you.

Returning: A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.

Avengers Magic Items for D&D 5e – by The Le Weapon (Warhammer), artifact (requires attunement) This powerful artifact can only be wielded in the hands of a character of good alignment, dealing 1d6 +1 thunder damage with every strike, and granting greater powers to those of higher levels.

Thown Hammer: If you are 3rd level or higher, Mjolnir can be thrown (range 50/100) and becomes imbued with Returning.

Power Hammer: At 5th level and every 5 levels thereafter, Mjolnir receives and additional +1 bonus (maximum of +5 at level 20).

The Thunder God: If you are 8th level or higher, Mjolnir begins to accumulate 1 charge per day (for a maximum of 5 charges). As a bonus Returning: A returning weapon flies through the action, you may use 1 charge create a 5 by 30 air back to the creature that threw it. It returns feet line of that deals 1d4 damage (no to the thrower just before the creature’s next save). You may choose to use more than one turn (and is therefore ready to use again in that charge this way, increasing the damage by 1d4 turn). If the character can’t catch it, or if the for additional charge (for a max of 5d4 if you character has moved since throwing it, the use all five charges) weapon drops to the ground in the square from which it was thrown. Mjolnir's Vortex: If you are 13th level or higher, you may use Mjolnir to create a localized vortex Prone: A prone creature's only movement option of wind within 50 feet of you -- this vortex is to crawl, unless it stands up and thereby ends impacts 1 square. Anyone caught in the Vortex the condition. The creature has disadvantage on must make a successful Dexterity check (DC 20) attack rolls. An attack roll against the creature or be knocked prone. You may do this once per has advantage if the attacker is within 5-feet of long rest. the creature. Otherwise, the attack roll has disadvantage. Advanced Doom Wind: At 16th level or higher, your Mjolnir's Vortex increases in size -- it impacts a 5x5 square area.

Mjolnir's Flight: At 20th level, Mjolnir enchants you so that you can up to your base speed + 20 feed.

Avengers Magic Items for D&D 5e – by The Le Suit of the Armor (misc), legendary (requires attunement) The Suit of the Iron Man is a plate-like armor consists of a chest piece, gauntlets, and helm. Each piece contains a magical ability, with synergistic bonuses as you collect and wear each piece.

Iron Man's Chest Piece: This breastplate is lighter and more agile than a standard breastplate - it can be worn by anyone who is proficient with just Light Armor (rather than Medium Armor) and has slightly better stats: Armor Class 14 + Dex Modifier (max 4).

Iron Man's Gauntlets: These metal gauntlets contain 3 charges. As an action you may use one charge to fire a bolt of light from it up to 50 feet (standard ranged attack roll). Those hit by the bolt takes 1d6 points of piercing damage. You may spend more than 1 charge when firing the bolt. If you do, each charge after the first adds an additional 1d4 points of damage. The charges regenerate at a rate of 1 per day.

Iron Man's Helm: This full helm magically grants you with Darkvision up to 60 feet. If you already possess Darkvision, then wearing this helm increases your Darkvision by 30 feet.

SYNERGY (2): When two or more pieces of the Suit of the Iron Man are worn, it imbues you with the arcane magic to shield yourself. Once per short rest, when an attack of any kind strikes you, you can react by generating a powerful shield to deflect the attack, taking no damage from it.

SYNERGY (3): When all three pieces of the Suit of the Iron Man is worn, it grants you the ability to fire many small bolts of light around you; as an action you may make a ranged attack roll against every opponent within 50 feet, dealing 1d6 points of piercing damage to each creature hit this way. You may use this ability once per long rest.

Avengers Magic Items for D&D 5e – by The Le Hawk's Bow Weapon (longbow), legendary (requires attunement) When found, this ancient longbow contains 6d4 charges. When used to fire an arrow, you can spend one or more charges to imbue the arrow with one of the following effects:

• Fire (1 charge): The arrow deals fire damage

• Cold (1 charge): The arrow deals cold damage

• Thunder (2 charges): On impact, the arrow deals an additional 1d4 points of thunder damage to the target and any creature within 10 feet of it

• Flare (2 charges): The arrow deals no damage, but impact the target is covered with a bright colored chemical that glows in the dark. Until the end of the next round of combat, the target receives a -2 penalty to its AC.

• Rope (2 charges): If the arrow hits a non-living target, it will magically attach itself to the point of impact and create a magical rope from it to you (with an extra 5 feet). The rope is strong enough to hold up to 300 lbs of weight. The arrow will detach itself from the object 20 minutes later.

A charge is only used when an arrow is imbued, which only happens when you fire the arrow. A missed attack will render the arrow back to normal, and you will have used up the charge. The bow will regenerate 1d2 charges per day; it cannot hold more than 24 charges.

Avengers Magic Items for D&D 5e – by The Le 's Rage Sting of the Black Widow Wondrous item, legendary (requires Wondrous Item, Rare attunement) These miraculous bracers are etched with a This black amulet has an etching of a fist on the spider-like design. When worn, as a bonus back and a large emerald in the front. When action you may use them to create magical worn, you are able to transform yourself into daggers in both hands. large hulking creature once per three days. The bracers themselves are enchanted to make Hulking Creature you more skillful when using the daggers: you Hit Points: Your current Hit Points x 5 (cannot can add your ability modifier to the damage of exceed 60) the second attack. Size: Large Humanoid Attributes: same as existing, with these The magical daggers deal 1d4+2 piercing modifications: damage and on command can illuminate an +4 STR, +2 DEX, +4 CON, -4 INT, -4 WIS, -6 CHA. area as if you were holding a lantern. Speed: same as existing + 20 feet. Attacks: 2 x smash (2d6 bludgeoning) Reach: 10 ft. Other abilities: Regenerate 1d2 hit points and the end of your turns.

You can remain in Hulk mode for a total of 30 minutes + 10 minutes per character level, or until you will it to end. Becoming a Hulk is a very taxing experience for you. Once the effect ends, and you revert back to your normal self, you suffer a -2 penalty to all attributes for one day.

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Avengers Magic Items for D&D 5e – by The Le