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Mordenkainen's Marvelous Magic

Mordenkainen's Marvelous Magic

Mordenkainen’s Marvelous Magic

A Magic Expansion for Dungeon Masters and Players With Magic Items, Spells, and Alchemy

DUNGEONS & DRAGONS, D&D, , , , , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2019 by Zane Kenyon and published under the Community Content Agreement for Dungeon Masters Guild. Sample file Contents

Introduction 3 ​ How to Use this Document……….…………………….3 Design Notes & Content………………...……………….3 Art………………………………………….…………………….3

Part 1: Magic Items 4 ​ Minor and Major……………………………………………4 Magic Items A-Z…………………………………………….4

Part 2: Spells 11 ​ Spell Lists…………………………………………………….11 Spell Descriptions…………………………………………12

Part 3: Alchemy 22 ​ What is Alchemy?……….………………..……………22 ​ Alchemy Level……………….……………………….…...22 Alchemical Formulas………………………………...…22 Creating and Using Brews………..……………...22 ​ Brewing Time…………………….………………………..22 Components……………………….…...…………..…..…23 Duration………………………..……..……....…....…..…23 The Categories of Alchemy………………………...... 23 Targets and Area of Effect……………………………..23 Saving Throws………………….…………….……………23 Attack Rolls…………………………….……….………….23 Combining Brew Effects……………………………….23 Combining Brews…..…………………………………….23 Alchemical Brew List………..…………………...... 24 ​

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2 Introduction Art

This document is a supplement and expansion on Most of the art used in this book is from the DMs items, spells, and alchemy. Each item and spell Guild. The art featured throughout the book are also presented in this document is designed to stay roughly all DMs Guild Creator Resources. You are licensed to ​ balanced with other items and spells like them in the use this art in content submitted to the Dungeon ’s Guide and the Player’s Handbook. Masters Guild program and published under the ​ ​ ​ This document is not fixed into any one setting. It Community Content Agreement for the DMs Guild can be used in any setting whether it be an official one program. You are not licensed to use the art for any or one you made yourself. other purpose. The potion art in this book is from ACrpg, a creator in the DMs Guild community. How to Use this Document

This book is organized into three parts. The first part contains an expansion of magic items of varying rarities. The second part expands upon the spells available to all spellcasting classes. The final part is an expansion on the use and rules of the Alchemist’s Supplies which mainly consists of rules for brewing alchemical formulas into potions, poisons, and more. This document should be used with all of the core rulebooks of fifth edition D&D. It is recommended to additionally be used with Xanathar’s Guide to ​ Everything. This document should in no way be used ​ as a stand-alone product but as an expansion to the other books in fifth edition D&D.

Design Notes & Content

Although the items are fairly balanced, there may be a few oddballs that you might not see fit. If that is so, feel free to tweak the design and balancing of that item. In the first part, there are forty-five magic items of varying rarities. In the second part of the book, there are 40 new spells spread out between the classes. Finally, there is an expanded set of rules for the use of the alchemist’s supplies and the brewing of potions, of which there are thirty-eight available in this book. The creation and inspiration for some of the items and spells were drawn from previous editions. The balancing and design of the items were independently designed.

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3 Part 1: Magic Items

This section on magic items expands upon the options Angelic Armor available to players and DMs with more magic items. Armor (light or medium), rare (M, requires attunement)

Minor and Major While wearing this armor, you gain a +2 bonus to

Minor and Major is a term of categorization used in Dexterity (acrobatics) or Strength (Athletics) checks Xanathar’s Guide to Everything it is used for a more made to jump. In addition, you can use a bonus action ​ specific and balanced approach to awarding magic to cause angelic wings to spring from the armor. You items. Next to the rarity, in parenthesis, is the details gain a flying speed equal to your walking speed, you of whether the item requires attunement and if it is a must end your movement on a solid surface. This minor or major item. Minor items are signified with a feature can’t be used again until the next dawn. m and Major items are signified with an M Armor of Magic Resistance Magic Items A-Z Armor (light, medium, or heavy), rare (m, +1), very rare (m, +2), or legendary (m, +3)

Magic items are presented in alphabetical order. A You have a bonus to constitution, dexterity, and magic item’s description gives the item’s name, its strength saving throws against spells while wearing category, its rarity, whether it is a minor or major this armor. The bonus is determined by the rarity. item, and its magical properties. Armor of the Serpent Armor (scale mail), rare (m)

While wearing this armor, you gain resistance to poison damage. In addition, when an enemy disengages from you, you may make an attack of opportunity with disadvantage.

Astral Armor Armor (light, medium, heavy), very rare (M, requires attunement)

While wearing this armor, you gain a +1 bonus to AC. Additionally, you can use your bonus action to teleport up to 30 feet. When you are in the Astral Plane, this distance doubles.

Assassin’s Cloak Wondrous Item, rare (M, requires attunement)

While wearing this cloak, you gain resistance to poison damage and when you score a critical hit you deal an extra 2d8 poison damage. In addition, if you hit with a sneak attack it deals an extra 1d6 poison damage.

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4 Aura Killer Boots of Water Walking Weapon (any), rare (m) Wondrous Item, uncommon (M, requires attunement) While wielding this weapon, you have the ability to destroy unwanted auras. When you hit an enemy who While wearing these boots, you can stand on and is concentrating on an area of effect spell, the caster move across any liquid surface as if it were solid has disadvantage on their concentration check to ground. In addition, these boots have 3 charges. You maintain their spell. can use a bonus action to spend a charge and cast the Additionally, you can attack the aura itself. Make an misty step spell. These boots regain 1d3-1 expended ​ attack roll against an AC of 12 + the level of the spell. charges daily at dawn. On a hit, roll damage for the weapon. The spell has a number of hit points equal to 10 x the level of the Bracers of the Colossus spell. If the spell is reduced to 0 hit points, it is Wondrous Item, legendary (M, requires attunement) dispelled. You gain a +1 bonus to Strength checks and Strength

saving throws while wearing these iron bracers Baldric of Speed Dragon’s Bane (Requires Attunement). You Wondrous Item, uncommon (M) ​ must be wearing a belt of giant strength (any variety) ​ ​ While wearing this baldric, you can take the dash and and gauntlets of ogre power to attune to these ​ ​ disengage action as a bonus action. bracers. The attunement ends if you take off either of those items. While you are attuned to these bracers Banishing Blade and wearing them, your Strength score increases by 4 Weapon (any sword), rare (m) and can exceed 20 but not 30. When you roll a 20 on an attack roll made against a dragon, the dragon must While wielding this sword, you can use a bonus action succeed on a DC 18 Constitution saving throw or take to cast the banishment spell on an enemy you hit. The ​ ​ 12d12 damage of the weapons type. saving throw is DC 14. This sword’s property can’t be The bracers have 5 charges. While attuned to it, you used this way again until the next dawn. can expend one charge and make a ranged weapon

attack with a boulder, hurling it with a range of 30 feet to 80 feet. If the attack hits, the boulder unleashes a slamming sound audible out to 300 feet. The target takes 3d12 + your Strength modifier damage and each creature with 15 feet of the target must succeed on a DC 18 dexterity saving throw or take 6d6 bludgeoning damage. On a success, the creature takes half as much damage. The bracers regain 1d4 + 1 expended charges daily at dawn.

Cloak of Dragonkind Wondrous Item, very rare (M, requires attunement by a dragonborn)

While wearing this cloak, you gain the following benefits:

● You gain immunity to the damage type determined by your draconic ancestry.

● Your breath weapon increases in size to a 30-foot cone or a 60-foot line. Sample● Your breath weapon deals an fileadditional 2d6 damage based your draconic ancestry.

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