Here are some magic items for 5th edition that I’ve created for my campaigns. I hope you enjoy them!
Fabulous is a +1 longsword with an amethyst set into the pommel. As a bonus action the wielder can cause the blade to glow with a lavender light. This provides dim illumination out to 10 feet from the wielder, which the wielder can activate or deactivate with a bonus action. The sword is elven-made and is half the normal weight.
Wondrous item, rare (requires attunement)
In the Primordia campaign setting, most adventurers are members of The Honorable Guild of Adventurers, Explorers and Scholars. Members of the Guild often receive magical guild cloaks.
This exquisitely-made cloak is of elven craftsmanship and is in the style of your choice. It is made in the colors of your adventuring team (which you can decide upon as a group, usually using 3 colors—primary, secondary, accent) and may also display your team's coat of arms if you wish. It may also have embellishments like embroidery and various linings and hems. The cloak is designed so it does not get in one's way while doing activities as diverse as riding to fighting. Not only does the cloak protect you and keep you warm, it is an instantly-recognizable status symbol indicating you are an Adventurer of the Guild. Some people love Adventurers, some hate them, some fear them, but all respect them.
Protection. You gain a +1 bonus to AC and saving throws while you wear this cloak.
Temperate. You suffer no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit as long as you wear this cloak.
Mark of an Adventurer. This cloak identifies you as an Adventurer of good standing within the Honorable Guild of Adventurers, Explorers & Scholars. As such it may give you advantage (or disadvantage!) in certain social situations based on the person's opinion of Adventurers.
Oil of Girding
When you gird your loins with this magic olive oil, you gain a +1 bonus to AC. This effect lasts for 1 hour.
Potion of Regurgitation
This potion induces vomiting, giving an advantage on saving throws versus an ingested poison. The contents may be collected and reused if you have the...stomach..for it.
Wondrous Item, very rare (requires attunement)
In the world of Primordia, the Guild of Adventurers will sometimes allow criminals to apply for membership as an opportunity for redemption. In these situations, the Guild needs a way to monitor these people to ensure they don’t perform anymore crimes. The probation bracelet was created to serve this purpose.
The Guild does not share all the ins and outs of the bracelet with those that must wear it. All the wearer knows is that it is a bracelet made of a silvery metal that looks like a miniaturized version of the Portals of Elandria. They seem to be made of one piece and have a hidden catch that opens them (a wearer knows this from when they were fitted with the bracelet). The wearer knows the bracelet has magical properties, and the wearer is told by their Sponsor in the Guild that among other things the bracelet allows the Guild to track and find the wearer as needed. The wearer is also given the impression that the Guild is somehow able to record the wearer’s actions, and that the bracelet allows the Guild to review these actions later.
The wearer is also told that these bracelets are dual-purpose—they indicate that the wearer is a potential initiate of the Guild who is "on probation", but once the potential proves herself, the bracelet becomes a badge of honor displaying the fact that the wearer has earned a place in the Guild and has been absolved of their past crimes. There are some high-ranking members of the Guild with these bracelets, and once such a member proves herself, the metal changes to a rose-gold in color. The bracelets can only be removed by the Sponsor who fitted them to the wearer, and the wearer can also use them to contact the Sponsor magically (this works exactly like the sending spell).
For the GM: The bracelet requires attunement by both the potential wearing it and the potential’s Sponsor. The attuned Sponsor can observe the wearer at any time with an action as per the scrying spell as long as the wearer is on the same plane of existence as the Sponsor. The Sponsor can also cast hold person on the wearer as a bonus action (this can be done from a distance as the Sponsor is observing the wearer using the scrying feature). The Sponsor can also teleport to the wearer’s location with no chance for error, and the Sponsor can use teleportation circle to teleport to the wearer as well (the bracelet has a glyph sequence known only to the attuned Sponsor). The bracelet can have other powers available to the Sponsor as well, at the DM’s discretion.
Ring of Returning
Wondrous item, very rare (requires attunement)
This 10-inch-diameter ring appears to be made of clear crystal. The ring is large enough that up to 9 people can hold onto it at once with one hand. This ring is used by the Guild to teleport potentials to a location and return them to the origin point after a designated time period (usually 24, 48, or 72 hours).
It has two levels of attunement—master-attunement and student-attunement. The ring is master-attuned to its creator when first created. One who is master-attuned to the ring can pass the attunement on to another being if they both hold the ring and the master-attuned being speaks the appropriate command phrase, which takes 1 minute.
A being who has master-attunement with the ring can student-attune up to 8 other beings to the ring. To do this the master and students must all hold the ring while the master speaks the appropriate command phrase, which takes 1 minute.
To use the ring, the master and up to 8 student-attuned beings must hold the ring in one hand. If the master does not want to use the default return time period of 24 hours, she declares the return time period using the appropriate pass phrase, which takes 1 action. To send the students on their way, the master casts the teleport or teleportation circle spell. There is no chance of mishap or of the spell being off target as long as the master is sending the students to a permanent circle or a location she is very familiar with, has seen casually, or has viewed once. Upon the completion of the spell, the students and ring teleport to the destination.
10 minutes before the return time elapses, the ring begins emitting soft chimes every minute. Accompanying these chimes are mystical symbols that glow within the ring, showing a countdown to those who can read arcane runes or who succeed at a DC 10 Intelligence (Arcana) check. At the last minute, the chimes sound and runes appear at ten second intervals, until the last 5 seconds, at which time they sound and appear every second. When the return time arrives (and the countdown reaches zero), the ring and all attuned beings holding it return to the origin point where the teleport or teleportation circle spell was cast. There is no chance of mishap or of the spell being off target when the ring and students return. Any unattuned being holding the ring when it teleports is left behind.
Avriana’s Crystal Sword of Power
Weapon, legendary (requires attunement by a sorcerer or wizard of non-evil alignment)
This is a magical longsword made of clear crystal. It can never break or lose its edge. It is half the normal weight. When its abilities are activated, it shines with inner light like the sun.
This magic sword grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The sword can shed bright light in a 30-foot radius around the wielder and dim light for an additional 30 feet. This doesn’t require an action. It also automatically sheds this light anytime its charges are used, or the wielder casts a spell or cantrip. This light can be suppressed if the user wishes and doing so doesn’t require an action.
Gleaming. This sword never gets dirty.
Unbreakable. This sword is indestructible. The only ways it can be destroyed is with a Retributive Strike or through the expenditure of all its charges and rolling a 1 on the d20.
Sentience. The sword is intelligent and communicates with its wielder empathically. It has an Intelligence of an Intelligence of 16, a Wisdom of 14 and a Charisma of 14. It has hearing and has darkvision with a range of 120 feet.
The sword is good aligned and won’t tolerate a wielder who is evil or regularly commits evil acts. The sword’s purpose is to serve its creator. If that is no longer possible, then the sword serves a wielder it finds worthy. An unworthy wielder finds it impossible to attune to the sword (if the wielder was previously attuned to the sword, the attunement is broken the moment the sword deems them unworthy). If such a person tries to wield the sword anyway, they suffer the damage of a retributive strike that targets only the wielder (with no chance to send them to another plane), and then the sword teleports away to a location chosen by the DM.
The sword has 20 charges that can be used to power the features below. The sword regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the sword retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the sword regains 1d8 + 2 charges.
When you hit with a melee attack using the sword, you can expend 1 charge to deal an extra 1d6 force damage to the target.
While holding this sword, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th level version, 5 charges), daylight (3 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
You can use an action to break the sword over you knee or against a solid surface, performing a retributive strike. The sword is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the sword. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown below. On a successful save, a creature takes half as much damage.
10 ft. away or closer = 8 x the number of charges in the sword
11 to 20 ft. away = 6 x the number of charges in the sword
21 to 30 ft. away = 4 x the number of charges in the sword