Wednesday, December 24, 2014

5E Greyhawk Magic Items

Well met, it's almost time for Needfest in the World of Greyhawk and I figured, what better time is it to gift a few 5E conversions upon the loyal fans of the Flanaess? These three magical treats come directly from the pages of the classic sourcebook, Greyhawk Adventures. It's my first stab at adapting magic items to a new edition on this blog, so it's important to point out that the material below is originally the work of James M. Ward and is of course wholly owned by Wizards of the Coast. Enjoy, and Merry Needfest!

Lucky Ring of the Wild Coast
Ring, very rare (requires attunement)

This magical ring was created by a wizard who liked to gamble, though his greatest gamble was to use it under the suspicious eyes of the Thieves Guild. The ring increases a gambler’s chances of winning, and is prized among the rogues of the Wild Coast.
   While worn, the user gains Proficiency in any ability checks using a dice set. Furthermore, you have advantage on any ability checks that involve gambling with dice only.  

Shield of Greyhawk +3
Armor (shield), legendary (requires attunement)

This metal shield bears Greyhawk’s coat of arms, and was created by the Society of the Magi. It now hangs in the audience hall of the Lord Mayor’s mansion, and is well guarded.
   While holding this shield, you have a +3 bonus to AC. In addition you can use an action to cast the dispel evil spell. The shield can’t be used this way again until the next dawn.

Lantern of Greyhawk
Wondrous item, legendary

This hooded lantern was found by looters in the abandoned castle of Zagig Yragerne, the Mad Archmage. Exactly why he used it remains a mystery, though many people suspect that it served as a guard against the supernatural creatures with which he dealt.
   While lit this lantern burns for 6 hours on 1 pint of oil, shedding light in a 30-foot radius and dim light for an additional 30 feet. As an action, the lantern bearer can shed a magical light for up to 10 minutes that renders all invisible creatures and objects visible. Likewise, out of phase and ethereal creatures and objects appear ghostly and translucent.
   This magic light also automatically turns or destroys undead within 30 feet as a 14th level Cleric.


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