Five New Fey Magic Items


It’s been an incredibly busy month, and next month won’t be easing up, so I’m sneaking in under the wire to get a second post up in September. On the plus side, I think it’s all work that is making me a better writer. Because it matters in one or two places, these are written to 5e.24.

Diadem of the Silver Knight

Wondrous Item, Very Rare

While you wear this silver crown, it grants the following properties.

The Honor of the Vanguard. You have Advantage on saving throws to avoid or end the Frightened condition. When you fail a saving throw against the Frightened condition, you can take a Reaction to expend a Hit Point Die to roll it and add the die result to your saving throw result.

Perilous Charge. On your first turn in combat, your Speed increases by 10 feet, you can use a Bonus Action to Dash, and your first hit with a melee weapon attack is a critical hit.

Dreamer’s Key

Wondrous Item, Rare

You can use this key in any mirror, or any lock built into a door. The mirror or door opens into an extradimensional space with mirror-like or misty walls, floor, and ceiling. Anything that can fit through the frame of the door or mirror can enter the extradimensional space. One minute after the Dreamer’s Key passes into the portal, its user can decide to seal the portal so that nothing else can pass through until they unseal it and end the effect. When the portal is sealed, the door or mirror behaves normally.

It can hold up to six Large creatures, or two Medium or smaller creatures in place of each Large creature. Attacks, spells, and other effects can’t pass through the portal in either direction, and creatures can’t see through the portal in either direction. Anything inside the space drops out after 8 hours. While in the extradimensional space, you can finish a Short or Long Rest, but when they leave the extradimensional space, 2d6 hours have passed in the plane you departed from.

Creatures that take a Short or Long Rest in the extradimensional space can cast Misty Step once without expending a spell slot. The ability to cast the spell this way fades if not used by the next time they finish a Long Rest.

Once used, the Key can’t be used again until dawn.

Gossamer Net

Wondrous Item (Net), Uncommon

When a creature has the Restrained condition from this Net, at the start of each of its turns, it must make a DC 12 Wisdom saving throw or gain the Incapacitated condition until the end of its next turn, at which point it repeats the saving throw. If the target fails the second save, it has the Unconscious condition until it takes damage or it is no longer Restrained by the Net. If the second save succeeds, the Incapacitated condition ends.

Rose Ring

Ring, Rare (Requires Attunement)

This gold band, set with rubies, is in the shape of a rose with thorns. While you wear this ring, when you fail a Charisma saving throw, you can take a Reaction to take 5 Piercing damage, and your hand is covered in blood. If you do, you gain a bonus to your saving throw result equal to the damage you take. If you can’t bleed, you can’t attune this ring.

The Staff of the Green Highlord

Staff, Very Rare (Requires Attunement by an Artificer, Bard, Druid, Sorcerer, Warlock, Witch, or Wizard)

This staff can be wielded as a magic quarterstaff that 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 staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 Force damage to the target.

Spells. While holding this staff, 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:

1: Faerie Fire, Speak with Animals
2: Suggestion, Enhance Ability
3: Blink, Plant Growth, Summon Fey
4: Dimension Door, Dominate Beast,
5: Dominate Person, Seeming
6: Transport via Plants

Desperate Escape. You can break the staff as an action. The staff is destroyed and forever powerless. You and up to 1d10+1 creatures of your choice are whisked away to wherever the Green Man is. This power doesn’t work if he is dead. (The Ever-Living Remnant is not sufficient.)

Design Notes

Of these items, only the Staff of the Green Highlord has gone into play in my game. My wife’s Archfey warlock, Ileskku, recently completed a major campaign goal and parted with the Ever-Living Remnant, an artifact that was the still-living head of the Green Man (the King of the Seelie Court). It gave her the spellcasting abilities of a level 20 Druid, which she used for a lot of things but especially Shapechanging into a Moonstone Dragon. More than merely pleased with her success, the resurrected Green Man created the Staff and gave it to her.

I don’t know, maybe she can power it up more, to at least add one of her other favorite spells that she cast with the Ever-Living Remnant: Greater Restoration. We’ll see.

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