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20 Magic Items

for Dragonborn

Nearsighted Games
3/4/2019 The Homebrewery - NaturalCrit

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,


Ravenloft, Eberron, the dragon ampersand, Ravnica 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
Paul Bruton/Nearsighted Games and published under the Community Content
Agreement for Dungeon Masters Guild.
Formatted with The Homebrewery, available at homebrewery.naturalcrit.com

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20 Magic Items for Dragonborn


Items to Bring Honor to Your Clan
This document presents 20 new magic items specially designed for dragonborn adventurers. These items have been designed to
be of roughly comparable power to the magic items described in the Dungeon Master's Guide based on the rarity of each item.
The items in this document are numbered for reference and are presented in the order listed below.
As a bonus, this document includes an appendix containing 3 items from Magic Items Inspired by Video Games: Volume II,
available from DMs Guild.

# Item
1 amulet of frightful presence
2 breath weapon collar
3 clawed gauntlets of the dragon
4 cloak of the dragonborn mage
5 greaves of the draconic swiftness
6 ring of scaled resistance
7 cloak of the dragonborn elder
8 amulet of draconic health
9 amulet of the dragon's voice
10 wand of draconic cold
11 wand of draconic flame
12 scimitars of the dragonborn clan
13 dragon tail whip
14 greataxe of draconic fury
15 greatsword of the copper dragon
16 maul of the gold dragon
17 trident of the bronze dragon
18 pike of the dragonborn soldier
19 Staff of Shamash
20 Armor of Mishann

Appendix: Bonus Items from "Magic Items Inspired by Video Games: Volume II"

Bonus Items
helm of the dragon's soul
shield of the dragon's soul
armor of the dragon's soul

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#1 - Amulet of Frightful Presence #6 - Ring of Scaled Resistance


Wondrous item, rare (requires attunement by a dragonborn) Ring, rare (requires attunement by a dragonborn)
A carved stone amulet covered in Draconic runes. You may A platinum ring with clear gemstones embedded across its
activate the amulet as an action to use the Frightful Presence surface. When you become attuned to the ring, the
ability once per day. When you do this, you let out an ear- gemstones on the ring take on the color associated with your
splitting roar and the air around you turns chilly. Each draconic ancestry, and you have immunity (instead of
creature of your choice that is within 60 feet of you and resistance) to the damage type associated with your draconic
aware of you must succeed on a Wisdom saving throw (DC ancestry.
16) or become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending the #7 - Cloak of the Dragonborn Elder
effect on itself on a success. If a creature's saving throw is Wondrous item, rare (requires attunement by a dragonborn)
successful or the effect ends for it, the creatue is immune to
the amulet's Frightful Presence for the next 24 hours. The An ornate blue cloak with a draconic motif. While wearing
amulet regains the ability to cause a Frightful Presence daily this cloak, your Wisdom score increases by 2, to a maximum
at dawn. of 20, and you have advantage on Wisdom checks.
Once per day, you may activate the cloak to cast augury.
#2 - Breath Weapon Collar Casting this spell takes 1 minute and requires that you use
Wondrous item, rare sticks, bones, cards, or some other divining tool to read the
results of the spell. The cloak regains the ability to cast
A steel collar covered in Draconic runes. While wearing the augury daily at dawn.
collar, you gain two uses of your natural breath weapon
attack each time you finish a short or long rest (instead of one #8 - Amulet of Draconic Health
use as normal). The collar has no effect on a creature who Wondrous item, rare (requires attunement by a dragonborn)
does not have a natural breath weapon attack.
A golden amulet with a large sapphire in the center and a
#3 - Clawed Gauntlets of the Dragon golden pair of stylized dragon heads facing away from each
Wondrous item, rare (requires attunement by a dragonborn) other. Your hit point maximum increases by a number of hit
points equal to your character level. Additionally, whenever
A pair of steel gauntlets covered in Draconic runes. While you take a short rest, the first Hit Die of damage you heal
wearing the gauntlets, you gain the ability to make two claw does not spend Hit Dice. Any additional healing spends Hit
attacks as an action that deal 1d12 slashing damage each. If Dice as normal. This effect works whenever you take a short
both of these attacks hit the same target, you immediately rest for as long as you wear the amulet.
deal an extra 2d12 slashing damage as you rend the flesh of
your target. This additional rending damage does not affect #9 - Amulet of the Dragon's Voice
creatures who do not have flesh, such as constructs and Wondrous item, rare (requires attunement by a dragonborn)
elementals. Additionally, the gauntlets grant you advantage
on any Strength (Athletics) checks made to grapple or to A steel amulet with a large ruby embeded in its center. While
oppose a grapple. wearing the amulet, your Charisma score increases by 2, to a
maximum of 20, and you have advantage on Charisma
#4 - Cloak of the Dragonborn Mage (Intimidation) checks. As a bonus action, you may activate the
Wondrous item, very rare (requires attunement by a amulet to project your voice to all creatures within 300 feet.
dragonborn who is a wizard, sorcerer, or warlock) While the amulet is activated, your words boom forth, and
even creatures who are deafened or otherwise unable to hear
An ornate red cloak with a draconic motif. While wearing the receive your words as a telepathic message. The amulet can
cloak, you may change the damage type of any damage be activated for up to 1 hour each day, and this time limit
dealing spell that you cast to the damage type associated with resets daily at dawn.
your draconic ancestry. Whenever you cast a spell that deals
the damage type associated with your draconic ancestry #10 - Wand of Draconic Cold
(including when changing the type using this cloak), you gain Wand, rare (requires attunement by a dragonborn who is a
a +2 bonus to your spell attack or the spell DC. spellcaster)
#5 - Greaves of Draconic Swiftness A slender wooden wand with a marble blue dragon head on
Wondrous item, rare (requires attunement by a dragonborn) the end. This wand has 8 charges. As an action, you may
expend a number of charges to cast either ice storm (3
A pair of steel greaves with a draconscale pattern etched charges) or the chill shield effect of fire shield (2 charges).
across their surface. While wearing these greaves, your The wand regains 1d6+2 expended charges daily at dawn.
speed increases by 10 feet and you have advantage on saving Additionally, if your natural breath weapon attack does not
throws against breath weapon attacks. Additionally, you may deal cold damage, you may expend 2 charges from the wand
reroll a failed Dexterity saving throw. Once you have used this as a bonus action to cause your next breath weapon attack to
ability, the greaves may not be used in this way again until the deal cold damage instead of your normal damage type.
next dawn.

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#11 - Wand of Draconic Flame #15 - Greatsword of the Copper Dragon


Wand, rare (requires attunement by a dragonborn who is a Weapon (greatsword), very rare (requires attunement by a
spellcaster) dragonborn)
A slender wooden wand with a marble red dragon head on A copper greatsword whose pommel resembles the head of a
the end. This wand has 8 charges. As an action, you may copper dragon. Attacks with this greatsword have a +2 bonus
expend a number of charges to cast either wall of fire (3 to attack and damage rolls and deal an extra 2d8 acid
charges) or the warm shield effect of fire shield (2 charges). damage.
The wand regains 1d6+2 expended charges daily at dawn. While attuned to this greatsword, whenever you use your
Additionally, if your natural breath weapon attack does not natural breath weapon, you may choose to change the
deal fire damage, you may expend 2 charges from the wand damage type of your breath weapon to acid. If your natural
as a bonus action to cause your next breath weapon attack to breath weapon already deals acid damage, your breath
deal fire damage instead of your normal damage type. weapon attack instead deals an additional 1d6 damage.
#12 - Scimitars of the Dragonborn Clan #16 - Maul of the Gold Dragon
Weapon (scimitars), rare (requires attunement by a Weapon (maul), very rare (requires attunement by a
dragonborn) dragonborn)
A pair of jagged scimitars with golden pommels forged in the A golden maul whose handle is covered in Draconic runes.
shape of dragons' heads. Attacks made with these scimitars Attacks with this maul have a +2 bonus to attack and damage
have a +1 bonus to attack and damage rolls and deal an extra rolls and deal an extra 2d8 fire damage.
1d8 damage of the damage type associated with your While attuned to this maul, whenever you use your natural
draconic ancestry. When you hit a giant with one of these breath weapon, you may choose to change the damage type
scimitars, that target takes an additional 1d8 damage of the of your breath weapon to fire. If your natural breath weapon
damage type associated with your draconic ancestry (for a already deals fire damage, your breath weapon attack instead
total of 2d8 extra damage). For the purpose of this weapon, deals an additional 1d6 damage.
"giant" refers to any creature with the giant type, including
ettins and trolls. #17 - Trident of the Bronze Dragon
Weapon (trident), very rare (requires attunement by a
#13 - Dragon Tail Whip dragonborn)
Weapon (whip), uncommon (requires attunement by a
dragonborn) A steel trident with a long bronze handle covered in Draconic
runes. Attacks with this trident have a +2 bonus to attack and
A segmented leather whip covered in Draconic runes. damage rolls and deal an extra 2d8 lightning damage.
Attacks made with this whip have a +1 bonus to attack and While attuned to this trident, whenever you use your
damage rolls and deal an extra 1d10 damage of the damage natural breath weapon, you may choose to change the
type associated with your draconic ancestry. damage type of your breath weapon to lightning. If your
natural breath weapon already deals lightning damage, your
#14 - Greataxe of Draconic Fury breath weapon attack instead deals an additional 1d6
Weapon (greataxe), very rare (requires attunement by a damage.
dragonborn)
#18 - Pike of the Dragonborn Soldier
A greataxe designed to look like a stylized pair of dragon Weapon (pike), rare (requires attunement by a dragonborn
wings. While wielding the greataxe, you gain the ability to who is a barbarian, fighter, paladin, or ranger)
rage (as the barbarian ability) once per day. If you are a
barbarian, you may rage one additional time per day than A finely crafted silver pike with a dragon's claw spike on top.
allowed by your class level. While raging, the greataxe deals Attacks made with this pike have a +1 bonus to attack and
an extra 2d6 damage of the damage type associated with damage rolls and deal an extra 1d10 damage of the damage
your draconic ancestry. If wielded by a barbarian, the first type associated with your draconic ancestry. Additionally, you
rage of the day while wielding the greataxe is the bonus rage have advantage on any attacks made with this pike against
granted by the hammer. A barbarian deals the extra 2d6 mounted targets.
damage on attacks made with the greataxe while raging even
if the rage is not granted by the greataxe.
The greataxe regains its spent rage ability daily at dawn.

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#19 - Staff of Shamash #20 - Armor of Mishann


Staff, legendary (requires attunement by a dragonborn) Armor (half plate), legendary (requires attunement by a
dragonborn)
A staff crafted in ancient times by a powerful dragonborn
warlock to channel the power of his draconic ancestry. While A set of half plate armor that once belonged to the powerful
attuned to the Staff, you may activate the Staff as an action by chieftain of a dragonborn clan, who used the power of the
holding it aloft and speaking its command word. When armor to maintain order within her clan. This armor grants
activated, the Staff causes you to transform into a Large an extra +3 bonus to AC. While wearing the armor, you are
dragon of the type associated with your draconic ancestry. immune to the damage type associated with your draconic
Anything you are wearing transforms with you, as does the ancestry, and you have advantage on Charisma (Persuasion)
Staff of Shamash, but anything else you are holding does not or Charisma (Intimidation) checks.
transform. While transformed, you retain your own hit points, Once per day, you may activate the armor as a bonus action
but gain the following benefits (and you do not gain any to sprout a pair of dragon wings from your back, gaining a
additional benefits or abilities except those listed here): flying speed equal to your current speed. These wings last for
4 hours or until you dismiss them as a bonus action. The
Your creature type changes to dragon. Any spells or other armor is designed to accomodate these wings, and activating
effects that target humanoids do not affect you, but any these wings does not harm the armor in any way. If the
spells that can affect dragons do. You can also be targeted dragon type associated with your draconic ancestry has a
by any magic weapons or items that affect dragons. burrow, climb, or swim speed, you also gain that type of
You lose access to any class features that require you to movement with a speed of 40 feet for as long as you have
use or activate them with an action, bonus action, or these wings. If the dragon type associated with your draconic
reaction, except for any spellcasting ability granted by ancestry has a swim speed, you are also able to breathe freely
your class. You still have any passive bonuses granted by underwater for as long as you have these wings.
your class. Once you use the armor to activate these wings, you may
Your base speed becomes 40 feet, and you have a climb not use the armor in this way again until you finish a short
speed of 40 feet. rest.
You have wings and gain a flying speed of 80 feet.
You gain a +5 natural armor bonus to AC.
You have advantage on Constitution saving throws, but
you have disadvantage on Dexterity saving throws.
You become immune to the damage type associated with
your draconic ancestry.
You gain a bite attack (1d10 + your Strength modifier in
piercing damage and 1d6 of the damage type associated
with your draconic ancestry) and you are proficient with
this attack.
You gain a claw attack (1d8 + your Strenth modifier in
slashing damage) and you are proficient with this attack.
You gain Multiattack, which allows you to make three
attacks when you take the Attack action: one with your
bite and two with your claws.
Your natural dragonborn breath weapon attack deals an
extra 3d6 damage of the type associated with your
draconic ancestry.
Your natural breath weapon recharges every 10 rounds. If
you use your breath weapon one of more times while
transformed, you will not be able to use it again after you
revert to you normal form until you complete a short or
long rest.
The range or you natural breath weapon attack is doubled.
You have darkvision out to a range of 120 feet.
This transformation lasts for 10 minutes once activated,
and ends early if you are reduced to 0 hit points or otherwise
incapacitated. You may also choose to end the transformation
early as a bonus action. When the transformation ends, you
lose all benefits from the tranformation as you revert back to
your normal form. Addtionally, when the transformation
ends, you suffer 3 levels of exhaustion (see Player's
Handbook, sidebar on p. 291). Finishing a long rest reduces
your exhaustion level by 1, provided that you have also
ingested some food and drink. Once you have used the staff
to transform, you may not use it again for 3 days.

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Appendix: Bonus Items from "Magic Items Inspired by Video Games: Volume II"
These items were originally published in Magic Items Inspired by Video Games: Volume II , available from DMs Guild. If you enjoy
these items, please check out that document or any of the other work from Nearsighted Games.

Helm of the Dragon's Soul Armor of the Dragon's Soul


Wondrous item, very rare (requires attunement by a fighter, Armor (breastplate), very rare (requires attunement by a
ranger, or barbarian or by any dragonborn) fighter, ranger, or barbarian or by any dragonborn)
The helmet of a hero born with the soul of a dragon. The The armor of a hero born with the soul of a dragon. The
helm is a dull grey-black color and has two downward- armor grants an extra +1 AC bonus and a +2 bonus to your
pointing curved horns. The helm grants a +2 bonus to AC. Constitution score, up to a maximum of 20. You also have
The helm has 3 charges. As an action, you may shout the resistance against all breath weapons and advantage on
command word to expend a charge to cast thunderwave as a saves against breath weapon attacks. If you are also attuned
1st level spell (2d8 damage). You may instead choose to to the shield of the dragon's soul, you instead become
expend three charges to cast thunderwave as a 4th level spell immune to breath weapon attacks.
(5d8 damage). The helm regains 1d3 expended charges daily
at dawn.
Shield of the Dragon's Soul
Armor (shield), very rare (requires attunement by a fighter,
ranger, or barbarian or by any dragonborn)
A shield with a stylized silver dragon engraved on the front.
The shield grants an extra +1 AC bonus and a +2 bonus to
your Strength score, up to a maximum of 20. You also have
resistance against all breath weapons and advantage on
saves against breath weapon attacks. If you are also attuned
to the armor of the dragon's soul, you instead become
immune to breath weapon attacks.

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