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Repository of magical weapons and armor

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D&D 5E nature-themed magic items

I'm struggling to find some appropriate nature-based magic items for my D&D campaigns. There just aren't that many in the game yet. And there don't seem to be all that many in previous editions either (that I can find, at least).

In the one game, I've got a goliath moon druid who only transforms into bears. I'm having a real hard time finding magic items that would suit him. He's only 5th level, so I don't want to give him a staff of the woodlands just yet.

In the other game, I've got a treant that I want to have offer something thematically appropriate as a reward for the PCs helping him. In that game, I haven't got any nature-oriented characters -- no elves or druids or whatever -- so I need to find something that anyone can use. I have this vision of him reaching into himself and pulling out something made out of his core wood or something. Or maybe handing them some of his leaves that have something inscribed on them. Or even just having him bestow upon them a charm of some kind. But it's hard to find something suitable.

Anyone got any nature-themed magic items (or ideas along those lines)? Even if they're not appropriate as a gift for a druid or from a treant, please share them here! We can use this thread as a repository for nature-based magic items.

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Jediking

Explorer

For the goliath, are you looking for something that will encourage him to cast more magic, or to suit his current play style? Perhaps a bearskin coat that gives him resistance to cold and bonus to intimidate/survival could be a good idea, especially if he hears about a rogue Polar Bear that is terrorizing the local region.

The gift from the treant may be a magical wooden shield that can give resistance to slashing or fire damage (Axes/Fire=Bad). Or if you have anyone who uses spears, bows, or javelin (basically any wood) they can get some magic ammunition.

Another thing could be a draught/root from the treant that can be used to cast the Enlarge spell, either once a day or as a consumable. If the goliath likes to be the biggest bear around, then that will be up his alley too.

Random ideas:
-Root Boots: You plant your feet into the ground and your movement speed becomes 0. While rooted, you regain 1d4 HP at the end of each of your turns.
-Manure Bolts: Requires a successful Nature/Herbalism check. These bolts are made from the party's last. disposal. On a hit, they do 1d4 damage and the creature must make a DC 11 saving throw or be poisoned until the end of it's next turn.
-Steel Rose: Requires attunement. A flowery decorative +1 mace that gives the wielder advantage on Charisma checks when engaging with humanoid who may be attracted to them.

pukunui

Legend

[MENTION=6803126]Jediking[/MENTION]: Thanks for the ideas.

With respect to the druid, I'm not really sure what I'm looking for. I think maybe part of the problem with druids, at least, is that they're already pretty well-rounded and self-sufficient. There aren't a lot of areas where a magic item would really help. Yes, his AC is low, so he could potentially do with some magic armor. I thought about giving him a magic musical instrument that he could use to cast conjure animals once a day, but now that he's 5th level, he's been casting conjure animal to summon up two brown bears a lot already. Next level, his beast attacks will count as magical, so he doesn't really need a magic weapon. I could give him something that grants him another use of wildshape but I'm not sure that that would be all that useful because we don't generally have more than one or two combats a day anyway.

As for the treant, I think I'd actually prefer something that isn't combat-oriented. I'd prefer something that's more utilitarian than armor or weapons. I'd also prefer something that's potentially usable by anyone in the party rather than just the warrior. (The full party consists of a dragon sorcerer, a champion fighter, a life cleric, an arcane trickster rogue, and a lore bard, but only the first three PCs will be participating in the adventure featuring the treant).

Last edited: Jan 21, 2016

BoldItalic

First Post

Can you not refluff standard items to be more woody ?

  • Magic Arrows made of an especially hard wood
  • A pitcher-plant flower that is an Alchemy Jug
  • Amulets made of knotted twigs
  • Boots of Springing made from flexible tree bark
  • Bracers woven from magic straw
  • Carved wooden Figurines of Wondrous Power that summon animated plants
  • Wooden Helms made from tree stumps with the strength of steel but still with knobbly bits on them
  • Rings made of wood instead of metal
  • Magic Vine = Rope of Climbing
  • Magic Pine Cones = Sending Stones

NotActuallyTim

First Post

Wait, no, they already have that cause moon druid.

How about a charm or blessing from an otherwordly being, like those found in the back of the magic item section of the DMG? Something without physical form might actually be more 'natural' than a real item. Say, the power to speak with animals and plants without casting a spell.

pukunui

Legend
Can you not refluff standard items to be more woody ?

Yes, I can, and I've trawled through the DMG more than once in an effort to do just that, but nothing's really clicked. I don't entirely know what I'm looking for. I just know what I'm *not* looking for, which is most of what is in the DMG.

One thing I thought could be fun is having the treant bestow a charm on the PCs that gives them its resistances to bludgeoning and piercing damage but also its vulnerability to fire. It would be like barkskin in appearance but with a different effect.

I suppose I could also just have the treant gift the PCs with some enchanted (or rare) timber that they can use to make something of their own choosing.

To be honest, though, I was partially just using those as examples to lament the fact that there just don't seem to be many nature-oriented items in the game so far.

How about a charm or blessing from an otherwordly being, like those found in the back of the magic item section of the DMG? Something without physical form might actually be more 'natural' than a real item. Say, the power to speak with animals and plants without casting a spell.

Yes, that's one thing I'm thinking about: having the treant bestow a charm of plant speech or something similar.

NotActuallyTim

First Post

The power to turn into a tree! And with this power, the PC becomes: TREEMAN! SUPERHERO!

Or how about travel by flying menhir?

Lehrbuch

First Post

I'm struggling to find some appropriate nature-based magic items for my D&D campaigns. There just aren't that many in the game yet. And there don't seem to be all that many in previous editions either (that I can find, at least).


Depends what you mean by "nature-based", but part of the reason is that "nature-based" items tend to rot, evaporate, hatch, walk away, or get eaten. So, don't make sense to be found in a 1,000 year old ruin, and the like.

pukunui

Legend

Depends what you mean by "nature-based", but part of the reason is that "nature-based" items tend to rot, evaporate, hatch, walk away, or get eaten. So, don't make sense to be found in a 1,000 year old ruin, and the like.

Nature-themed. Things made out of wood or other organic material (since it's magical, rot and evaporation need not apply). Things that affect plants, animals, weather. Things you'd expect unicorns, centaurs, treants, and even elves to make and use and give away as gifts. Stuff like that.

Last edited: Jan 22, 2016

NotActuallyTim

First Post

1 minute of fire immunity from an ironwood badge, made by Treant from a friendly ironwood tree. Usable 1 per day.

Mouseferatu

Hero

In a prior campaign, I gave my druid a bracelet that allowed him to cast a spell while in wild shape once/rest. Limited, so as not to step on the high-level class ability, but really cool in a pinch.

pukunui

Legend

Found some 3e stuff in an old Dragon Magazine (issue 326). Here's my attempt at updating them to the 5e rules:

Acorn of Acuity: Attunement. Grants advantage on Survival checks and allows the user to cast speak with animals 1/day.

Arboreal Armor: Attunement. +1 leather armor that grants the wearer advantage on Dex (Stealth) checks to hide in forested terrain. The armor itself regenerates 1/hp per hour if it gets damaged. The wearer can cast entangle 3/day, while the armor grows 5 goodberries on itself each day.

Briar Staff: Attunement. The staff has 10 charges. You can spend charges to cast entangle (1 charge), spike growth (2 charges), and wall of thorns (6 charges). It regains 1d6 + 4 charges at dawn but only if it is buried under 1 foot of earth in a forest that is at least 1 square mile in size.

Deluge Rod: Attunement. (Cursed?) You have advantage on Con checks/saves to resist extreme heat and thirst, but you have disadvantage on Con checks/saves to resist extreme cold and drowning. It also has the properties of a frostbrand but it is a club rather than a sword. 3/day as a bonus action you can cause it to deal 2d6 extra cold damage when you hit with it. 1/day you can cast a suitable 5e substitute for the acid fog spell. 1/day you can summon one water elemental or 1d4+1 giant sharks.

Eagles' Cry Bow: Attunement. This is a +2 longbow with a range of 300/1,200 ft. When you attack with the bow, you can use a bonus action to have it cry out like an eagle, granting any elf or half-elf within 30 feet of the bow one Bardic Inspiration die (d6). A creature can't have more than one die at a time.

  • Bear: You gain a +2 bonus to AC and you have advantage on Strength checks.
  • Hawk: You have advantage on Wisdom (Perception) checks based on sight, and you can cast feather fall on yourself at will.
  • Mouse: You have advantage on Dexterity (Stealth) checks, and you can cast reduce person on yourself at will.
  • Salmon: You gain advantage on Strength (Athletics) checks made to swim, and you can cast water breathing on yourself at will.

Sylvan Cloak, Greater: As the sylvan cloak, except it also grants you the ability to cast tree stride 1/rest, and you can animate a tree 1/day.

Thornblade: Attunement. Has the properties of a scimitar of speed, plus 3/day the wielder can use a bonus action to coat the thorns on the blade with "bloodroot poison" (whatever that does).

The gift from the treant may be a magical wooden shield that can give resistance to slashing or fire damage (Axes/Fire=Bad). Or if you have anyone who uses spears, bows, or javelin (basically any wood) they can get some magic ammunition.
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