TEXT: Magic Items for New Players
  20 Unique Magic Items Perfect for New Adventurers and Tier 1 and 2 Play
  by XhangoGames
  
  Author's Note
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  DM's Guild Review! It tells me that I should write more :)
   
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  Please contact me at:  
  Twitter: @XhangoGames, https://twitter.com/XhangoGames  
  Email: xhangogames@gmail.com
  Common
  Amulet of Eyes
  Wondrous Item, common
  While wearing this amulet, you can use your action to change
  your eye color. This effect lasts until you change the color
  again or take the amulet off.
  Wand of Detect Fish
  Wondrous Item, common
  This wand has 3 charges. While holding it, you can use an
  action to expend 1 of its charges, and if a fish is within 60 feet
  of you, the wand pulses and points at the one nearest to you.
  The wand regains 1d3 expended charges daily at dawn.
  Uncommon
  Amulet of the Frog
  Wondrous Item, uncommon (requires attunement)
  While wearing this amulet, you gain the following abilities:
  You can cast the spell jump on yourself. Once you've cast
  the spell through the amulet, you can't do so again until
  the next dawn.
  You can breathe both air and water.
  You can use your bonus action to attempt to pull a
  creature towards you. Your tongue magically changes into
  a frog tongue, which you shoot out at a Large, Medium,
  Small, or Tiny creature within 20 feet of you. That
  creature must succeed on either a Strength (Athletics) or
  Dexterity (Acrobatics) check against your Strength
  (Athletics) check. If they fail, you pull that creature to a
  space adjacent to you. If that target is Tiny and is pulled
  towards you, you can force it to make a DC15 Constitution
  saving throw. If it fails and has 20 or less hit points, you
  devour it, reducing it to 0 hit points. If it succeeds the
  saving throw or has more than 20 hit points, it takes 2d10
  piercing damage as you bite it. Once you've used this
  ability, you can't use it again until you've completed a short
  or long rest.
  Belt of the Tavern Brawler
  Wondrous Item, uncommon
  This furred belt has a beer stein shaped belt buckle.
   
  While wearing this belt, you are proficient with improvised
  weapons. Additionally, attacks you make with objects that
  bear no resemblance to weapons deal 1d6 damage instead of
  1d4 damage.
  Candelabra of Alastair Jeeves
  Wondrous Item, uncommon (unique)
  This five pronged silver candelabra is haunted by the spirit of
  a haughty butler. If 5 candles are placed in the candelabra
  and lit, it will function identically to a torch (stays lit for 1
  hour, provides bright light in a 20-foot radius and dim light for
  an additional 20 feet.)
   
  Once the candelabra has 5 lit candles, a creature can spend a
  minute meditating and performing a seance to summon the
  spirit of Alastair Jeeves.
   
  Jeeves speaks Common, but his spirit is only visible for the
  person who summoned him. He will carry the candelabra for
  you, holding it next to you as you would carry a torch.
   
  Once summoned, Jeeves will remain for one hour or until a
  candle in the candelabra is snuffed out. Once he dissapears,
  he can't be summoned again until the next dawn. While
  present, he acts as an Unseen Servant, although he cannot
  move more than 30 feet away from the person who
  summoned him or the candelabra.
   
  Jeeves is an ethereal spirit, and can only be affected by other
  creatures on the ethereal plane. The candelabra, however, is
  not. Like other magic items, the candelabra is incredibly
  hardy, but the candles can be extinguished.
   
  While summoned, you may use Jeeves to grant advantage on
  an Investigation or Insight check. Once he's granted
  advantage, he can't do so until the next dawn. (You can still
  consult with him for other matters.)
   
  Personality. Jeeves is a lawful neutral character who strongly
  believes in decorum. He prides himself in being an excellent
  valet, another word for a personal assistant (he will insist he
  is not a butler). Jeeves isn't sure why his spirit is tied to the
  candelabra, but will help (sometimes begrudgingly) the
  person with the candelabra both out of a sense of duty, and
  because he has no other option.
   
  (Author's note: Magic items in Dungeons and Dragons are
  generally categorized by rarity, with higher rarity items being
  more powerful. This means that although the candelabra of
  alastair jeeves is unique and one-of-a-kind, I've categorized it
  as an uncommon item since its power level is in line with
  other uncommon magic items.)
  
  Crushing Gauntlets
  Wondrous Item, uncommon
  When you successfully grapple a creature, it takes 1d4
  bludgeoning damage. If that creature is still grappled at the
  start of your turn, it takes an additional 1d4 bludgeoning
  damage.
  Goblin Shaman's Shake Snake
  Wondrous Item, uncommon (requires attunement)
  This rattlesnake skeleton has been painted and has feathers
  tied to it in a decorative fashion. It can be used as either a
  spell focus or rudimentary musical instrument (a shaker).
   
  While holding it, you can use the following abilities. Once you
  use an ability, you can't use it again until the following dawn:
  Rattle snake: As a bonus action, you can grant a d6
  bardic inspiration die to another creature. If you are a
  bard, use the bardic inspiration die size determined by
  your bard level instead.
  Snake attack: You can use an action to cast the cantrip
  thorn whip, using the snake skeleton instead of a vine
  whip. You make this attack with a +6 melee spell attack
  bonus and the spell does 2d6 piercing damage and 2d6
  poison damage instead of its normal damage.
  Speak snake: You can use an action to cast the spell
  speak with animals from the skeleton, but you can only
  talk to snakes.
  Morningstar of the Brute
  Weapon (morningstar), uncommon (requires attunement)
  This large morningstar has four sets of brutal and sharp iron
  spikes around its sides. While you carry it, you can speak and
  understand the Goblin language. Additionally, when you hit
  with this weapon, you can treat any 1 rolled on a damage die
  as a 2 instead.
  Potion of Animal Scents
  Potion, uncommon
   
  This thick potion is dark brown in color, and has bits of fur
  and animal hair floating in it. When you drink this potion, you
  give off a powerful musk, and have advantage on Wisdom
  (Animal Handling) checks for the next 24 hours. However,
  your stench is unpleasant to humanoids, and you have
  disadvantage on Deception and Persuasion checks during
  this time. If a creature within 30 feet of you would make a
  Deception or Persuasion check with advantage, they make
  that roll without advantage if their target can smell you.
  Shiftsize Sword
  Weapon (shortsword), uncommon
  You have a +1 to attack and damage rolls made with this
  magic weapon.
   
  As a bonus action, you may change this weapon's size,
  changing it to be a dagger, shortsword, or longsword. It
  remains as this kind of weapon until you change its shape
  again.
   
  These fine swords are usually granted to military officers or
  court dignitaries. They normally have iron hilts and a few
  simple gems inset into the pommel.
  Snake Whip
  Weapon (whip), uncommon
  This whip's handle depicts two serpents curving around each
  other, and the end of the whip is tipped with a snake's head
  with razor sharp teeth. It deals an extra 1d4 poison damage.
  Trickster's Glove
  Wondrous Item, uncommon
  You can spend your bonus action while wearing the gloves to
  snap your fingers. When you do, you magically create one of
  the following mundane items in your hand: bell, dagger,
  boomerang, shield, pair of manacles, or a flask of oil. The
  item lasts for 1 hour until it instantly vanishes. Once you've
  used this ability, you can't use it again until the next dawn.
  Thundercrack Arrows
  Weapon (arrow), uncommon
  These arrows have an enchanted thunderstone bound to it
  behind the arrowhead. If you hit a creature with an attack
  using this arrow, the thunderstone explodes with a booming
  thunderclap. The hit creature and each other creature within
  a 15 foot radius must make a DC 14 Constitution saving
  throw. On a failed save, a creature takes 1d4 thunder damage
  and is deafened for 1 minute. On a successful save, a
  creature takes half damage and isn't deafened. A deafened
  creature can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  Wand of the Wolf
  Wand, uncommon (requires attunement by a spellcaster)
  This wand has 2 charges. While holding it, you can use an
  action to expend 1 of its charges to cast the polymorph spell
  from it (save DC 15), although you may only turn the target
  into a dire wolf. (Basic Rules, pg. 123)
   
  The wand regains all spent charges daily at dawn.
  
  Rare
  Blacksmith's Beloved
  Weapon (warhammer), rare (requires attunement)
  You have a +1 to attack and damage rolls with this magic
  weapon.
   
  As an action, you can cast the spell heat metal (Con save DC
  13) or fabricate from the warhammer. Once you do, the
  warhammer can't be used to cast a spell this way again until
  the next dawn.
  Bulette Breastplate
  Armor (breastplate), rare (requires attunement)
  This grey breastplate has been carved from the tough
  carapace of a bulette and has been reinforced with additional
  magical materials.
   
  You have a +1 bonus to AC while wearing this armor.
  Additionally, while wearing this breastplate, you gain
  tremorsense out to a range of 30 feet.
   
  You may cast jump on yourself while wearing the armor.
  Once you've done so, you can't cast the spell again with the
  armor until you've completed a short or long rest.
  Duelist's Bow
  Weapon (shortbow), rare (requires attunement)
  You have a +1 to attack and damage rolls with this magic
  weapon.
   
  This bow has three charges and regains all expended charges
  daily at dawn. You can use the charges to use the below
  abilities wielding this weapon:
  Close combat: When you take the Attack action, you can
  spend a charge. If you do, ranged attack rolls made
  against targets within 5 feet of you aren't made at
  disadvantage this turn.
  Tactical retreat: You can spend a charge as a bonus
  action to take the Disengage action.
  Perfect shot: When you score a critical hit, you can
  expend a charge to deal an extra 10 damage.
  Flaming Fists Tattoo
  Wondrous Item, rare (requires attunement)
  Produced by a special needle, this magic tattoo depicts swirls
  of flame and smoke.
   
  Tattoo Attunement. To attune to this item, you hold the
  needle to your skin where you want the tattoo to appear,
  pressing the needle there throughout the attunement
  process. When the attunement is complete, the needle turns
  into the ink that becomes the tattoo, which appears on the
  skin.
   
  If your attunement to the tattoo ends, the tattoo vanishes, and
  the needle reappears in your space.
   
  This tattoo has two charges and regains any expended
  charges daily at dawn. You can spend a charge as a bonus
  action to make your fists and tattoo glow red hot for one
  minute. During this time, you gain the following abilities:
  Your tattoo glows, providing dim light for a 30 foot radius.
  Your unarmed strikes do an additional 1d4 fire damage.
  When you score a critical hit with an unarmed strike, you
  gain temporary hit points equal to the amount of fire
  damage you dealt.
  Rockeater Acid
  Wondrous Item, rare
  This vial of powerful acid only eats away at stone or wood.
  Each vial contains enough acid to eat through 5 cubic feet of
  material. The acid is very quiet when it dissolves a substance,
  letting out a low sizzle and producing a few wisps of smoke.
  This acid does no damage to human flesh or other inorganic
  material. The acid only has one use and must be poured out
  all at once.
   
  As an action, this vial can be thrown up to 20 feet, shattering
  on impact. If you throw the flask, you make a ranged attack
  against a creature or object, treating the vial as an improvised
  weapon. A construct made of stone or wood hit by this acid
  takes 6d10 acid damage.
  Shieldbreaker
  Weapon (maul), rare (requires attunement)
  You have a +1 to attack and damage rolls with this magic
  weapon.
   
  When you score a critical hit against a creature with this
  weapon, you can channel destructive force through the maul,
  dealing an extra 2d6 force damage in addition to the
  weapon's normal damage. When you do so, attack rolls
  against the creature you hit are made with advantage until
  the start of your next turn. Once you've used this ability, you
  can't use it again until the next dawn.
  
  Design Notes (For some selected items)
  Common
  Amulet of Eyes: Common magic items are important for
  rewarding players without unbalancing the game by
  handing out too many combat bonuses. It's nice to have a
  variety of options for your players and NPC's so that they
  don't see the same magic items again and again. (So many
  groups get the cloak of billowing.)
  Wand of Detect Fish: This item has very few uses, but
  some groups may appreciate its silly nature.
  Uncommon
  Amulet of the Frog: This item helps your melee oriented
  players by letting them engage with enemies out of their
  reach. This helps alleviate poor positioning and lets
  players stay engaged in fights, even if they are afraid of
  taking opportunity attacks from repositioning.
  Candelabra of Alastair Jeeves: This item's main uses are
  to provide light while keeping your hands free and for
  improving your investigation or insight checks. This gives
  you light while letting you carry your weapons, helping
  you be ready for combat or traps while exploring
  dungeons. Additionally, Jeeves might be able to help offer
  advice, depending on what you ask. (This advice can be
  valuable for new groups and provides an opportunity for
  you to give lore / exposition to your players.)
  Crushing Gauntlets: While 1d4 is very little damage, this
  magic item can be good to give to new players to
  encourage them to try to grapple, or to get them thinking
  about other actions in combat other than just attacking.
  Morningstar of the Brute: This is a low-powered, but fun
  magic weapon that you can give Klarg from Lost Mines of
  Phandelver, if you're so inclined. It's very weak for an
  attunement item, but that can be useful for giving your
  players a sense of progression as they discover new items.
  Wand of the Wolf: Polymorph is an incredibly strong
  spell, as you can transform either an ally into a giant beast
  or an enemy into a CR 0 creature. This wand only allows
  you to transform creatures into wolves. This acts as a
  weak disable against larger creatures, or it can help buff
  an ally with some temporary HP. A weak disabling effect
  can provide more interesting gameplay decisions than
  strong disabling effects, since you only want to use a weak
  disabling effect sometimes, whereas you want to apply
  strong disables very frequently (resources permitting.)
  Limiting this to one creature type helps to streamline
  player decisions (so they don't have to pick what creature
  to choose), while still allowing for a deep and impactful
  decision when using this item.
  Rare
  Blacksmith's Beloved: If you need to create new custom
  magic items for your players, giving a rare +1 weapon a
  spell it can cast is a great way to easily design new items.
  Having them require attunement prvents the players from
  having a snowball effect of getting too many free spells.
  Bulette Breastplate: This item is a little on the strong
  side for its rarity level. It's great for martial classes by
  letting them fight even while blinded. This helps to keep
  them consistent in their damage output, which is how they
  are supposed to scale against spellcasters (i.e. they aren't
  stopped by getting blinded.). Additionally, by granting them
  the spell jump they are able to capitalize on their athletic
  prowess, which lessens the utility gap compared to
  spellcasters who get the ability to fly.
  Duelist's Bow: This item is great for new adventurers
  who aren't careful with their positioning. By negating the
  ranged attack penalty for adjacent creatures, it helps
  players from feeling bad when they get caught unawares.
  The disengage bonus action helps in the same way.
  Rockeater Acid: This item is great for a heist situation or
  to sneak into a new location. Giving players magic items
  that can be used outside of combat encourages clever RP
  and rewards players for thinking outside of the box. For
  more straightforward players, this still is a useful item as
  it can hurt constructs. One use rewards like this are great
  to give players since it gives them something shiny and
  new without making them too powerful by stacking items.
  Shieldbreaker: The critical hit effect for granting
  advantage is similar to the feat "Crusher" from Tasha's
  Cauldron of Everything.
  License and Legal Information
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