Magic Item – Cape of the Storm Chaser (& more)

Using Magic Items to Enhance Spell Mechanics in D&D

D&D has a lot of great spells for players, monsters, and NPCs to utilise, yet, in a lot of ways, these spells can feel limiting. They have very strict rules and limitations which can sometimes be frustrating for players when they want to do something similar, but not exactly what the spell’s rules determine. As a DM, when this occurs, you can of course make a ruling in the moment of whether to allow this modification depending on the situation and how drastic the change is. Another option, however, is to gradually introduce new mechanics to spells, and a favourite method of mine is to do this through magic items!

Magic items are by design, intentional rewards designed to buff your players. They can reward them with buffs, new features, special one-time effects, or even changes to their existing powers. This intentional and purposeful nature allows the DM to be careful and strategic with when the rewards are given and it’s because of this, that they are the ideal method for introducing new mechanics to a character’s spells. The attunement mechanic also allows you to clearly define who the item is for, as you can add affixes to the attunement. For example, ‘this item requires attunement by a creature that has the Fireball spell memorised’.

In this article, I’ll detail 4 magic items that introduce new ways to utilise specific spells.

Cape of the Storm Chaser

The Cape of the Storm Chaser is a deep blue fur cape that has tiny specks of light flickering throughout its surface, appearing and fading at random. When worn by a creature that is concentrating on the Call Lightning spell, the fur stands on end as static electricity flows throughout the cape and small sparks of lightning strike the ground with a crackling sound.

Very Rare Wonderous Item
Requires Attunement by someone that has the Call Lightning spell memorised.

When making a saving throw to avoid an ability, effect, trap, or spell that deals lightning damage, you gain a +5 to the roll.

While concentrating on a Call Lightning spell, when you choose a point for the lightning to strike, after the damage is dealt, you may also teleport to that location.

When you teleport this way, you gain 10 Temp HP until the start of your next turn. If this Temp HP is reduced to 0, creatures within 5ft take 1d6 lightning damage.


Ring of Twinned Thunder

This thick, silver band has a distinct design of stormy clouds being parted by a bolt of lightning, giving the ring the appearance of almost being two separate rings. While attuned to the ring, the metallic clouds roll and rumble as though they are real.

Uncommon Ring
Requires Attunement by someone that has a first level spell slot.

You learn the Thunderwave spell. This does not count towards your maximum memorized spells.

When you cast the Thunderwave spell, after the effects of the spell have been resolved, creatures that remain within the area of effect must succeed a Strength saving throw or be knocked prone.


Dalmar’s Requiem

Dalmar was a great Norn warrior that fell deeply in love with a Dwarven woman named Velvon. He spent many years of his life in the Dwarven city of Nidavellir but gradually grew homesick and after a heartfelt request, he and Velvon began their journey across the realm to his hometown. For many months, Velvon had been crafting him a powerful greataxe. A weapon to eternalise her love. Yet before its completion, the couple were attacked by a violent beast during their travels. Velvon was mortally wounded and with no healing magic at their disposal and no settlement nearby, her death was assured. In a final act of dwarven magic, she poured her very soul into the axe, finalising her enchantments and creating a weapon that would protect her beloved throughout the ages.

Dalmar’s Requiem is a greataxe of striking beauty. The bright metallic head of the axe is embossed with stunning patterns of gold and silver which portray a proud Norn warrior kneeling before a large Dwarven woman. The hilt is made of ancient oak and has their vows carved upon its surface in Old Norse. Many-coloured tufts of various beast’s furs decorate the butt of the axe and run down its haft.

Very Rare Weapon (Greataxe)
Requires Attunement

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

This weapon deals an additional 1d4 radiant damage.

You have advantage on death saving throws.

Velvon’s Soul Protection:

While attuned to this weapon, upon being reduced to half your maximum HP, the Spirit Guardians spell instantly casts on you.

The spirit guardian appears as a ghostly apparition of a female dwarf.

When the spell is cast this way, it has a duration of 1 minute and ends early if you end your turn with no hostile creatures within the radius.

In addition, while the Spirit Guardians spell is active, you critical hit on a 19 and 20, and if a creature is killed by the damage from Spirit Guardians, you heal 2d6 HP.

Once this feature is used it cannot occur again until you complete a long rest.


Amulet of the Piercing Rain

At the end of a long, metal chain hangs the strange magical amulet. The amulet is comprised of dozens of small metallic raindrops which have no visible connectors to one another. Each one sports a tiny, clear blue crystal. Upon the item’s magic being utilised, the gems glow a rich, blue hue and sharpen into fine, dangerous points.

Very Rare Wonderous Item
Requires Attunement by someone that has the Control Water spell memorised.

While attuned to this amulet, you are not affected by difficult terrain caused by water, snow, or ice.

When you cast the Control Water spell, you gain the following effect as an option:

Piercing Rain:

If it is raining within the area of your spell, you can cause the rain to freeze into sharp shards of hail.

Creatures within the area, that are not underneath cover, take 1d4 cold damage at the start of their turn.

After 5 rounds, the affected area becomes difficult terrain due to the build-up of ice.

Final Thoughts

I hope the above magic items make for good examples of how you can utilise magic items as a way of modifying or expanding upon the limitations of a spell! I enjoy designing magic items and discovering the exciting ways in which a player will use their interesting new abilities!

Thanks for reading this post! Hopefully, you feel inspired to design your own magic items that modify your player’s spells! You can help with future designs on my Twitch channel or by joining my community discord!

I hope the rest of your day is a great one and as always, may your next session be filling with glory!!

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