Magic Items and Exotic Equipment
Magic Items and Exotic Equipment
New Magic Items, Exotic Equipment, and Feats for D&D fifth-edition!
- 29 Magic Items with an additional 24 rarity variations
- Armor, Rings, Staffs, Weapons, and Wonderous magical items included with suggested prices
- Flavor text for each of the magic items
- 11 Exotic Equipment
- Exotic Equipment crafting rules
- 3 Feats
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Beautiful artwork throughout with innovative item designs
I love the exotic equipment, it's good but balanced and something to aim for in a game. the living equipment is nice too something that grows with you as you adventure
Thanks, Dylan! It was fun building those options with the community! There were some ideas to expand that even further with the class modules idea from the Exochron race in the most recent book. Exciting times!
-Brendan
Well balances, different, and great to use in campaigns.
The opportunity to create art for the projects was one of my favorite aspects!
-Brendan
I found the variations helpful. I can add them at any point in the game or the players can find them early on and then scale them along with the player.
OK, a rather broad collection of items and equipment with a couple of "feats" thrown in for good measure (as it were). I find the material well written and clearly thought-out for use in a campaign. The unfortunate part, in one way, being that the campaign is more Knight's Creative centered and therefore a bit more difficult to adopt into a personal campaign setting. That prices and rarity are not in line with my campaign is trivial and the be expected; but some of the other material is less easily adapted either in terms of power-level, functionality, or descriptive bent.
Still, yet, and even, that material is useful and well done and worth the price and work to fully adapt and adopt items into an existing very long-running non-WotC campaign.