Five Magic Items and some Skymetal Armor
Weapon (dagger), very rare (requires attunement)
When used in melee combat, this dagger grants a +2 bonus on attack and damage rolls. When thrown, however, the meteor-strike dagger is truly deadly. The dagger has 3 charges. When you make a ranged attack with the dagger and it hits an opponent within 30 feet of you, you can use 1 charge to cause the dagger to explode, doing 4d6 fire damage to the target and all creatures within 10 feet of it. The dagger reforms at the beginning of your next turn, and you can use a bonus action to call it to your hand. If you expend 3 charges and plunge the dagger into the ground at your feet, it instead deals 10d6 fire damage to all creatures within 20 feet of you. Any creatures that survive the damage are pushed 10 feet away from you. The dagger regains 1d3 expended charges daily at dawn.
Weapon (longsword or longbow), uncommon (requires attunement)
A swordbow is always a beautiful weapon of elven design, with the words “Always ready” carved in elven on its side. As an action, you can command the swordbow to change from a longsword into a longbow or back again. The weapon grants a +1 bonus to attack and damage rolls in either form.
Wondrous item, rare
When you wear this simple black eyepatch over your right eye, you can see in dim light within 60 feet of you as it if were bright light, and in darkness as if it were dim light. You can’t discern most colors in darkness, only shades of blue and gray. When you wear the eyepatch over your left eye, you gain advantage on saving throws against the blinded condition. Whenever you wear the eyepatch over either eye, the lack of depth perception grants you disadvantage on ranged attacks.
Shield of the Dragon’s Maw
This heavy wooden shield always bears an image of a dragon, a linnorm, or other draconic creature, usually from the side. When you slay a dragon, the image changes to reflect the last dragon you slew. While you wear the shield, you As a bonus action, you can make an attack with the shield. If you use it in this way, the dragon on its face turns outward and emits a might roar as its jaws seem to come to life. Until the beginning of your next turn, the shield provides no bonus to your AC or resistance to damage, but it can be used to attack as a primary weapon or for two-weapon fighting. The shield is a magical weapon with a +3 bonus to attack and damage that deals 1d8 bludgeoning and piercing damage.
Armor (o-yoroi), very rare (requires attunement)
While wearing this armor, you gain a +2 bonus to AC. In addition, when an incorporeal creature tries to strike you, an image of a ghostly samurai appears to step out of you and tries to block the blow with its weapon, granting the attacker disadvantage on the roll. When the armor is not being worn and a character who is not attuned to the armor comes within 5 feet of it, it emits a ghostly howling and a burst of wind, causing all creatures within 5 feet to succeed on a DC 14 Strength saving throw or be pushed back 10 feet.
Most skymetals are useless for armor, but three are notable in their use as rare armor materials that can be worked by highly skilled smiths using magical or other powerful fires.
Adamantine Armor is detailed in the DMG.
Armor (any metal), very rare
You have advantage on saving throws against all spells while you wear this armor. If you are the target of a spell that does not normally require a saving throw, you must make a saving throw against the spell as though it required a Wisdom saving throw. In order for the spell to affect you, you must fail the saving throw.
Armor (any metal), rare
There are two kind of siccatite armor: fire and frost. Fire siccatite is always hot to the touch, and deals one point of fire damage to you for every minute that you wear it. While you wear fire siccatite armor, you are protected by the armor’s heat and gain resistance to cold damage and immunity to environmental effects related to cold. Frost siccatite is always covered by a layer of ice and deals one point of cold damage to you for every minute that you wear it. While you wear frost siccatite armor, you gain resistance to fire damage and immunity to environmental effects related to fire.
Hacking Magic Items
I have a much longer post about magic items coming, but I need to spend some time immersing myself in the DMG, first. I’m curious about the trends and patterns of magic items. On one hand, they seem to be much easier to create in 5e: determine what you want the item to do, determine the rarity, and go. On the other hand, there are clearly some design decisions that a GM has to be careful about not screwing up. (For example, no uncommon armors provide a magic bonus, and +3 armors are always legendary.) I’d love to figure out what all of those are and write about it, maybe in a couple of weeks.
I wanted to play with three different things, here: the various levels of the magic items, the “charges that reset at dawn” mechanic, and the idea of items that provide a benefit with a drawback. Items that have drawbacks should be more rare, by virtue of their power, but if the drawback is bad enough (disadvantage on ranged attack rolls, say), they can move down a step in rarity. Protection against conditions is one of those things that is very rare in magic items, and so should probably be very rare, but that disadvantage forces the wearer to be in melee combat, and that’s potentially a high price to pay (particularly since it doesn’t say “ranged weapon attacks,” so it applies to spell attack rolls, as well).
Siccatite armor is just about useless, unless you have regeneration or are resistant to fire or cold damage, which is exactly the point. Most PCs would never buy it, but every once in a while, it’s going to be exactly the right choice.