Bag of Gems – new DnD magic item

Bag of Gems

This new magic item for Dungeons & Dragons lets your character pull a random gemstone from a pouch. Each gem releases a different spell.

Bag of Gems

Wondrous Item, rare

This ordinary looking bag contains up to four uncut gemstones. You can use an action to pull one gem from the bag and throw it up to 30 feet. When the gem lands, it breaks and activates a spell centered on the gem. Roll 1d8 to determine which gem is pulled.

d8GemSpell Effect
5Moonstone Fog Cloud
6EmeraldSpike Growth
8DiamondIce Storm
Gem Spell table

Once four gems have been pulled from the bag, the bag can’t be used again until the next dawn, when new gems appear in the bag.

Bag of Gems card 1
Bag of Gems card 1
Bag of Gems card 2
Bag of Gems card 2

  1. Amethyst: Shatter. Each creature in a 10-foot-radius sphere centered on the gem must make a DC15 Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. (Basic Rules, pg. 275)
  2. Sapphire: Entangle. Grasping weeds and vines sprout from the ground in a 20-foot square starting from the gem. For 1 minute, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a DC15 Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. (Basic Rules, pg. 238)
  3. Ruby: Fireball. Each creature in a 20-foot-radius sphere centered on that point must make a DC15 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. (Basic Rules, pg. 241)
  4. Topaz: Cloudkill. A 20-foot-radius sphere of poisonous, yellow-green fog emits from the gem. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a DC15 Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. (Basic Rules, pg. 222)
  5. Moonstone: Fog Cloud. A 20-foot-radius sphere of fog emits from the gem. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. (Basic Rules, pg. 243)
  6. Emerald: Spike Growth. The ground in a 20-foot radius centered on the gem sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. (Basic Rules, pg. 277)
  7. Onyx: Darkness. Magical darkness spreads from the gem to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. (Basic Rules, pg. 230)
  8. Diamond: Ice Storm. A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on the gem. Each creature in the cylinder must make a DC15 Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. (Basic Rules, pg. 252)

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