Fan of Feathers – new DnD 5e magic item

Fan of Feathers magic item for Dungeons and Dragons

This magic folding fan for Dungeons & Dragons can do more than cool you off. Turn the fan into a weapon or a defensive shield, or confound your foes with a beguiling fan dance. Another new D&D magic item that scales in power with your character.


Fan of Feathers

Wondrous Item, uncommon [Tier 1]

(requires attunement)

Damage: 1d6 slashing

Weight: ¼ lb.

Properties: Light, Thrown (Range 60/120)

This foldable fan is constructed from soft black feathers. With a command word, you can make the feathers hard and razor sharp. The fan can be wielded as a melee weapon that deals 1d6 slashing damage. While attuned to the fan, you are proficient with it as a weapon.

The fan can also be thrown as a ranged weapon (Range 60/120). On a miss, the fan returns to your hand.

Cooling Breeze. While holding the fan, you have advantage on Constitution saving throws to avoid the effects of extreme heat.

Distraction. As a reaction when you are the target of an attack, you can wave the fan as a distraction to gain a +2 bonus to AC, including against the triggering attack, until the start of your next turn. This feature can be used a number of times per day equal to your proficiency bonus.


Fan of Feathers magic item card 1
f Feathers magic item card 2

Rare [Tier 2] upgrade

When you achieve level 5 while attuned to the fan, you have a +1 bonus to attack and damage rolls made with this magic weapon.

Feather Shards. You can use an action to hurl a burst of razor sharp feathers in a 15 foot cone. Each creature within its area must make a DC 13 Dexterity saving throw. A creature takes 2d8 piercing damage on a failed save, or half as much damage on a successful one. This feature can be used a number of times per day equal to your proficiency bonus.

Feather Shield. As a bonus action, you can open the fan into a circular shield. Wielding the shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Wind Gust. While holding the fan, you can use an action to cast the gust of wind spell (save DC 13) from it. This feature can be used a number of times per day equal to your proficiency bonus.


f Feathers magic item card 3

Very Rare [Tier 3] upgrade

When you achieve level 10 while attuned to the fan, the range increases the 80/160 feet and you have a +2 bonus to attack and damage rolls made with this magic weapon.

Return. When you make a ranged attack with the fan, it flies back to your hand at the end of your turn even if the attack hits.

Fan Dance. As an action, you can perform a dance using the fan to confuse and distract your enemies. A creature that you can see within 30 feet must make a DC 13 Wisdom saving throw, doing so with advantage if you or your companions are fighting it. If it fails the saving throw, it has disadvantage on attack rolls against you for 1 minute.

Feather Fall. When you fall while holding the fan, you descend 60 feet per round and take no damage from falling.

Wind Wall. While holding the fan, you can use an action to cast the wind wall spell (save DC 13) from it. This feature can be used once per day and recharges at dawn.


f Feathers magic item card 4

Legendary [Tier 4] upgrade

When you achieve level 17 while attuned to the fan, the range increases the 100/200 feet and you have a +3 bonus to attack and damage rolls made with this magic weapon.

Feather Flight. While holding the fan, you can use an action to gain a flying speed of 60 feet for 1 minute. This feature can be used a number of times per day equal to your proficiency bonus.

Legendary Fan Dance. The range increases to 60 feet, and the Wisdom save is DC 15. If the target fails the saving throw, it has disadvantage on attack rolls against you and your companions for 1 minute.

Legendary Feather Shards. The area of effect increases to a 30 foot cone, the Dexterity save is DC 15, and the damage increases to 4d8 piercing damage on a failed save, or half as much damage on a successful one.

Legendary Feather Shield. Wielding the shield increases your Armor Class by 4 instead of 2.


f Feathers magic item card 5

Power Tiers

To help Game Masters determine which player character levels a magic item is appropriate for, each item is assigned a power tier.

Tier 1: Levels 1 – 4
Common and Uncommon items for characters still learning their abilities.

Tier 2: Levels 5 – 10
Uncommon and Rare items for characters who are seasoned adventurers.

Tier 3: Levels 11 – 16
Very Rare items for characters who are established masters of their class.

Tier 4: Levels 17 +
Legendary items for characters who are like superheroes or demigods.

An item’s power tier is only a suggestion, and the GM should consider how each item would best fit with their campaign and player characters.


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