Path of Exile Uniques Introduction Path of Exile is a treasure trove of magic items, currently (patch 3.18) there are 1.140 released unique items (unique maps etc. included). I can’t possibly convert them all, nor would this be a useful endeavor with items like for instance Silverbranch essentially being a +1 shortbow. As such I’ve tried to pick some of the most iconic and memorable items from among all the currently released ones to convert into D&D magic items. Item Identity and Balance Almost all magic items in Path of Exile grant more than one thing, with each affix also not translating one to one to D&D. When converting uniques I tried to narrow down the unique characteristic of each item and balance them to fit in D&D. I hope I did the items justice and that you like what I’ve created. 1 Path of Exile Uniques Dreadarc Weapon (Handaxe), Uncommon This weapon has 5 charges, and regains all expended charges daily at dawn. When you hit a creature with this axe, you can spend a charge to apply one of the following effects: the creature gains vulnerability to fire damage until the start of your next turn. If the creature has resistance to fire damage, it loses that resistance until the start of your next turn. Actum Weapon (Battleaxe), Rare (requires attunement) You gain a +1 to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, attacks made with the weapon score a critical hit on a roll of 18-20. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. While holding the weapon your Intelligence and Charisma become 1, you can’t cast spells, activate magic items, understand language or communicate in any intelligible way. You can however identify friends, follow them, and protect them. Stormcloud Weapon (shortbow), Uncommon Arrows fired from this bow deal lightning damage instead of piercing. Hands of Wisdom and Action Wondrous item, Uncommon (requires attunement) Unarmed attack you make while wearing these gloves are considered magical and deal additional lightning damage equal to your intelligence modifier. Divinarius Weapon (Dagger), Rare You can use this weapon as a spellcasting focus for your spells while holding it. This weapon has 4 charges, and regains 1d4 expended charges daily at dawn. When you cast a spell while holding Divinarius, you can expend a charge to increase the area of the spell. Line spells enhanced in this way gain an additional 10 feet in length, cone spells gain 5 feet in length, Cubes gain 5 feet to each side, Spheres and cylinders gain 5 feet to their diameter. 2 Dreadarc Actum Stormcloud Hands of Wisdom and Action Divinarius Path of Exile Uniques Mjölnir Weapon (+2 Mace), Very Rare (requires 18 strength) (requires attunement) This magic weapon has 8 charges, and regains 1d6+1 expended charges daily at dawn. You gain a +2 to attack and damage rolls made with this weapon. As part of your attack when you hit a creature or object with this weapon while attuned to it, you can use one of the following options: You can expend 2 charge to cast Shocking Grasp. You can expend 3 charge to cast Thunderwave as a 1st level spell You can expend 6 charge to cast Lightning Bolt as a 3rd level spell. Trypanon (Replica) Weapon (Warhammer), rare This unwieldy magic warhammer has a tendency to guide its strikes to either miss or hit a weak spot in the opponent’s defences. you gain a -10 penalty to attack rolls made with this weapon, attacks with this weapon score a critical hit with a roll of 15 to 20. Balefire Weapon (Mace), Very Rare You can use this weapon as a spellcasting focus for your spells while holding it. As an action while holding this weapon you can cast scorching ray as a 2nd level spell with a spellcasting modifier of +3. Doon Cuebiyari Weapon (Mace), Uncommon (requires attunement) You can use this weapon as a spellcasting focus for your spells while holding it. once on each of your turns, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The damage equals your strength. Pledge of Hands Weapon (Quarterstaff), Very Rare (requires attunement) You can use this weapon as a spellcasting focus for your spells while holding it. This magic weapon has 9 charges, and regains 2d4 expended charges daily at dawn. While holding this weapon, when you cast a spell that doesn’t have a range of self you can spend a number of charges equal to the spell’s level (minimum of 1) to target a second creature or area in range with the same spell. 3 Mjölnir Trypanon Balefire Doon Cuebiyari Pledge of Hands Path of Exile Uniques Oni-Goroshi Weapon (Longsword), Very Rare (requires attunement) Curse. This sword is cursed, and becoming attuned to it extends the curse to you. This weapon grows in sharpness as your prowess grows, gaining a bonus to its attack and damage equal to half your proficiency bonus rounded down. Dealing fire damage causes the weapon to ignite for up to one minute. While ignited your speed increases by 10 feet, you can make an additional attack as part of your attack action, attacks with this weapon deal an additional 1d6 fire damage, and you take 2d6 fire damage at the start of every turn. While ignited, you can spend an action to douse the flames. Lifesprig Wand, Uncommon (requires attunement) You can use this item as a spellcasting focus for your spells while holding it. While holding this wand, whenever you expend a spell slot to cast a spell, you can also spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). Dancing Duo Weapon (Pair of Shortswords), Very Rare (requires attunement) When attuning yourself to this pair of magic shortswords, both swords can be attuned to at the same time and attuning to them only costs 1 attunement slot. As a bonus action on your turn you can speak the command word, making both weapons spring to life for 1 minute, or until you speak the command word again. When you activate this feature, you can make a melee weapon attack with each sword against a creature within 5 feet of that weapon. On a hit, the target takes 1d6 piercing damage. As a bonus action on your turn, you can move both weapons up to 20 feet and repeat the attacks against a creature within 5 feet of it. After you’ve activated the weapons you can’t do so again until the next dawn. Drillneck Wondrous Item, Rare (requires attunement) This item has 5 charges and regains 1d4+1 expended charges daily at dawn. When you grab an arrow or bolt from this quiver, you can expend a charge to empower that piece of ammunition, enhancing its piercing potential. When you make an attack roll with this ammunition, you can roll another attack roll against a different target up to 15ft straight behind the initial target 4 Oni-Goroshi Lifesprig Dancing Duo Drillneck Path of Exile Uniques Voidfletcher Wondrous Item, Rare (requires attunement) This item has 5 charges and regains 1d4+1 expended charges daily at dawn. When you grab an arrow or bolt from this quiver, you can expend a charge to empower that piece of ammunition with unstable frost magic, causing the ammunition to explode on impact. Each creature within 5 feet of the point where the ice exploded must succeed on a DC 14 Dexterity saving throw or take 2d6 cold damage. Poet’s Pen Wand, Rare (requires attunement) You can use this item as a spellcasting focus for your spells while holding it. This weapon has 4 charges and regains 1d4 expended charges daily at dawn. This wand stores spells cast into it, holding them until it’s charges are depleted. The wand can store a spell of up to 2nd level. When you cast a cantrip while holding the wand, you can spend a charge for each spell level if the stores spell (minimum of 1) to cast the stored spell targeting the same target. Heartbound Loop (cursed item) Wondrous item, Rare (requires attunement) Once per day, you can use an Action to cast the Danse Macabre spell from this ring, with a spellcasting modifier of +3. When a creature summoned through this ring reaches 0 hit points or vanishes for any reason, you take 1d6 necrotic damage. Ventor’s Gamble (cursed item) Wondrous item, Uncommon (requires attunement) Roll 2d6 each day at dawn, while attuned to this ring. You gain resistance to the damage type associated with your first roll, and vulnerability to the damage type associated with your second roll. If both dice rolled the same number, you may ignore any vulnerability provided by this ring. Ventor’s Gamble roll damage resistance damage vulnerability 1 - - 2 acid acid 3 cold cold 4 fire fire 5 lightning lightning 6 poison poison Astramentis Wondrous item, Very Rare (requires attunement) While wearing this amulet, all attribute scores increases by 2, to a maximum of 20. Headhunter? Wondrous item, Rare (requires attunement) When you reduce a hostile creature to 0 hit points, for the next minute you gain a bonus +1 to the highest attribute that creature had in life (up to 25). 5 Voidfletcher Poet’s Pen Heartbound Loop Ventor’s Gamble Astramentis Headhunter Path of Exile Uniques Hegemony’s era Weapon (Trident), Uncommon (requires attunement) This weapon can have 9 charges and loses all charges after not gaining a charge for 1 minute. If you hit a creature with this weapon, you gain one charge. At 3 charges, attacks made with the weapon score a critical hit on a roll of 19-20. At 6 charges, attacks made with the weapon score a critical hit on a roll of 18-20. At 9 charges, attacks made with the weapon score a critical hit on a roll of 17-20. Matua tupuna Armour (Shield), Uncommon (requires attunement) Counts as a spellcasting focus for necromancy spells X max charges, gain a charge by having the shield consume a corpse A bloody skull is depicted on the shield, when you cast a spell that requires a corpse, you can substitute a charge of the shield instead. Atziri’s Mirror Armour (Shield), Uncommon (requires attunement) When you succeed on a saving throw against a spell that only targets you while attuned to this shield, you can use your reaction to reflect the spell back to your opponent. Once you’ve used this property you can’t do so again until the next dawn. Rise of the Phoenix Armour (Shield), Rare (requires attunement) While attuned to this shield you are resistant to fire damage. As an action, you can activate the shield to invoke the flames of the phoenix. At the start of your turn each creature within 10 feet of you takes 2d6 fire damage and you take 1d6 fire damage. The effect can’t bring you to below 1 hit point and ends after one minute or when you have 1 hit point remaining. The Surrender Armour (Shield), Rare (requires attunement) This shield has 6 charges and regains 1d6 lost charges daily at dawn. When you take damage from a creature, you can use your reaction to spend a charge of the shield, launching a spectral version of the shield at whoever dealt damage to you. The targeted creature must succeed on a DC 15 Dexterity saving throw or take 2d10 force damage. Presence of Chayula Wondrous item, Uncommon (requires attunement) While attuned to this amulet your hit point maximum is decreased by 2 for each Hit Dice you have and you gain the same amount as temporary hit points until you take off or unattune to this item. If any of these temporary hit points are lost, you regain them after completing a short or long rest. 6 Hegemony’s Era Matua Tupuna Atziri’s Mirror Rise of the Phoenix The Surrender Chayula’s Presence Path of Exile Uniques Doryani’s Fist Wondrous item, Uncommon These gloves have 5 charges and regain 1d4+1 expended charges daily at dawn. While wearing these gloves your unarmed attacks deal an additional 1d6 lightning damage. As an action on your turn you spend 1 or more of its charges and slam the ground, sending wave of lightning in all directions. Any Creature within 10ft of must succeed on a DC 15 dexterity saving throw or take 3d6(+1d6 for each additional charge spent beyond the first) lightning damage, taking half that amount on a succesful save. Hrimsorrow Wondrous item,, Uncommon (requires attunement) Weapon attacks made while wearing these gloves deal cold damage instead of bludgeoning, piercing, or slashing. Doedre’s Malevolence Wondrous item, Rare (requires attunement) Curse. These gloves are cursed, and putting them on extends the curse to you. There’s a strange sluggishness to your finger movements, while at the same time repeated motions become accelerated. While wearing these gloves you cannot cast spells that have both a reaction casting time and a somatic component, but when you cast a spell with only a somatic component as an action you can cast that same spell again as a bonus action on the same turn. Repentance Wondrous item, Uncommon (requires attunement) A set of cold iron manacles with it’s connection broken that feel unnaturally heavy. Once per turn when hit a creature with a spell, you can choose to deal additional damage to them equal to your Strength modifier. Curse. Once you put on these cursed manacles, you can’t take them off unless you are targeted by the remove curse spell or similar magic. While wearing these manacles, you can’t cast spells unless you have a Strength score of 17 or higher. Facebreaker Wondrous item, Uncommon While wearing these gloves, you gain a +1 to attack and damage rolls when making unarmed attacks and your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. These gloves have 5 charges and regains 1d4+1 expended charges daily at dawn. When you make an unarmed strike using these gloves, you can expend a charge to deal an additional 2d8 bludgeoning damage. 7 Doryani’s Fist Hrimsorrow Doedre’s Malevolence Repentance Facebreakers Path of Exile Uniques Shavronne’s Wrappings Armour (Hide), rare (requires attunement) At the start of dawn, While attuned to this armour, you gain a pool of 3d6 hit points. Whenever you take damage, this pool absorbs the damage instead. If this damage reduces the pool’s total hit points to 0, you take any remaining damage. Queen of the Forest Armour (+1 Leather), rare (requires attunement) While wearing this armour, you gain a +2 bonus to your AC. While attuned and wearing this armour, your speed increases by a number of feet equal to half your AC rounded down, and you can cast Speak with Animals at will. Kaoms Heart Armour (Plate), Rare (requires attunement) While attuned to this armour, your hit point maximum increases by 40 hit points. Unattuning to the armour cannot reduce your current hit points to below 1 hit point. Fox’s Fortune Armour (Studded Leather), Uncommon (requires attunement) While at maximum hit points, you can use a reaction to have a creature attacking you reroll its damage dice, taking the lower amount. Abberath’s Hooves Wondrous item, Uncommon (requires attunement) While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, hellish flames start billowing out. For the duration, moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. Atziri’s Steps Wondrous item, Rare (requires attunement) As a reaction which you can take when you fail a Dexterity saving throw, you can spend a charge to reroll the saving throw. If you do so, you must use the new roll and you can’t use this ability again for the next hour. 8 Shavronne’s Wrappings Queen of the Forest Kaom’s Heart Abberath’s Hooves Fox’s Fortune Atziri’s Steps Path of Exile Uniques Goldrim Wondrous item, Uncommon (requires attunement) While wearing this skullcap, acid, cold, fire, lightning and poison damage you take is reduced by 3. Indigon Wondrous item, Rare (requires attunement by a Sorcerer) While attuned to this circlet you gain a charge every time you cast a spell, and lose all charges if you haven’t cast a spell for a single turn. Spell you cast cost a sorcery point for each charge on indigon and deal an additional 1d4 damage for each sorcery point spent in this way. Kitava’s Thirst Wondrous item, Rare (requires attunement) While attuned to this helmet, your arcane prowess feeds into the more destruction. When you cast a spell of 6th level or higher that targets a creature, you may also cast firebolt with the same action targeting the same creature. Malachai’s Vision Wondrous item, Rare (requires attunement) Curse. Once you put on this helmet, you are cursed by it and can’t take it off unless you are targeted by the remove curse spell or similar magic. While under the effect of this curse, you can see a faint aura around other cursed items, you can be attuned to an additional 3 cursed items, and you regain 1 hit point each minute for each attuned cursed item. The Three dragons Wondrous item, Rare (requires attunement) While attuned to this helmet, your spells have their damage type altered. Spells that deal fire damage instead deal lightning damage, spells that deal cold damage instead deal fire damage, spells that deal lightning damage instead deal cold damage. 9 Goldrim Indigon Kitava’s Feast Malachai’s Vision The Three Dragons Path of Exile Uniques Scrapped items: Xoph’s Blood Wondrous item (Amulet), Uncommon (requires attunement) Half of all damage you deal while attuned to this amulet is converted to fire damage, you can only deal fire damage. When you take damage from a creature, that creature becomes vulnerable to fire damage until the end of your next turn. Poets Pen Weapon (Wand), Uncommon (requires attunement) You can use this item as a spellcasting focus for your spells while holding it. This weapon has 5 charges and regains 1d4+1 expended charges daily at dawn. When you cast a cantrip while holding the wand, you can spend a charge and roll on the table, casting the associated spell targeting the same target. Poet’s Pen roll Spell 1 gust 2 true strike 3 firebolt 4 color spray 5 chaos bolt 6 ice knife 7 melf’s acid arrow 8 web Star of Wraeclast Wondrous item, Uncommon (requires attunement) While attuned to this amulet, you are immune to the effects of the silence spell. Headhunter Wondrous item, Rare (requires attunement) When you reduce a hostile creature to 0 hit points, for the next hour, you gain proficiency in one skill they had in life. Seven league step Wondrous item, Uncommon (requires attunement) I wanted to add these in but couldn’t meaningfully distinguish their core design from boots of speed. Doedre’s Malevolence Wondrous item, Rare (requires attunement) Curse. These gloves are cursed, and putting them on extends the curse to you. The gloves are strangely acquainted with somatic components and will force your hands to make them more quickly. Spells with only a somatic component are cast as a bonus action instead of an action, dealing 1d6 bludgeoning damage to you when you cast the spell. Skyforth? Wondrous item, Uncommon While wearing these boots, you can spend a spell slot to succeed on a saving throw to avoid being stunned. Le Heup of All Wondrous item, Very Rare An iconic ring throughout the earlier years of Path of Exile, but fundamentally a statstick. +1 to Strength, Dexterity, and Constitution, up to 20? The Taming Wondrous item, Rare Your attacks and spells deal 1 additional damage for each elemental damage (Acid, Cold, Fire, Lightning, Poison) target creature has taken within the last minute. 10 Path of Exile Uniques