Perhaps the most interesting thing about the Planescape keyword system has been the opportunity to really customize the low-level permanent items my players have been finding. The magical treasure tables in the DMG don’t really start handing out anything particularly exciting until after 10th level. So adding keywords has been a good opportunity to make the items they do find more unique and a little bit more useful, without becoming better than rarer treasure. The examples below show how the keyword system can be used to give theme and origin to even minor items.

The Stairwalker’s Shroud

Amulet of Proof against Detection and Location
Wondrous item, uncommon (requires attunement)
Keywords: Outlands, Disjointed, Invisible, Prophetic, Protective, Stonelike

While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.

This amulet seems well made, but is worn as if it has seen years of hard use and come through them still in perfect working order, merely comfortably broken in. When reality is against you, it will see you through; once per day, you gain a point of Inspiration when you enter an anti-magic area.

It fades to translucency at the wielder’s desire, granting you advantage on attempts to conceal or hide it. If you become invisible, the item remains invisible even if you briefly lose control of it (though you retain an intuition about its location to enable you to retrieve it).

It always teleports with its owner if it is close to hand. If it’s within ten feet of you when you are teleported, it appears at your feet wherever you land. It will even travel with you if the mode of transport normally will not include items.

If the invisible keyword or at least two other keywords are matched, the item’s protections also apply to divinations that don’t target you directly, but just include you in the area (e.g., detect magic, see invisibility). Spells that grant a new sense (like truesight) may still be able to reveal you.

If at least four keywords are matched, illusion spells you cast on yourself are treated as if you cast them at one spell slot level higher.

If all six keywords are matched, you become slightly translucent at will, and can act as if you are in light one level darker (bright to normal, normal to dim, dim to dark) when attempting to hide or use illusion powers that key off of darkness.

The Alkaline Eye

Sentinel Shield
Armor (shield), uncommon
Keywords: Elemental Earth, Corrosive, Cutting, Dark, Stonelike, Toxic

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. It is made from a dark but lightweight natural iron streaked with greensteel veins which are more intensely present in the embossed eye.

It is resistant to harm from acid or other sources of corrosion, and will likely even remain intact if its bearer is disintegrated. It is also resistant to slashing damage, being almost impossible to sunder.

The shield resists petrification. It always retains its form, even if its bearer is turned to stone. If trapped by stone (e.g., held by a petrified former owner, pinned in a cave-in, clutched by an earth elemental, etc.) it is easy to withdraw and unlikely to damage the stone in the attempt.

If the dark keyword or at least two other keywords are matched, it gives you advantage on Dexterity (Stealth) checks in darkness or dim lighting by blending into the darkness and allowing you to hide behind it.

If the toxic keyword or at least three other keywords are matched, it can absorb and neutralize poison. You gain advantage on saving throws, or the attacker gains disadvantage on attack rolls against you, for attacks that throw or spit poison (such as the cantrip poison spray).

If the elemental earth keyword or at least four other keywords are matched, you gain advantage to resist negative planar environmental effects.

Fargullen’s First Escape Plan

Ring of Jumping
Ring, uncommon (requires attunement)
Keywords: Pandemonium, Chaotic, Evil, Dark, Motive, Tempestuous

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

This ring is made of smooth black stone, and its dimensions don’t quite add up: held one way, it appears to be a perfect circle, but it looks oblong in different light, creating a vague unease in the viewer that only increases if it is carefully examined. It emits a vague, faint susurration when the listener is distracted which ceases when focused on. Sometimes, these noises seem to edge into faint whispers, urging you to take dangerous actions. No mental effects, be they compulsion or insanity, can make you forget that the item is yours, or give it away/discard it if you wouldn’t when in your right mind.

If the motive keyword or at least two other keywords are matched, treat your Strength as 5 higher when calculating jumping distance (whether or not the ring’s power is active).

It is virtually invisible in the darkness, granting advantage to hide it. If you are attuned to the item, you can see it clearly in the dark (even in supernatural darkness) and, if the dark keyword or at least three other keywords are matched, you gain Blindsight (5 feet) when you are in total darkness and otherwise unable to see.

If the tempestuous keyword or at least four other keywords are matched, and you are attuned to the item, you are constantly under the effects of the feather fall spell. Further, you may choose to move ten feet horizontally for every five feet you fall vertically as you are able to glide somewhat on the wind currents. If you already have a fly speed, it improves by 10 feet.

Bountiful Joy

Weapon +1
Weapon (Khopesh*), uncommon
Keywords: Outlands, Confining, Dark, Disjointed, Protective, Stonelike

You have a +1 bonus to attack and damage rolls made with this magic weapon.

This sword seems well made, forged of a particularly sturdy bronze in the style of the followers of the god Geb. It is worn as if it has seen years of hard use and come through them still in perfect working order, merely comfortably broken in. When reality is against you, it will see you through; you gain a point of Inspiration when you enter an anti-magic area.

Once per day, you may spend Inspiration to take no damage from an attack or effect from a spell that could plausibly harmlessly strike the sword instead of you.

It is always subject to freedom of movement. It doesn’t pass this effect onto the wielder, but means that the item can never become stuck, trapped, or bound in a way that you cannot simply pull it free. Similarly, it resists petrification: it always retains its form, even if its wielder is turned to stone.

If the dark keyword, stonelike keyword, or at least two other keywords are matched, you gain tremorsense with a 5 foot radius when wielding this item, as it subtly vibrates in response to disturbances to the earth and stone next to you.

If the disjointed keyword or at least three other keywords are matched, the sword gains the thrown (20/60) property, and immediately teleports back to your hand at the end of your turn after throwing it.

If the protective keyword or at least four other keywords are matched, once per day you gain a superiority die (as a battle master fighter) that may be used to make the parry maneuver. If you already have superiority dice, this die is the type you use normally; otherwise, it is a d6.

* Since my group is very Dex-heavy, I’m treating this as a larger scimitar (that does 1d8 but isn’t light), effectively a rapier that does slashing instead of piercing damage.