I am tinkering with the idea of my party opening an ancient vault filled with magical devices of all shapes and sizes, all WMDs and I was wanting to name them something more bizarre than, "The Flaming Staff of Really Big Fireballs", or, "The Wand of Lightning to End All Other Wand of Lightnings". The best I could come up with was a, "Doctor Who" rip off.
A collection of warlike automatons controlled by one enhanced automaton. The Could-Be-King and his army of Never-were's. I'm hoping my kids won't notice. :D
Is there any other fantasical or imaginiative names for things out there?
Public Mod Note
(Sedge):
Moved to new DMs Only board
I would suggest just googling for magic item name, or magic artifact name or similar. Such as seventhsanctum which gave me "Claymore of Earth Touch" and "Spiritual Climber's Pants of Sylvan Speakers".
There are a lot of people with too much time on their hands out there. :)
I've been brainstorming for a few days now. Here is what I have so far:
The Army of Never-were's and the Could-be King
The Rainbow powered hammer of god.
The Afterthought.
The beast of 1000 bones
The phylactery of dead/lost/wasted time
The threshold between agonies
The hallowed meridian
A memorial of nowhere
A prison of possibilities.
What any of these things might do is not something I've gotten that far on. I figure come up with the crazy name first, the function would come from that.
I've been brainstorming for a few days now. Here is what I have so far:
The Army of Never-were's and the Could-be King
The Rainbow powered hammer of god.
The Afterthought.
The beast of 1000 bones
The phylactery of dead/lost/wasted time
The threshold between agonies
The hallowed meridian
A memorial of nowhere
A prison of possibilities.
What any of these things might do is not something I've gotten that far on. I figure come up with the crazy name first, the function would come from that.
I'm ready for the criticism. :D
Prison of possibilities: this 8" black iron sphere feels strangely cold to the touch. As an action, you can cause it to split in half, the top half levitating about 4" above the other half; the middle section will emit a cold blue light out to a range of 60', providing dim light in that area. As part of the action used to activate it, you name up to 10 things that might happen in the next 6 seconds, being extremely specific; they will not happen. "The boss lives" is an example of something far too broad to be a valid choice.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Beast of 1,000 bones: this 1,000lb pile of bones takes 8 man-hours of work, a successful DC 10 Strength check from each laborer and a successful DC 15 Intelligence (History) check from the person supervising the work to assemble. Once assembled, it becomes an animated skeleton of a randomly determined dinosaur and uses the appropriate stat block. It obeys the orders of any of the people who assembled it and is considered friendly to all of them.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Beast of 1,000 bones: this 1,000lb pile of bones takes 8 man-hours of work, a successful DC 10 Strength check from each laborer and a successful DC 15 Intelligence (History) check from the person supervising the work to assemble. Once assembled, it becomes an animated skeleton of a randomly determined dinosaur and uses the appropriate stat block. It obeys the orders of any of the people who assembled it and is considered friendly to all of them.
This could be an item specifically related to Chult in the Forgotten Realms, lots of Dinosaurs hanging round there. I like it!
The Rainbow-powered Hammer of God - This warhammer has 3 charges. When you hit an enemy with it, roll a d8. On a 1, the target takes 1d10 fire damage. On a 2, the target takes 1d10 acid damage. On a 3, the target takes 1d10 lightning damage. On a 4, the target takes 1d10 poison damage. On a 5, the target takes 1d10 cold damage. On a 6, the target is restrained. They must make a Constitution saving throw at the end of their turns, ending the effect on a success. On a 7, the target is blinded. They must make a Wisdom saving throw at the end of their turns, ending the effect on a success. On an 8, roll again and pick 2 results, ignoring all future 8s. The target also takes an additional 1d8 force damage by the gods in addition to the normal damage and the extra effect. You can also expend a charge and an action to roll a d20. On a 15 or higher, you cast Prismatic Spray, save DC 15. Otherwise, you cast a modified version of Prismatic Spray which deals 5d6 rather than 10d6 and requires only a single save to end the effect, but two failures to trigger it.
The Army of Never-weres and the Could-be King - As an action, you can strike this bell. 4 wights and a wraith appear in empty spaces near you. They follow only your command, and will defend themselves should no command be given. On your turn, you can use a bonus action to dismiss them. If the wraith dies, roll a d20. On a 1, the bell shatters into nothingness. Once you use the army, they cannot be summoned again until the next day. If all the summoned undead die, the bell shatters. If the bell does not shatter, it still summons the same undead. If the undead did not do anything for at least 10 minutes, they dismiss automatically.
While holding this small orb the wielder is granted a form of post cognition. If they spend 2 hours in an area, attuned to the orb, they can delve into the past of their current location using their minds eye. An Intelligence (Investigation) check determines how far back the orb will allow the user to see. Once the length of time is determined (using the chart below) the wielder can then guide themselves back to specific periods within that time frame, while there they can see and hear everything their normal senses would have allowed them to detect. They cannot impact or effect the environment they are witnessing, nor can they be effected by it. The wielder can stay in this state for up to 5 minutes, during which they are unaware of the present environment. Once they come out of the trance the orb cannot be used again for 24 hours. If damaged or moved the wielder is forced from the trance and cannot reenter until the next day.
Use your Investigation Check on this table to determine how far back you can see in an area.
Bottle of sunny-dee A magical decanter filled with 1d4 + 1 quarts of a mysterious orange fluid. As an action, the holder may unstopper the decanter and shout "Unleash the power of the sun" then expend quarts of the fluid to produce an effect. 1 quart casts daylight. 3 quarts cast sunbeam. 5 quarts cast sunburst. The save DC for spells cast by the bottle is 17. The decanter regains 1 quart per sunrise it is exposed to. The decanter may hold no more than 5 quarts of liquid. The holder may, instead of casting a spell, drink the fluid contained within the decanter. Every quart of fluid consumed restores 50 hit points and cures all diseases the consumer has. The fluid tastes like oranges.
Glutton's Bowl - This bowl seems to never be empty and is always full with delicacies. You regain twice as much hit points if you eat this during a short rest. CURSE: For every day you are attuned to this bowl, make a DC 18 CON save. On a failure, note it. After 3 failures, you gain noticeably larger. After 5 failures, you are afflicted by magical bloating and obesity. Your size increases by one step but not your damage or carrying capacity. You take 1d6 STR, CON, DEX, and CHA damage. This is incurable. Also, you have disadvantage on all ability checks, dexterity saving throws, constitution saving throws, and attack/damage rolls.
Since it's a cursed object, should there be some kind of compulsion to attune to it? Maybe a DC check? If the player succeeds they're able to resist the compulsion, if not they become hyper aggressive with any obstacle to the bowl.
Since it's a cursed object, should there be some kind of compulsion to attune to it? Maybe a DC check? If the player succeeds they're able to resist the compulsion, if not they become hyper aggressive with any obstacle to the bowl.
You're evil. I like it.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Since it's a cursed object, should there be some kind of compulsion to attune to it? Maybe a DC check? If the player succeeds they're able to resist the compulsion, if not they become hyper aggressive with any obstacle to the bowl.
You're evil. I like it.
Evil is a relative term. I also like it.
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I am tinkering with the idea of my party opening an ancient vault filled with magical devices of all shapes and sizes, all WMDs and I was wanting to name them something more bizarre than, "The Flaming Staff of Really Big Fireballs", or, "The Wand of Lightning to End All Other Wand of Lightnings". The best I could come up with was a, "Doctor Who" rip off.
A collection of warlike automatons controlled by one enhanced automaton. The Could-Be-King and his army of Never-were's. I'm hoping my kids won't notice. :D
Is there any other fantasical or imaginiative names for things out there?
I would suggest just googling for magic item name, or magic artifact name or similar. Such as seventhsanctum which gave me "Claymore of Earth Touch" and "Spiritual Climber's Pants of Sylvan Speakers".
There are a lot of people with too much time on their hands out there. :)
Thanks!
Post what they do, THEN we can have some fun with it.
I've been brainstorming for a few days now. Here is what I have so far:
The Army of Never-were's and the Could-be King
The Rainbow powered hammer of god.
The Afterthought.
The beast of 1000 bones
The phylactery of dead/lost/wasted time
The threshold between agonies
The hallowed meridian
A memorial of nowhere
A prison of possibilities.
What any of these things might do is not something I've gotten that far on. I figure come up with the crazy name first, the function would come from that.
I'm ready for the criticism. :D
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Check your pockets, because I'm stealing this!
Beast of 1,000 bones: this 1,000lb pile of bones takes 8 man-hours of work, a successful DC 10 Strength check from each laborer and a successful DC 15 Intelligence (History) check from the person supervising the work to assemble. Once assembled, it becomes an animated skeleton of a randomly determined dinosaur and uses the appropriate stat block. It obeys the orders of any of the people who assembled it and is considered friendly to all of them.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
The Rainbow-powered Hammer of God - This warhammer has 3 charges. When you hit an enemy with it, roll a d8. On a 1, the target takes 1d10 fire damage. On a 2, the target takes 1d10 acid damage. On a 3, the target takes 1d10 lightning damage. On a 4, the target takes 1d10 poison damage. On a 5, the target takes 1d10 cold damage. On a 6, the target is restrained. They must make a Constitution saving throw at the end of their turns, ending the effect on a success. On a 7, the target is blinded. They must make a Wisdom saving throw at the end of their turns, ending the effect on a success. On an 8, roll again and pick 2 results, ignoring all future 8s. The target also takes an additional 1d8 force damage by the gods in addition to the normal damage and the extra effect. You can also expend a charge and an action to roll a d20. On a 15 or higher, you cast Prismatic Spray, save DC 15. Otherwise, you cast a modified version of Prismatic Spray which deals 5d6 rather than 10d6 and requires only a single save to end the effect, but two failures to trigger it.
The Army of Never-weres and the Could-be King - As an action, you can strike this bell. 4 wights and a wraith appear in empty spaces near you. They follow only your command, and will defend themselves should no command be given. On your turn, you can use a bonus action to dismiss them. If the wraith dies, roll a d20. On a 1, the bell shatters into nothingness. Once you use the army, they cannot be summoned again until the next day. If all the summoned undead die, the bell shatters. If the bell does not shatter, it still summons the same undead. If the undead did not do anything for at least 10 minutes, they dismiss automatically.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
THE AFTERTHOUGHT
Wondrous Item, Rare
While holding this small orb the wielder is granted a form of post cognition. If they spend 2 hours in an area, attuned to the orb, they can delve into the past of their current location using their minds eye. An Intelligence (Investigation) check determines how far back the orb will allow the user to see. Once the length of time is determined (using the chart below) the wielder can then guide themselves back to specific periods within that time frame, while there they can see and hear everything their normal senses would have allowed them to detect. They cannot impact or effect the environment they are witnessing, nor can they be effected by it. The wielder can stay in this state for up to 5 minutes, during which they are unaware of the present environment. Once they come out of the trance the orb cannot be used again for 24 hours. If damaged or moved the wielder is forced from the trance and cannot reenter until the next day.
I like it.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Bottle of sunny-dee
A magical decanter filled with 1d4 + 1 quarts of a mysterious orange fluid. As an action, the holder may unstopper the decanter and shout "Unleash the power of the sun" then expend quarts of the fluid to produce an effect. 1 quart casts daylight. 3 quarts cast sunbeam. 5 quarts cast sunburst. The save DC for spells cast by the bottle is 17. The decanter regains 1 quart per sunrise it is exposed to. The decanter may hold no more than 5 quarts of liquid. The holder may, instead of casting a spell, drink the fluid contained within the decanter. Every quart of fluid consumed restores 50 hit points and cures all diseases the consumer has. The fluid tastes like oranges.
(not the original creator just really liked it)
That's hilarious.
Glutton's Bowl - This bowl seems to never be empty and is always full with delicacies. You regain twice as much hit points if you eat this during a short rest. CURSE: For every day you are attuned to this bowl, make a DC 18 CON save. On a failure, note it. After 3 failures, you gain noticeably larger. After 5 failures, you are afflicted by magical bloating and obesity. Your size increases by one step but not your damage or carrying capacity. You take 1d6 STR, CON, DEX, and CHA damage. This is incurable. Also, you have disadvantage on all ability checks, dexterity saving throws, constitution saving throws, and attack/damage rolls.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
Incurable seems a bit harsh. Maybe it could only be relieved by a high ranking cleric? Minor deity?
I think wish or 8-9th level greater restoration should work.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
I can get behind that.
Since it's a cursed object, should there be some kind of compulsion to attune to it? Maybe a DC check? If the player succeeds they're able to resist the compulsion, if not they become hyper aggressive with any obstacle to the bowl.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)