Long story short, I’m going to be giving my players temporary magic items. It’ll be more or less expected that they’re going to lose them, so hopefully no hard feelings. Actually they will keep them, but I’m going to nerf them down to a uncommon level item.
So what are some really cool homebrew items you’ve created but decided against using, or used and perhaps regretted? I’m looking for unusual and unique stuff, but maybe it has some exploit that unbalances the game.
I can't say I really regretted any of these, but last year I finished DMing a campaign that ran from level 1-20. Near the end I gave quests to get super powered legendary items that I only anticipated them using for a fight or two. MY party didn't abuse them, but that's because we have whats called the "be-cool-rule/Cmon-man-rule" which means if an exploit is found, just be cool and don't do it lol. They are pretty dank though so here ya go lol (btw, I didn't give "official wording" for these, just described what they did and if the players had questions, I ruled in the moment. Feel free to change/clarify what you need!
Raiment of the High Priest: attunement from cleric. allowed player to cast both bane and bless simultaneously with the radius centered on self. Neither spell required concentration when used like this. (1/long rest)
Minas's Shield: Attunement. Bracers that: When UNARMORED get +3 bonus to AC. 3 charges/long rest. use charge to cast shield. If casting shield causes attack to miss, watery tendrils burst from the dealing 3d10 bludgeoning to the attacker.
Jio's Armor: Attunement. a ring that when attuned can take the shape of any armor type. this armor has a +3 bonus and grants resistance to BPS damage (magical or non)
Chaen's Pistol Attunement. A pistol that 1/Short rest can mark a hit target. when marked, until the start of the player's next turn, all damage sources gain a bonus equal to the wielder's proficiency bonus.
These are all I can remember off the top of my head! Hope it helps!
Nice, I'm going to use something like this. Probably all of the effects of yours, PLUS you can repeat as a bonus action for concentration spells. I am calling it the Exponential Wand.
I like that it can easily be transformed into a much-nerfed version that's still pretty powerful: just allow doubling of only one of those factors, and probably with charges per day.
No, but I don't own those books, so a short summary (you don't have to give away enough that I can pirate WotC content, just enough for me to know if I'm interested in buying the book or magic item).
This is probably the closest thing I've made, but I tried to make it not-quite-broken: Amphisbaena Ring
I like the idea of allowing extra concentration. I would consider adding an extra mandatory concentration check per round whether you take damage or not.
No, but I don't own those books, so a short summary (you don't have to give away enough that I can pirate WotC content, just enough for me to know if I'm interested in buying the book or magic item).
This is probably the closest thing I've made, but I tried to make it not-quite-broken: Amphisbaena Ring
I like the idea of allowing extra concentration. I would consider adding an extra mandatory concentration check per round whether you take damage or not.
The Illusionist’s bracers allow you to cast a cantrip as a bonus action if you casted that cantrip as an action.
The Gloves of Soul Catching increase CON to max, and when you hit with an unarmed strike while wearing them, they deal extra force damage and you regain a number of hit points equal to the force damage. You can choose to gain advantage on your next attack, check, or save before your next turn ends instead of healing.
cube of force is probably the most broken item in the game. It can screw over most types of encounter, and can be used many times a day. Even disintegrate only costs it about 6 or 7 charges, and no caster has enough Disintegrates to get through it.
a pair of cursed boots that can never be taken of. when you walk for an hour you take 1d4 of damage. this is normal. but if you die with the boots on you are restored to full health but with one less max hp. if cut of the head of some one wearing it then the head will grow a body and the body will grow a head. there will be 2 identical people both wearing the boot. the original will have one less max hp but the clone with have full hp. this makes an infinite glitch that lets you make an infinite army. other things the boots can do is if you cut of the hand of some one wear the boots and but on your forehead the boots with fuse the hand to your face and will restored the hand of person wearing the boots. if you cut of the head of the wear and put it on the body of some one else they are able to control them unless they are a PC to which whenever you want to do an action both head roll a d20 and the highest roller decides the cation
Amulet of Resilience: This amulet provides its wearer with resistance to one type of damage chosen by the attuner (such as fire, cold, or necrotic). Once per long rest, the wearer can use a reaction to gain temporary hit points equal to half their maximum hit points when they take damage of the chosen type. Attunement
I made this mostly as an exercise to replicate a sword from a story and as an example of a cursed weapon. I don't think I'd ever give it to a play but I might give it to an npc where the sword itself acts as the villain.
Tyrfing (Requires attunement)
The sword is beautiful to behold gleaming like fire with golden trim. The sword never blunts or tarnishes and seemingly cuts through anything with ease. On the sword is text in dwarvish that says "May evils befall all thieves threefold"
This weapon is +3 long sword. When you miss with an attack the target must succeed on a DC 10 dexterity saving throw, on a failed save they take damage as if they attack had hit or half as much on a success. Damage from this sword ignores resistance to slashing.
When you attack a creature with this weapon and roll a 20 on the attack roll, you deal a lethal blow by cutting off it's head. The creature dies if it can't survive without it's head. A creature is immune to this effect if it has no head, is immune to slashing damage, has legendary actions, or the GM decides that the creature is too big for its heart to be destroyed with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Powerful divination spells such as legend lore or commune reveal:
Sentience Tyrfing is a sentient lawful evil weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 20. It has truesight up to 120ft and can detect the alignment of any creature it can see.
It cannot speak but communicate telepathically by imparting feelings such as fear, anger or greed.
The sword can also cast one of the following spells once a day with a DC of 17. A creature that fails it's save against one of these spells is unaware that it was effected. 1/day: command, dream, seeming, modify memory and enemies abound
Personality
Bane of thieves: The sword is cursed to cause 3 evils on any who possess it without with out the creators permission. The sword will not attempt to harm an evil dwarf or one who has suffered 3 great tragedies as result of it. For example if the sword has killed family members of it's wielder in at least 3 different occaisions it will believe they have suffered enough and leave them be. However, it has particular hatred of the one who originally stole it and tried to kill it's creator. The sword will always try to kill a relative of that thief if they are attuned to it in addition to causing tragedy.
Bringer of death: When drawn the sword refuses to sheathed without killing, all non lethal damage becomes lethal and it will attempt to take control of any one who attempts to sheath it without killing.
Manipulator of fate: Tyrfing prefers to kill through happenstance. It will use it's abilities to entice evil creatures to fight it's wielder by enhancing grudges or feelings of greed. It will also manipulate dreams and memory of events to drive it's wielder into conflict and may even result to magically disguising allies as enemies in chaotic situations to lead to accidental killings.
Forged by a great dwarf king: The sword can only be destroyed by a dwarven king in the forge it was created in.
For me the weapon that made my paladin player so much more powerful was giving them a +2 bow that allowed them to use smites from range. It's honestly the most broken thing you can give to a Paladin.
Item Type: Legendary Staff (Unique, Bound to Malzareth the Eternal)
Description: This imposing staff is forged from abyssal blackened bone and an unknown, otherworldly dark metal that seems to absorb light. At its apex rests a black-flamed demon skull, eternally burning with a cold, shadowy fire that whispers with the voices of the damned. The staff’s shaft is etched with twisted runes and infernal sigils, pulsing faintly with necrotic energy.
Magical Properties: Exclusive Wielder: Only Malzareth the Eternal can wield this staff. Attempts by others to grasp it result in searing pain and inability to activate its powers.
Unlimited Death Magic: The wielder can cast Death Touch, Soul Steal, and Life Drain spells an unlimited number of times without expending spell slots or requiring components.
Soul Reservoir: The staff can store up to 25 souls simultaneously. Souls are categorized as:
Minor Souls: (Humanoid, Orc, Goblin) provide standard damage boost to spells. Major Souls: (Dragons, Liches, Celestial Beings, Abyssal Creatures) triple the damage or potency of spells cast using their energy. Spellcasting Empowerment: Malzareth can expend stored souls to cast any Warlock or Wizard spell up to 6th level without using spell slots. The spell's power scales with the strength of the soul used.
Unyielding Defense: Grants the wielder immunity to all non-magical damage and a +35 bonus to Armor Class, making Malzareth nearly untouchable in combat.
Spirit Communication: Allows telepathic communication with undead creatures and the ability to send instant messages across planar boundaries to any entity known to the wielder.
Planner Shift: Grants the ability to shift between planes at will, facilitating rapid travel and strategic positioning without requiring spell slots.
Lore & Usage: The Abyssal Skullstaff was forged deep within the Abyssal Forge by unknown dark powers and bound to Malzareth the Eternal through an ancient, forbidden ritual. It channels the essence of souls it captures, bending death and spirit to Malzareth’s will. The staff’s black-flamed demon skull is said to house a fragment of Malzareth’s own soul, making it impossible for others to wield its full power.
In battle, Malzareth becomes a terrifying force of death, draining life and soul energy effortlessly while remaining nearly impervious to harm. The staff’s ability to communicate with the undead and across planes makes it a powerful tool for commanding legions and orchestrating complex strategies.
Properties: Wielder Restriction: Only Malzareth the Eternal can attune and wield this staff. Any other creature attempting to use it takes 6d10 necrotic damage and the staff becomes nonfunctional. Armor Class Bonus: While attuned, you gain +35 to AC. Damage Immunity: You are immune to all non-magical damage. Soul Reservoir: The staff can hold up to 25 souls at once. Souls are categorized as Minor or Major. Abilities: Death Touch (At Will, Unavoidable): As an action, choose one creature within 60 feet. The target automatically takes 8d10 necrotic damage. This damage cannot be avoided or resisted except by total immunity to necrotic damage. If this damage reduces the target to 0 hit points, its soul becomes vulnerable to capture by your Soul Steal ability.
Soul Steal (Triggered by Death Touch): When a creature is killed by your Death Touch within 60 feet, you can immediately capture its soul and store it in the staff’s reservoir, up to a maximum of 25 souls. Souls are categorized as:
Minor Souls: (Humanoids, Orcs, Goblins) power spells normally. Major Souls: (Dragons, Liches, Celestial Beings, Abyssal Creatures) triple spell damage or potency. Life Drain (At Will): You can cast Vampiric Touch at will, dealing 6d10 necrotic damage and healing yourself for half the damage dealt.
Soul-Powered Spellcasting: You can expend stored souls to cast any Warlock or Wizard spell you know or have prepared, up to 6th level, without using spell slots or components. The damage or effect of the spell is enhanced based on the soul used (Minor: normal effect; Major: triple damage or potency).
Spirit Tongue: You can telepathically communicate with undead creatures within 120 feet.
Planar Messaging: You can send a telepathic message of up to 500 words to any creature you know on any plane. The message is received instantly.
Planar Shift: As an action, you can teleport yourself and up to 10 willing creatures within 30 feet to another plane of existence you are familiar with. No spell slot is required.
Soul Storage: Storing Souls: When a creature dies within 60 feet of you and is killed by Death Touch, you automatically capture its soul as a bonus action, up to the limit of 25 souls stored. Releasing Souls: Souls can be expended to fuel spells or released in a violent burst dealing necrotic damage equal to the soul’s category (Minor: 6d10, Major: 18d10) in a 30-foot radius (DC 20 Dexterity save for half). Flavor Text: The Abyssal Skullstaff of Malzareth is a relic of unfathomable dark power, forged in the deepest pits of the Abyss and bound with the souls of countless fallen beings. Its shaft is a twisting spiral of abyssal metals and bones unknown to mortal realms, pulsing with a malevolent energy that seems alive. Atop the staff, the demon skull burns with eternal black flames—cold and whispering secrets of death and dominion.
Malzareth the Eternal, the only being capable of wielding this staff, draws upon the souls imprisoned within to weave devastating magic without the need for spell slots or components. The souls feed his power, amplifying his spells and granting him near-immortality through unmatched defenses and life-draining attacks.
The staff is not merely a weapon but a conduit for Malzareth’s will across the planes, allowing him to command the undead, communicate instantly with distant allies, and traverse the boundaries of existence unchallenged. It is said that the black flame atop the staff holds a shard of Malzareth’s own essence, binding him eternally to the staff’s dark legacy.
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Long story short, I’m going to be giving my players temporary magic items. It’ll be more or less expected that they’re going to lose them, so hopefully no hard feelings. Actually they will keep them, but I’m going to nerf them down to a uncommon level item.
So what are some really cool homebrew items you’ve created but decided against using, or used and perhaps regretted? I’m looking for unusual and unique stuff, but maybe it has some exploit that unbalances the game.
Behold, the Wand of Vel Doran.
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
I can't say I really regretted any of these, but last year I finished DMing a campaign that ran from level 1-20. Near the end I gave quests to get super powered legendary items that I only anticipated them using for a fight or two. MY party didn't abuse them, but that's because we have whats called the "be-cool-rule/Cmon-man-rule" which means if an exploit is found, just be cool and don't do it lol. They are pretty dank though so here ya go lol (btw, I didn't give "official wording" for these, just described what they did and if the players had questions, I ruled in the moment. Feel free to change/clarify what you need!
Raiment of the High Priest: attunement from cleric. allowed player to cast both bane and bless simultaneously with the radius centered on self. Neither spell required concentration when used like this. (1/long rest)
Minas's Shield: Attunement. Bracers that: When UNARMORED get +3 bonus to AC. 3 charges/long rest. use charge to cast shield. If casting shield causes attack to miss, watery tendrils burst from the dealing 3d10 bludgeoning to the attacker.
Jio's Armor: Attunement. a ring that when attuned can take the shape of any armor type. this armor has a +3 bonus and grants resistance to BPS damage (magical or non)
Chaen's Pistol Attunement. A pistol that 1/Short rest can mark a hit target. when marked, until the start of the player's next turn, all damage sources gain a bonus equal to the wielder's proficiency bonus.
These are all I can remember off the top of my head! Hope it helps!
Nice, I'm going to use something like this. Probably all of the effects of yours, PLUS you can repeat as a bonus action for concentration spells. I am calling it the Exponential Wand.
I like that it can easily be transformed into a much-nerfed version that's still pretty powerful: just allow doubling of only one of those factors, and probably with charges per day.
Does it need to be homebrew?
illusionist's bracers and gloves of soul catching are pretty broken.
This is probably the closest thing I've made, but I tried to make it not-quite-broken: Amphisbaena Ring
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
No, but I don't own those books, so a short summary (you don't have to give away enough that I can pirate WotC content, just enough for me to know if I'm interested in buying the book or magic item).
I like the idea of allowing extra concentration. I would consider adding an extra mandatory concentration check per round whether you take damage or not.
The Illusionist’s bracers allow you to cast a cantrip as a bonus action if you casted that cantrip as an action.
The Gloves of Soul Catching increase CON to max, and when you hit with an unarmed strike while wearing them, they deal extra force damage and you regain a number of hit points equal to the force damage. You can choose to gain advantage on your next attack, check, or save before your next turn ends instead of healing.
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
cube of force is probably the most broken item in the game. It can screw over most types of encounter, and can be used many times a day. Even disintegrate only costs it about 6 or 7 charges, and no caster has enough Disintegrates to get through it.
This ring is a li’l busted because it stacks on top of the corresponding Eldritch Invocations: (https://www.dndbeyond.com/magic-items/1721810-ring-of-eldritch-empowerment).
This sword is kinda up there: (https://www.dndbeyond.com/magic-items/2336919-firebrand-longsword).
This one I genuinely regret making because it doesn’t require attunement: (https://www.dndbeyond.com/magic-items/1342017-armband-of-the-bear).
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
a pair of cursed boots that can never be taken of. when you walk for an hour you take 1d4 of damage. this is normal. but if you die with the boots on you are restored to full health but with one less max hp. if cut of the head of some one wearing it then the head will grow a body and the body will grow a head. there will be 2 identical people both wearing the boot. the original will have one less max hp but the clone with have full hp. this makes an infinite glitch that lets you make an infinite army. other things the boots can do is if you cut of the hand of some one wear the boots and but on your forehead the boots with fuse the hand to your face and will restored the hand of person wearing the boots. if you cut of the head of the wear and put it on the body of some one else they are able to control them unless they are a PC to which whenever you want to do an action both head roll a d20 and the highest roller decides the cation
If you want broken items the blade of Olympus is one and also the vorpal sword
;)
Amulet of Resilience: This amulet provides its wearer with resistance to one type of damage chosen by the attuner (such as fire, cold, or necrotic). Once per long rest, the wearer can use a reaction to gain temporary hit points equal to half their maximum hit points when they take damage of the chosen type. Attunement
I made this mostly as an exercise to replicate a sword from a story and as an example of a cursed weapon. I don't think I'd ever give it to a play but I might give it to an npc where the sword itself acts as the villain.
Powerful divination spells such as legend lore or commune reveal:
For me the weapon that made my paladin player so much more powerful was giving them a +2 bow that allowed them to use smites from range. It's honestly the most broken thing you can give to a Paladin.
Name: Abyssal Skull Soulstaff of Malzareth
Item Type: Legendary Staff (Unique, Bound to Malzareth the Eternal)
Description:
This imposing staff is forged from abyssal blackened bone and an unknown, otherworldly dark metal that seems to absorb light. At its apex rests a black-flamed demon skull, eternally burning with a cold, shadowy fire that whispers with the voices of the damned. The staff’s shaft is etched with twisted runes and infernal sigils, pulsing faintly with necrotic energy.
Magical Properties:
Exclusive Wielder: Only Malzareth the Eternal can wield this staff. Attempts by others to grasp it result in searing pain and inability to activate its powers.
Unlimited Death Magic: The wielder can cast Death Touch, Soul Steal, and Life Drain spells an unlimited number of times without expending spell slots or requiring components.
Soul Reservoir: The staff can store up to 25 souls simultaneously. Souls are categorized as:
Minor Souls: (Humanoid, Orc, Goblin) provide standard damage boost to spells.
Major Souls: (Dragons, Liches, Celestial Beings, Abyssal Creatures) triple the damage or potency of spells cast using their energy.
Spellcasting Empowerment: Malzareth can expend stored souls to cast any Warlock or Wizard spell up to 6th level without using spell slots. The spell's power scales with the strength of the soul used.
Unyielding Defense: Grants the wielder immunity to all non-magical damage and a +35 bonus to Armor Class, making Malzareth nearly untouchable in combat.
Spirit Communication: Allows telepathic communication with undead creatures and the ability to send instant messages across planar boundaries to any entity known to the wielder.
Planner Shift: Grants the ability to shift between planes at will, facilitating rapid travel and strategic positioning without requiring spell slots.
Lore & Usage:
The Abyssal Skullstaff was forged deep within the Abyssal Forge by unknown dark powers and bound to Malzareth the Eternal through an ancient, forbidden ritual. It channels the essence of souls it captures, bending death and spirit to Malzareth’s will. The staff’s black-flamed demon skull is said to house a fragment of Malzareth’s own soul, making it impossible for others to wield its full power.
In battle, Malzareth becomes a terrifying force of death, draining life and soul energy effortlessly while remaining nearly impervious to harm. The staff’s ability to communicate with the undead and across planes makes it a powerful tool for commanding legions and orchestrating complex strategies.
Properties:
Wielder Restriction: Only Malzareth the Eternal can attune and wield this staff. Any other creature attempting to use it takes 6d10 necrotic damage and the staff becomes nonfunctional.
Armor Class Bonus: While attuned, you gain +35 to AC.
Damage Immunity: You are immune to all non-magical damage.
Soul Reservoir: The staff can hold up to 25 souls at once. Souls are categorized as Minor or Major.
Abilities:
Death Touch (At Will, Unavoidable):
As an action, choose one creature within 60 feet. The target automatically takes 8d10 necrotic damage. This damage cannot be avoided or resisted except by total immunity to necrotic damage. If this damage reduces the target to 0 hit points, its soul becomes vulnerable to capture by your Soul Steal ability.
Soul Steal (Triggered by Death Touch):
When a creature is killed by your Death Touch within 60 feet, you can immediately capture its soul and store it in the staff’s reservoir, up to a maximum of 25 souls. Souls are categorized as:
Minor Souls: (Humanoids, Orcs, Goblins) power spells normally.
Major Souls: (Dragons, Liches, Celestial Beings, Abyssal Creatures) triple spell damage or potency.
Life Drain (At Will):
You can cast Vampiric Touch at will, dealing 6d10 necrotic damage and healing yourself for half the damage dealt.
Soul-Powered Spellcasting:
You can expend stored souls to cast any Warlock or Wizard spell you know or have prepared, up to 6th level, without using spell slots or components. The damage or effect of the spell is enhanced based on the soul used (Minor: normal effect; Major: triple damage or potency).
Spirit Tongue:
You can telepathically communicate with undead creatures within 120 feet.
Planar Messaging:
You can send a telepathic message of up to 500 words to any creature you know on any plane. The message is received instantly.
Planar Shift:
As an action, you can teleport yourself and up to 10 willing creatures within 30 feet to another plane of existence you are familiar with. No spell slot is required.
Soul Storage:
Storing Souls: When a creature dies within 60 feet of you and is killed by Death Touch, you automatically capture its soul as a bonus action, up to the limit of 25 souls stored.
Releasing Souls: Souls can be expended to fuel spells or released in a violent burst dealing necrotic damage equal to the soul’s category (Minor: 6d10, Major: 18d10) in a 30-foot radius (DC 20 Dexterity save for half).
Flavor Text:
The Abyssal Skullstaff of Malzareth is a relic of unfathomable dark power, forged in the deepest pits of the Abyss and bound with the souls of countless fallen beings. Its shaft is a twisting spiral of abyssal metals and bones unknown to mortal realms, pulsing with a malevolent energy that seems alive. Atop the staff, the demon skull burns with eternal black flames—cold and whispering secrets of death and dominion.
Malzareth the Eternal, the only being capable of wielding this staff, draws upon the souls imprisoned within to weave devastating magic without the need for spell slots or components. The souls feed his power, amplifying his spells and granting him near-immortality through unmatched defenses and life-draining attacks.
The staff is not merely a weapon but a conduit for Malzareth’s will across the planes, allowing him to command the undead, communicate instantly with distant allies, and traverse the boundaries of existence unchallenged. It is said that the black flame atop the staff holds a shard of Malzareth’s own essence, binding him eternally to the staff’s dark legacy.