Cast either light (one hour) or continual flame(until dispelled) on a coin and glue that coin to the bottom of a scroll tube( a leather cap glued on one end and a leather cap you can cap the other end with and pull of as needed. They even work underwater.
Dumbest? Definitely the Gauntlets of Ogre Powder. Upon peaking a command word, the gauntlets magically create one pound of powdered ogre, a foul-smelling substance that has no practical uses whatsoever (any attempt to do so automatically fails).
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I absolutely LOVE homebrewing semi-useless magic items. Here are some of my favorites.
Talisman of "Protection" from Dragons: the skull of a small animal, polished and adorned with colored markings, with dark red jewels set in the eye sockets. If any dragon-type creature is within 30 feet of it, it screams loudly.
Squallet of Holding: this pouch is crafted from an intact squirrel hide and functions as a bag of holding, but can only hold up to 10 lbs or 1 cubic foot of items. (A reference to this post on Reddit.)
Figurine of Lesser Power (Rabbit): this small stone statuette of a rabbit functions like a Figurine of Wondrous Power (see DMG p169). It transforms into a rabbit for up to 6 hours. It has no special abilities. Once used, it can't be used again for 2 days.
Reveler's Wine Goblet: this fancy goblet is enchanted to be linked to a source of liquid -- usually a bottle, jug, or barrel, but other sources (such as a fountain, cistern, or even a lake) might be possible. You can use a bonus action to refill the goblet from the source, or pour up to a gallon of liquid from it.
Resilient Boots: a pair of knee-length boots made of heavy, polished leather, with sturdy metal buckles. They are immune to fire damage and acid damage... but just the boots, not the wearer.
These gloves were created by the pure stubbornness of a deluded wizard. When you cast a spell of 1st level or higher on a creature that is immune to the main effect of the spell (e.g. blindness/deafness on a creature with blindsight, or fireball on a creature immune to fire) you can choose to use your reaction to do a facepalm.
When you facepalm, you immediately drop any objects you are holding, and the cast spell has the effect of hideous laughter targeting one immune creature of your choice instead of the originally cast spell. This spell use your concentration as normal.
Or I made for a player that wanted to play a cook-based character:
The Frying Pan of Twacking : This magical metal frying pan is surprisingly sturdy and easy to swing. It has a +1 bonus to attack and damage rolls. On a critical hit the pan makes a loud ringing noise which deals an additional 2d6 thunder damage to the target and the target is deafened for 1 minute.
Very rare weapon (spear), requires attunement by a creature with 16 or higher Charisma.
This spear while unattuned appears to be a common black quill. While a creature unattuned to it attempts to write with the quill, the quill shakes in their hand, rendering it impossible to write with. Additionally, while being held by an unattuned creature William can speak to the creature telepathically if he wishes to.
When a creature attunes to it, they are able to write with the quill normally. Additionally, they gain advantage on performance checks. While being held by an attuned creature William can speak normally and out loud or telepathically with its wielder.
As a free action, the attuned creature can turn the quill into a +2 spear with the finesse trait. The spear looks like a giant, slimmer quill with two sets of feathers and coated in ink. Additionally, once per long rest the user can use an action to cause the spear to shake violently and either strike a creature or the ground with it.
Striking a Creature. You attempt to hit a creature within 5 feet of you with the spear while it shakes. Make a melee weapon attack with the spear. On a successful hit, the target takes an extra 9d10 force damage.
Striking the Ground. You strike the ground with the spear, causing a miniature earthquake. Every creature of your choice within 30 ft of you must make a Strength saving throw equal to 8+your proficiency bonus+ your strength or dexterity modifier. On a failure, they take 10d6 bludgeoning damage and fall prone. On a success they take half damage and don't fall prone. Additionally, the area counts as difficult terrain until the start of your next turn.
Sentience. The spear is inhabited by a neutral good spirit called William, with Int 16 (+3) Wis 18 (+4) Cha 20 (+5). It likes to recall past tales of heroes who have wielded it. It's goal is to document the heroic tales of its wielders to then share those stories somehow to inspire others. It hears and sees up to 60 ft, and has blindsight up to that range. It speaks Common and any other language its wielder knows, and can communicate telepathically with whoever is holding it.
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Just wondering what your favourite homebrew magic items were
The flash light.
Cast either light (one hour) or continual flame(until dispelled) on a coin and glue that coin to the bottom of a scroll tube( a leather cap glued on one end and a leather cap you can cap the other end with and pull of as needed. They even work underwater.
Throw out those torches thanks to your casters.
Dumbest? Definitely the Gauntlets of Ogre Powder. Upon peaking a command word, the gauntlets magically create one pound of powdered ogre, a foul-smelling substance that has no practical uses whatsoever (any attempt to do so automatically fails).
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I absolutely LOVE homebrewing semi-useless magic items. Here are some of my favorites.
Talisman of "Protection" from Dragons: the skull of a small animal, polished and adorned with colored markings, with dark red jewels set in the eye sockets. If any dragon-type creature is within 30 feet of it, it screams loudly.
Squallet of Holding: this pouch is crafted from an intact squirrel hide and functions as a bag of holding, but can only hold up to 10 lbs or 1 cubic foot of items. (A reference to this post on Reddit.)
Figurine of Lesser Power (Rabbit): this small stone statuette of a rabbit functions like a Figurine of Wondrous Power (see DMG p169). It transforms into a rabbit for up to 6 hours. It has no special abilities. Once used, it can't be used again for 2 days.
Reveler's Wine Goblet: this fancy goblet is enchanted to be linked to a source of liquid -- usually a bottle, jug, or barrel, but other sources (such as a fountain, cistern, or even a lake) might be possible. You can use a bonus action to refill the goblet from the source, or pour up to a gallon of liquid from it.
Resilient Boots: a pair of knee-length boots made of heavy, polished leather, with sturdy metal buckles. They are immune to fire damage and acid damage... but just the boots, not the wearer.
Unremovable Boots: These boots can only be removed from the wearer by saying the magic word.
Necessary to deter another player that was playing a goblin that had an weird obsession with wanting to eat people's toes.
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A fine moustache,
A glorious fake moustache that sticks to your upper lip. The moustache compels people to compliment on it's quality.
Curse: Whenever someone compliments the moustache it falls off of your lip.
Honestly I only found this from that one post but I thought it was funny so, I put it on here anyway.
Why am I writing this? Likes idea of a class for alchemy (I do not count artificer).
Just to annoy people, he/him
(GET ANNOYED :D!!!!)
Mage Gloves of the Facepalm:
These gloves were created by the pure stubbornness of a deluded wizard. When you cast a spell of 1st level or higher on a creature that is immune to the main effect of the spell (e.g. blindness/deafness on a creature with blindsight, or fireball on a creature immune to fire) you can choose to use your reaction to do a facepalm.
When you facepalm, you immediately drop any objects you are holding, and the cast spell has the effect of hideous laughter targeting one immune creature of your choice instead of the originally cast spell. This spell use your concentration as normal.
Or I made for a player that wanted to play a cook-based character:
The Frying Pan of Twacking : This magical metal frying pan is surprisingly sturdy and easy to swing. It has a +1 bonus to attack and damage rolls. On a critical hit the pan makes a loud ringing noise which deals an additional 2d6 thunder damage to the target and the target is deafened for 1 minute.
William’s Shaky Spear
Very rare weapon (spear), requires attunement by a creature with 16 or higher Charisma.
This spear while unattuned appears to be a common black quill. While a creature unattuned to it attempts to write with the quill, the quill shakes in their hand, rendering it impossible to write with. Additionally, while being held by an unattuned creature William can speak to the creature telepathically if he wishes to.
When a creature attunes to it, they are able to write with the quill normally. Additionally, they gain advantage on performance checks. While being held by an attuned creature William can speak normally and out loud or telepathically with its wielder.
As a free action, the attuned creature can turn the quill into a +2 spear with the finesse trait. The spear looks like a giant, slimmer quill with two sets of feathers and coated in ink. Additionally, once per long rest the user can use an action to cause the spear to shake violently and either strike a creature or the ground with it.
Striking a Creature. You attempt to hit a creature within 5 feet of you with the spear while it shakes. Make a melee weapon attack with the spear. On a successful hit, the target takes an extra 9d10 force damage.
Striking the Ground. You strike the ground with the spear, causing a miniature earthquake. Every creature of your choice within 30 ft of you must make a Strength saving throw equal to 8+your proficiency bonus+ your strength or dexterity modifier. On a failure, they take 10d6 bludgeoning damage and fall prone. On a success they take half damage and don't fall prone. Additionally, the area counts as difficult terrain until the start of your next turn.
Sentience. The spear is inhabited by a neutral good spirit called William, with Int 16 (+3) Wis 18 (+4) Cha 20 (+5). It likes to recall past tales of heroes who have wielded it. It's goal is to document the heroic tales of its wielders to then share those stories somehow to inspire others. It hears and sees up to 60 ft, and has blindsight up to that range. It speaks Common and any other language its wielder knows, and can communicate telepathically with whoever is holding it.