Cratchit's Twin Quills: These twin quill pens write the same message after the magic phrase is spoken. A character writing with one causes the other one to write as well. This can be used to make two copies of the same document (map or scroll) at once -or- they can be used to transmit a message to the other pen by writing with one pen while the other pen writes the same message somewhere else. A proper source of ink must be placed in the same position relative to each pen so the writer may 'load' both pens with ink as they begin to write. The pens are activated by a magic phrase which causes the pens to "link" for sixty seconds; "Coniungere et Exemplum." The pens could also be used to transmit a message by just learning a code of moves in a manner like Morse Code, but the pens lose their link after sixty seconds so the magic phrase might need to be spoken over and over during a long message.
Love it! And a clever Rogue could definitely gift the pen, and as long as they've studied the writing habits of a mark, could use it to plant incriminating evidence right on someone's desk, or gain copies of written correspondence if they know when the person will be writing.
This self-aware jeweled artifact is linked to a repository of knowledge horded by a long lost archmage.
It requires attunement by a wizard, bard, warlock, or artificer.
While attuned, the bracelet gives the wearer advantage on all history, arcana, nature, medicine, and religion checks.
At the end of a long rest, they can choose one cantrip from the wizard's spell list and have access to it until they complete a long rest, intelligence is their spell casting modifier for this cantrip.
The bracelet will restore up to half your level in spell slots over a long rest once per day.
They can cast Tongues at will.
They an cast Legend Lore Once Per day.
However, the bracelet is not the friendliest. If you fail to use the selected cantrip in a "meaningful" way or "misuse" it's spells or fail one of the checks it gives you advantage on, the bracelet will stop functioning for the next 24 hours, it will still talk to you telepathically mocking your feeble intelligence, DAVE
I had an idea for a magical falconer's glove that magically bonds you to a falcon or similar creature. Its properties are as follows:
These gauntlets can form a link with a bird within 90 feet when you are attuned to the item. As long as you and the bonded creature are on the same plane of existence, they have the statistics of a giant eagle, a giant owl, or a giant vulture (your choice) and can communicate with you telepathically. They are friendly towards you and your allies, act on their own initiative, and obey your spoken and telepathic commands. If you do not direct them, they defend themself but take no other actions. As a bonus action, you can temporarily dismiss them into an extradimensional space. As a bonus action, you can recall the bonded creature, who reappears in an unoccupied space within 30 feet of you. The bond ends if you release them as an action or if you voluntarily end your attunement to the item. If the bond ends while they are within the pocket dimension, they appear in the nearest unoccupied space.
So, it's basically a mash-up of find steed, conjure animals, and find familiar.
If anyone has suggestions, please tell me. I have plans to use it in a campaign but I haven't tested it in a game yet, so any advice is greatly appreciated.
Here are a few items that I have come up with that player's seem to like.
Bow of Stalking, weapon (any bow or crossbow), rare (requires attunement)
Designed for those you wish to strike and remain unseen. This bow fires magically created ammunition that is both invisible and utterly silent thus allowing you to remain hidden even after attacking with it.
Dye of a Different Color, potion, common
Once applied to fabric, hair, or leather, this magical dye will cause the material to change to a random shade of color as determined by a die roll on the table below. Afterward, every time the affected creature or item goes unobserved it changes color again, and you must roll on the table below to determine its new color. This effect is permanent until dispelled.
Instrument of the Bards, Infernal Violin, wonderous item, legendary (requires attunement, bard only)
Supposedly awarded as prizes for winning musical challenges issued by the court bard of Nessus or (according to some) Asmodeus himself, the very existence of Infernal Violins begs two questions. Since when have devils ever given prizes for winning against them, and where is the catch? However, to the extremely foolish or the unimaginably arrogant, such a prize might be worth it.
Attuning to this item requires you to win it as part of a wager on contested Charisma (Performance) checks with another musician where the other party plays it.
You have advantage on all Charisma ability checks while attuned to this instrument.
You gain a +2 bonus to your spell save DC.
While holding this item, you can use an action to expend 1 or more of its 7 charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: bane (At 5th-level, 5 charges), charm person (1 charge), command (1 charge), dominate person (5 charges), enthrall (2 charges), geas (5 charges), immolation (5 charges), infernal calling (At 5th-level, 5 charges), and suggestion (2 charges). This item regains 1d6+1 of its charges daily at midnight.
Once per day you can play the Devil’s Concerto and force one creature to make a Charisma saving throw against your spell DC. On a failed save, the target is sent to the Nine Hells where they take 10d10 psychic damage before returning at the end of your next turn. If, however, the target dies from the damage received in the Nine Hells, then they do not come back.
Curse. A creature attuned to this instrument has disadvantage on all Charisma ability checks made using any other instruments. Additionally, after playing the Devil’s Concerto, if you die while attuned to an Infernal Violin, you cannot be resurrected by any means less than a wish as your soul will be unavailable, and the only way to break attunement after playing the Devil’s Concerto is to wager the Infernal Violin on contested Charisma (Performance) checks with another musician while playing the instrument and losing.
Unrollable Stone, wonderous item, common
Developed by a wizard to keep his laboratory door closed while working, the unrollable stone is a pocket-sized asymmetric piece of rock that wedges itself in place whenever a force tries to roll or slide it along a surface. Unfortunately, the wizard who invented this item died in his laboratory about two years after he created it when his apprentice was unable to get to him after a summoning went wrong. This item will not roll, but you can get it to slide 5 feet with a DC 30 Strength (Athletics) check. However, any creature can pick up and carry the stone without difficulty.
Rollback Post to RevisionRollBack
Bark side up, bark side down, it really, truly does not matter.
I'm always interested in "mundane magic", the type of magic that would exist or be created simply to improve the lives of people, not help slay monsters. It's likely it would fill the same space as technological advancements that have stuck around. With that in mind...
Coldstone - a medium sized frost-colored stone, that keeps that ambient temperature of the surrounding 10' area or room up to 20 degrees fahrenheit (~6 celsius) cooler than the ambient temperature by targeting "room temperature". Room temperature would be whatever the person attuned (doesn't require a slot) prefers.
Hotstone - a medium sized rust-colored stone, that keeps that ambient temperature of the surrounding 10' area or room up to 20 degrees fahrenheit (~6 celsius) warmer than the ambient temperature by targeting "room temperature". Room temperature would be whatever the person attuned (doesn't require a slot) prefers.
Firewood - an enchanted log that ignites when in the presence of living creatures (15' radius) and puts itself out when they are no longer present. Burns for up to 100 hours.
Worklight - An enchanted lamp that lights when in the presence of living creatures (15' radius) and puts itself out when they are no longer present. Can be dimmed or snuffed via verbal commands.
Wetstone - A medium size stone which, when buried in dirt maintains an ideal moisture-level for the plant life in the surround 10' radius. Never over or under water!
Icebox - An enchanted box (made in various sizes) which keeps items placed inside appropriately cool to maximize preservation time. Generally used in large, magic rich cities for the storage of both food and bodies.
Forever Blooms - An enchanted flower or bouquet which never withers, needs water or light. A common (extravagant) gift between lovers representing the everlasting love they have for another.
Promise Rings - A pair of enchanted gold bands that emit a pleasant warmth, and go cold if either is ever removed from ones finger (until it is replaced).
Aureum's Shower - Named for the famous wizard who invented them, these items are installed as a head + drain combination and provide warm water, and a drain receptacle which disintegrates any liquid poured into it. Can be installed into a bath as well as shower configuration.
Shadow Glass - Glass panes which can be magically made smoky and hazy or clear upon command, so as to make the glass see through or not. Only one side of the glass accepts the command. Also built in a variant that blocks all sound - either permanently or on command.
illusory Boxes - specially enchanted boxes that, when opened, overlay an illusory effect on the surrounding room or area (generally up to 30'). Typically enchantments include underwater scenes, which cover furniture in coral and reefs, as well as translucent fish and bubbles along with the sounds of flowing water; forest/fey enchantments which shroud walls, ceilings, and furniture in ivy and vines, with dappled sunlight, translucent fairies, birds and ethereal music; or darker scenes like graveyards, dungeons, or hellscapes. The effect is stopped whenever the box is closed.
Moving Painting - created by illusionist painters, these otherwise normal canvas and oil paintings show their subjects in motion, subtle or dynamic. Some paintings can be designed to interact with people nearby, capable of rudimentary conversations or salutations.
Dust Bin - Boxes that when opened, release and tiny enchanted wind spirit that sweeps nearby surfaces clear of dust, depositing them in a tray in the bottom of the bin in a matter of moments.
Needle of Mending - An enchanted needle which when used with torn garments repairs them flawlessly.
Buttons of Fastidiousness - An enchanted button, which when sewn onto a garment, leaves the fabric (and everything else worn) immaculately clean and pressed, repealing all dirt, mud or other unwanted material (wine, food, etc). Also made in belt buckle, necklace, and handkerchief form.
Tooth of Purity - An enchanted tooth (gold or white) which when implanted in a mouth repels all forms of decay, stains, or bad breath.
Table of Setting - A magic table which, on command, will set itself with appropriate tableware as desired by the owner (fancy, casual, etc). The dishes, napkins, cutlery, and glassware are all enchanted and will disappear if taken more than 50' from the table (an interesting way to spill wine!) and can be ordered to vanish along with any food or remnants at the owner's command. No one except the one attuned to the table can make this happen.
Censer of Repellant - An enchanted metal bowl which repels all pests & vermin (gnat, mosquitos, moths, rats, mice) within a 100' radius. Highly prized for maintaining closets pest-free as well as outdoor areas in hot climates where bugs are plentiful.
Slippers of Warming - An enchanted pair of slippers that are always pleasantly warm.
Bell of Serving - A bell without a ringer that makes no audible sound - except for one or more people (usually servants) that the bell is attuned for. Any such individuals can hear the bell if they are in a mile radius, no matter what the ambient level of sound is. Anyone who can hear the bell, can also find their way unerringly to it. The sound of the bell is not unpleasant, but can become so depending on matters for which it is rung.
Cup of Confidence - A magically enchanted goblet or glass which turns a bright red and becomes uncomfortably warm to the touch should anything poisoned ever be placed inside it.
Scarf of Wicking - A magic scarf to be worn about the head, which not only keeps the wearer completely dry in the rain (water simply flies in all directions instead), but also eliminates - at least while worn - problematic humidity, leaving hair perfect. Highly sought after by ladies and gentlemen of high fashion who pursue hard to maintain hairstyles.
Living Toy - An enchanted toys (generally plush and stuffed) which can be commanded by parents to play with their children. The toy cannot speak or take any actions except, small jumps, walking around, hiding, following, falling over - which it will do tirelessly to entertain their charge. The living toy falls limp if the child begins to cry.
Wand of Tidying - A wand which can be used for cleaning messes: liquids, solids, minor scratches, as well as spot cleaning of dishes or dusting (Dust Bins work better for generally day-to-day dusting).
command word changes the weight to 1-ton and back again
well time to go drop this thing of a cliff or too some weird shit with that lightweight chair we found that swaps its weight with whatever is sitting on it
a mostly normal chair with ac 20 30 hit points and that weighs 5 pounds however this chair swaps weight with whatever is on it if nothing is on but it is not in a vaccum it swaps weight with the air rising at highs speeds and creating the an effect like gust of wind that pushes creatures outwards from a 30ft radius of where it took off
and another i made a long time ago (or did i make recently i cant remember)
the travelers orb
as an action while holding this item you now the current date within a margin of 2 months or locate the nearest area of planar or temporal power within 5 miles a gift from a strange women who claims to a demi-god (in truth they are a wizard who travels through time and across the planes who plays a heroic power and holds no divine power)
Here are some items I made by choosing a theme (undead)
Blade of Bones: Whenever you kill a skeletal monster, this blade 's damage is increased by 1, and if you gain a +8 modifier, you start gaining bonus on attack rolls. When you have a +8 modifier on attack rolls, you gain 50 GP every time you kill a skeletal monster.
Glaive of the Undead: When fighting celestials, plants, or oozes, if you roll above a 15 on an attack roll, it becomes a critical hit.
Ring of Undeath: When you die while wearing this ring, you become a skeleton until you lose all your skeleton hit points, then you will die.
Well that's it! If you want more items, just ask me and I'll try! If you want, you can choose a theme for me too! Please vote!!!!!!
Feel free to take this idea because I absolutely lack the ability to homebrew it myself- a chastity belt that flies out of nowhere and attaches itself to players who are about to act up. Or a hand that flies out of nowhere and slaps players around if they're about to derail the plot just to be 'quirky'.
One of my favorites that my party and dm really seemed to love, and aligned with a really cool backstory of my dwarven artificer.
Gauntlet of Forgotten Past
Many years ago in the village of Many dwarves, long before the death curse there was a peculiar gem in the center, many tried to claim it, many failed, as it sat there even in the destruction of their village, tattered and shambled by the death curse and the many other curses of plunder. As many pillagers sought fortune, prying the gem in any way they could, it sat, as the leaders of the pillagers tried prying it one more time, the gem pulsed, and the pillagers were no where in sight, after that, it shattered in 4 sections. Representing the 4 leaders of the accursed death bringers in the aftermath of the death curse. A lone survivor of the dwarven village sought to focus the power of the villages families in this stone. As it had helped him in the line of combat. He imbued them into his gauntlets, giving him the power of the pillagers absorbed, but these were no ordinary pillagers, these were elementals, each a different type of Gensai led down the wrong path once the death curse destroyed their land. Leaving Air, Earth, Fire, and Water gems.
15 charges
2d6+3 recharged at dawn
If you wish to cast a spell given to you by the gauntlets at a higher level, you can only cast it to the highest level your intelligence modifier allows, so a +5 will allow you to cast that spell at 5th level, but it takes 5 extra charges away, or whatever your dm allows.
Here are affects for the gauntlet:
It takes 1 charge to activate a gem. Only one stone can be active at a time, you decide before each turn which stone to activate, if you change your stone, the effects of the stone you use previously used ends.
Air gem:
Resist lightning
Vulnerable Poison
May cast fly for 3 charges or gust for 1.
Take half falling damage
Earth gem:
Resist bludgeoning
Vulnerable thunder
Not affected by difficult terrain
May spend 1 charge to force a flying creature within 100ft to reduce their speed by half
Fire gem:
Resist fire
Vulnerable cold
1 charge to cast burning hands or hellish rebuke
Water gem:
Resist cold
Vulnerable fire
Can breath under water
Can spend 1 charge to allow an ally you touch to breath underwater for 1 hour
Self destruct: if the wielder snaps while having the thought of destroying the glove, every creature in a 30 foot cube takes 10/whatever dm seems is nessicary times number of charges remaining damage on a failed dex saving throw of the wielders spell save, or half as much on a success. The wielder must roll also, but has a chance to randomly teleport the creature out of harms way (set by dm) damage type is determined by the wielder, rolling a 1d4.
There is a known relative dearth of magical ranged weapons in D&D, but that’s not only because of a lack of classes that use ranged attacks with weapons, but also because the most common mechanical methods to “magify” a handheld weapon and give it that magical flair and flavor aren’t really appropriate for bow concepts. So when thinking about ranged weapons, we should think about bows and the legends and experiences they convey, not just transferring a Frost Brand idea into a crossbow.
Adamantine, Silvered: These magical properties should be rendered into ammo, and should come in batches of 20 at the appropriate rarity, or in trickles at lower rarities and values.
In general, specialty properties and effects could be rendered into ammo. This gives ranged weapon users a reason to stock a variety and use them for specific purposes.
Ammo of Immobilization: Creatures hit by this projectile are Restrained. They can break out of the Restrained condition with a DC 14 Strength or Dexterity check.
Tracer Ammo: Firing this ammo helps your aim. If you miss an attack using Tracer Ammo, the next ranged attack you make with the same weapon is made with Advantage.
Ammo of Fatigue: Creatures hit by this ammo must make a DC 14 Con save or gain a level of Exhaustion. This ammo cannot stack Exhaustion levels above 3.
Ammo of Tracking: Ammo in a cache of Tracking Ammo will point to the last fired ammo from the same cache when a command word is spoken.
Bee Ammo: This ammo multiplies into a swarm of ammo in flight. Essentially impossible to aim, it turns one attack into a 30’ Piercing damage Cone with 2d8 damage
Exploding Ammo: The ammo explodes in Thunder on impact, and turns the attack’s damage into Thunder damage as well as creating a 10’ radius Thunder damage circle doing 2d8 Thunder damage to all objects and creatures in the area. Creatures that succeed on a DC 13 Dex save take half damage.
Messenger Arrows: When fired from a bow, the arrows seek the creature whose name, description, and location are written on a message attached to the arrow. The arrow flies for 150 miles and delivers its 25 word message within the hour. It deals no damage.
Signal Flares: This ammo is mainly intended for visual signaling at night. When fired up, it magically rises 1000 feet above the user and emits a Dim Light. At maximum height, it illuminates everything in a 500’ radius in Dim Light, and is visible at night for up to 40 miles. During the daytime, the ammo is visible up to 10 miles away.
In contrast, Ranged Weapons would generally bestow properties that are more in line with how the weapon is fired or how the user experiences the weapon.
Sniping Crossbow: Close and Long Range for this crossbow is doubled.
Wind Bow: This bow magically imparts immunity to wind effects to its ammo. Attacks made with this bow do not gain Disadvantage from natural or magical wind effects.
Lighted Weapon: When a command word is spoken (Utilize action), the weapon projects a cone of light to the limit of its range. Attacks made with the weapon do not gain Disadvantage from effects of normal darkness.
Folding Bow: This metal weapon collapses into a Tiny object the size of a dagger when in its folded state. Deploying the weapon requires a successful Utilize action. It is highly resistant to any damage and corrosion, requiring essentially no maintenance even with poor treatment. It is immune to fire and lightning damage.
Self-drawing bow: This Heavy weapon is extremely light to use, and is does not have the Heavy property when determining limitations of its use.
Poisoned Crossbow: The crossbow applies poison to its ammunition. It can be loaded with up to 10 vials of poison (good for 30 shots) using the Utilize action. The loaded poison remains effective until ammo is fired, but it cannot be unloaded from the crossbow without ruining the poison. Rogues using Cunning Strike only need to load the Crossbow using their Poisoner’s Kit, and do not need to pay the die cost for the Poison effect.
Bow of the Lightning God: This longbow is infused with Lightning energy and deals 1 point of Lightning damage per round to any creature that holds it, unless they have Resistance to Lightning damage. When you hit with an attack roll using this magic bow, the target takes an extra 2d6 Lightning damage. If the bowstring is drawn without an arrow, bow creates a Lightning arrow, and all damage from the attack is Lightning.
This might have already been said. But you can look in other RPG's. Like Palladium. In that one, you could have a base item, like and armor, add magical things to it. And there was a cost proce. F.x, when it came to armor, you could have build in claws in a gauntlet, or a blade in the vambrace. To name some
A sword made of shards of steel held together via electricity, even if the hit didn’t land, the target takes (1D6) thunder dmg
Slash, Melee
+2, (2D6) slashing, (1D6) thunder
Whip, 15ft
+3 (1D8) slashing, (1D6) thunder, (1D4) to any adjacent creatures
Sword of Ducks: (Gladius Anatum)
It has 8 charges, regains 1D6 charges at the end of the day, and you can use a charge to summon 1D4 ducks, the ducks charge and attack the nearest hostile, and disappear after combat or 1hr
Tidecrusher:
A heavy Warhammer, its hilt made of coral and shells, the hammer head made of sea glass inlaid with mother-of-pearl, small glints of something shiny glimmer beneath the decorations, as you smash down, a wave crashes over the creature, sweeping any small creatures 10 ft back, and knocking any medium prone, also dealing (1D6) Bludgeoning to it and any creature directly behind it
(1D8+1) Bludgeoning + (1D6)wave
Timepiercer:
A thin, rapier-style blade, the hilt is covered in intricate gears and clock faces, if an attack is made against you, you can use a reaction to slow time, allowing you to dodge out of the way or parry adding your dexterity modifier to your AC
A long while back, I created a magic item called **The Hide of the Cat Lord**, which has the following effects.
Only Tabaxi can attune to it.
3 random minor beneficial properties
2 random major beneficial properties
1 random minor detrimental property
+3 to dexterity checks (including initiative), and saving throws.
While wearing it, the armor casts*true resurrection* on the wearer. This effect only works on a specific tabaxi 8 times. To recharge it, someone must cast *wish* with the desired effect being to restore the charges.
Love it! And a clever Rogue could definitely gift the pen, and as long as they've studied the writing habits of a mark, could use it to plant incriminating evidence right on someone's desk, or gain copies of written correspondence if they know when the person will be writing.
Bracelet of the Archmage's Library
This self-aware jeweled artifact is linked to a repository of knowledge horded by a long lost archmage.
It requires attunement by a wizard, bard, warlock, or artificer.
While attuned, the bracelet gives the wearer advantage on all history, arcana, nature, medicine, and religion checks.
At the end of a long rest, they can choose one cantrip from the wizard's spell list and have access to it until they complete a long rest, intelligence is their spell casting modifier for this cantrip.
The bracelet will restore up to half your level in spell slots over a long rest once per day.
They can cast Tongues at will.
They an cast Legend Lore Once Per day.
However, the bracelet is not the friendliest. If you fail to use the selected cantrip in a "meaningful" way or "misuse" it's spells or fail one of the checks it gives you advantage on, the bracelet will stop functioning for the next 24 hours, it will still talk to you telepathically mocking your feeble intelligence, DAVE
I had an idea for a magical falconer's glove that magically bonds you to a falcon or similar creature. Its properties are as follows:
These gauntlets can form a link with a bird within 90 feet when you are attuned to the item. As long as you and the bonded creature are on the same plane of existence, they have the statistics of a giant eagle, a giant owl, or a giant vulture (your choice) and can communicate with you telepathically. They are friendly towards you and your allies, act on their own initiative, and obey your spoken and telepathic commands. If you do not direct them, they defend themself but take no other actions. As a bonus action, you can temporarily dismiss them into an extradimensional space. As a bonus action, you can recall the bonded creature, who reappears in an unoccupied space within 30 feet of you. The bond ends if you release them as an action or if you voluntarily end your attunement to the item. If the bond ends while they are within the pocket dimension, they appear in the nearest unoccupied space.
So, it's basically a mash-up of find steed, conjure animals, and find familiar.
If anyone has suggestions, please tell me. I have plans to use it in a campaign but I haven't tested it in a game yet, so any advice is greatly appreciated.
"Teach a man to make fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life."
Here are a few items that I have come up with that player's seem to like.
Bow of Stalking, weapon (any bow or crossbow), rare (requires attunement)
Designed for those you wish to strike and remain unseen. This bow fires magically created ammunition that is both invisible and utterly silent thus allowing you to remain hidden even after attacking with it.
Dye of a Different Color, potion, common
Once applied to fabric, hair, or leather, this magical dye will cause the material to change to a random shade of color as determined by a die roll on the table below. Afterward, every time the affected creature or item goes unobserved it changes color again, and you must roll on the table below to determine its new color. This effect is permanent until dispelled.
1 - White, 2 - Violet, 3 - Indigo, 4 - Blue, 5 - Green, 6 - Yellow, 7 - Orange, 8 - Red, 9 - Brown, 10 - Black
Instrument of the Bards, Infernal Violin, wonderous item, legendary (requires attunement, bard only)
Supposedly awarded as prizes for winning musical challenges issued by the court bard of Nessus or (according to some) Asmodeus himself, the very existence of Infernal Violins begs two questions. Since when have devils ever given prizes for winning against them, and where is the catch? However, to the extremely foolish or the unimaginably arrogant, such a prize might be worth it.
Curse. A creature attuned to this instrument has disadvantage on all Charisma ability checks made using any other instruments. Additionally, after playing the Devil’s Concerto, if you die while attuned to an Infernal Violin, you cannot be resurrected by any means less than a wish as your soul will be unavailable, and the only way to break attunement after playing the Devil’s Concerto is to wager the Infernal Violin on contested Charisma (Performance) checks with another musician while playing the instrument and losing.
Unrollable Stone, wonderous item, common
Developed by a wizard to keep his laboratory door closed while working, the unrollable stone is a pocket-sized asymmetric piece of rock that wedges itself in place whenever a force tries to roll or slide it along a surface. Unfortunately, the wizard who invented this item died in his laboratory about two years after he created it when his apprentice was unable to get to him after a summoning went wrong. This item will not roll, but you can get it to slide 5 feet with a DC 30 Strength (Athletics) check. However, any creature can pick up and carry the stone without difficulty.
Bark side up, bark side down, it really, truly does not matter.
I'm always interested in "mundane magic", the type of magic that would exist or be created simply to improve the lives of people, not help slay monsters. It's likely it would fill the same space as technological advancements that have stuck around. With that in mind...
your firewood would be awful in the summer
Guide to the Five Factions (PWYW)
Deck of Decks
LOL
I'm definitely that chicken shortsword to the next farmer my party of murderhobos tries to kill. They'll be in for a big surprise! (They're level 4.)
well time to go drop this thing of a cliff or too some weird shit with that lightweight chair we found that swaps its weight with whatever is sitting on it
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
speaking of that chair
strange chair
a mostly normal chair with ac 20 30 hit points and that weighs 5 pounds however this chair swaps weight with whatever is on it if nothing is on but it is not in a vaccum it swaps weight with the air rising at highs speeds and creating the an effect like gust of wind that pushes creatures outwards from a 30ft radius of where it took off
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
and another i made a long time ago (or did i make recently i cant remember)
the travelers orb
as an action while holding this item you now the current date within a margin of 2 months or locate the nearest area of planar or temporal power within 5 miles a gift from a strange women who claims to a demi-god (in truth they are a wizard who travels through time and across the planes who plays a heroic power and holds no divine power)
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Here are some items I made by choosing a theme (undead)
Blade of Bones: Whenever you kill a skeletal monster, this blade 's damage is increased by 1, and if you gain a +8 modifier, you start gaining bonus on attack rolls. When you have a +8 modifier on attack rolls, you gain 50 GP every time you kill a skeletal monster.
Glaive of the Undead: When fighting celestials, plants, or oozes, if you roll above a 15 on an attack roll, it becomes a critical hit.
Ring of Undeath: When you die while wearing this ring, you become a skeleton until you lose all your skeleton hit points, then you will die.
Well that's it! If you want more items, just ask me and I'll try! If you want, you can choose a theme for me too! Please vote!!!!!!
BOB
Feel free to take this idea because I absolutely lack the ability to homebrew it myself- a chastity belt that flies out of nowhere and attaches itself to players who are about to act up. Or a hand that flies out of nowhere and slaps players around if they're about to derail the plot just to be 'quirky'.
Grew outta my cringe roleplay account arc :P
They/them
One of my favorites that my party and dm really seemed to love, and aligned with a really cool backstory of my dwarven artificer.
Gauntlet of Forgotten Past
Many years ago in the village of Many dwarves, long before the death curse there was a peculiar gem in the center, many tried to claim it, many failed, as it sat there even in the destruction of their village, tattered and shambled by the death curse and the many other curses of plunder. As many pillagers sought fortune, prying the gem in any way they could, it sat, as the leaders of the pillagers tried prying it one more time, the gem pulsed, and the pillagers were no where in sight, after that, it shattered in 4 sections. Representing the 4 leaders of the accursed death bringers in the aftermath of the death curse. A lone survivor of the dwarven village sought to focus the power of the villages families in this stone. As it had helped him in the line of combat. He imbued them into his gauntlets, giving him the power of the pillagers absorbed, but these were no ordinary pillagers, these were elementals, each a different type of Gensai led down the wrong path once the death curse destroyed their land. Leaving Air, Earth, Fire, and Water gems.
15 charges
2d6+3 recharged at dawn
If you wish to cast a spell given to you by the gauntlets at a higher level, you can only cast it to the highest level your intelligence modifier allows, so a +5 will allow you to cast that spell at 5th level, but it takes 5 extra charges away, or whatever your dm allows.
Here are affects for the gauntlet:
It takes 1 charge to activate a gem. Only one stone can be active at a time, you decide before each turn which stone to activate, if you change your stone, the effects of the stone you use previously used ends.
Air gem:
Resist lightning
Vulnerable Poison
May cast fly for 3 charges or gust for 1.
Take half falling damage
Earth gem:
Resist bludgeoning
Vulnerable thunder
Not affected by difficult terrain
May spend 1 charge to force a flying creature within 100ft to reduce their speed by half
Fire gem:
Resist fire
Vulnerable cold
1 charge to cast burning hands or hellish rebuke
Water gem:
Resist cold
Vulnerable fire
Can breath under water
Can spend 1 charge to allow an ally you touch to breath underwater for 1 hour
Self destruct: if the wielder snaps while having the thought of destroying the glove, every creature in a 30 foot cube takes 10/whatever dm seems is nessicary times number of charges remaining damage on a failed dex saving throw of the wielders spell save, or half as much on a success. The wielder must roll also, but has a chance to randomly teleport the creature out of harms way (set by dm) damage type is determined by the wielder, rolling a 1d4.
1: force damage
2: bludgeoning damage
3: Fire damage
4: cold damage
hey, so i made a custom sword that levels up with the player its called yamadori and yeah
Magic Bows
There is a known relative dearth of magical ranged weapons in D&D, but that’s not only because of a lack of classes that use ranged attacks with weapons, but also because the most common mechanical methods to “magify” a handheld weapon and give it that magical flair and flavor aren’t really appropriate for bow concepts. So when thinking about ranged weapons, we should think about bows and the legends and experiences they convey, not just transferring a Frost Brand idea into a crossbow.
Adamantine, Silvered: These magical properties should be rendered into ammo, and should come in batches of 20 at the appropriate rarity, or in trickles at lower rarities and values.
In general, specialty properties and effects could be rendered into ammo. This gives ranged weapon users a reason to stock a variety and use them for specific purposes.
Ammo of Immobilization: Creatures hit by this projectile are Restrained. They can break out of the Restrained condition with a DC 14 Strength or Dexterity check.
Tracer Ammo: Firing this ammo helps your aim. If you miss an attack using Tracer Ammo, the next ranged attack you make with the same weapon is made with Advantage.
Ammo of Fatigue: Creatures hit by this ammo must make a DC 14 Con save or gain a level of Exhaustion. This ammo cannot stack Exhaustion levels above 3.
Ammo of Tracking: Ammo in a cache of Tracking Ammo will point to the last fired ammo from the same cache when a command word is spoken.
Bee Ammo: This ammo multiplies into a swarm of ammo in flight. Essentially impossible to aim, it turns one attack into a 30’ Piercing damage Cone with 2d8 damage
Exploding Ammo: The ammo explodes in Thunder on impact, and turns the attack’s damage into Thunder damage as well as creating a 10’ radius Thunder damage circle doing 2d8 Thunder damage to all objects and creatures in the area. Creatures that succeed on a DC 13 Dex save take half damage.
Messenger Arrows: When fired from a bow, the arrows seek the creature whose name, description, and location are written on a message attached to the arrow. The arrow flies for 150 miles and delivers its 25 word message within the hour. It deals no damage.
Signal Flares: This ammo is mainly intended for visual signaling at night. When fired up, it magically rises 1000 feet above the user and emits a Dim Light. At maximum height, it illuminates everything in a 500’ radius in Dim Light, and is visible at night for up to 40 miles. During the daytime, the ammo is visible up to 10 miles away.
In contrast, Ranged Weapons would generally bestow properties that are more in line with how the weapon is fired or how the user experiences the weapon.
Sniping Crossbow: Close and Long Range for this crossbow is doubled.
Wind Bow: This bow magically imparts immunity to wind effects to its ammo. Attacks made with this bow do not gain Disadvantage from natural or magical wind effects.
Lighted Weapon: When a command word is spoken (Utilize action), the weapon projects a cone of light to the limit of its range. Attacks made with the weapon do not gain Disadvantage from effects of normal darkness.
Folding Bow: This metal weapon collapses into a Tiny object the size of a dagger when in its folded state. Deploying the weapon requires a successful Utilize action. It is highly resistant to any damage and corrosion, requiring essentially no maintenance even with poor treatment. It is immune to fire and lightning damage.
Self-drawing bow: This Heavy weapon is extremely light to use, and is does not have the Heavy property when determining limitations of its use.
Poisoned Crossbow: The crossbow applies poison to its ammunition. It can be loaded with up to 10 vials of poison (good for 30 shots) using the Utilize action. The loaded poison remains effective until ammo is fired, but it cannot be unloaded from the crossbow without ruining the poison. Rogues using Cunning Strike only need to load the Crossbow using their Poisoner’s Kit, and do not need to pay the die cost for the Poison effect.
Bow of the Lightning God: This longbow is infused with Lightning energy and deals 1 point of Lightning damage per round to any creature that holds it, unless they have Resistance to Lightning damage. When you hit with an attack roll using this magic bow, the target takes an extra 2d6 Lightning damage. If the bowstring is drawn without an arrow, bow creates a Lightning arrow, and all damage from the attack is Lightning.
This might have already been said. But you can look in other RPG's. Like Palladium. In that one, you could have a base item, like and armor, add magical things to it. And there was a cost proce. F.x, when it came to armor, you could have build in claws in a gauntlet, or a blade in the vambrace. To name some
Stormlash:
A sword made of shards of steel held together via electricity, even if the hit didn’t land, the target takes (1D6) thunder dmg
Slash, Melee
+2, (2D6) slashing, (1D6) thunder
Whip, 15ft
+3 (1D8) slashing, (1D6) thunder, (1D4) to any adjacent creatures
Sword of Ducks: (Gladius Anatum)
It has 8 charges, regains 1D6 charges at the end of the day, and you can use a charge to summon 1D4 ducks, the ducks charge and attack the nearest hostile, and disappear after combat or 1hr
Tidecrusher:
A heavy Warhammer, its hilt made of coral and shells, the hammer head made of sea glass inlaid with mother-of-pearl, small glints of something shiny glimmer beneath the decorations, as you smash down, a wave crashes over the creature, sweeping any small creatures 10 ft back, and knocking any medium prone, also dealing (1D6) Bludgeoning to it and any creature directly behind it
(1D8+1) Bludgeoning + (1D6)wave
Timepiercer:
A thin, rapier-style blade, the hilt is covered in intricate gears and clock faces, if an attack is made against you, you can use a reaction to slow time, allowing you to dodge out of the way or parry adding your dexterity modifier to your AC
(1D8+2) Piercing
See you in the afterlife!
A long while back, I created a magic item called **The Hide of the Cat Lord**, which has the following effects.
Only Tabaxi can attune to it.
3 random minor beneficial properties
2 random major beneficial properties
1 random minor detrimental property
+3 to dexterity checks (including initiative), and saving throws.
While wearing it, the armor casts*true resurrection* on the wearer. This effect only works on a specific tabaxi 8 times. To recharge it, someone must cast *wish* with the desired effect being to restore the charges.
Steampunk Staff of Artifice: This staff can only be wielded by an artificer and can be upgraded with different materials.
I've been upgrading it in all campaigns that my character with it is in.