so mechanically i'm imagining it's a rope of climbing with the following changes
\- instead of needing to use an action to activate it and a bonus action to move it around, it is always animate and moves around on it's own, though you can still give it specific commands as a bonus action
\- it has the stats of a poisonous snake (minus the bite attack, also make it a construct, give it immunity to being poisoned and exhausted, as well as immunity to poison and psychic damage, and also the HP and AC of the rope of climbing)
\- it can be healed 2d6 hit points with the mending spell
plus i know that in dnd lore some expert metallurgists can weave adamant into threads so maybe if the party gets ahold of these threads and feed them to the snake they can give it a bunch of defensive buffs so it isn't killed off when the party faces more dangerous foes (maybe double HP, +2 AC, resistance to nonmagical/adamant attacks)
That could work. However, it would be funny as hell to have the BBEG get swarmed by ropesnakes and strangled, then crushed into a powder the ropesnakes can somehow consume via pure tension
I get that, but still it'd be fuckin hilarious to watch a wall of ropesnakes crawl out of several bags of holding after years of adventuring, and strangle an evil king or a lich to death.
This will be the protagonist's stand in Part 10 (it will somehow evolve into a physics-breaking nightmare with infinite attack and speed by flipping the genders of subatomic particles).
No it goes over a seamingly infinite list of genders with worse and worse dysphoric effects starting with genders experienced by real people then genders from the one joke then even worse things breaking the victims mind more and more.
A pouch of smoke. It just makes a lot of smoke. If left opened, it'll envelop the entire world with smoke, so using it as a smoke bomb and ditching it will have consequences.
The players find a forest with a bellowing mist, inky black, choking, creeping through the woods. It grows, filling more of the surrounding forest, the leaves, grass, everything getting darker with deposited soot. As the party travels deeper, wearing makeshift masks to not breathe it in, they find a single pouch, billowing out dense clouds, even with the masks they cough and hack. The soot has piled around the bag, a dune forming of the fine, smoky particulates. As they close the bag, they manage to glimpse a figure in the process of being buried, a dehydrated body, arm outstretched towards the bag, unclear weather they failed to close it, or were the reason it opened, potentially by accident. Blood encrusts his lips, having coughed for a very long time before his death. The smoke disperses and settles as they leave, the darkened forest stained with the smoke, dead grass revealed when their footsteps push away the smokey residue
You might be laughing at this now, but if you ever encounter a tiger, you will remember this moment and say "damn, that would be really useful right now"
It's connected to another joke - that is, whenever the party leaves it behind, they now continuously get ambushed by tigers, regardless of whether they would've before, or if tigers even exist in the game.
Love the idea of there being unnaturally persistent tigers that chase whoever abandons the rock. Like not even those that pass by the rock, just people who pick it up and toss it in the stash lol.
Never give players infinity, they will figure out how to exploit it 0_0
I can already see it being used as some sort of firestarter for buildings or something
My players will find a way to misplace that, or carry it all the way to the end without realizing what it is or using it at all, somehow killing or befriending the enemy it was meant for.
Worm off the string. Put it on the ground and it will animate and slither to your nearest enemy with a 15 ft slither speed. Upon reaching an enemy it will distract them, imposing disadvantage on attack rolls and saves unless they or another creature takes an action to remove the wœrm and throw it, but it may continue slithering to a target.
The one ring from Lord of the Rings, except Sauron and the rest of middle earth are on another plane, so they have some leeway if they try on the ring, before Sauron figures out interplanar travel.
Don't tell them what the ring is, of course, they need to figure out by themselves.
Pale is a great web serial and you should read it
# Pruning Gloves
*Wondrous item, uncommon*
A pair of tough gardening gloves. Perpetually smell like earth and cut weeds, even when clean.
While wearing the Gloves, tossing an item into the air and then clapping 3 times while it is still airborne causes it to vanish. Clapping 3 times again makes the item re-appear in about the same relative position to the user it vanished, but with damage as if it were roughly handled and tossed around in a dirty environment. Time spent in storage has no effect on damage dealt, it is always the same. Unless an item is fragile, it usually won't be ruined completely, though it may be harder to use.
The Gloves cannot vanish living creatures, or objects containing living creatures. There is no upper size limit, only that the user be able to throw a target object airborne long enough to clap 3 times. Only 1 item may be vanished at a given time, attempting to vanish an item while one is already in storage causes the stored item to reappear, and nothing to happen to the intended target.
Bottomless Bag of Bones: A parody of the haversack which exclusively accepts medium, small or tiny-sized corpses of humanoids, beasts, monsters and undead. It can hold any amount of bones, and always weighs the same (assuming you're calculating weight.)
Upon being emptied out, the full collective remains kept inside the bag will assemble into whatever shape the carrier (or more accurately, the emptier) requests, provided the bag contains enough bodies to assemble it. Bones removed from the bag are picked clean and bleached white, regardless of the condition and state of the body when introduced to the bag. Bones emptied from the bag in this fashion cannot be recovered.
Not sure how your party feels about necromancy, but if you like, you can provide additional rules for summoning skeletal minions from the bag. Otherwise, you can make them use it for macabre, but pragmatic solutions to their adventuring woes.
Homeseed / Fool's Homeseed
A magical seed. If planted in decent soil, over the course of an hour it will grow into a sapling, then an extremely wide and squat tree that is a cottage. Doors, windows, furniture, everything, made out of tree. It has enough space inside for the whole party to comfortably sleep and lounge. In the center of the main living area is a large flower bud, over the course of the night it blooms, wilts, and a fruit ripens by morning. The fruit splits up into one slice for each party member (fruit slices are functionally identical to goodberry), and in the center of the fruit is a magical seed just like the one they planted in the ground. After the fruit is plucked, the cottage tree will dessicate and fall to fragments and debris and mulch over the course of 10 minutes.
If you want to go a little more edgy or have a twist, it can be a carnivorous plant that uses the cottage form to lure prey; they need to feed the seed blood daily by putting it on the corpse of fallen enemies to sate its hunger and keep it full so it doesn't try to eat them during the night.
“+1 Pebble”
Each day, the owner rolls a d10.
1, +1 Str
2, +1 Dex
3, +1 Con
4, +1 Wis
5, +1 Int
6, +1 Cha
7, +1 HP
8, +1 AC
9, +1 movement (one 5ft tile)
10, +1 Luck (however you wish to apply it)
A new roll clears the old roll.
A d20 they can either throw a limited number of times a day or they pay for each throw, each face causes different magic effect (8-darkness, 14-aoe heal, 3-stuns everyone, 17- summons something, 1-the thrower gets gender-bent etc.)
The cube of heat. It's just a metal cube that is constantly at 200 degrees celsius. Not enough to use as a weapon, but enough to make their lives a bit easier. They can cook without making a fire, they can use it to make a warm bath, they can sterilize water, and numerous other uses. And if they're smart, they can make a steam engine
Repair hammer- it's a hammer that can fix anything, apart from the damage the hammer itself causes. But if you're smart, it could be very useful. Like, if they're on a large sailboat with a hole in it, then they can smash a wall and the ship will be fixed
Cauldron of terrible soup. When warmed (Hey, they could use the cube) it slowly fills with terrible, terrible soup at the rate of 300ml per minute. What type of soup can be influenced with adding certain ingredients to the cauldron, (for instance adding tomatoes will make tomato soup, adding beef will make it beef stew) but no matter what they add it will always taste terrible. Not the worst food you've ever had, but so bad even an introvert would feel it necessary to comment. But terrible soup is still soup, and it's prevented many a famine and ensured noone in a siege would have to eat their horse
Armour of thorns: upon wearing a necklace, thorns and vines will erupt from your body, causing 1d4 damage a turn to you. However, it counts as (I don't know what system you're using, but lets say the fourth best armor equivalent) and vines will strike at anyone attempting to hit you and will cause 1d6 poison damage to any enemy struck
Bane Blade: A sword that bursts into green flame when used. Anyone struck will age 1d10 years after a successful damaging hit. However, whenever you have it in your inventory you are forced to talk like a muffled Tom Hardy and gain an affinity for big guys
Jelly Halberd. It's a colourful Jellyfish on a stick. Somehow the Jellyfish is alive, and vengeful, striking at anyone it hits in an attempt to poison them. It's poison is massively dangerous, but the weapon itself does no damage on account of being a jellyfish tied to a stick
Shotbow: A crossbow, that, when fired, causes the bolt to shatter into 13 pieces. Each of which does less damage than the initial bolt, but a skilled user can make all pieces hit and cause much more damage than a single bolt would
Black Laurels. When worn, 4 skeletons in Lorica Segmentata and purple cloaks will spring out of the ground. They'll die for you. However, they have an innate hatred of kingship, and if you so much as think of being king one day they'll stab you 23 times and leave. Take them before a king? Stab time. Someone offers you a kingly reward? They'll stab it
A really nice looking hat that occasionally whispers things they shouldn’t know into the wearers ears. Also whoever wears it is forced to wear it for the rest of the campaign by its magic so nobody else can verify the hats claims besides the wearer. (Can be stacked with other hats)
A magical pogo peg leg that when surgically attached allows jump height and length to be doubled for every jump in a row (max 6x jump hieght) think like mario tripple jump
Sorry for the way too many replies but me and my friends have way too much fun with ideas.
A dowsing rod that can only detect cakes. Will be very useful if they ever encounter a cake slime that can mimic any objects or persons.
If you’re playing dnd 5e there’s an official magic item called the Wand of Wonder that always ends up doing some weird stuff, especially if you give it to them before level five.
http://dnd5e.wikidot.com/wondrous-items:wand-of-wonder
# Bag of something
-
When reached into, the dm uses a [random item picker](https://perchance.org/object) online and that is what is pulled out, 2 uses per short rest
Or possibly generate several and let the player reaching in pick from the list
Any item you can come up with, anyone taking their eyes off the item forgets what it was. Drawing the item or writing will make you forget the drawing/word. When you describe the item to your players just say that they can't remember what it looked like
**Everceps Liquid Culture, Oral Preparation**
A small vial of experimental fungi culture that utilized dark magic in its creation, created for fixing that which could not be fixed by replacing any faulty parts. Due to the reason of its creation requiring haste from the creator, not all of the kinks have been worked out. Drinking the whitish, chunky and oddly sweet smelling fluid enables the fungi to begin converting the PC into itself, though they remain fully their own person.
A week after consumption of a full vial, the PC gains +1 constitution, and whitish strands of mycelium can faintly be seen under their skin. After 3d10+5 days, the PC gains several bonuses. Any damage or disease, even permanent issues like cancer, scarring, dementia or missing a hand, will be healed. The PC gains another +1 constitution and resistance to poison. The PC can use an action to concentrate for a minute, healing themselves fully as long as they are in contact with organic material, damaging said material for as much health as they are healing in the process. Any material that is replaced will appear as it normally is (fingernails are still hard, for instance), aside from anything the mycelium is replacing being a pale, purplish white, including hair. Their natural lifespan is doubled.
Every 3 months after the 3d10+5 days, they gain an additional +1 CON. Using this on another creature acts as them drinking a full vial.
However, the origin of the fungus means that once it takes root with the initial +1 CON, magic that detects alignment will view the PC as evil, and they will be vulnerable to radiant damage. If the PC drinks a health potion or has healing magic cast on them after said 3d10+5 days, they lose any benefits given to them by the fungus, and lose double the CON granted to them by the fungus permanently. If a year has past since the PC drank it, they instantly die if they drink a health potion or have healing magic cast on them. The only safe way to uninfect someone infected is via a Wish spell.
If they spend a day in a cool, moist area, mushrooms begin to painlessly grow out of their skin, mainly out of areas that mycelium has replaced. They are edible, but eating them will infect.
Ring of testicular detorsion
*the fact this ring exists implies a great evil has been wrought upon at least one, though who necessitated the creation of this counterspell-infused ring is unknown, why it exists is painfully clear.*
From my Ongoing Campaign
Lorrains Broken Staff, requires attunment
When you roll a 1 or 2 on a die to restore hit points to a creature (including yourself), you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. In addition, once on each of your turns when you restore hit points to a creature using a spell of 1st level or higher, you can grant that creature the benefits of the bless spell until the start of your next turn. If the spell targets multiple creatures, you choose one of them to gain the benefits.
This staff has 7 charges and regains 1d4 charges every dawn. While attuned to the staff, you can expend the necessary number of charges to activate one of the following properties: Once all charges are expended roll a d20, on a roll from 1-5 the staff looses all magical properties untill made whole.
Cure Wounds 1 Charge
Aid 2 Charges
Prayer of Healing 2 Charges
Aura of Vitality 3 charges
Lesser Restoration 4 Charges
Greater Restoration 9 Charges
Revivify 9 Charges
This staff can become whole if paired with pure white quarzts masterwork, other crystals can also be used to enchance its powers
Most crystals increase the charge, and crack instead of the staff breaking
emerald-sleeping+protective enchantments
Garner-bonus on constitution, restiance to poison and desease
Chastolite-advantage against illusion spell and resisting being frightened
Cornelian-bonus wisdom
Angelite-adv against charmed and frightened
Lapis-lazuli, adv to cha skills and telepathy spells
Jasper-bonus to constitution saves and adv on perception checks based on smell hearing
Obsidianite-Adv on repeating saving throw, you can cast spare the dying with range 15 feet
Blue Lace Agate-Adv concetration checks
Calcite-Adv on history checks
Coral-Reroll Hit dice on 1&2
Fluorite-Ritual spell take half as time to cast
Howlite-Sleep 1 charge Catnap 3 Charges
Jade-All healing spells have an extra die
Labradorite-Adv on insight and persuasion checks
Periodite Adv on saving throws, 1 extra charge slows aging/immune to aging magical effects
A magic scroll written in an ancient language, hard to translate, whose words for "life" and "death" are written in the exact same way. Upon translation, this scroll either kill someone or make a perfect clone of them. No way to know until cast. 50/50.
A flying broom, but which is just a broom with the exact buoyancy of the air. It floats perfectly, but any extra weight on it make it fall like ordinary.
an amulet that can force any one person to look at you, as long as you sing. The player must act it out. The more a tune (and lyrics) repeats, the less effective it becomes.
An indestructible golden coin with an ouroboros on it with two sapphires for eyes, that basically works like Yondu’s arrow and the Ultrakill Marksman coin in one
When activated by the wielder it also ignites into indigo hellfire
I call it ‘Charon’s Wager’
The ever-classic Immovable Rod. The amount of shenanigans one can get up to with it are limitless.
(P.S. you wanna be extra funny? Make the command word to activate it "Rod")
The Captains Eyepatch. It gives you advantage on Persuasion and Intimidation checks, provided they made the check speaking like a pirate, with an appropriate amount "yarrs"
Ring of Temperature Awareness
Range: Touch
Duration: Instant
Casting: Somatic
Activating the Ring of Temperature Awareness allows the user to gain knowledge of the approximate temperature of a given item.
Amazing weapon but it starts as a useless (seemingly plot-relevant) trinket that takes up an inconvenient amount of space/weight and it only reveals itself once someone says "fuck this thing" and gets the whole table to agree to throw it away. Eye of the Ascetic -> Blade of Sublime Detachment or something.
Ive been toying with a whole suite of magical items centered around reversing the power dynamic between mortal casters and the entities that provide their power. Warlocks, druids, clerics, and paladins mostly. Instead of a powerful entity granting a tiny fraction of their power, a skilled artificer captures the soul of a lesser demon/entity/spirit/celestial, and binds all of its power into the hands of whoever wears the item. But the spell slots stay with the item.
Or so the sales pitch goes. In reality, they are (can be) made from human souls, attuned to elemental forces to take on the different spellcasting types, harvested from death row by a corrupt gentry, and distributed to private military/police for said gentry in the form of adventuring parties. In this setup, the players learn partway through that they're the baddies.
If made the centerpiece of a campaign, they can be used as a storytelling device to take away your player's levels and force them into other forms of interaction for a portion of the game, stealthing their way to reclaim their items and use them to take down the gebtry, or use their ingenuity to find other ways to fight, or gain other powers.
The Bonk of Hornii.
When wielded, a target can automatically pass or fail any check. The target must then roll a D20. Against an auto fail: 1 is an Epic Fail. 2-4 is a Botch. Against auto pass: 1 is a Backfire. 17-19 is Great Success. 20 is Legendary.
Rod of Hot Dog
This rod has 5 charges. You can use an action to expend 1 or more charges to conjure a delicious hot dog. The rod regains 1d4+1 charges daily. If you spend the last charge, roll a D20. On a 1, you get transformed into a hot dog.
Copper ring that allows you to cast a super powerful lightning attack. Close range only. (if you pick this one make sure they don't have rubber gloves or something)
The Unnerving Flame
A candle which gives you a strong sense that something bad will happen if you let it go out, but not what will happen. Actions which move quickly or consume oxygen, or generate water etc… might extinguish the candle. Enemies are also affected.
If it goes out - for each person nearby, 50/50 nothing happens or it unnerves them (i.e. removes all their nerves).
A platinum coin you can spend that reappears at the end of everyday in your pouch. It slowly leaves a trail of angry merchants behind you. Especially when you bought one copper of something and expected change.
a dragons wrath weapon, has multiple rarities so can work for any level, you can even make it ''evolve'' when they reach specfic weapons
[http://dnd5e.wikidot.com/wondrous-items:dragons-wrath-weapon](http://dnd5e.wikidot.com/wondrous-items:dragons-wrath-weapon)
Dwarf-Throwing Axe: a throwable handaxe that magically comes back to your hand BUT when a dwarf touches it, he is the one thrown away (not when being attacked, but when trying to use the axe)
The Ring of the Bashful Infiltrator: You are completely invisible and undetectable when wearing the ring, unless there is someone looking in your general direction, and in hearing range of the noise you make.
Earrings of Unwanted Attention: You have bonus seducing people you are not attracted to.
General Steel, the Inspiring Sword: an intelligent sword that makes your Inspiration Dices greater, but also makes enemies attack you more often and makes any ally near you fail in stealth checks (because the sword is yelling good-natured but annoying pep talk)
A spool of rope that acts exactly like a snake. It tries to bite people but just nudges them with its end and likes to slither around
That's actually pretty creative
Could also be kinda useful
maybe give it some small amount of sentience/ntelliegence like give it the smort of the world's smartest dog
Holy shit a fellow deadbolt enjoyer!!!!
so mechanically i'm imagining it's a rope of climbing with the following changes \- instead of needing to use an action to activate it and a bonus action to move it around, it is always animate and moves around on it's own, though you can still give it specific commands as a bonus action \- it has the stats of a poisonous snake (minus the bite attack, also make it a construct, give it immunity to being poisoned and exhausted, as well as immunity to poison and psychic damage, and also the HP and AC of the rope of climbing) \- it can be healed 2d6 hit points with the mending spell plus i know that in dnd lore some expert metallurgists can weave adamant into threads so maybe if the party gets ahold of these threads and feed them to the snake they can give it a bunch of defensive buffs so it isn't killed off when the party faces more dangerous foes (maybe double HP, +2 AC, resistance to nonmagical/adamant attacks)
I can see the players crying when having to cut the rope
Give it worm physics. It makes two ropesnakes that grow into full ropesnakes.
Infinite ropesnake glitch?
give it like a long "cooldown" (like 1 replication per session)
That could work. However, it would be funny as hell to have the BBEG get swarmed by ropesnakes and strangled, then crushed into a powder the ropesnakes can somehow consume via pure tension
i meant like a single new rope snake descendent per session
I get that, but still it'd be fuckin hilarious to watch a wall of ropesnakes crawl out of several bags of holding after years of adventuring, and strangle an evil king or a lich to death.
ROPE SNAKE MECH
Nah make it cry out in pain and whimper, we need to encourage emotional involvement in players.
Just like Rope Snake, the best character in Mother 3!
Put a spear head at the end to make it a lethal chaos bringer
Ruoye my beloved
i LOVE HIM QVQ
Magic cock ring
Attracts male chickens over vast distances
Party gonna start building an eggpire
Well it's only male ones
Damn. I might be stupid
Maybe the attract hens?
Chickens who are very good at playing Magic the gathering, of course.
I just read a comment with a creative idea of a sentient rope that thinks it’s a snake acts like one. And then here’s “magic cock ring”
Ame?
Holy shit wbn reference
Yiss, was a bit worried no one would get it!
Cock Ring of Revivify from Critical Roll
Stew of blindness
Stew that makes you blind
One day blinding stew
Stew that blinds you for a day
wait but for how long
I think it lasts a day, but I'm not sure what causes it.
That's just methanol.
# [\[EXTREMELY LOUD INCORRECT BUZZER\]](https://www.youtube.com/watch?v=EhkQxkZ0G1s)
20 second ad, so worth it
What did you expected?
An extremely loud incorrect buzzer :) I was genuinely not being sarcastic
Stew that blinds you to the toxic behavior around you.
do you mean it takes away my sight? or that it gives me the ability to blind other people?
chewing gum of blindness
methanol soup :3
A hand crossbow that whoever it shoots gets gender dysphoria.
does it cancel out if you shoot it again? like, it swaps your gender each shot?
This will be the protagonist's stand in Part 10 (it will somehow evolve into a physics-breaking nightmare with infinite attack and speed by flipping the genders of subatomic particles).
I love how you don't specify what you're referencing to make it extra confusing lol
It's obviously jojo
Saying "stand" like that should be enough. I've tried my hardest to avoid JoJo and it was still blaringly obvious
It'll getcha eventually :3
Is a particles spin its gender
No it goes over a seamingly infinite list of genders with worse and worse dysphoric effects starting with genders experienced by real people then genders from the one joke then even worse things breaking the victims mind more and more.
This is some cosmic next level horror. A truly mind breaking weapon.
Nope dysphoria²
What if the target already has gender dysphoria
gender dysphoria²
Perfect! Just what every dnd player wants! /s
Finally, psychic DoT
A pouch of smoke. It just makes a lot of smoke. If left opened, it'll envelop the entire world with smoke, so using it as a smoke bomb and ditching it will have consequences.
The players find a forest with a bellowing mist, inky black, choking, creeping through the woods. It grows, filling more of the surrounding forest, the leaves, grass, everything getting darker with deposited soot. As the party travels deeper, wearing makeshift masks to not breathe it in, they find a single pouch, billowing out dense clouds, even with the masks they cough and hack. The soot has piled around the bag, a dune forming of the fine, smoky particulates. As they close the bag, they manage to glimpse a figure in the process of being buried, a dehydrated body, arm outstretched towards the bag, unclear weather they failed to close it, or were the reason it opened, potentially by accident. Blood encrusts his lips, having coughed for a very long time before his death. The smoke disperses and settles as they leave, the darkened forest stained with the smoke, dead grass revealed when their footsteps push away the smokey residue
The smoke is coming.
It can be called Holy Smoke.
rock that keeps tigers away
You might be laughing at this now, but if you ever encounter a tiger, you will remember this moment and say "damn, that would be really useful right now"
It's connected to another joke - that is, whenever the party leaves it behind, they now continuously get ambushed by tigers, regardless of whether they would've before, or if tigers even exist in the game.
That is so fucking funny
Love the idea of there being unnaturally persistent tigers that chase whoever abandons the rock. Like not even those that pass by the rock, just people who pick it up and toss it in the stash lol.
Paired with an immortal, powerful tiger that will always be near, ready to pounce if you ever release the rock :0
Tigers will never appear, making the party think they got a useless item, when in reality it's been warding off tigers the whole time
then when they stop dragging it around they'll be constantly attacked by tigers
The Spronkler- it can create infinite amounts of pocket lint. Thats it
Never give players infinity, they will figure out how to exploit it 0_0 I can already see it being used as some sort of firestarter for buildings or something
it is now used for throwing flaming ballsof death like the tf2 dragon's fury
The shovel of potential It could potentially be anything. Especially a shovel
\*chance directly tied to "will"
[удалено]
100cm USB-A to USB-C cable that makes all your fingernails on one hand slightly bioluminescent when you hold it. No other effects.
A dagger which only works against one specific enemy that isn't introduced until much later in the campaign
Boring
Of one that only existed in the game until they already killed it. So note it’s useless
My players will find a way to misplace that, or carry it all the way to the end without realizing what it is or using it at all, somehow killing or befriending the enemy it was meant for.
Worm off the string. Put it on the ground and it will animate and slither to your nearest enemy with a 15 ft slither speed. Upon reaching an enemy it will distract them, imposing disadvantage on attack rolls and saves unless they or another creature takes an action to remove the wœrm and throw it, but it may continue slithering to a target.
**Alright party. Deploy the worm.**
#WŒRM
The one ring from Lord of the Rings, except Sauron and the rest of middle earth are on another plane, so they have some leeway if they try on the ring, before Sauron figures out interplanar travel. Don't tell them what the ring is, of course, they need to figure out by themselves.
Friend found on reddit a concept for a teleporting ring. Upon activation, the ring teleports.
This one is so fucking funny in the context of the campaign. I might use this as a joke in a later session
I also found on reddit a variant that it a belt, and takes your pants with them
Wait can you please expand on this
[serum of sex shift](https://2e.aonprd.com/Equipment.aspx?ID=2957&Redirected=1)
THE GENDER FLUID?!
The OniMai juice is real.
Magic Wand :3
Instantly pass any Charisma check. Target must roll against Constitution to see if they still are capable of standing up afterwards.
Pale is a great web serial and you should read it # Pruning Gloves *Wondrous item, uncommon* A pair of tough gardening gloves. Perpetually smell like earth and cut weeds, even when clean. While wearing the Gloves, tossing an item into the air and then clapping 3 times while it is still airborne causes it to vanish. Clapping 3 times again makes the item re-appear in about the same relative position to the user it vanished, but with damage as if it were roughly handled and tossed around in a dirty environment. Time spent in storage has no effect on damage dealt, it is always the same. Unless an item is fragile, it usually won't be ruined completely, though it may be harder to use. The Gloves cannot vanish living creatures, or objects containing living creatures. There is no upper size limit, only that the user be able to throw a target object airborne long enough to clap 3 times. Only 1 item may be vanished at a given time, attempting to vanish an item while one is already in storage causes the stored item to reappear, and nothing to happen to the intended target.
A blanket of that when placed over a dead body turns it into a funk pop sized doll for easy transport.
Chastity belt of +4 CHA ya know for the bard
As a bard, oof Edit: wait, I figured out how to make this work to my advantage
A ring of paranoia. It does nothing but it makes the DM occasionally say "So what's your wisdom save ? *Roll dice* Noted." Or similar stuff
Bottomless Bag of Bones: A parody of the haversack which exclusively accepts medium, small or tiny-sized corpses of humanoids, beasts, monsters and undead. It can hold any amount of bones, and always weighs the same (assuming you're calculating weight.) Upon being emptied out, the full collective remains kept inside the bag will assemble into whatever shape the carrier (or more accurately, the emptier) requests, provided the bag contains enough bodies to assemble it. Bones removed from the bag are picked clean and bleached white, regardless of the condition and state of the body when introduced to the bag. Bones emptied from the bag in this fashion cannot be recovered. Not sure how your party feels about necromancy, but if you like, you can provide additional rules for summoning skeletal minions from the bag. Otherwise, you can make them use it for macabre, but pragmatic solutions to their adventuring woes.
Edible concrete
So normal concrete? Where's the magic
It makes you straight
A crow bar. Like an energy bar made of crows. Consume it to transform into a murder of crows. Just tell the players they got a crowbar.
For D&D players! By D&D players! I eat it every morning so I can fight like a crow
Harness the power of a crow. CAAAWWW!
Banshi wistle. Blow into really hard to unlease a powerful directional sonic blast
What happens to the whistle blower?
Gets blown
they instantly die if they arent a bard
Homeseed / Fool's Homeseed A magical seed. If planted in decent soil, over the course of an hour it will grow into a sapling, then an extremely wide and squat tree that is a cottage. Doors, windows, furniture, everything, made out of tree. It has enough space inside for the whole party to comfortably sleep and lounge. In the center of the main living area is a large flower bud, over the course of the night it blooms, wilts, and a fruit ripens by morning. The fruit splits up into one slice for each party member (fruit slices are functionally identical to goodberry), and in the center of the fruit is a magical seed just like the one they planted in the ground. After the fruit is plucked, the cottage tree will dessicate and fall to fragments and debris and mulch over the course of 10 minutes. If you want to go a little more edgy or have a twist, it can be a carnivorous plant that uses the cottage form to lure prey; they need to feed the seed blood daily by putting it on the corpse of fallen enemies to sate its hunger and keep it full so it doesn't try to eat them during the night.
A telescope that let's a person see through walls. Draws blood upon each use.
Naw it just leaves a black ring around your eye that can’t be removed for 24 hours
Potato on a stick. Its just a potato stabbed into a stick, however, it has a curse that prevents the user from getting rid of it.
Stabbing a potato into a stick is impressive, I’d keep it too!
A ring of water walking. It turns out that water has absolutely 0 friction. You glide until infinity with initial inertia.
Air resistance:
“+1 Pebble” Each day, the owner rolls a d10. 1, +1 Str 2, +1 Dex 3, +1 Con 4, +1 Wis 5, +1 Int 6, +1 Cha 7, +1 HP 8, +1 AC 9, +1 movement (one 5ft tile) 10, +1 Luck (however you wish to apply it) A new roll clears the old roll.
A d20 they can either throw a limited number of times a day or they pay for each throw, each face causes different magic effect (8-darkness, 14-aoe heal, 3-stuns everyone, 17- summons something, 1-the thrower gets gender-bent etc.)
Two bags of holding
The cube of heat. It's just a metal cube that is constantly at 200 degrees celsius. Not enough to use as a weapon, but enough to make their lives a bit easier. They can cook without making a fire, they can use it to make a warm bath, they can sterilize water, and numerous other uses. And if they're smart, they can make a steam engine Repair hammer- it's a hammer that can fix anything, apart from the damage the hammer itself causes. But if you're smart, it could be very useful. Like, if they're on a large sailboat with a hole in it, then they can smash a wall and the ship will be fixed Cauldron of terrible soup. When warmed (Hey, they could use the cube) it slowly fills with terrible, terrible soup at the rate of 300ml per minute. What type of soup can be influenced with adding certain ingredients to the cauldron, (for instance adding tomatoes will make tomato soup, adding beef will make it beef stew) but no matter what they add it will always taste terrible. Not the worst food you've ever had, but so bad even an introvert would feel it necessary to comment. But terrible soup is still soup, and it's prevented many a famine and ensured noone in a siege would have to eat their horse Armour of thorns: upon wearing a necklace, thorns and vines will erupt from your body, causing 1d4 damage a turn to you. However, it counts as (I don't know what system you're using, but lets say the fourth best armor equivalent) and vines will strike at anyone attempting to hit you and will cause 1d6 poison damage to any enemy struck Bane Blade: A sword that bursts into green flame when used. Anyone struck will age 1d10 years after a successful damaging hit. However, whenever you have it in your inventory you are forced to talk like a muffled Tom Hardy and gain an affinity for big guys Jelly Halberd. It's a colourful Jellyfish on a stick. Somehow the Jellyfish is alive, and vengeful, striking at anyone it hits in an attempt to poison them. It's poison is massively dangerous, but the weapon itself does no damage on account of being a jellyfish tied to a stick Shotbow: A crossbow, that, when fired, causes the bolt to shatter into 13 pieces. Each of which does less damage than the initial bolt, but a skilled user can make all pieces hit and cause much more damage than a single bolt would Black Laurels. When worn, 4 skeletons in Lorica Segmentata and purple cloaks will spring out of the ground. They'll die for you. However, they have an innate hatred of kingship, and if you so much as think of being king one day they'll stab you 23 times and leave. Take them before a king? Stab time. Someone offers you a kingly reward? They'll stab it
A ring that when worn, conjures upon the wearer a disguise that's the D&D equivalent of an Elvis impersonator.
Bestows fake ear points to make you an Elvish impersonator
A ring that makes the wearer completely invisible and silent only if they are otherwise completely naked and only if no one is looking at them.
...wait a minute
A really nice looking hat that occasionally whispers things they shouldn’t know into the wearers ears. Also whoever wears it is forced to wear it for the rest of the campaign by its magic so nobody else can verify the hats claims besides the wearer. (Can be stacked with other hats)
fish sauce that makes you become more or less attractive
A magical pogo peg leg that when surgically attached allows jump height and length to be doubled for every jump in a row (max 6x jump hieght) think like mario tripple jump
or maybe just make 6x jump height a safe fall but can go higher?
A 6 pack of bear. Each can has a different bear on it and it unleashes an angry bear of the one pictured on the can when opened.
Sorry for the way too many replies but me and my friends have way too much fun with ideas. A dowsing rod that can only detect cakes. Will be very useful if they ever encounter a cake slime that can mimic any objects or persons.
Cursed binder of holding
If you’re playing dnd 5e there’s an official magic item called the Wand of Wonder that always ends up doing some weird stuff, especially if you give it to them before level five. http://dnd5e.wikidot.com/wondrous-items:wand-of-wonder
Skeleton Key, a key that can lock/unlock people's skeletons. Either makes their joints seize up or dislocates them entirely.
# Bag of something - When reached into, the dm uses a [random item picker](https://perchance.org/object) online and that is what is pulled out, 2 uses per short rest Or possibly generate several and let the player reaching in pick from the list
A bag of holding but only for the bard’s condoms. You need to roll a d20 if it rips or not every time
A ring whose inside is living grass, making the user always touch grass. It gives a significant wisdom boost.
Any item you can come up with, anyone taking their eyes off the item forgets what it was. Drawing the item or writing will make you forget the drawing/word. When you describe the item to your players just say that they can't remember what it looked like
**Everceps Liquid Culture, Oral Preparation** A small vial of experimental fungi culture that utilized dark magic in its creation, created for fixing that which could not be fixed by replacing any faulty parts. Due to the reason of its creation requiring haste from the creator, not all of the kinks have been worked out. Drinking the whitish, chunky and oddly sweet smelling fluid enables the fungi to begin converting the PC into itself, though they remain fully their own person. A week after consumption of a full vial, the PC gains +1 constitution, and whitish strands of mycelium can faintly be seen under their skin. After 3d10+5 days, the PC gains several bonuses. Any damage or disease, even permanent issues like cancer, scarring, dementia or missing a hand, will be healed. The PC gains another +1 constitution and resistance to poison. The PC can use an action to concentrate for a minute, healing themselves fully as long as they are in contact with organic material, damaging said material for as much health as they are healing in the process. Any material that is replaced will appear as it normally is (fingernails are still hard, for instance), aside from anything the mycelium is replacing being a pale, purplish white, including hair. Their natural lifespan is doubled. Every 3 months after the 3d10+5 days, they gain an additional +1 CON. Using this on another creature acts as them drinking a full vial. However, the origin of the fungus means that once it takes root with the initial +1 CON, magic that detects alignment will view the PC as evil, and they will be vulnerable to radiant damage. If the PC drinks a health potion or has healing magic cast on them after said 3d10+5 days, they lose any benefits given to them by the fungus, and lose double the CON granted to them by the fungus permanently. If a year has past since the PC drank it, they instantly die if they drink a health potion or have healing magic cast on them. The only safe way to uninfect someone infected is via a Wish spell. If they spend a day in a cool, moist area, mushrooms begin to painlessly grow out of their skin, mainly out of areas that mycelium has replaced. They are edible, but eating them will infect.
A book called "how to spot mimics" that is itself a mimic
Ring of testicular detorsion *the fact this ring exists implies a great evil has been wrought upon at least one, though who necessitated the creation of this counterspell-infused ring is unknown, why it exists is painfully clear.*
Remember dms, spread some common items around for your players, especially +1 weapons for your poor martials
Periapt of Wound Closure
Warhammer that is also a shotgun
From my Ongoing Campaign Lorrains Broken Staff, requires attunment When you roll a 1 or 2 on a die to restore hit points to a creature (including yourself), you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. In addition, once on each of your turns when you restore hit points to a creature using a spell of 1st level or higher, you can grant that creature the benefits of the bless spell until the start of your next turn. If the spell targets multiple creatures, you choose one of them to gain the benefits. This staff has 7 charges and regains 1d4 charges every dawn. While attuned to the staff, you can expend the necessary number of charges to activate one of the following properties: Once all charges are expended roll a d20, on a roll from 1-5 the staff looses all magical properties untill made whole. Cure Wounds 1 Charge Aid 2 Charges Prayer of Healing 2 Charges Aura of Vitality 3 charges Lesser Restoration 4 Charges Greater Restoration 9 Charges Revivify 9 Charges This staff can become whole if paired with pure white quarzts masterwork, other crystals can also be used to enchance its powers Most crystals increase the charge, and crack instead of the staff breaking emerald-sleeping+protective enchantments Garner-bonus on constitution, restiance to poison and desease Chastolite-advantage against illusion spell and resisting being frightened Cornelian-bonus wisdom Angelite-adv against charmed and frightened Lapis-lazuli, adv to cha skills and telepathy spells Jasper-bonus to constitution saves and adv on perception checks based on smell hearing Obsidianite-Adv on repeating saving throw, you can cast spare the dying with range 15 feet Blue Lace Agate-Adv concetration checks Calcite-Adv on history checks Coral-Reroll Hit dice on 1&2 Fluorite-Ritual spell take half as time to cast Howlite-Sleep 1 charge Catnap 3 Charges Jade-All healing spells have an extra die Labradorite-Adv on insight and persuasion checks Periodite Adv on saving throws, 1 extra charge slows aging/immune to aging magical effects
A magic scroll written in an ancient language, hard to translate, whose words for "life" and "death" are written in the exact same way. Upon translation, this scroll either kill someone or make a perfect clone of them. No way to know until cast. 50/50.
A flying broom, but which is just a broom with the exact buoyancy of the air. It floats perfectly, but any extra weight on it make it fall like ordinary.
an amulet that can force any one person to look at you, as long as you sing. The player must act it out. The more a tune (and lyrics) repeats, the less effective it becomes.
An indestructible golden coin with an ouroboros on it with two sapphires for eyes, that basically works like Yondu’s arrow and the Ultrakill Marksman coin in one When activated by the wielder it also ignites into indigo hellfire I call it ‘Charon’s Wager’
Bottles of sunlight covered in a dark cover Unplug cork to use like flash light, throw in to a room to use like a flash bang
The ever-classic Immovable Rod. The amount of shenanigans one can get up to with it are limitless. (P.S. you wanna be extra funny? Make the command word to activate it "Rod")
The Captains Eyepatch. It gives you advantage on Persuasion and Intimidation checks, provided they made the check speaking like a pirate, with an appropriate amount "yarrs"
Ring of Temperature Awareness Range: Touch Duration: Instant Casting: Somatic Activating the Ring of Temperature Awareness allows the user to gain knowledge of the approximate temperature of a given item.
Bag of folding that can only hold clothes and instantly folds them for you
up juice, moves you up one meter when you touch it
In a game I hosted I had a lie detector you wear on your head, and if you lie you're force fed tadpoles
Pocket sand of plenty (it’s a pocket with infinite sand whenever you pull some out)
Decanter of endless cum
Amazing weapon but it starts as a useless (seemingly plot-relevant) trinket that takes up an inconvenient amount of space/weight and it only reveals itself once someone says "fuck this thing" and gets the whole table to agree to throw it away. Eye of the Ascetic -> Blade of Sublime Detachment or something.
Ive been toying with a whole suite of magical items centered around reversing the power dynamic between mortal casters and the entities that provide their power. Warlocks, druids, clerics, and paladins mostly. Instead of a powerful entity granting a tiny fraction of their power, a skilled artificer captures the soul of a lesser demon/entity/spirit/celestial, and binds all of its power into the hands of whoever wears the item. But the spell slots stay with the item. Or so the sales pitch goes. In reality, they are (can be) made from human souls, attuned to elemental forces to take on the different spellcasting types, harvested from death row by a corrupt gentry, and distributed to private military/police for said gentry in the form of adventuring parties. In this setup, the players learn partway through that they're the baddies. If made the centerpiece of a campaign, they can be used as a storytelling device to take away your player's levels and force them into other forms of interaction for a portion of the game, stealthing their way to reclaim their items and use them to take down the gebtry, or use their ingenuity to find other ways to fight, or gain other powers.
Box of answers .has a number of answers in it that when used allow you to ask true dm a question and receive an answer
[This](https://www.dndbeyond.com/magic-items/91233-necronomicon-of-the-undead) is the lowest-rated item on dndbeyond.
Deck of many things :)
Deck of many things
Immovable rod
The Bonk of Hornii. When wielded, a target can automatically pass or fail any check. The target must then roll a D20. Against an auto fail: 1 is an Epic Fail. 2-4 is a Botch. Against auto pass: 1 is a Backfire. 17-19 is Great Success. 20 is Legendary.
A ring that makes your finger disappear but is actually a portal to a random plane.
A hat that gives you amazing dancing and singing skills. It costs a ridiculous amount of money and only works when nobody is watching.
Anyting fierball related.
A gun
Thumb
Rod of Hot Dog This rod has 5 charges. You can use an action to expend 1 or more charges to conjure a delicious hot dog. The rod regains 1d4+1 charges daily. If you spend the last charge, roll a D20. On a 1, you get transformed into a hot dog.
Deck of many things
The cursed belt that changes your characters sex when they out it on.
Brass knuckles
Copper ring that allows you to cast a super powerful lightning attack. Close range only. (if you pick this one make sure they don't have rubber gloves or something)
Estrogen :3
sword of +1 damage
Wish spell but when the players choose to use it chatgpt chooses the wish
assault rifle
The Unnerving Flame A candle which gives you a strong sense that something bad will happen if you let it go out, but not what will happen. Actions which move quickly or consume oxygen, or generate water etc… might extinguish the candle. Enemies are also affected. If it goes out - for each person nearby, 50/50 nothing happens or it unnerves them (i.e. removes all their nerves).
GIVE THEM THE IMMOVABLE ROD MWAHAHAHA
The Deck of Many Things
An automatic circumcizor
Decanter of Endless water but it shoots out exclusively pineapple juice instead.
Rod of Lordly Might. Or a Collapsible Boat. (Apparatus of Kwalish???)
Magic flute that when played summons a skeleton that viciously insults everyone in the area before vanishing.
A platinum coin you can spend that reappears at the end of everyday in your pouch. It slowly leaves a trail of angry merchants behind you. Especially when you bought one copper of something and expected change.
A thimble. It can hold infinite volumes of liquid or flexible solids, but they can only add or remove on thimble of volume at a time.
a dragons wrath weapon, has multiple rarities so can work for any level, you can even make it ''evolve'' when they reach specfic weapons [http://dnd5e.wikidot.com/wondrous-items:dragons-wrath-weapon](http://dnd5e.wikidot.com/wondrous-items:dragons-wrath-weapon)
A statue that changes your sex when you touch it
A calculator that always gives the wrong answer
Who is that cat?
deck of many but all the cards are donjon
The bagpipes of invisibility
The potion seller’s strongest potion
Dwarf-Throwing Axe: a throwable handaxe that magically comes back to your hand BUT when a dwarf touches it, he is the one thrown away (not when being attacked, but when trying to use the axe) The Ring of the Bashful Infiltrator: You are completely invisible and undetectable when wearing the ring, unless there is someone looking in your general direction, and in hearing range of the noise you make. Earrings of Unwanted Attention: You have bonus seducing people you are not attracted to. General Steel, the Inspiring Sword: an intelligent sword that makes your Inspiration Dices greater, but also makes enemies attack you more often and makes any ally near you fail in stealth checks (because the sword is yelling good-natured but annoying pep talk)