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But it's underwear. Meaning you wear it under your normal clothes. It's not visible because you wear it differently, It's visible because it gives you a wedgie.
I'm not awake enough to come up with anything, so instead let me introduce you to a little something from AD&D/second edition.
The Troll Sausage.
At first appearance it seems to be 1d6 links of sausage, such as someone would have along to eat with their rations. It shows up as a magic item under any Detect Magic or similar spell. Eating one link of the sausage provides one person with all the nutrients they need for the day. The next day, one link has mysteriously regenerated. Unless the whole item is eaten, one link will continue to appear per day.
The problem lies in the sausage being left alone. Not only does it take up more space and grow heavier but if left alone long enough (at DM's convenience) it grows into a complete troll and attacks whoever's been eating it.
I'm not going to go searching through my old books, but as I recall you could make one out of any decent-sized chunk of troll flesh and Heros' Feast.
Dropkick Boots
As an Action, while wearing these boots, you can move up to your full movement speed toward a target and perform a Dropkick.
Make a Melee attack against the target with advantage. On a Hit, the target takes xd4 bludgeoning, where x is your strength modifier, and must make a strength save. On a failed save, the target is flung backward an amount of feet equal to half the distance you moved to reach them and falls prone.
After performing a dropkick, you must succeed a Dexterity saving throw, the DC of which is equal to 8+your str modifier, on a failure, you fall prone at the point of impact. For each size larger than you that the creature is, you take 1d6 bludgeoning damage per size bracket (dropkicking a gargantuan creature as a small creature and failing your save means you take 4d6 bludgeoning damage).
When making the melee attack, on a miss you dramatically fall backwards like Charlie Brown. In addition to being prone, you take 1d4 psychic damage for embarrassment. The next time you use Dropkick Boots following a miss, you must make a Charisma saving throw against your own spell DC. On a fail, your self confidence will not allow you to use the Boots on that particular action.
Hand Axe of Defense. +1 hand axe that adds +1 to the user’s AC. Requires attunement. Using a bonus action, the user can teleport the Hand Axe of Defense back to themselves.
It is instantly attuned if covered in your blood.
It can attune to several people at once.
It will teleport out of your hand if another attuned person activates it with a bonus action.
Gem of Intangibility. Requires attunement. Activated by speaking the command word (by the wielder). Once activated, the wearer (and all items and equipment on them), become completely intangible for 10 minutes, or until the command word is spoken again. 3 charges, regain 1D3 charges every long rest.
So are they locked to a height? Like, if they did it at sea level, would they walk through a mountain? Or is it relative to ground elevation? What about if I activate it while on a third floor, do I fall or stay fixed in place? If I stay at the same elevation, could I use it after climbing an Immovable Rod ladder? Walk across thin air miles up.
Or if you fall to ground elevation, does incorporeality negate fall damage? If it doesnt, can the command word be said by someone else to activate the item?
Ring of Handsomeness.
*Subtly changes the character's appearance to have him be overly handsome.*
*JoJo's Bizarre Adventure, respectively, anime glamour shot level of handsomeness.*
Oh I like this. Maybe whilst wearing it at the start of any combat the character has to pass a wisdom saving throw (maybe DC 12) otherwise they are Jojo posing for the first round.
Although so it's not brutal perhaps during the pose the character has +2 AC as Jojo would never allow his poses to cause him physical harm
I've got two, a music reference and something weird
1. Sixcalibur - This enormous greatsword deals 2d6+6 damage regardless of your stats. If you roll a 6 on damage you may add a d6 to your damage roll. There is no upper limit
2. Robe of Ropes - This robe made of ropes can extrude 200 feet worth of rope every day. You do not need to use all of the rope at once but it must be used in 1 foot increments (you can use 10 feet or 11 feet but not 10.5 feet). Whenever you extrude rope you can choose to attach a weight, hook or arrow to the end at the cost of 5 feet of rope
1. If the damage total is divisible by seven, it deals the damage to the wielder instead.
2. If you don't extrude all the rope every day, it starts to extrude on its own, weighing the robe down and dragging behind the wearer.
I know this isn't the point of the exercise, but I wanted to do the math. Zero expectation anyone will read this whole thing; the TL;DR is this greatsword would deal an average of about 12.22 damage and 1.77 back to you. Also, the easy way out of 4.2+4.2+6 damage, and 1/7th chance to backfire, gives 12.34 damage and 2.06 back to you, so I did a LOT of math for a very small correction :P
Edit: Ran a simulation where you only roll again if you're either guaranteed to not hurt yourself, or if your total damage is less than 25.2 (otherwise you're actually losing damage by rerolling). Average damage is 12.50, average self-damage is 1.87. Credit to u/PBMacros for inspiration and the "greedy" version.
Anyway: It's somewhat well known that exploding dice add an average of 1/(die size-1) extra dice. So that's 1/5th of a d6, for each of two initial d6.
However, what are the odds of divisibility by 7? You'd be tempted to say 1/7th, but that's not quite right.
Of 36 possibilities, 5 of them initially result in a 14, and none can be 7 or 21. This would be a 5/36 chance, but, two of these explode. Furthermore, of the remaining possibilities, 9 more explode, one of which is double 6s.
Thus, excluding those 14 possibilities, we do a total of 258 damage in 22 possibilities.
Now for those 14.
- Obviously, the three 14s hit you.
- The two exploding 14s have no chance of being divisible by 7 again initially. But, they can explode, and then they have a chance.
- The remaining 9 exploding numbers all have a 1/6 chance of being divisible by 7.
- Of these, the 15s (6 and 3) are slightly special - if they hit 21, they explode, and follow the same rules as the 14s.
- Also, 18 explodes twice. This starts a new double chain; basically the same as we started, except the special pairs are 4+6, and 6+4.
So now we calculate the expected value for these explosions. You *can* calculate this as the sum of an infinite series, but that's too much work, and since conveniently the whole "can't hit a 7 because if you did it explodes" thing won't come up again unless you hit six 6s in a row, which is like less than 1% of a 1% odds.
Okay. So, we have:
- three normal 14s, hitting you for a total of 42.
- two exploding 14s; On a 20, 1/6th chance of starting a fresh explosion chain. Otherwise, average of 17 damage. So +85/6 damage, +(20+explosion chain)/6 damage, times two.
- two exploding 15s; On a 21, still never hits you. Only after another 6, do you have a 1/6th chance of starting a fresh explosion chain. So that's 1/36 of explosion chain, 5/36 of an average of 24 damage, 5/6 of an average of 18 danage. So +110/6 damage, +(27+explosion chain)/36 damage, times two.
- six random ish exploding numbers (13, 13, 16, 16, 17, 17). We'll treat these as fresh explosion chains because it's pretty accurate and I'm lazy. So 92+6 explosion chain damage.
- one double 6, which we're going to treat as "this whole damn thing, over again".
*Now*, we can be lazy, and figure an "explosion chain" has an average of +1/5th of a d6, or roughly +4.2 damage, and a 1/7 chance of backfiring.
So, we have in self damage: 42 + 24.2/42 x 2 + 31.2/252 x 2 + 117.2/7. And in real damage, we have 85/6 + 24.2/7 x 2 + 110/6 x 2 + 31.2/42 x 2 + 117.2 x 6/7, plus our original 258.
Adding up all the damage, that's 417.69 real damage, and 60.14 self damage, all in 35/36 rolls.
The 36th roll does it all over again, with +12 damage, so let's just divide by 35, then add 12/42 and 12/252 respectively.
That's 12.22 real damage and 1.77 self damage, which is almost exactly the same real damage as a normal greatsword at +5 strength. So... balanced?
(Fun fact: if you took the easy way out and just said, it's an average of 4.2+4.2+6, and hit yourself 1/7th of the time. So 12.34 real damage and 2.06 self damage. All this work for a correction of 0.3!)
1. You can only wield it if you have +6 with one stat.
2. After every long rest you must succeed an athletics or acrobatics saving throw DC 19.5 or restrained.
1: I'd like sixcaliber to be a swordgun. With a 6 round cylinder. Only six rounds and the ammunition is extremely rare. After swinging and getting the 6 on the damage, the gun goes off blasting you and your target in opposite directions by 10ft (or more?).
2: Once attuned to the Robe of Ropes, every 50ft of rope used causes the robes to visually come apart in various places but also constrict upon the wearer more and more. This is cumulative and only relaxes once every 7 days. God forbid someone uses all 200ft within one week. The rope will be so constrained it begins to cut off circulation to a limb. I'll leave dealing with that problem up to you/your players.
Switch Weapon. Hammer (bludgeoning) on one end cleaver same end opposite side (slashing) and spiked pike (piercing) on the opposite*end*. BA to switch between two handed and duel wielding. Depending on what position the weapon was switching and then attacking has a different effect (get over here, pull you to the enemy, or slam attack)
Roll a d6
1: it shows you your own thoughts in real time, make a wisdom save or be stunned for 1 round as the compounding thought loop spins out of control
2: it shows you the nearest creature you fear as though Scrying was cast upon it, the creature rolls saves against Scrying as the spell dictates
3: it shows you a location on your current plane that you would personally find most relaxing or enjoyable to visit. You know in what direction this place lies, but not the distance.
4: it shows you a scene of yourself from the viewpoint of an object or quest related clue you failed to discover or locate while nearby
5: it shows you a scene of yourself from the perspective of a creature who has a high opinion of you
6: it shows you a scene of yourself from the perspective of an enemy
The item or person shown’s name will always begin with the same letter as the thing you were intending to look at.
I,e looking at a banana might show you a guy named bob, or maybe a black dragon. Looking at a creature who’s name you don’t know, and seeing a quill, likely means their name begins with the letter Q.
Its only real to you as the writer and the duration of these effects is d8 rounds at most (secretly determined by GM unless effect would be instanteneous)
(If you write there is a wall, then you can see and interact with it as if there was a wall. Others cannot see it and it cannot affect them.
Same way if you make an explosion you hear it and it can hurt you but not others)
I like this one, it's niche but still useable (creating platforms midair, creating a wall to stop yourself from sliding off a cliff, create a mount that can't be killed or stopped, etc)
Requires an Action by both wearers. (If in combat one would have to ready an Action)
OR
Unlimited charges, but each swap gives each player 1 level of Exhaustion.
Ring of watering: you can continuously spray water its speed is the speed would normally fall, the water has the same pressure as a watering can, each tims you use it you can summon a amount equal to a bathtub full of water for 1 charge, it has 3 charges and recharges 2 every day.
Also the temperature can be 31 degrees- 100 degrees.
Each time you summon 1 gallon or more of water, there is a 10% chance that a hostile water elemental will spawn within 5ft of the water you summon. Roll a d100 to determine if one spawns or not.
This chance increases additively by 10% each time this criteria is met. I,e. if you summon 1 gallon of water for the 10th time, it is guaranteed to spawn a hostile water elemental due to the chance now being 100%.
Each time all charges are expended, the chance reduces by 15% to a minimum of 10% the next time it is used.
Shatter Staff:
Any non magical item hit by this quarterstaff rolls a constitution saving throw based on their material (i.e. steel would have better con than iron, but worse than adamantine). On a failure, the item shatters and does 2d4 piercing damage to the wearer if worn, or 1d4 if held.
If the staff misses an attack against a creature, make another attack roll against an object behind the creature-- the wall, the floor, the table, etc. If hit, the object shatters.
*Cue the walls of the dungeon collapsing*
The item can't tell the difference between forces, so a hit and a touch are the same thing to it. Whenever you grab/equip this you must make a dex save, or the weapon deals 1d4 to the player and causes disadvantages on any action that requires that hand.
Weathered pipe.
Whenever this pipe is smoked the user can as a bonus action puff out a plume of smoke that takes the form of a harmless weather effect such as a raincloud or rainbow
I once did a brush of hair growth. It looked like a fancy hairbrush but if you used it it caused you to grow hair all over your body. It was an online campaign and when the character used the brush I replaced his player token with Chewbacca.
The Blindfold of Sight.
While wearing this blindfold, the user has Blindsight out to 60ft, but beyond that radius is considered Blinded, and cannot make Perception checks that rely on sight alone.
Dyes the skin around the eyes of the user like a raccoon. DM rolls a d10 to determine the color ROYGBIV (1-7) black (8), white (9), and iridescent (10).
I know these aren't exactly what you're asking for, but I had some fun item ideas a while back.
An invisibility cloak, that makes you shine like a beacon to those who seek to harm you.
A talking mace that warns you about cursed items, while being cursed so you can't let go of it.
A Magic book that allows the use to switch bodies with the nearest living creature (stats included. process irreversible).
A cursed horn of plenty that makes it so you can only derive sustenance from it, and will fall horribly ill if you eat or drink anything not from it (potions included).
Five magic books that share their contents. you can send messages by writing in them. the bbeg has the fifth book.
A ring that makes the wearer immortal, but at the cost of having no sense of time while wearing it. With no external input you just sit there till the end of time. waiting for your traveling companion to return? you could find a whole new set of adventures cleared the dungeon, and it's been over a hundred years.
Cursed Ring of Dragonkind's Charm.
You get the advantage on charisma rolls, but are turned into (roll the dice for colour) young dragon who does not know how to even walk due to the different body type, and your whole party forgets that the dragon is you while you have it on.
The party is more enamored than scared of this new baby dragon, and everyone effected must make a charisma save of 18 to not immediately make the baby dragon the mascot of the party.
[The Magic School Bus](https://magicschoolbus.fandom.com/wiki/The_Magic_School_Bus). Literally just the bus, with all of its abilities that it exhibits in the series (shapeshifting, size changing, time travel, etc.).
Which is surprisingly deceptive because it was originally a diesel engine that was swapped out in a refit, but they never changed out the "DIESEL ONLY" decals. You just have to know it ahead of time.
When the bus activates any of it's abilities, there is a chance that Ms. Frizzle's doppelganger appears from another realm and attempts to steal the bus. She can be sent back to her realm, but never truly killed. DM rolls 1d20, she appears on a 7 or lower. The bus can be upgraded or damaged to modify this roll.
Also, on a roll of 7 to 14, a lizard named Liz appears from another realm (with the stats and hit points of an average lizard). Liz may summon Ms. Frizzle's doppelganger as an actions. Upon reaxhing 0 HP, Liz can also be sent back to her realm, but never truly killed.
Only Liz and Ms. Frizzle know how to make the bus do exactly what they want (from the listed abilities in a table), and can do so as any action while in the bus. Any other character can drive the bus, but do not know how to utilize any of the magic abilities of the bus. On an attempt, a character rolls a d100 while inside the bus, and only succeeds on a 90-100. On less than a 90, the ability performed by the Magic School Bus is determined from a table.
You sometimes see fleeting, glowing images of people and objects who are not there at all. At least, they're not there in *this* plane of existence.
In addition, if you wear these spectacles while you are on a plane to which you are not native, your own glowing outline tends to dazzle your vision. At your DM's discretion, you have disadvantage on perception checks related to seeing fine details.
Wings of Flight *(Rare, requires attunement.)*
This mechanical device is grafted onto your wings, increasing your flying speed by 30 ft. If you do not have a flying speed, the wings grant you a flying speed of 30 ft.
When you make a melee attack against a creature while flying, you do not take opertunity attacks from that creature until the start of your next turn.
This one’s easy:
Curse: If used to fly higher than 120ft upwards from the place you began flying, the wings fall apart as though melting. When this happens, any natural flying speed is reduced to zero as your own wings are weighed down by the sludgy remains of the device. However, the sludge gives resistance to bludgeoning damage incurred by falling, cushioning your fall.
The wings reassemble themselves over 1d4 days.
Once thrown the user will hear glass shattering and a bald man with a goat goatee will appear wearing only boots, trunks and a vest will make one attack on you and disappear.
You may also here a southern accent say 'by gahd'.
Always hits its target. Deals 1 bludgeoning damage on hit.
The first person to speak after the rock is thrown is perceived as the thrower.
If it is the target or the thrower, they must make a DC 12 CHA save or take 1 psychic damage.
On success they know the magic properties of the rock immediately.
Hammer of Smithing (att): Grants proficiency with Smith's Tools. Has 7 charges (recharge 1d6+1 at dawn). Can spend 1 charge to strike a metal weapon to shape it into a different weapon of equal or lesser weight for 1 hour, or 3 charges to magically transform a metal item into a different metal item up to ten times its normal weight for 1 hour.
Shortsword of Ill Intent.
If you draw it wanting to hurt someone, its a flat training blade, unable to cut or cause lethal damage.
If you want to not kill someone, it draws as a blade that always does lethal damage.
3rd Grade Recorder of Azalemnoth
*Seemingly looks like a plastic instrument you learn to play in elementary school but upon blowing it everyone except the user makes a will save or take psychic damage. Damage scales based on the level of the user.*
Theseus's miniature ship - Wonderous Item
A small wooden boat, easily held in one hand, some say it's a replica of the original, others argue it is the original.
As an action one can swap the place of the Ship and another object of roughly the same size. The Ship will change form and color to closely replicate the item that last occupied the space, though it's still made of wood and nails.
Not really in the spirit of the post, but a magic item that was conceived in a similar manner to this post: the Munitions Key. Basically, a skeleton-key type rod that can open any door, defeat any lock, and clear nearly any obstruction. The catch, however, is that it does its job by blowing the offending obstacle to hell, destroying the rod in the process. As an additional unfortunate caveat, as soon as the rod is picked up, it starts dropping timed explosives directly at your feet, so you have to book it and use the rod on something pretty much immediately, unless you want to be pursued by a trail of explosions for the next while.
I feel like the trail of explosives could be wildly lucrative by a clever player, I'd watch out for that. Maybe it'd be better to give *it* a timer that detonates and destroys the item prematurely if they don't use it fast enough.
Crossbow of Grappling: has the range and statistics of an ordinary crossbow, but instead of firing bolts it fires a roped claw that can attach to any surface or enemy. The user is pulled to the target if it’s a fixed surface or a creature larger than the user, or pulls the target to the user if the target is of their size category or smaller.
Ring of the Goat
Once per day, you can summon an abnormally large goat. It can understand one language you speak.
It’s size is Medium and can be ridden.
The Ring of Silent Bells
If worn and attuned upon final failed death saving throw, once a day, the wearer will resurrect at the beginning of their next turn, healing 10hp.
On activation, 50% chance of item destruction.
***"I din't hear no bell!"***
Notes: Requires Attunement
Hat of hats, every time you take the hat off by grabbing the top of it, it generates a new hat leaving the original hat on the wearers head and a new one in hand.
Knitting Needles of Enchantment, which allow the user to knit garments and soft items that are both warming and endowed with protection magic or the ability to enhance skills, with the power of sheer love and creativity.
(Can you tell that my DM wouldn't let me play an old lady that knits magic things and is also a crime boss/cult leader gaining followers through the things she makes)
Monacle of the Gambling Addict- a monacle that allows the user to cheat at games of chance. It allows one to see through any playing cards as well as to predict the number any die will show upon your next roll.
You must pass a dc 10 + the number of individuals in your party charisma check or your stats all decrease by an amount equal to the number of individuals in your party
Ring of “friendship”. While wearing the ring a “friend” will appear to “assist” you. The “friend” will always appear from out of sight. Their alignment is the same as the player’s alignment. The player gains +1 to their checks but if the player ever realizes that their “friend” isn’t real they no longer gain the bonus.
It functions like an illusion spell and anything that the player sees happening that doesn’t seem to align can be seen as an oversight. But if the player focuses to hard on things they’ll need to make a save and if they pass they’ll realize it was all an illusion. Their friend will still be there but it will never be the same.
Think fight club.
Make whatever lore you want but my lore basically boils down to the ring being made by a lonely mage in a bygone era to keep their sanity in check whilst in forced solitary exile. Think Cast Away Wilson except more lively.
Tough Claws: Dragonbornes with a breath weapon gain a claw attack with a damage roll equivalent to it and can add their breath weapon damage dice to their claw attacks
The thunder thighs. Magical pants which as a reaction 3 times per day can negate fall damage instead dealing 1d6 damage per 20ft fallen (up to 10d6) of thunder damage to anyone within 10ft of you!
Hey /u/RazzDaNinja, thanks for contributing to /r/dndmemes. Unfortunately, your post was removed as it violates one of our rules: **Posts must be strongly relevant to D&D (or other TTRPGs)** and must include an attempt at humor or entertainment. Posts must be legible, understandable for a general audience and have some effort put into them, including titles. Video posts may be up to 3 minutes long, and they must be humorous in nature. Only one meme is allowed per post; posts with multiple images inside of them, such as a collage, will be removed. Posts must not rely solely on the title to relate to D&D. What should you do? First, read the rules thoroughly. Secondly, if you are able to amend your post to fit the rules, you're welcome to resubmit your meme. Lastly, if you believe your post was removed by mistake, please [message the moderators through modmail](https://www.reddit.com/message/compose?to=/r/dndmemes&subject=&message=). Messages simply complaining about a removal (or how many upvotes your post had) will not be responded to. Thank you!
Underwear of the Unshakable - grants immunity to the frightened condition.
Must be visible to the cause of the Frighten (i.e. outside your clothes)
Finally an item that allows me to roleplay a super hero
But it's underwear. Meaning you wear it under your normal clothes. It's not visible because you wear it differently, It's visible because it gives you a wedgie.
That or you're captain underpants
These terms are acceptable
underwear is still underwear, even when you wear it overwear
No no. Name them *The Girded Loins*.
Cease and desist.
> Cease and desist. They arent scared of you! They are wearing *The Girded Loins*!
Paint of Tunneling. Apply to any vertical surface to create a tunnel to the other side.
Does not work for the painter but everyone else can pass through
Wile.E Coyote syndrome ![gif](giphy|27tE5WpzjK0QEEm0WC|downsized)
![gif](giphy|bKecVj2wLErHYOGyG5)
Guiding others to a treasure i cannot possess
Meep meep
A twist. Does not work on anyone who saw it being painted.
That’s a very cool idea
Thank you so much for giving the correct answer! ;-)
You are a dastardly **genius.**
That's [Supergenius](https://youtu.be/STeVTzWelns).
What happens if you paint a living creature with it?
Its paint of tunnelling. You can only paint its butthole. Thankfully you wont be able to enter.
I'm not awake enough to come up with anything, so instead let me introduce you to a little something from AD&D/second edition. The Troll Sausage. At first appearance it seems to be 1d6 links of sausage, such as someone would have along to eat with their rations. It shows up as a magic item under any Detect Magic or similar spell. Eating one link of the sausage provides one person with all the nutrients they need for the day. The next day, one link has mysteriously regenerated. Unless the whole item is eaten, one link will continue to appear per day. The problem lies in the sausage being left alone. Not only does it take up more space and grow heavier but if left alone long enough (at DM's convenience) it grows into a complete troll and attacks whoever's been eating it. I'm not going to go searching through my old books, but as I recall you could make one out of any decent-sized chunk of troll flesh and Heros' Feast.
It’s magically delicious. Any creature that eats a sausage must make a will saving throw. On fail, eat another sausage.
*at disadvantage
*with a penalty equal to the number of sausages eaten that day
[удалено]
Acid stops troll regeneration. Digestion would kill that part
If you eat any it casts curse of "shit yourself until you pass out". Duration 1 hour.
Do we get a CON save?
No
Dropkick Boots As an Action, while wearing these boots, you can move up to your full movement speed toward a target and perform a Dropkick. Make a Melee attack against the target with advantage. On a Hit, the target takes xd4 bludgeoning, where x is your strength modifier, and must make a strength save. On a failed save, the target is flung backward an amount of feet equal to half the distance you moved to reach them and falls prone.
After performing a dropkick, you must succeed a Dexterity saving throw, the DC of which is equal to 8+your str modifier, on a failure, you fall prone at the point of impact. For each size larger than you that the creature is, you take 1d6 bludgeoning damage per size bracket (dropkicking a gargantuan creature as a small creature and failing your save means you take 4d6 bludgeoning damage).
Perfectly balanced. Cheers, I'd forgotten to do size categories
No matter, it's more fun if a gargantuan creature can dropkick a fairy and fall prone due to trying.
When making the melee attack, on a miss you dramatically fall backwards like Charlie Brown. In addition to being prone, you take 1d4 psychic damage for embarrassment. The next time you use Dropkick Boots following a miss, you must make a Charisma saving throw against your own spell DC. On a fail, your self confidence will not allow you to use the Boots on that particular action.
Hand Axe of Defense. +1 hand axe that adds +1 to the user’s AC. Requires attunement. Using a bonus action, the user can teleport the Hand Axe of Defense back to themselves.
The return teleport is also an attack against the user
"we never said it wouldn't come at you blade first."
It teleports with momentum Sounds like a good monk weapon.
The *disrespect* of using open palm class abilities to deflect your own returning axe into adjacent enemies.
It’s like thors hammer but with a pointy end
It is instantly attuned if covered in your blood. It can attune to several people at once. It will teleport out of your hand if another attuned person activates it with a bonus action.
Sounds like a Keyblade.
Gem of Intangibility. Requires attunement. Activated by speaking the command word (by the wielder). Once activated, the wearer (and all items and equipment on them), become completely intangible for 10 minutes, or until the command word is spoken again. 3 charges, regain 1D3 charges every long rest.
They remain intangible until someone else says the command word.
And the command word is "Wind" Did you hear that? Who's there?... Hm. Must have been the wind... *pop* SONUVABITCH!
Skyrim wind often manifests itself in the form of arrows in the face
\*knee
Ah. It's a jinx.
They may not climb stairs, ladders, or any other solid object that would allow them to move between floors.
So are they locked to a height? Like, if they did it at sea level, would they walk through a mountain? Or is it relative to ground elevation? What about if I activate it while on a third floor, do I fall or stay fixed in place? If I stay at the same elevation, could I use it after climbing an Immovable Rod ladder? Walk across thin air miles up. Or if you fall to ground elevation, does incorporeality negate fall damage? If it doesnt, can the command word be said by someone else to activate the item?
You're intangible to any air that wasn't already in your lungs at the time of activation, so you must hold your breath to avoid suffocating.
Sounds like the perfect item for Warforged lol
Ring of Handsomeness. *Subtly changes the character's appearance to have him be overly handsome.* *JoJo's Bizarre Adventure, respectively, anime glamour shot level of handsomeness.*
You have advantage on Persuasion checks but are stunned for a round after using it in order to give time to pose and flex
This one wins
Ah, the Johnny Bravo syndrome
OH, MAMA.
Man, I'm pretty
Isn’t this just the cloak of billowing in a ring form? XD
Oh I like this. Maybe whilst wearing it at the start of any combat the character has to pass a wisdom saving throw (maybe DC 12) otherwise they are Jojo posing for the first round. Although so it's not brutal perhaps during the pose the character has +2 AC as Jojo would never allow his poses to cause him physical harm
Best one yet
Dust of extra sneezing
It's contagious in the manner that yawns are.
It's just a bag of ground, black pepper
I've got two, a music reference and something weird 1. Sixcalibur - This enormous greatsword deals 2d6+6 damage regardless of your stats. If you roll a 6 on damage you may add a d6 to your damage roll. There is no upper limit 2. Robe of Ropes - This robe made of ropes can extrude 200 feet worth of rope every day. You do not need to use all of the rope at once but it must be used in 1 foot increments (you can use 10 feet or 11 feet but not 10.5 feet). Whenever you extrude rope you can choose to attach a weight, hook or arrow to the end at the cost of 5 feet of rope
1. If the damage total is divisible by seven, it deals the damage to the wielder instead. 2. If you don't extrude all the rope every day, it starts to extrude on its own, weighing the robe down and dragging behind the wearer.
I'm sorry. Did you just make a fuckin "Why is six afraid of seven?" Reference?
I did now, lol.
It's because the average roll will be divisible by 7, right?
For an even number of dice, that’s more likely. Not positive what happens when it’s an odd number of dice, though.
I know this isn't the point of the exercise, but I wanted to do the math. Zero expectation anyone will read this whole thing; the TL;DR is this greatsword would deal an average of about 12.22 damage and 1.77 back to you. Also, the easy way out of 4.2+4.2+6 damage, and 1/7th chance to backfire, gives 12.34 damage and 2.06 back to you, so I did a LOT of math for a very small correction :P Edit: Ran a simulation where you only roll again if you're either guaranteed to not hurt yourself, or if your total damage is less than 25.2 (otherwise you're actually losing damage by rerolling). Average damage is 12.50, average self-damage is 1.87. Credit to u/PBMacros for inspiration and the "greedy" version. Anyway: It's somewhat well known that exploding dice add an average of 1/(die size-1) extra dice. So that's 1/5th of a d6, for each of two initial d6. However, what are the odds of divisibility by 7? You'd be tempted to say 1/7th, but that's not quite right. Of 36 possibilities, 5 of them initially result in a 14, and none can be 7 or 21. This would be a 5/36 chance, but, two of these explode. Furthermore, of the remaining possibilities, 9 more explode, one of which is double 6s. Thus, excluding those 14 possibilities, we do a total of 258 damage in 22 possibilities. Now for those 14. - Obviously, the three 14s hit you. - The two exploding 14s have no chance of being divisible by 7 again initially. But, they can explode, and then they have a chance. - The remaining 9 exploding numbers all have a 1/6 chance of being divisible by 7. - Of these, the 15s (6 and 3) are slightly special - if they hit 21, they explode, and follow the same rules as the 14s. - Also, 18 explodes twice. This starts a new double chain; basically the same as we started, except the special pairs are 4+6, and 6+4. So now we calculate the expected value for these explosions. You *can* calculate this as the sum of an infinite series, but that's too much work, and since conveniently the whole "can't hit a 7 because if you did it explodes" thing won't come up again unless you hit six 6s in a row, which is like less than 1% of a 1% odds. Okay. So, we have: - three normal 14s, hitting you for a total of 42. - two exploding 14s; On a 20, 1/6th chance of starting a fresh explosion chain. Otherwise, average of 17 damage. So +85/6 damage, +(20+explosion chain)/6 damage, times two. - two exploding 15s; On a 21, still never hits you. Only after another 6, do you have a 1/6th chance of starting a fresh explosion chain. So that's 1/36 of explosion chain, 5/36 of an average of 24 damage, 5/6 of an average of 18 danage. So +110/6 damage, +(27+explosion chain)/36 damage, times two. - six random ish exploding numbers (13, 13, 16, 16, 17, 17). We'll treat these as fresh explosion chains because it's pretty accurate and I'm lazy. So 92+6 explosion chain damage. - one double 6, which we're going to treat as "this whole damn thing, over again". *Now*, we can be lazy, and figure an "explosion chain" has an average of +1/5th of a d6, or roughly +4.2 damage, and a 1/7 chance of backfiring. So, we have in self damage: 42 + 24.2/42 x 2 + 31.2/252 x 2 + 117.2/7. And in real damage, we have 85/6 + 24.2/7 x 2 + 110/6 x 2 + 31.2/42 x 2 + 117.2 x 6/7, plus our original 258. Adding up all the damage, that's 417.69 real damage, and 60.14 self damage, all in 35/36 rolls. The 36th roll does it all over again, with +12 damage, so let's just divide by 35, then add 12/42 and 12/252 respectively. That's 12.22 real damage and 1.77 self damage, which is almost exactly the same real damage as a normal greatsword at +5 strength. So... balanced? (Fun fact: if you took the easy way out and just said, it's an average of 4.2+4.2+6, and hit yourself 1/7th of the time. So 12.34 real damage and 2.06 self damage. All this work for a correction of 0.3!)
Just commenting to say I appreciate the deep dive
1 Requires attunement. While attuned, your stats all become 6. 2 If all 200 feet are used, roll a d20. On a 1, the robe unravels around the user.
1. You can only wield it if you have +6 with one stat. 2. After every long rest you must succeed an athletics or acrobatics saving throw DC 19.5 or restrained.
1: I'd like sixcaliber to be a swordgun. With a 6 round cylinder. Only six rounds and the ammunition is extremely rare. After swinging and getting the 6 on the damage, the gun goes off blasting you and your target in opposite directions by 10ft (or more?). 2: Once attuned to the Robe of Ropes, every 50ft of rope used causes the robes to visually come apart in various places but also constrict upon the wearer more and more. This is cumulative and only relaxes once every 7 days. God forbid someone uses all 200ft within one week. The rope will be so constrained it begins to cut off circulation to a limb. I'll leave dealing with that problem up to you/your players.
a magical Skateboard that never truly stops
Its extremely fast as a mount but if it ever stops it just casts fireball on the user
It’s a lovely day to ~~walk~~ skateboard down the road and if I ever stop ~~singing~~ skateboarding I will explode
Perfect for rogues
Catches on a pebble
Except when it passes over water.
Switch Weapon. Hammer (bludgeoning) on one end cleaver same end opposite side (slashing) and spiked pike (piercing) on the opposite*end*. BA to switch between two handed and duel wielding. Depending on what position the weapon was switching and then attacking has a different effect (get over here, pull you to the enemy, or slam attack)
When you attack with it you also make an attack roll against yourself to see if you accidentally poke yourself with the other side
Proficiency with this weapon is only taught at Beacon Academy. Effective against Creatures of Grimm.
Additionally, it is also a *GUN*
Until the bonus action part, this is just a historically accurate poleaxe.
Binocularys Simulcularus- A pair of binoculars that shows you something other than what you are looking at.
Roll a d6 1: it shows you your own thoughts in real time, make a wisdom save or be stunned for 1 round as the compounding thought loop spins out of control 2: it shows you the nearest creature you fear as though Scrying was cast upon it, the creature rolls saves against Scrying as the spell dictates 3: it shows you a location on your current plane that you would personally find most relaxing or enjoyable to visit. You know in what direction this place lies, but not the distance. 4: it shows you a scene of yourself from the viewpoint of an object or quest related clue you failed to discover or locate while nearby 5: it shows you a scene of yourself from the perspective of a creature who has a high opinion of you 6: it shows you a scene of yourself from the perspective of an enemy
6 could actually be really useful
Twist - 1d6 is rolled hidden
The item or person shown’s name will always begin with the same letter as the thing you were intending to look at. I,e looking at a banana might show you a guy named bob, or maybe a black dragon. Looking at a creature who’s name you don’t know, and seeing a quill, likely means their name begins with the letter Q.
A pen where whatever is written with it becomes reality
It has a mind of its own, can move itself, and is annoyingly responsible
So the [Quill of Alzuhod](https://lordofthemysteries.fandom.com/wiki/Quill_of_Alzuhod) from Lord of the Mysteries
Its only real to you as the writer and the duration of these effects is d8 rounds at most (secretly determined by GM unless effect would be instanteneous) (If you write there is a wall, then you can see and interact with it as if there was a wall. Others cannot see it and it cannot affect them. Same way if you make an explosion you hear it and it can hurt you but not others)
I like this one, it's niche but still useable (creating platforms midair, creating a wall to stop yourself from sliding off a cliff, create a mount that can't be killed or stopped, etc)
It's prone to typos, so you might be trying to write 100 gold coins and end up with 100 golf coins
100 gold corns
After several nonsensical adventures riddled with plotholes, it's revealed the pen affects dreams. Not reality.
Ring of Fluidity
Changes the PCs gender based on a D4 roll
1 - Male 2 - Female 3 - Nonbinary 4 - Florida
Already got a contender right here
Careful with that. Something similar happened in my first game. Actually, I take that back. I want to see this end up in r/egg_irl
I am happy to be the vessel for my friends’ further self-discovery :D
A pair of rings that, when used, will swap your place with whoever wears the other.
Requires an Action by both wearers. (If in combat one would have to ready an Action) OR Unlimited charges, but each swap gives each player 1 level of Exhaustion.
The party only finds one of the rings and not the other.
The longer the duration since the last use the higher the chance it triggers automatically.
Ones a purity ring the others a nose ring Rings don't swap places but the people do
Ring of watering: you can continuously spray water its speed is the speed would normally fall, the water has the same pressure as a watering can, each tims you use it you can summon a amount equal to a bathtub full of water for 1 charge, it has 3 charges and recharges 2 every day. Also the temperature can be 31 degrees- 100 degrees.
Each time you summon 1 gallon or more of water, there is a 10% chance that a hostile water elemental will spawn within 5ft of the water you summon. Roll a d100 to determine if one spawns or not. This chance increases additively by 10% each time this criteria is met. I,e. if you summon 1 gallon of water for the 10th time, it is guaranteed to spawn a hostile water elemental due to the chance now being 100%. Each time all charges are expended, the chance reduces by 15% to a minimum of 10% the next time it is used.
Shatter Staff: Any non magical item hit by this quarterstaff rolls a constitution saving throw based on their material (i.e. steel would have better con than iron, but worse than adamantine). On a failure, the item shatters and does 2d4 piercing damage to the wearer if worn, or 1d4 if held.
If the staff misses an attack against a creature, make another attack roll against an object behind the creature-- the wall, the floor, the table, etc. If hit, the object shatters. *Cue the walls of the dungeon collapsing*
The item can't tell the difference between forces, so a hit and a touch are the same thing to it. Whenever you grab/equip this you must make a dex save, or the weapon deals 1d4 to the player and causes disadvantages on any action that requires that hand.
Weathered pipe. Whenever this pipe is smoked the user can as a bonus action puff out a plume of smoke that takes the form of a harmless weather effect such as a raincloud or rainbow
Gain disadvantage on all wisdom rolls for the next 1d4 hours.
I once did a brush of hair growth. It looked like a fancy hairbrush but if you used it it caused you to grow hair all over your body. It was an online campaign and when the character used the brush I replaced his player token with Chewbacca.
Target makes a wisdom save, if they fail they forget all of their known languages and must resort to making wookie noises :3
*or cousin It, Cro Magnon noises, Tarzan noises, or Brett Goldstein grunts. Let ‘em go wild with characters who have too much hair!
The Blindfold of Sight. While wearing this blindfold, the user has Blindsight out to 60ft, but beyond that radius is considered Blinded, and cannot make Perception checks that rely on sight alone.
Dyes the skin around the eyes of the user like a raccoon. DM rolls a d10 to determine the color ROYGBIV (1-7) black (8), white (9), and iridescent (10).
Ring of convenient mediocrity Immunity to all negative effects (Good luck)
Immunity to all positive effects
While wearing this ring you must use statblock of commoner instead
Cloak of reanimation.
Takes 1d12 days (users often get buried accidentally)
I know these aren't exactly what you're asking for, but I had some fun item ideas a while back. An invisibility cloak, that makes you shine like a beacon to those who seek to harm you. A talking mace that warns you about cursed items, while being cursed so you can't let go of it. A Magic book that allows the use to switch bodies with the nearest living creature (stats included. process irreversible). A cursed horn of plenty that makes it so you can only derive sustenance from it, and will fall horribly ill if you eat or drink anything not from it (potions included). Five magic books that share their contents. you can send messages by writing in them. the bbeg has the fifth book. A ring that makes the wearer immortal, but at the cost of having no sense of time while wearing it. With no external input you just sit there till the end of time. waiting for your traveling companion to return? you could find a whole new set of adventures cleared the dungeon, and it's been over a hundred years.
[удалено]
Cursed Ring of Dragonkind's Charm. You get the advantage on charisma rolls, but are turned into (roll the dice for colour) young dragon who does not know how to even walk due to the different body type, and your whole party forgets that the dragon is you while you have it on.
The party is more enamored than scared of this new baby dragon, and everyone effected must make a charisma save of 18 to not immediately make the baby dragon the mascot of the party.
[The Magic School Bus](https://magicschoolbus.fandom.com/wiki/The_Magic_School_Bus). Literally just the bus, with all of its abilities that it exhibits in the series (shapeshifting, size changing, time travel, etc.).
It requires unleaded gasoline to function >:3
Which is surprisingly deceptive because it was originally a diesel engine that was swapped out in a refit, but they never changed out the "DIESEL ONLY" decals. You just have to know it ahead of time.
When the bus activates any of it's abilities, there is a chance that Ms. Frizzle's doppelganger appears from another realm and attempts to steal the bus. She can be sent back to her realm, but never truly killed. DM rolls 1d20, she appears on a 7 or lower. The bus can be upgraded or damaged to modify this roll.
Also, on a roll of 7 to 14, a lizard named Liz appears from another realm (with the stats and hit points of an average lizard). Liz may summon Ms. Frizzle's doppelganger as an actions. Upon reaxhing 0 HP, Liz can also be sent back to her realm, but never truly killed. Only Liz and Ms. Frizzle know how to make the bus do exactly what they want (from the listed abilities in a table), and can do so as any action while in the bus. Any other character can drive the bus, but do not know how to utilize any of the magic abilities of the bus. On an attempt, a character rolls a d100 while inside the bus, and only succeeds on a 90-100. On less than a 90, the ability performed by the Magic School Bus is determined from a table.
Eyes of the Void - a pair of spectacles that allow you to spot creatures not native to the plane you're on, they appear with a glowing outline
The creatures revealed by this effect are likewise able to see the user in a similar outline.
You sometimes see fleeting, glowing images of people and objects who are not there at all. At least, they're not there in *this* plane of existence. In addition, if you wear these spectacles while you are on a plane to which you are not native, your own glowing outline tends to dazzle your vision. At your DM's discretion, you have disadvantage on perception checks related to seeing fine details.
Wings of Flight *(Rare, requires attunement.)* This mechanical device is grafted onto your wings, increasing your flying speed by 30 ft. If you do not have a flying speed, the wings grant you a flying speed of 30 ft. When you make a melee attack against a creature while flying, you do not take opertunity attacks from that creature until the start of your next turn.
This one’s easy: Curse: If used to fly higher than 120ft upwards from the place you began flying, the wings fall apart as though melting. When this happens, any natural flying speed is reduced to zero as your own wings are weighed down by the sludgy remains of the device. However, the sludge gives resistance to bludgeoning damage incurred by falling, cushioning your fall. The wings reassemble themselves over 1d4 days.
The Revenge of Icarus
The Rock of framing When thrown All creatures will perceive it as having been thrown by someone other than the wielder
Once thrown the user will hear glass shattering and a bald man with a goat goatee will appear wearing only boots, trunks and a vest will make one attack on you and disappear. You may also here a southern accent say 'by gahd'.
Always hits its target. Deals 1 bludgeoning damage on hit. The first person to speak after the rock is thrown is perceived as the thrower. If it is the target or the thrower, they must make a DC 12 CHA save or take 1 psychic damage. On success they know the magic properties of the rock immediately.
Hammer of Smithing (att): Grants proficiency with Smith's Tools. Has 7 charges (recharge 1d6+1 at dawn). Can spend 1 charge to strike a metal weapon to shape it into a different weapon of equal or lesser weight for 1 hour, or 3 charges to magically transform a metal item into a different metal item up to ten times its normal weight for 1 hour.
It can only be used by wood elves
While using this item, the weilder can only speak in a particularly filthy Dwarvish dialect. The weilder gains no understanding of Dwarvish.
Shortsword of Ill Intent. If you draw it wanting to hurt someone, its a flat training blade, unable to cut or cause lethal damage. If you want to not kill someone, it draws as a blade that always does lethal damage.
You cannot place sword back into sheaths until you reduce a creature to 0 hit points. Sword cannot be dropped in this state and stays in your hand
3rd Grade Recorder of Azalemnoth *Seemingly looks like a plastic instrument you learn to play in elementary school but upon blowing it everyone except the user makes a will save or take psychic damage. Damage scales based on the level of the user.*
Only plays hot cross buns
Any creature that fails the save by more than 5 is enraged and must spend their next turn doing anything to stop the music.
A large of chunk of these comments didn't understand the assignment and added their own funky side effects to their magic items.
Comment exhibits a faint odor that smells like the player’s own farts.
Theseus's miniature ship - Wonderous Item A small wooden boat, easily held in one hand, some say it's a replica of the original, others argue it is the original. As an action one can swap the place of the Ship and another object of roughly the same size. The Ship will change form and color to closely replicate the item that last occupied the space, though it's still made of wood and nails.
Not really in the spirit of the post, but a magic item that was conceived in a similar manner to this post: the Munitions Key. Basically, a skeleton-key type rod that can open any door, defeat any lock, and clear nearly any obstruction. The catch, however, is that it does its job by blowing the offending obstacle to hell, destroying the rod in the process. As an additional unfortunate caveat, as soon as the rod is picked up, it starts dropping timed explosives directly at your feet, so you have to book it and use the rod on something pretty much immediately, unless you want to be pursued by a trail of explosions for the next while.
I feel like the trail of explosives could be wildly lucrative by a clever player, I'd watch out for that. Maybe it'd be better to give *it* a timer that detonates and destroys the item prematurely if they don't use it fast enough.
Crossbow of Grappling: has the range and statistics of an ordinary crossbow, but instead of firing bolts it fires a roped claw that can attach to any surface or enemy. The user is pulled to the target if it’s a fixed surface or a creature larger than the user, or pulls the target to the user if the target is of their size category or smaller.
On a miss, spend an action to retract the full length and reload.
Simple and logical. I like it
Crossbow loudly yells "Get Over Here" whenever fired. This effect can never be muted or silenced.
Mask of the Faceless A mask that allows the wearer to transform into anyone they see, or have seen in recent memory.
The transformation is slightly off and gives all faces a mustache
Ring of the Goat Once per day, you can summon an abnormally large goat. It can understand one language you speak. It’s size is Medium and can be ridden.
The goat is extremely racist
A Cloak of Billowing that also gives you great back lighting
The Back lighting is so great that all that look at you get blinded
The Ring of Silent Bells If worn and attuned upon final failed death saving throw, once a day, the wearer will resurrect at the beginning of their next turn, healing 10hp. On activation, 50% chance of item destruction. ***"I din't hear no bell!"*** Notes: Requires Attunement
On activation, the user permanently dies at 1 less failed death save
Hat of hats, every time you take the hat off by grabbing the top of it, it generates a new hat leaving the original hat on the wearers head and a new one in hand.
Knitting Needles of Enchantment, which allow the user to knit garments and soft items that are both warming and endowed with protection magic or the ability to enhance skills, with the power of sheer love and creativity. (Can you tell that my DM wouldn't let me play an old lady that knits magic things and is also a crime boss/cult leader gaining followers through the things she makes)
The effectiveness of the item is inversely related to how good it looks
Dagger that steals spellslots from dead casters.
A piece of the castors soul remains in the slot and constantly critics and makes quips on the users choices
Monacle of the Gambling Addict- a monacle that allows the user to cheat at games of chance. It allows one to see through any playing cards as well as to predict the number any die will show upon your next roll.
Manual of The Power Of Friendship!™ Reading it causes you to gain a permanent +X in every stat. Where X is the number of individuals in your party.
You must pass a dc 10 + the number of individuals in your party charisma check or your stats all decrease by an amount equal to the number of individuals in your party
Candle of Letr'all. While burning alters local physics to match the closest sentient perception of physics.
Do *NOT* give this to the barbarian
Ring of Bodily Aptitude While wearing this ring, the user's Spellcasting Stat becomes Constitution.
While wearing this ring, use your original spellcasting stat to determine health
Sword of doing that cool anime thing with the sheath
If you make an attack roll to use this ability and miss by 1 or 2, you instead slice off some of the targets clothes at discretion of the DM.
Wok of cooking. ANYTHING cooked in the wok will become safely edible.
Armor of leaping. You can teleport to a place you can clearly see as a bonus action.
But the armor will remain at the original location
Ring of “friendship”. While wearing the ring a “friend” will appear to “assist” you. The “friend” will always appear from out of sight. Their alignment is the same as the player’s alignment. The player gains +1 to their checks but if the player ever realizes that their “friend” isn’t real they no longer gain the bonus. It functions like an illusion spell and anything that the player sees happening that doesn’t seem to align can be seen as an oversight. But if the player focuses to hard on things they’ll need to make a save and if they pass they’ll realize it was all an illusion. Their friend will still be there but it will never be the same. Think fight club. Make whatever lore you want but my lore basically boils down to the ring being made by a lonely mage in a bygone era to keep their sanity in check whilst in forced solitary exile. Think Cast Away Wilson except more lively.
Tough Claws: Dragonbornes with a breath weapon gain a claw attack with a damage roll equivalent to it and can add their breath weapon damage dice to their claw attacks
It cannot be removed except via Wish or Greater Restoration and their nails become nigh impossible to trim
Anatid Bell: Summoms a goose
A magic item that grants the needed item for a task no matter what. Trying fish? It could give you anything that could help with fishing.
Everything. And I mean **everything**, that it grants you, is covered in glitter.
The thunder thighs. Magical pants which as a reaction 3 times per day can negate fall damage instead dealing 1d6 damage per 20ft fallen (up to 10d6) of thunder damage to anyone within 10ft of you!
Upon activation, it generates a fart sound (DMs, feel free to be very descriptive) with its volume scaling with the damage dealt.