#dnd magic item idea
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Magic Item Idea
Description: A magic scroll that can store a spell of the owner’s choice (or can be changed once per king rest) that buffs the spell stored but debuffs all the similar ones that the owner casts (not counting those casted using items).
Functionality: Once per long rest the player chooses a spell to store in the scroll or decide if they’ll change the already stored spell or keep it. The spell stored gains a +(3+X) dices that the player can split into:
Damage roll
To hit roll
Other rolls
The X stands for the types of damage that the spell deals/protect/affects in any way. The addition of the 3+X dices can be done only after having rolled that, example:
Matt rolls to hit (4) so spends one of the (3+1) dices but fail again. Nothing happens anymore.
Liz rolls to hit (22) but still fails so she spends two of her (3+2) dices going up to 36, that hits. She then rolls for damage, doing a total of 25 fire damage and 15 necrotic damage. But since she has still 3 dices and REALLY wants the monster dead, she uses her 3 dices again, more on the fire damage because those are d8 while the necrotic uses d12, rolling 8 and 5 on the additional fire damage and 11 on the necrotic damage killing the beast.
In the next turn (or encounter) the player who has the scroll still has the maximum (3+X) dices, until the spell slots run out, the scroll will work.
BUT
If the stored spell deals fire damage, all the other fire damage-dealing spells (not magic items) will receive disadvantage in the damage rolls
This happens to all the types of damage that the stored spell deals.
That means that Matt’s psychic spell, even if it didn’t landed, and Liz fire/necrotic spell are the only ones that deal a noticeable amount of those types of damage.
If the spell doesn’t deal any damage nor affects any type of damage in particular the spell will be rejected by the scroll.
If the spell heals, it can be used. Use +(1+Z) where Z is the number of targets (you count too, even if it’s only a self spell, so the minimum is +2). But gives disadvantage to all the other healing spells.
Inspiration: the meme above (this is an old draft, I didn’t know yet that links were easier and I’ve already wrote too much to change it) thanks @catchymemes ❤️
#d&d#d&d 5e#dnd stuff#dungeons and dragons#d&d ideas#dnd homebrew#dnd5e#d&d 5th edition#dnd#d&d homebrew#dnd memes#dnd spells#dnd magic object#dnd magic item#dnd item#dnd ideas#d&d items#d&d spells#d&d memes#dungeons and memes#dungeons and dragons memes#dungeonsanddragons#dnd idea#dnd magic item idea
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Our DM gave us a shared bag of holding.
It's called the "Bag of Sharing" and we each got a fanny pack type bag that meets the big one that one of us carries. So all of our items and supplies can get shared.
Today, one of our party members stored a martini in her bag, and another party member dipped his hand in it.
10/10 Magic Item
#dungeons and dragons#lol#out of context stuff#critical role#brennan lee mulligan#cant make this shit up#dying inside#bad dnd ideas#dnd magic items#bad magic items#bag of holding
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Wizard hillbilly is friendly and gives you a hug
He invites you to sip from his liquor jug
Moonshine infused with many spells
But very strong and harsh as well
Usually won’t make you blind
But if it does, it opens your astral mind
And in that state you can finally see
Our spirits all wear overalls, just like the hillbilly
#wizard#wizardposting#wizard shit#wizardblogging#d&d#dnd#make up a guy#character idea#rhymes#alcohol#moonshine#magic items#hillbilly#country
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Magic Item
Sandwich of Chaotic Layers
Description: A sandwich made of suspicious ingredients and a curious amount of cheese, when eaten it gives random effects to character. If it is kept in the inventory long enough it might attract mice and other rodents, if it is kept for even longer at every rest of the character with the Sandwich of Chaotic Layers in their inventory loses 2d12 of HP while those near a radius of 10 ft lose 2d6 of HP after the rest, due to the radiations that the Sandwich of Chaotic Layers emits.
Functionality: Use a bonus action to eat the sandwich, a normal action if you’re size is smaller than Medium, then roll d for the effects.
Results:
You get teleported inside a radius of 5-20 ft not occupied by another creature, you can decide exactly where
The scent of warm bread surrounds the player and up to 5 allies, they heal 2d10 HP and gain 20 Temporary hit points
You get two charges of a garlic scented breath attack that causes confusion and disadvantage to all roles against you and saving throws to all your enemies in a 15 ft cone, but also repel your allies to at least 5 ft from you
A bread wall circles around your enemy and it blocks their vision and movement. To escape your enemy has to deal at least 10 x S of damage, where S is the size of the enemy (1 is Tiny, Medium is 3, Gargantuan 6…), to make a hole big enough to escape
From the mouth of the player comes out a steam of water that deals 4d6 of water damage to those in a line of 20ft in front of the player, with a roll of Athletics higher than 12 the player can move while spitting water to aim to other enemies, this however will deal 2d6 to all enemies hurt instead of 4d6.
A cheese armour surrounds the player, giving them +2 AC but also giving them a -10ft of movement speed
The player’s movement speed doubles but it may randomly oink even after the effect wears off, until they take a rest
Wheel of cheese. For 17 turns. Aka 289 seconds. Aka 4 minutes and 49 seconds. Aka Wheel of cheese for five minutes.
3d4 mice gets teleported in a 5 ft radius from you, you can control them and give them order for 6 turns, after that they’ll become normal mice
A cloud of lint surrounds an enemy, they’ll suffer 2d6 more fire damage if attacked with a fire spell or fire related attacks, the same goes with 1d12 of lightning damage. Until the enemy is surrounded by the lint cloud it gets disadvantage on rolls to hit. The cloud disappear once a fire or lightning attack successfully damage the enemy
A rideable Large cushion of magical focaccia appears in front of the players. The cushion can fly and has 350 HP but no attacks. After receiving 300 HP, reaching a total of 100 ft of movement or after 7 turns the flying focaccia gently lands and then disappear.
3d8 of radiant damage to all creatures in a radius of 35ft from the player (including) the party gets a -10 to the total damage if they have spent at least 2 rests with the Sandwich of Chaos Layers in the inventory of someone.
Inspiration: this silly reblog list ⬇️
Thanks to @garaks-padded-bra @acrowbyanyothername @buglyteeth @imhaley @ronzyponyo @funnywormz @deepestturtlepielover @willowandthesagaofgayyearning @summer-azure @spacetronomyfan @spocktopodes ❤️
#d&d#d&d 5e#dnd homebrew#dnd stuff#dungeons and dragons#d&d ideas#dnd5e#d&d 5th edition#d&d homebrew#dnd#dnd item#dnd memes#d&d items#d&d memes#dnd magic object#dnd mount#dnd ideas#dnd spells#my sleep schedule is fucked thanks to this sandwich
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Fantasy magic item idea:
a messy junk drawer that will always have the exact thing (battery, cable, lid, wire, potion ingredient, rare crystal, etc) you need, as long as you NEVER try to organize it. When you do, it loses its power until it's messy again.
#inspired by real life events#I swear every time I tidy up my workshop I lose half my stuff#my mess is organized don't fucking touch it#adhd life#dnd#fantasy#magic item ideas
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Koeia Growing Magic Item
Chimera Horn Collar: A black leather collar, lined with soft red fur from a chimera's mane, in place of a tag is a chunk of teal horn
Item Level 1: While wearing this adorable leather collar, you may take the help action as a reaction on another creature's turn anytime an ally within 5 ft of you would make a skill check in which you are proficient. You gain advantage on checks to maintain concentration on [Hunter's Mark]. You can summon the teal horns of your master to grace your head, this adds +1 to intimidate checks (can turn on/off at will with no time limit)
Item Level 2: Can cast [Shield] and [Absorb Elements] at 1st level a shared number of times = 1/2 of your proficiency bonus rounded up . You restore 1 use per short rest and all uses on a long rest. You can make weapons from horn magic, these weapons deal the type and damage of associated weapons; they count as magic for the purposes of overcoming resistances, and they are considered as simple/martial weapons. Creating or dismissing one of these counts as a weapon draw object interaction; weapons have a +value equal to 1/2 of your proficiency bonus rounded down. These weapons disappear at the end of your turn if they are not in your hand.
Item Level 3: Gain the ability [Chimera's Rage]. If you have Barbarian's [Rage] as well, you can activate or maintain both in the same bonus action, and you can automatically enter [Chimera's Rage] if you were already in Barbarian's [Rage] when you become bloodied. [Chimera's Rage] doesn't break [Hunter's Mark], Barbarian's [Rage] still does
Item Level 4: Regain 1 use of [Unleash Incarnation] per short rest, If there are no enemies within melee reach of your Echo then it can make a ranged attack on a creature within 120ft of you that both of you can see, this attack deals 1d8 + your Dex modifier. Upcasting [Hunter's Mark] increases the damage to 2d6 for 3rd level, 3d6 for 5th, 4d6 for 7th, and 5d6 for 9th level slots. Once per long rest, you may cast [Hunter's Mark] at 5th level without expending a spellslot
Item Level 5: Can cast [Teal Wind Strike] 3 times per long rest. Additionally, this collar holds 3 charges, which recharge each night at midnight. While attuned to this collar, you may expend a single charge to cast the [Blink] spell, or expend 3 charges to cast the [Teleport] spell. When cast in this way, these spells do not require a spell slot or material components. [Hunter's Mark] can be used with 1 other concentration spell. Increase the range at which you land a critical hit by +1
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[Chimera's Rage] - as a Bonus Action while you are not wearing Heavy Armor, when you are at 1/2hp or when you land a critical hit, enter a focused rage that gives you Fire and Force damage resistance, adds a d4 of fire damage, at 9th level also adds a d4 of force damage, and then at 17th level upgrades both d4s to d6s. While [Chimera's Rage] is active you heal equal to half your proficiency bonus rounded up at the beginning of each turn.
[Teal Wind Strike]
Magic Collar Perk
Casting Time: 1 action
Range: 30 feet
Components: S, M (a melee weapon made of Lynch's Horn Magic)
Duration: Instantaneous
You flourish the weapon used in the casting and then vanish to strike like a blaze. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 3d10 fire and 3d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
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Curse: This collar is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the collar, keeping it within reach at all times. While cursed in this way, each time you are praised by an ally, you gain 1d4 psychic stimulation
#koeia's journal#sona: koeia#puppy howls about dnd#lmao we put this under a read more cuz it's fuckin huge#but yeah it's an idea for a custom magic item (and some custom skills/spells/abilities)#for a dnd campaign we're gonna be in#Koeia's gonna be a Ranger! Ronin subclass from Ryoko's#and we're gonna go into Fighter Echo Knight and a lil bit of Barbarian too#(granted that's looooooooong term plans we're only at level 5 to start lol)#also if you're curious. the color coding is as follows#green - base game things that show up multiple times in the text#blue - base game things that show up once in the text#red - specifically Chimera's Rage#pink - specifically Teal Wind Strike#purple - curse
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Character concept: A tailor/seamstress who can stitch and weave spells into their garments to create wonderful wearable magical items.
They’d make their items to sell, or even gift, to all sorts of folks, from the daring adventure to the local baker. Items like a coat that let’s you move through shadow, a scarf of greater cold resistance, or a dress with magic pockets of holding. Each item is lovingly handmade down to the smallest detail.
Of course, some of their best pieces were the ones they kept in their own wardrobe. Their favorite ones had been magically altered, mended, and repurposed again and again over their long life. This was both to extend their use and to keep up with the current fashions.
By the time of the tailors passing, the fabrics in their wardrobe had become so bonded with their magic, that their death had hardly affected them at all. When their spirit left their body, they simply floated over to the closet and put on their outfit for the day.
So basically, a ghost character that can only wear the magical wardrobe they made in life, and through that clothing, is able to interact with the world around them and still be seen by others. From and outside perspective they look like floating clothing being worn by an invisible person.
They would be the most fashionable undead wizard ever 🌈
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New magic item just dropped (fully formed into my brain):
The Seven Yeet Boots
Not totally unlike the Seven *League* Boots, these magical feet enfolders will propel you great distances … by launching you bodily through the air.
They can still be very helpful!
Need to get somewhere quickly and your own structural integrity is not a concern? Yeet.
Want the thrill of a rollercoaster with none of the safety features? YEET!
Got someone you absolutely got to fudge up and don't care if takes you with them? YEEEEEET.
Invented by a sorcerer hopped up on energy drinks who looked at the delicate and complex art of enchantment and said: I bet you I can do that.
In D&D terms, these boots would seven charges. During your movement, you can activate the boots and spend a charge to throw yourself 20ft in the direction you're moving.
You can make a Dex Save (dc 16) to avoid the 1d6 damage/10ft moved in this way.
If you would hit a solid object, a successful save only reduces damage by half.
If you would hit a creature, you both take the damage.
And, yes, you can spend more than one charge in a single yeet.
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A few concepts of reagents for a DnD alchemy rework I am working on.
#art#dnd#dnd art#pen and ink#concept art#watercolour sketch#watercolour art#alchemy#magic#dnd homebrew#dnd5e#dnd ideas#dnd illustration#dnd item
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I am back! New years gift!
So here me out a gun…
however, no one can predict what will come out of it. For example, think about this: you are in the final boss room the crit the boss and roll this table to decide what shoot. The shot fires and ketchup comes out the end and splats on his forehead. Or when you what to hit the enemy, but it is a health potion or something that buffs the enemy. Happy new years!
Roll d50
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Horny Potion
Potion, rare
A shimmering potion with dull colours. Smells like mint and is mostly tasteless, though some vague notes of grass and lemon can be found.
Effects: turns the drinker into a random horned animal for 1d4 hours. This effect takes 10 minutes to kick in. Roll a d20 on the horny table to see which animal the drinker turns into. Drinking multiple potions at once allows the effect to be prolonged with 1d4 hours for every potion drunk. Drinking a horny potion while already under the effect of a horny potion resets the effect: 10 minutes after the second potion is drunk, the drinker will once again turn into a random horned animal for 1d4 hours.
Horny table
1 Urial
2 Scimitar oryx
3 Mouflon
4 Blue wildebeest
5 Zebu
6 Plains bison
7 Addax
8 Springbok
9 Muskox
10 Kuri
11 Changthangi
13 Lichtenstein's hartebeest
14 Giant eland
15 Blackbuck
16 Blue duiker
17 African forest buffalo
18 Takin
19 Gaur
20 Manx Loaghtan
(all links lead to the wikipedia page about the animal)
Note: in all of these species, both females and males (can) have horns.
#dungeons and dragons#dnd#magic item#potion#dnd potion#dnd ideas#dnd inspiration#dnd inspo#dnd item#ttrpg#ttrpg item#ttrpg potion#dnd magic item#potion description#thanks to zack freedman from voidstar labs for making a joke in his 2021 april fools video that gave me this idea#the video is called 'how i learned wizardry (and how you can too)'#i recommend his videos he's such an interesting dude
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Bad D&D item idea: Crown of Concussion
The item looks like a ring of golden stars, not connected by any physical material, yet rigidly held together by magic. Once active, the stars will hover and revolve above the wearer's head.
Effect: if the wearer dies in combat they become stabilised and unconscious instead, but lose one point of intelligence, which can be restored by greater restoration.
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A parakeet wizard that gets frustrated that every time they try to use their scrying mirror some other parakeet wizard that looks a lot like them shows up and blocks their view.
#wizard#wizardposting#wizard shit#wizardblogging#wizardblr#d&d#dnd#magic items#magic mirror#scrying#scrying mirror#parakeet#birds#make up a guy#character idea
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Idea: dnd item that curses your opponent so that they go insane and therefore do not add bonuses to rolls. Every roll is done straight, completely up to chance with no additive bonuses.
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a couple d&d items from me to you ~~
Carapace of The Sodden Earth
A shield made of iron, rested from the grip of a bog, when cleaned off the front is revealed to be engraved with designs of a beautiful marsh. When the bearer of this shield successfully block an attack, they can use their reaction toforce the attacker to make a DC 14 Constitution Saving throw or be blasted [ 5 x Bearer’s Con. Mod (min 1) ].
Once a blessing bestowed upon a young knight by a great spirit of the land, after his death it willed itself to a bog to be chanced upon one day by a new brave soul in honor of that friendship long ago.
Warlock’s Ring of Portable Hot-Tub
A simple bronze band inlaid with a piece of amethyst, when removed from the pinky finger it will expand into a simple yet elegant bronze hot-tub and slowly begin to fill with warm water. Amethyst nobs can be turned to adjust water temperature, bubble level, or even clean the water. If taken off the pinky and placed in the dirt the hot tub will be below ground.
To be able to wield the ring you must first sign a contract with the hot-tub, which will appear on first summoning. Once signed and terms are agreed, the hot-tub may then be used at will. To return the hot-tub to ring form, simply exit and pat the side twice while thanking it. Any damage to the hot-tub baring the total destruction of the ring itself will be repaired upon next use. However, if the hot-tub feels it prudent it will impose maintenance fee, payable to the small spirit that lives behind a small door at the top of the tub. This spirit is responsible for hot-tub maintenance and appears as a small baby octopus wearing a white cloth headband.
I created this ring to accommodate myself on farther journeys to places that might not have proper tubbage. You’d be surprised how often it doubles as a spot for diplomatic meetings and business deals.
The hot-tub refuses to be deployed in situations as a gimmick-exploit or in combat, there’s a time and a place for everything!
#dungeons and dragons#dnd#D&D#d&d 5e#d&d homebrew#d&d 5e homebrew#homebrew items#dnd homebrew#dnd 5e homebrew#mild character post#please don’t take me too seriously#magic item ideas#dungeons and dragons magic item ideas#d&d magic items homebrew#Mr. Z the Warlock
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DnD idea:
An NPC that improves your more novel magic items, but requires certain materials and some funds to do so. Say the party gets a box of infinite matchsticks. But they are old matches. They don’t always light on the first try. They are not waterproof. They won’t light when it is too cold. The party can first upgrade them to EZ light matches. Then ones that light in the cold. Then waterproof matchsticks. These quests can often require going to places like somewhere cold to get materials the locals use to light stuff. They can do this with lots of items and you can create quests this way.
If they try to sell matchsticks door to door, let them. But once the NPCs find out they are infinite, they hose the party for the price. “Wait they are infinite? You just open and close the box upside down and twenty fall out? I’ll take 300 for one small copper coin.” Then there is that one old guy who insists on counting out all 300 matches. There might be a few people like that who lose track and the party has to teach them grouping to count faster.
It’s a free action in combat to take out matches, not to light them. Takes 6 seconds to take out 20 matches when they are taking out a large amount outside of combat. So 300 is 1 minute and 15 seconds. Basically they can exploit but it is painful.
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