my favorite would have to be something i call the Blade of Imagination. to any adult, it looks like a wooden sword hilt with a pointy stick where a blade should be. but in the eye of a child, it has an ethereal glowing blade. if a child wields it, it becomes a +1 longsword. i made it for my little sister, as she was playing an elf child, and i wanted her to feel special
Everyone's favorite item I ever introduced was a simple thing. "Expanding Moss" is what I called it. Once per dawn you tore off a small piece and stuck it to a surface. It then made a 5' x 5' cube of material that had the consistency of wood and could support 500 lbs. People would make bridges, block off passages, and all sorts of unusual things with this item... and loved every minute of it.
I have 3 home brew items in my head 1: the necklace of head speak, used on my tongueless barbarian who can’t speak 2: a small pouch full of green colored candy, it holds an infinite amount of candy but so far there are two flavors, lime (heal 1hp) and green apple(heal 5hp). Made by an artificer who wanted to make potions into candy 3: the cart of finding , in short a smart cart that could 5 people or 1 troll which will take fastest route to a location or person, WARNING: IF THERE IS A CLIFF LEADING TO THE TOWN IT WILL DRIVE OFF OF IT
The pouch should probably be nerfed. If it has infinite candies then the players can just shove hundreds of them down their gullet between battles a for a full heal.
Peyton McPeak if you eat to much you roll a constitution save. When failed your mouth is stuck shut for 1 hour or make a strength check. If you still eat more, you’ll pay by having to make a will save with disadvantage. When passed nothing happens but failed you seek out the nearest toilet On the side it says Williams wonderful SUGAR FREE healing candies.
I've created a lot of magic items but haven't had the chance to introduce them in my campaign yet. Of those I have added my favourite are Horatio's gems of language. Differently coloured gems the size of a golf ball. When a player attempts to swallow the gem they must make a DC 20 constitution check, on a success they take a bit of piercing damage (1d4) and learn a language associated with the gems colour. On a fail they take the same amount of piercing damage but also 5d10 damage of a specific type that bypasses resistance. (failing to swallow an infernal gem deals fire damage) When my (at the time) level 5 party obtained one they all took turns trying to swallow it. It was the dumbest way the party got close to TPKing
This sounds like a unique and more permanent (and dangerous) version of the Pearl of Speech from DnD 3.5. Those also granted you a language when you put it under your tongue, but you didn't permanently learn the language.
My personal favourite magic item I made was "Brandyblade sheathe". It was a sword sheathe that can shift to the size of any sword or dagger. But, when the weapon is sheathed, it begins talking. It has the soul of, and voice of a drunken ANGRY dwarf, who's vocabulary mostly consists of angry swears, called Brandybeard. It has actually helped and hindered my players more than I thought. It is hilarious.
My favorite homebrewed magic item is a potion I call goodberry wine. It's basically wine made by magically fermenting goodberries. Drinking a shot of it puts people under the effect of the Aid spell (+5 health to maximum and current hp for eight hours) but it's also the equivalent of drinking a gallon of actual wine, so characters who drink it need to make a high dc constitution save or immediately become blackout drunk.
@Michael Johnson why not both? Especially after a gruesome fight and have a magical grandma that appears when the party rests after a fight, handing out the pie.
i had an idea for a simmilar item to this, called "dwarvish brew of healing" which is basically just a healing potion which can be sipped 5 times before running out, or chugged in one go to expend all uses at once, with the drawback of you becoming totally enebriated if you fail a con save. the dc would start off as 10, but each consecutive sip makes it higher. if all uses are expended at once, the dc is 20.
The magic item I'm most proud of is called the Scorched Hilt. It's an artifact that belonged to an ancient hero who was raised from the status of an artificer to the leader of a party of unlikely heroes, and used to be his custom built sword. In their last battle, he sacrificed himself to a monster to save the party, his sword getting melted down to the hilt by the blood of the beast. Now, it's kept in a reliquary, and everyone thinks it's just a cross guard and slag but they still revere it as a relic of the hero's victory. However, the enchantments on the blade reacted with the burning blood, and if someone was able to uncover the original activation word, a blade made of raw fire would be conjured from it. It became a +3 Flaming Burst longsword, did the same damage as a longsword plus an additional d6 as all fire damage, and half its damage bypassed fire resistance/immunity. The Flaming Burst effect even rolled as though the sword had a 3x crit modifier, instead of a 2x, so it was a burst damage monster. Sadly my party never received it as they were given a choice between "jungle village" and "megalopolis city of mages and forgemasters enchanted to rest safely in the caldera of a barely active volcano" and decided to deal with mosquitos the size of horses. One day...
@@chickenperson7568 There is a similar item in the jungle. Each region has one. It's just not as cool; it's a great axe that deals bonus damage to plants.
@@soulweaver64 going back to this, why not ujst have the sword be 1 of 4, that has been throughout the ages weapons used at critical moments, potentialy even made from weapons of previous pc's in previous campaigns you have ran, and potentially ahve them with each element
In my last campaign (3rd ed) I created some not particularly powerful items that were so useful the players kept them all the way from level 3 up to the end at level 17. 1) A pair of rings. One fits over a weapon, the other on your hand. If the weapon is more than 30' away or you click your fingers (free action) then the weapon appears in your hand, as long as doing so would not cause it to appear inside anything. He never drew his rapier again 2) A cloak of comfort. No matter the weather, the state of your bed or what you're wearing, you can sleep comfortably. In my current campaign (5th ed) the players just found a dump with some magical items in it that were flawed or faulty and therefore thrown out by the artificer that lived nearby. Not pointless, but good luck finding a use for them. The highlights were: 1) A ring that was enchanted with immunity to non-magical damage and vulnerability to fire. Luckily they tested it out with an out-of-combat stabbing and realised THE RING was enchanted with immunity to non-magical damage and vulnerability to fire. 2) An human eye in a jar. The eye has truesight and always looks at the nearest humanoid. 3) A huge pointy hat with WIZRAD badly embroidered down it. If worn by anyone that is not an arcane caster, they gain the Prestidigitation feat. Currently being worn like Jayne's hat by the heavily armoured Paladin
Imagine those crystals being used for everyday appliances, like lights for your house, stove/oven, fridge/freezer, toilet, bath/shower, sink, air conditioning/heating, scrying(think security cameras), sensors(think of x-rays at hospitals or airports) and electrical ones that power machines.
The item is called "Snapjaw" It was the result of our rouge trying to disarm a bear trap that was easily avoidable once spotted, (like literally walk around it kind of thing) he failed. And then proceeded to use the chain on the beartrap to snap two of the 4 enemys necks in the room that were alerted by said beartrap. His hands were pinned together because of the trap, and after a few failed attempts at escaping the trap, he just said fuck it. This rouge was not a strong boi, and it was a miracle that his little halfling body was able to wrestle them to the ground. He was also stuck within 10ft of the doorway because of the chain attached to the beartrap. After this encounter, the barbarian got a new chain for the beartrap, fastened the other end of the chain to a stick, and it was unanimous agreed at the table that this weapon was to be called "Snapjaw" There were plans to put an immovable rod on the end of it, but the campaign ended before that could happen
My friends came up with the "Anvil of Encumbrance". It was a super heavy cursed item, the last person to touch it became cursed with the desire to never let it out of their sight and to work as a blacksmith until you pass out from exhaustion. In one campaign, it was the only anvil, upon which, you could create legendary items with.
2:30 "I know it's not much" yea, it's just the entire damage of a regular greatsword on top of 2d12 + bonuses =/ I also assume it has 20 ft. reach. Sounds preeeetty broken, lmao!
mine would have to be my Demonic Bloodblades, a unique magical weapon for my Tiefling fighter and rogue. It takes the form of a glove made of thin chain, with a blood red crystal in the palm. If a creature without the blood of a demon touches said crystal, or wears it, they take 1 necrotic damage per round spent doing so. A creature with demonic blood can activate the blades by speaking the true name of the strongest demon in their bloodline, or their main demonic ancestor. This in of itself can be a small quest after gaining the glove. The crystal then explains a into either a greatsword, longsword, or shortsword (player’s choice) made of a blood red, almost translucent energy. The swords can deal necrotic damage instead of their normal type, return to your hand as a bonus action, and drain the essence of slain enemies. Statistically, the swords would normally gain a +3 to damage in exchange for a -3 to hit, but on your next turn after killing an enemy, you lose the hit penalty and gain an additional +3 to damage, dealing 6 extra damage per hit, although doing so causes the first attack you make on that round to damage you as well. It cannot chain, meaning after the turn of +6, you go back to +3 damage and -3 hit. The blades can also be thrown incredibly easily, which negates the hit penalty as well. They have become an extremely versatile and unique weapon for them to use, as it can be a powerful secret weapon that can be thrown to hit from a distance, can be snuck past guards in crystal form, and makes mowing down smaller enemies feel like a good play, even when you want to focus damage on the bosses.
This is amazing. Even better to encourage a being with demonic backgrounds like tieflings to find out out that stuff and even become a warlock/fighter or warlock/rogue with that ancestor as the patron with some added perks to being related to that demon.
So, this is part of an entire Homebrew world/campaign I'm working on that I also plan on using for a separate story from the Campaign. Which means a small amount of backstory! This world, currently called Unithis (Please tell me what you think!) has ancient artifacts called Soul-Crafts. These Soul-Crafts are crafted from the Souls of the departed, and almost all of them are in some way Powerful Artifacts. Though the power depends entirely on the creator and the Souls used. . The objects, since there's two in this story, are a pair of Legendary Greatswords named Vormere and Formere. They are a pair of Twinned Greatswords, made of an as of yet unknown metal that appears to be virtually indestructible. Both blades are incredibly light, incredibly strong, and, even after centuries, still razor sharp. They are crafted from the Souls of a pair of Twins, made with grief by the Father, who spent his last two weeks of life on them, having been found dead in his Workshop. The swords, according to legend, glimmered with purpose and intent, though no one could figure out what that Purpose was. . An inscription is visible on the flat of both blades that reads "In Life, you were never Far. In Death, that Distance Grants you Power". While the pair are together, IE Wielded by the one individual, they possess a number of Magical Qualities. . Formere gives off a Freezing Aura, that deals 2D6 Frost Damage to enemies. Vormere has a Burning Aura, that deals 2D6 Fire Damage to enemies. However, both have a similar, secondary trait; Critical Strikes that would kill an enemy cause the enemy to explode with either Frost Shards or a Fireball, dealing an additional 2D6 Frost/Fire Damage to enemies within ten feet of the target. All this is on top of their nearly indestructible nature, and normal Greatsword Damage. .
I was part of a campaign where our DM created special Legendary items for our party that evolved over the course of the campaign. The one I want to specifically mention is the item my Gnome Rogue got. The item was a simple +1 Rapier. It started out as Copper, with a single Copper coin within the hilt. As the weapon involved, it turned Silver and eventually Gold. When it turned Silver, the Copper coin began to spin. When it turned Gold, the Copper coin spun out of the hilt and into my character's hand. This coin was a very special item. With it, you could turn any pile of garbage into treasure. Here's the catch: that treasure had to be used for Charity purposes and not for greedy means, or else you'll magically lose *all* the wealth that you have and must repent at a local church. This made a lot of sense for my character, as I played him up to be a bit of a Robin Hood-like character, gambling money away from the rich (usually through Sleight of Hand) and giving it to the poor.
In a waterdeep dragon heist campaign, our DM of our parties human fighter got a hold of a flask of very potent alcohol intended for Goliaths. Being a chronic alcoholic, the fighter was very appreciative of it; but to the DM surprise.he did not chugg it all down right then and there. For one, if most non-Goliaths (except for that one fighter) that drink of the flask, they would have to make a constitution check to stay conscious (nat ones resulting in death, and yes it happened, more than once). Number 2, he had better plans for it. Since reserving the flask he searched hight and low for someone to enchant the flask so it will never run out of the "Goliath stuff". Nevertheless, the party found one in via nat 20 after a short period of time. Armed with the flask of infinite "Goliath stuff", this fighter used this flask to knock out(or accidental kill) some of our party's foes. Sometimes, he sneek up on grab a foe from behind, and force fed the flask(still relatively quietly). Other times we would slip enough of it into a drink of someone we needed to knock out. He even used the alchohol like those lines of gasoline that they ignite in the movies in order to light something on fire. Also, our party made our hideout into a bar, and our signature drink had a small drop of "Goliath stuff"
I've create the "Bear of Comfort", a simple teddy Bear with calming effect if hugged. If a creature sees the bear, he is complelled to hug it(Wis-check DC 18). If hugged while the Bear has not Owner, the creature is compelled to keep it and protect it. Not Sauron's Ring keeping it, but simply unable to leave it behind. It can be given to others, but only if the Character thinks, new Owner will take good care of it. The player can't do anything that would harm the bear or endanger it, unless his or his parties life is on the line. If the Teddy get's damaged, all who have hugged the Teddy get a +2 hit bonus on the Target. If the Teddy gets destroyed, it's +5 to hit and damage but the affected are forced to attack the target.
Oh boy do I have the item for you: Gottfried's Rapier. It's been described by the player wielding it as "definitely blursed". It's a +2 rapier that is possessed by the soul of a stand up comedian bard. It can cast vicious mockery at fith level and can be quite insightful if you can manage a competing charisma check. What makes this sword blursed though is that any time my player does cast mockery I'll actually narrate said mockery. In the voice of Gilbert Gottfried.
I made a typo when writing down anti- magic armor, and called it ant magic armor so now my paladin has armor that also is an ant nest, he can control them and feeds them, in return they make vials of formic acid for him daily. And they are really effective scouts
Hey I just wanted say.... THANK YOU! Thank you, Brian, for taking the time to check in on us. Usually when someone tries to make people feel welcome or cared about, they sound so fake. Maybe they mean it or maybe they don't, but either way it always sounds like a mantra that they've rehearsed in front of a mirror. And they almost always say the same thing too! "This is a safe space" (they've done nothing to make it so), "we really care about you" (well you could've fooled me), "don't be afraid to talk to us" (right, because this is a safe space full of people who care about us, sure). But YOU speak so genuinely that I get all excited when I hear your voice in a new video because I know at the end I'll get to relish the feeling of being cared about. So thank you thank you thank you for these because I can't get this feeling anywhere else these days.
A friend of mine once described a hypothetical artifact to me: the "Reliquary of Inescapable Vengeance." It's a small ornate wooden box containing an adamantium needle. To use it, you prick someone with the needle and put it back in the box. Now any spell that targets the box will effect the person, no matter where they are. (Edited for spelling/punctuation)
The wrecktangle, its a greatsword that was pretty much a slab of steel with handles and chainsaw esque hooks along the blunted blade, a bonus action would change your stance and it would count as a shield, and if you attack the same target twice with it, you can roll a grapple check as you rip the only sharp part of the blades, the hooks, into your target to get them stuck on the blade.
I honestly can't believe my thread was turned into a video! I forgot I even made it! I hope the Smite Bike and the various other items in the video inspired y'all!
I'm completely enamoured with the creativity of these magical items. Imagine a kid in a candy shop staring around at all the colorful sweets with wide eyes and a look of complete and utter amazement. That's me right about now, lol.
Helm of Create Oil: Allows the wearer to use the Create Water spell to, instead, create oil. Aside from creating a different substance, the the spell functions identically to how it normally works.
I've came up with a scroll of food creation. Works like the create food spell but on a massive level, however it's made out of pelts or skins. The more powerful the being the material comes from the more rations it creates. For example, using cow, pig, goat, sheep or any other basic beast, the scroll produces 100 rations. For creatures like griffins, owlbears, displacer beasts, it holds 250 rations. Now for humanoids(doesn't matter which, like humans, elves, dwarves, gnomes, orcs, kobolds, goblins, hobgoblins) it produces 500 rations(great to use on death row prisoners) medium humanoids can make about 3 scrolls. Monstrous humanoids like orges, trolls(can have a few trolls for this very purpose since they can regenerate) produce 1,000 rations Now the skins from powerful magical beings, like demons, celestials, dragons, giants, behir, or a very powerful human, about 2,500 rations.
I read this somewhere (I can't remember where) and is something I am planning on using in my own games. The Mercury Sword Essentially mercury melts at room temperature, but someone found out that frozen mercury is about 2-4 time tougher than steel. Give the frost giants, ice demons, or yetis weapons and armor made of mercury. It will do extra damage from its heft and extra cold damage but if the players take it for themselves, they could get poisoned when the items start to melt.
My favorite Homebrew Item is an Item that we give to any Character whose Player is absent from game a lot. It's called the Ring of the Phantom and it's a great way to keep the Character engaged in the story even if the Player can't make it every session. The Ring of the Phantom is actually a cursed item. Once put on, only a Wish spell can remove it. It allows the Character to step into the ethereal plane once a day for one minute per level, max 5. The Character can then essentially act like a ghost, passing through walls and objects or moving certain objects with a weight of up to half the Character's weight lifting capacity. At 5th level, the Character can "possess" a living person or creature for 1 round so long as the creature fails its Will save (DC = 1D12 + Character's Wisdom Mod.) However, the Curse is as such: On random occasion, the Character is suddenly pulled into the ethereal plane and is trapped for a time. (A.K.A. the Player has to skip a session, so during the time of the Player's absence, the Character is incorporeal.) The player is vaguely aware of what is happening, but cannot interact with anything as the pull of the Ethereal Plane is too strong. After a certain amount of time, the Character returns to the Prime Material Plane (A.K.A. whenever the Player can attend the next session,) and has a vague memory of what happened (A.K.A. the other players and DM fill in the Player on what happened.) There is a possibility that the Ring of the Phantom could claim the Character forever (A.K.A. the Player just gets too busy with life and can no longer play.) It's a really fun mechanic that I came up with to allow continued gameplay even with the absence of a Player.
I’m a forever DM. I have only created a few magic items, but my favorite has to be the enchanted scorponite battle claws. For context: a scorponite is a heavily armored half human half scorpion from the land of Cadrifel. They are an ancient race who once ruled the continent with an iron fist, and are now coming back to try and do so again. Their most common weapon is called a scorponite battle claw. It is an arm mounted golden colored disk with two long spikes poking out from forwards from the rim and a leather arm guard. They can be used to make melee strikes, but also have the +2 AC of a shield. However, the army does have mages as well. They wield enchanted versions of the battle claws. They are typically depicted as being more elaborately decorated with glowing orange blades. Aside from their standard benefits, they can also cast fireball without requiring a spell slot as well as acting as a focus for other fire based spells. Four of them put together can even summon a fire elemental for 5 minutes. Being shields, they can also display a holy symbol for clerics and/or paladins.
In high school (back in the days of 2nd edition) a friend of mine was in LOVE with Christina Aguilera. She just released the song "Genie in a Bottle", so I had him find an ornate bottle. Once a day when he removed the stopper a blonde jann named Christina would appear to help him. I didn't know how often she would end up saving the party from TPK. He ended up finding a way to release her from the bottle, and because he was always good and kind to her she married him.
My favorite item, while extremely simplistic, was a ring: "When worn, it grants the user the ability to greatly succeed for as long as they may like; however, once the ring's enchantment is no longer in effect, by any means, the exact same amount of unluck is brought upon them. Additionally, any foe you meet will know of the ring and its power upon striking you, and they may proceed however they may like." Essentially, you get a ring that, once attuned, grants you advantage on any roll you make, and has a few other minor buffs that make you a massive powerhouse that basically can't be killed. However, if the ring comes off at any time, it must be re-attuned to, and for the entire time, you have disadvantage on any roll and all the other minor quality of life improvements are reversed, becoming debuffs, AND anybody who hits you will automatically know about it, and will hear the same thing as written above. Antimagic fields, dispel magic, simply having your finger be lopped off, or just having the ring be randomly stolen in a city all cut off the ring's power completely, and the ring won't come into advantage territory until you re-attune to it. Additionally, more chaos can be had over other players that want to have it for themselves. One of the greatest plot devices, an awesome way to show a player's true nature if you've seen it before and want a good way to get them out of there, and so much more. It can shape whole magic builds, create amazing encounters, all kinds of stuff, all with a simple ring.
My favorite (due to the time it took to balance, and the number of campaigns and appearances it took my players to realize the full function of) would be the Wheel of the Zodiac. Dubbed the 12 form blade for quite a while, it was a +1 weapon that could change to other weapon types on short rest (free) or bonus action (1 charge). However, the weapon was incomplete when first discovered, as the Gemini form was of twin blades, and these blades were separated in a long ago event. After several appearances across multiple campaigns, my players finally discovered the lost blade, and with it the abilities each form offered. For example, the Gemini form could create a double of the wielder, Aquarius could create and control water etc. I will never forget the look on my fighter’s face when he attuned, read through the list of forms/powers, then looked at me. “The number of charges makes so much more sense now.”
My most favorite item ive ever introduce was "The pommel of weightlessness". It was a sword pommel that could be attached to any flat pommeled blade that cut off 3/4 of the sword's weight, basically allowing the sword to be used more easily and to be carried around more. Needless to say that the Paladin took quite the liking to it. And so i had to slowly watch as the paladin became Guts from Berserk thanks to that.
Crunch. The owner is a carpenter who was walking home from the tavern and saved an oblivious enchanter from getting merked with her framing hammer, so he enchanted it to be plus 2 vs evil aligned creatures, as well as having the player have to make a will roll at -4 when around evil creatures to avoid attacking them. It will also return to her after a long rest if she loses it. Since the character just wants to build houses and drink with her buddies, she started adventuring to try and find someone who can remove the enchantment
I'm most proud of my _vial skulls._ They're little skull-shaped vials full of different elemental liquids. Twice a day, you can spend a bonus action to plug an arrow into the mouth of the skull and the arrow will get coated in said elemental liquid. Each liquid was a different damage type and a different effect and they all are named with an "F" or "Ph" sound at the start. _Vial skull of flame, frost, photons, phobia,_ etc. All non-weapon damage types were accounted for.
I have some magic items that I'm actually introducing to my party tomorrow, for which I'm very excited! One is called the Ode to Emptiness: it's a blank scroll of paper, which 'blankness' is a magical Ode to Emptiness, an empty poem per say. The poem has the ability to switch itself with any piece of writing (on paper) within 5 ft., meaning the scroll will have all the text on it, and the surface that text was previously on will now have the Ode to Emptiness on it: aka nothing. Could be useful for espionage, but I'm also curious what my party might do with it when they get it. Another are the Gloves of Wood Molding, which let the wearer mold any kind of wood as if it were clay. How it works is that only where the gloves touch the wood it becomes claylike, and only for as long as the gloves touch it. Just imagining the possibilities in this seemingly strange/useless item makes me excited: like just grabbing chunks out of a wooden wall to look or shoot through it, or weakening wooden beams to make a building collapse. Really looking forward to my party getting creative.
I once had a variant Portable Hole that looked on inspection like a length of black string in a lacquered box. You had to press one end of it to a flat wall, pull it taut, press down the other side, then the string effectively became a rip in spacetime; you could stick your hands into it and pull the rip wider, and step thru to the other side, which was this big fancy room in a pocket dimension.
My favourite Magic Item type object was a device called the Necrosis Capacitor. It was a little widget that could be clamped onto a longbow and, as willed by the wielder, could be activated to deal an additional 2D6 Necrotic damage. The item recharges either if you take a Long Rest or if you kill an enemy, the item pulling in energy from the soul as it leaves the target and storing it until the wielder needs it.
I made 75 homebrew magic items for a magic shop and the list keeps growing. My favorite is a tie between the coocoo-clock which upon being awake at midnight gives the character wings and the twin dragon tails which gives the user a tail whenever they get hit by a tail attack or some one gets the reference and starts singing the intro to "Dragon Tales"
I had a similar thought to the rune caster but it was going to be a mage that's arcane focus was a modified hand crossbow I wanted to call an arcane cannon but that hasn't happened yet
I like coming up with balanced magical items. One of the items i am most proud of is Scabbard of frost: It's a small scabbard for a dagger, made of fine leather, with some runic symbols etched onto it which feel slightly cold to the touch. Any dagger sheathed in it for at least 1 hour will gain an extra 1d6 cold damage on the first attack after it is drawn (boon lost after an hour if nothing was struck and the Dagger wasn't sheathed back). Another item that i am still somewhat working on to fully fledge is similar to a vestige. It is a big longbow made of living wood and wrapped in vine, with 4 strings which can be plucked as if it was a lyra. Perfect for a bard archer. Near the "hilt", sharp seeds are growing and you can use item charges in an action to make those seeds grow into arrows (with the seed being the pointy tip) and fire off at enemies to produce AOE entanglements. I was also thinking of adding calm emotions for plants to the bow when one plays from its strings. Last item is something i plan to add to my campaign as a plot hook. An entire cloak made of encode thought strings weaved together made by a god of wisdom/knowledge. Someone wearing the cloak can attempt to concentrate and find a piece of information they want to know among the plethora of memories, like a monster weakness or something. Might even have a small chance of them getting confused and information overloaded. And ultimately they will assemble the memories of the god piece by piece to advance the plot and eventually meet the god.
I made a master wizards spellbook that functioned similarly to Tom riddles diary in Harry Potter. It was also a vampiric book that stole text from other books and basically acted like a sentient encyclopedia with an obsession with learning .
After certain campaigns have ended, my DM makes a habit of referencing them by making a special magic item related to them. My personal favorite was the Gauntlet of Magic Mastery; which was a reference to one of my previous characters. She was a high elf artificer that had the UA Maverick subclass where as you level up and reach certain milestone levels, your spell list expands to any class of your choice and can change your cantrips on a short rest. Basically, you were a full-caster with almost all the spells at high level, but with the slots of a half-caster. To combat this, she made use of a lot of magic items, mostly her infusions. She made herself a gauntlet that was her enhanced focus, which was filled to the brim with magic rings, mostly the spell restoring ring infusion and various spell restoring rings. Because of these really weird properties, it referred to as the dollar-store infinity gauntlet. In a later campaign set in the future, she ascended to near godhood and became an avatar of Mystra. Despite this, the powerful magic she once commanded remained in her former gauntlet, thus the birth of her magic item. It was kind of like a weaker Staff of the Magi, but with unique properties. It could be equipped by any spellcaster and the rings/gems will glow differently based on the class of the wielder. It granted access to various lower level spells based on the wielder’s classes, but will have a random selection of spells that the wielded normally wouldn’t be able to cast daily. It also had some charges to it. It will slowly gather charges daily, but you can also use your spell slots to restore them. You can either use the charges to cast the spells in the gauntlet or to refuel your own spell slots.
I have two, because they are similar. One is the Omni dagger, a weapon when drawn transforms into a different mundane weapon every time it is drawn. The other is the sheath of holding, a dagger sized sheath that can hold any bladed weapon in it, while maintaining the weight of a dagger. In short you can sneak a great sword into places with it.
similar thing to one of them, i had a campaign idea which is alot similar. pretty much theres this group who are fused with Rainbow Gems the party can take when they die. each member had 1 gem each ( holding 2 or more would pretty much nuke you from existence). got a few of the effects Red: Pretty much allows you to rage, cast Fireball While raging, and gives you favored Enemy ( only works if a party member Dies, and it becomes whatever killed Them) Orange: Attracts or Repels things, can't be used to remove gems but can be used on ranged spells Yellow: Allows you to access peoples dreams, hiding inside of them and also gives you Phantasmal Killer 1/day Green: increases Dex by 5 and allows you to Deflect Physical Ranged Attacks Blue: Increases AC to 20 ( unless Higher) and allows the user to create Barriers for Many Uses Purple: Allows you to Control People Pink: Increases Cha by 5 and forces EVERYONE to make a will save, or fall deeply in love with you ( probably the most ridiculous) Brown: allows you to change the damage type of any spell you cast ( ai, make fireball Do Cold damage) White: Matter Creation Black: erase nonliving objects from existence 3/day Gray: both black & white
Item I'm most proud of is "Cloak of Obad-Hai" a type of combination portable hole and cloak of many things. starts out as a piece of dirt, but u can summon whatever you put in it, provided it survives long enough to be summoned. Very, VERY long story short. In long term it allowed you to be a one person army
My favorite is basically the wabbajack from Skyrim. When used, roll a d20, whatever is rolled corresponds with a spell on a list of 20 effects based on the effects from Skyrim.
In one of my campaigns, I had a item called a "spirit crystal" basically whenever you complete a section of the campaign, one of the npc's you met will give you a unique crystal which if you use it in combat then it will summon that npc and if they die then you can't use it for the rest of the battle but can use it in a different battle. There are other rules such as being unable to use multiple crystals or being able to sell them.
Haven't implemented it yet, but I have this idea for an item that can enchant one object per day, with one random enchantment from a list of effects that would benefit everyday tools of common villagers. Like, maybe once in a while you could get sharpness, but most of the time you'll end up with waterproof gauntlets, bow of attract fish, sword of repel mice, or boots of keeping cheese fresh.
I had my party fight a Rhemoraz at a low level as an optional mission before. As a reward, the town’s wizard had a ritual made for the paladin to invoke the Raz’s spirit into his armor. It became light blue with a fire-red streak down the middle, and when hit with a physical attack, the armor lit up and dealt 2d6 fire damage to whoever hit it, similar to the Raz ability. They later fought a firegiant dreadnaught in an arena, and as a reward he received a spiked shield similar to the dreadnaughts that he could smash into someone using a bonus action.
Stormwhisper, a legendary longbow that applies an additional 2d6 lightning damage on a successful attack, and allows an attuned weilder to summon a bolt of lightning that automatically hits for 2d6+1 lightning damage and 2d6+1 force damage as a bonus action for a cost of 1 charge. The bow holds a maximum of 3 charges, and each takes 1 full day to renew. Alternatively, exposure to a lightning storm automatically rfills all charges (weather was an active concern innthis campaign). Actually, if I recall, I gave every party member a similarly powerful and unique weapon during that campaign, all tied to weather. Far from the best or most interesting magical items, but certainly some of my favorites.
The 2 items I homebrewed are the oxbow and tree arrows. The oxbow is a magic bow that uses clone to summon an ox to attack whoever you shoot at. The bow has no bonus to hit or damage. When a tree arrow hits it's target, it grows back into a tree, causing extra damage each round and pinning the target to the ground. An archer with both weapons is a real nightmare in a battle.
here's one that I made a while back and haven't really gotten the chance to share *Cloak of the Midnight Star* this legendary artifact is a thin, semi-transparent, midnight blue cloak with a pattern of four-pointed stars in silver along its bottom edge and around the shoulders. When worn at night, the cloak renders its wearer completely invisible, and allows them to pass through physical objects at will.
I have a campaign built around elemental homebrew items. Theres life, death, fire, water, wind, earth, ice, and lightning. Here are some examples: The bracers of life has 2 charges a day that will heal a character, and both charges can be used to regrow a limb. The paintbrush of ice can be used as a whip to slash frost at opponents. Weak opponents make a DC 11 con save or begin to be frozen solid, and must use an action to smash the ice. The Quaking Warhammer ignores bludgeoning resistances, the user ignores difficult terrain made of rocks, and can cast tremor once per day. The crown of the wind: Physical attacks will cause the users blows to create cutting currents of wind, extending the reach of each blow by 5 feet, and having a small chance to move the target back 5ft (str DC 10) Jumping distance is increased by 10 ft as if you feel weightless, and movement is increased by 5 ft. I have a lot of other ones, but having items like these make the players feel pretty awesome without making them insanely OP
I was reminded of another one from a past campaign: The Alchemical Golem. Alchemical Golem - This construct is made of a special crystal glass as tough as iron, and is a hollow, (normally) humanoid shape typically 10 feet tall. It is inactive until filled with (up to six different) alchemical mixtures, once active it can: Consume liquids and inanimate materials which will convert to more of the mixture(s) inside. This process takes an hour per “use” of mixture. Spew any mixture inside itself, typically from its “mouth”, it can do so (in a typically sized one) six times per mixture before running out. If it runs out of a mixture it cannot recreate more of that mixture through consuming. Attempt to swallow a creature small enough (Small size or smaller), if it succeeds the creature is exposed to (a randomly determined) mixture inside it each round until it escapes/is rescued or dies. If it dies its body and any non-metallic (non-magical) gear is consumed (as per the Golem’s ability) over the course of a day. Edit: I also just was reminded of a certain very amusing time one was animated by an Alchemical Slime that lived inside it. That made for an interesting encounter.
the bow gives me an idea for another take on that concept, where the bow has 4 sockets in the grip to set elemental gems. each gem would change the design and have different effects, and maybe you could make unique element gems based on different themes rather than elements, like a "tech" gem that gives the bow a steampunk design and causes the arrow to shoot way faster
A ten-foot long scarf that has a pocket in the end of it for a Mage Hand to use as a glove. It could be used for utilitarian purposes, such as for climbing, swinging, etc. However, it also has copper wires surrounded by a flat rubber casing within it, running along the scarf, and down each finger. The length of the casing has a series of small holes in the rubber... The user wears a copper ring with a peg in it that fits into a hole in the rubber wherever he grabs it, and, the Mage Hand filling the glove forces copper pegs out of the holes along the fingers... Then, send it to connect the scarf with an enemy, and cast the cantrip Shocking Grasp, or some electric spell more powerful along those lines. Capable of grasping someone's arm, face... or other areas... before the zap!
My favorite I've come up with is definitely an Amulet of the Zodiac. Once per day, the wearer can use an action to cast Polymorph on themselves with no material components, by pressing in a small button in the middle. However, the amulet randomly chooses which animal from among the Chinese zodiac you polymorph into, *and you cannot end the spell early, you must stay in that form the entire 1 hour duration or until you are reduced to 0 hitpoints.* You'd roll a d12 to determine the animal, a 1 being a snake and a 12 being a young gold (or other variety) dragon, in which case the rules of Polymorph apply as if it were a beast. The low chance to get the dragon and high risk of wasting turns if another animal is rolled makes it not likely to be abusable in combat, but very rewarding if that low chance *is* rolled. All in all, makes for some fun moments and good stealth for lower-leveled parties or that one paladin with disadvantage on it.
Tenacious Studded Leather Armor - given to a Dragonborn Druid. Functions like the Heavy Armor feat for a specific set of armor. (As made by group's original DM.) Magic Talons - Allows a Tabaxi Monk to apply their natural Unarmed Attack on top of their Martial Arts attack. In short, at Level 6, one is looking at 1d6 + 1d4 + Dex Mod for damage (and was doing more damage than me, the Strength-based fighter, on average). (Also made by Original DM.) Crocodile Scale Armor. A simple reskinning of regular Scale Mail Armor, that can be used by a Loxodon Druid, who, thanks to shield and Dex Mod, now has an A.C. of 18, which is a bit more than a fighter wearing Splint, for a similar price. Basically, made it by applying 86 gold (after rolling a d10 and d100) to the base value of Scale Mail armor. (My creation now that I'm the DM.) (And I *just* found out that the guy is switching to a monk - lol!) Of course, in a D&D inspired story, which involves the players playing as their characters, I've come up with some crazy items, like combining Adamantine and Mariner's Armors, which evolved into combining it with +3 and Mithral Armors..... and then there's the crazy weapons and shields, and the various armors that the group found in this store - background is that there's a Dragon Lord who has a deal with the owner of this store - owner sells the items for very cheap, in that a 20,000 gold item is only 1,000 gold, in return for splitting the price with the Dragon Lord, evenly. As for how the Dragon Lord gets these items - seems that he sells the gear that belonged to dangerous criminals that have been executed by him. In a way, it's a power statement - I'm so powerful, I can sell this stuff to Adventurers for a low price and not feel threatened by them.
It's not a magical item, but I designed a homebrew pump-action crossbow for my 3.5e games. It has full rules for misfires and malfunctions, proficiency usage, and different kinds of ammunition loading. If there's enough interest here, I'll post it's full specifications in a comment.
@@Atma_Weapon I mean, theoretically, yes, with alchemy feats/skills, but you can do that normally with any kind of crossbow bolts for any kind of crossbow. This crossbow uses normal bolts, but the feed mechanism is different, it uses specially-designed magazines loaded with either six or eight bolts. Any bolts that could be fired with a normal light crossbow can be loaded into one of these magazines.
One I had for a character I made, he was a swashbuckler and his backstory was he used to be a ship captain before his ship was attack by a leviathan, everyone in his crew died to it leaving him the only survivor, and racked with survivors guilt, spent his days drinking to forget at the tavern of the town he washed up at, doing small tasks to make ends meet until he was adopted by the party. On to the magic item, to ensure he’s always shitfaced, the [Flask or Endless Alcohol] which was an altered [Decanter of Endless Water] changed so instead of Fresh or Salt Water, it could constantly produce any alcohol the holder wanted, at any proof as well (typically only used for high proof Whiskey). It could also do the Geyser command a regular Decanter or water could do, only with the added benefit of using high proof, and thus very flammable, alcohol. This was used rarely however due to a character trait of his where, this flask was a gift from his crew, and he felt it insulting to give it away so simply, the only time the *fire* hose trick was used was him “ Using help from his crew in ending a right BASTARD!” (HEAVILY slurred) and being down right insulted when the rouge suggested “ending this adventure to start a very profitable ‘brewery’ and making a living at selling cheap alcohol.” His only response being spat in the face with whiskey and a very slurred “there’s yer alcohol, now SHUT UP!”
The Whip of Miracles. A whip with a small blunt blade at the tip, and a handle that has a similar shape and feel to a plastic squeeze bottle. Deals NO DAMAGE. Flavor text: "Has a tangy zip." It smears mayonnaise over 3 squares in front of the user in a shape defined by rolling 1d6, reroll a 1. Recharge rules to be set by DM. Personally, my parties tend to veer way off the path anyway, so i have to wing everything.
...I’ve got a set of six prepared for a planned Pathfinder game. They’re gems called the Elements of Harmony, and five of them transform into weapons of a type used by their bearer, with abilities themed around the qualities they represent. The sixth just grants extra spell slots... And a last-resort power that grants a Wish when fighting a particularly dangerous foe if the other five are nearby.
The sweetest Gloves: when the palms are aimed at anyone (including the wearer) it sprays 4 oz of white sugar up to 20 feet the PC blinded themselves over 50 times
I have a couple, but I'll just share 1 here. The Blue Rose Specual II: An enchanted "Lute" that these the shape of a Gibson Corvus II guitar with a cerulean paint job on the front, and a Matte Ebony finish on the back, adorned with a single Blue Rose. The weapon is meant for a Bard, and as a bonus action, the player can roll a 1D10 to "charge" the weapon with that amount of lightning damage. The guitar can store up to 300 points of lightning damage that can be expelled in bits or all at once as a spell attack. It's also completely indestructible as has a spot on the back that can hold the handle of a finesse melee weapon to be used to give that weapon reach, and the ability to expell 1D10 of the guitar's stored lightning damage.
my favorite magic item i've made was what i called the "Vampire Fang". It dealt normal dagger damage plus an extra d6 of necrotic, and the necrotic damage dealt would be stored in the hilt of the dagger that had what looked like a fang on the end. It could store up to 20 of this damage in the hilt, and as an action the PC using the dagger could stab them self with the hilt of the dagger, taking 1d4 piercing damage, and then gain the damage stored in the dagger as temporary hitpoints.
I had this weapon idea for my comic but I think it would be a cool dnd weapon in the future. The weapon would be made out of bones from the welders race. When the welders blood touches the weapon it gets a massive upgrade. Making it stronger, lighter to swing faster, can release magic from it. It would be the same with a shield. Whatever the DM wants to put in it without making it busted.
An item I'm proud of is basically a spellbook that's boosts magic damage, however it has a side effect where every spell that is casted on the user it writes the spell name in the book, and whenever a spell that is casted on the user that is written in the book. The spell has a 50 percent chance of missing
Not mine, but an item one of my DMs made for another player. That player was a dual wielding fighter who had lost their arm in a trap earlier in the campaign and had been getting by with a metal prosthetic, essentially a gauntlet with a blade stuck to the end. Then, recently, we got him a new arm made. It was a warforged arm powered by magic runes that connects to the nerves in the stump of the arm. At base, the arm can magically create a magic sword at will that deals force damage, as well as a magic lasso that is essentially lightning lure but without the damage. The arm can later be upgraded with different runes to grant it extra effects. The arm has to be charged up during each rest using spell slots (I forget what total level) or it returns to just a prosthetic arm until it is recharged.
I had a character that found the "AllWeapon". An odd dagger with odd enchantments from random 3.0/3 5 and 3rd party books. It was able to change its form to any weapon, change its materials from iron, cold iron, Adamantine, and silver; and granted its wielder the proficiency to use it. It was awesome. Also an angel-soul-bound Greatsword that was lawful good in the hands of my chaotic evil assassin.
Gave this one to a starting player recently. A stone that can make a sustaining, if bland, gruel when added to a pot of clean water. As long as the water isn't filled with poison or disease it can be used. The water could be filled with pond scum or something otherwise inedible and change it to something more palatable. The dirtier the water or the more scraps the more complex the meal will become so long as it constitutes the rule that it be some sort of soup, stew or the like.
I've made a couple: Blanket of the Chill; it's a light blue blanket covered in snowflake patterns, that cools you down instead of keeping you warm. Hat of Screaming; a normal looking hat, but whenever the head hole is exposed or opened, it screams out as if it's in pain or terrified infinitely. (I didn't come up with this, but I put it in my game) Hat of Breeding; whenever it's left alone with another hat for long enough, it'll create a crossbreed hat with no magical properties. The one they got is a propeller hat, and they bred it with a fedora to get a rainbow propeller fedora. Nameless herbs "that enhance your perception"; when you eat it, you'd think it would give you a buff for perception, but it actually makes you perceive SO HARD that you become unable to see anything around you, but see the relative space on the astral plane. My world also has a custom pantheon, and each of the gods has their own magical relics, most in the form of weapons, but my favorite is probably a crystal hourglass. It has 3 charges and when smashed it reverses time for one entire turn. The only person that knows time was reversed is the person who smashed it, so unless they do something in their very limited time frame, everything plays out exactly the same as it did before.
Not one of mine but in a friend's homebrew campaign, he gave us am item that he had named the ball of yeet (at that point, screaming yeet whenever we threw something was a joke in our group). The ball of yeet is a small solid metal ball, about the size of a shotput. Whenever the ball was thrown, the player throwing it would have to scream 'yeet' as loudly as they could into a decibel meter the guy brought to sessions. The ball of yeet would deal bludgeoning damage to the target equivalent to the volume of the yeet
Blade of the Falling Star - It's just a regular greatsword that does an extra 2d6 lightning damage, but it has a ranged attack. If you make this ranged attack you deal no damage, but add 2d6 to creature's attack rolls against the target.
This is an idea a friend of mine had about a year ago. The Blade of Borrowed Life, It's a simple +1 dagger with one additional ability. Once a day when you hit with an attack you can charge this dagger with the life force drawn from your opponent. When charged the dagger stores healing potential equal to the damage done with that attack. Wail charged you can use an attack to stab your self or a willing creature and heal them with stored life force. The healing is equal to the damage of the declared attack. Now I know it is very broken but I don't really care. I just gave it to my party and I think it's going to be a nice healing jolt for our monk.
Mask of seizures - a sleeping mask enchanted to create flashing lights and high pitch wailing when ever the wearer starts drifting to sleep. Feeds off annoyance. Used for practical jokes and torture.
I had once made a homebrew set of full plate armor that allowed the wearer increased mobility, swim speed and the ability to breath while in water. It also had the ability to create a 60 foot diameter of tangling vines that had the ability to entangle enemies huge or smaller, while doing 4d4 peircing damaging at the start of each turn if still entangled. The ability is halved while on land. less range, less damage.
I have 2, both from a recent campaign. 1) +1 Shield of Goblin vomit, provides the bonuses of a +1 shield in addition to a passive effect that makes a creature(s) roll a con save of 14 or better to resist vomiting. critical fail roles or NPCs with a con of 6 or below succumb automatically and have a chance to fall unconscious after shitting themselves. 2) Call of the Dead, a staff scythe combo with reach when wielded with 2 hands, 1d8 necrotic damage when wielded as a scythe 2h, 1d6 as a 1 hand weapon, 1d6 blunt damage when wielded 1 handed as a staff, 1d8 when dual wielded. This staff was owned by the last surviving member of a long forgotten race known as the Shades. The previous owner, and crafter Jorgan the Keeper of Souls died with it in his hands as an immortal being. Creatures killed by scythe have a chance to be raised as undead (the player doesnt know this yet ;) ) When wielded normally, it appears as a deep black staff with etchings of ancient necromancy and death magic. Wielder may Will the scythe blade to slide out of the top, the blade is a pure expression of necromancy and death magic. We are having way to much fun on this campaign
I made a trinket that everyone loves. It’s a small chessboard that will play against you. As soon as the player is close to winning, the board will either flip itself over or knock all the pieces off the board and resets the game. If no one plays, the chessboard will play against itself in a never ending cycle of rage quit.
I made a simple one called the Drunkards Tankard. It’s a metal tankard with runic engravings. The PCs won it as a prize along with a handful of coins and stuff after a drinking contest in a tavern. The drinker gains a +5 constitution bonus against any liquid they drink from the tankard. The most obvious purpose is to use it to make con checks against alcohol. That’s actually what their opponent in the drinking contest was using it for. He claimed nobody could beat him, and bet his prized mug on it. The party beat him by swapping his tankard with a normal one. However, the party is yet to use it on poisons and the like.
My favs were the Phoenix stones and snake oil, but mostly the snake oil cause I can imagine a yaun ti character constantly using it and now want to make one. All of my homebrew items haven’t been tested but I’m still proud of them and hope to use them in the future. One of my most recent ones is a Dagger made of Chitin from a insect monster. It is 1/4 the weight of a regular dagger and does 1d6+mod +1d6 of poison, acid, etc depending on if the monster had such extra dmg or it was enchanted with extra dmg. In exchange for this increase in dmg it has a trait called Fragile where if you a nat1 the blade would break and if rolled a nat 5 or below it would be damaged. Doing only half dmg. Incase this happens, the user can have the blade replaced with a newly grown one. The dagger can grow and store three blades in total. One that is in use and two others as replacements. It regains a blade once per long rest. Another trait is that the user can press a button on the dagger and have the blade launch out of the hilt towards a target, like a ballistic knife, as a bonus action. If the target has doesn’t know of the daggers ability or seen it yet then the attack is done with advantage, but you can only gain this adv once if your in a room full of enemies that just saw you use it like that. If you were invisible or hidden then it can work again. All these abilities are probably more than enough, but I was thinking of making it so a launched blade does an extra d6 of dmg and have a range of 40/120. A more rarer variant does a d8 but the fragile feature increases to a nat 10 or below results in the blade be damaged.
4:20 This Runecaster sounds a lot like the Caster Gun from _Outlaw Star._ Basically, magical shells that are loaded into the weapon via a breech-loaded, single-shot oversized pistol, and the shells effectively carry a spell within them. Different shells contain different 'spells', and since the magic is contained within the shell itself, people with no skill or knowledge in the magical arts can easily use the weapon to simulate/replicate magical effects. The protagonist of _Outlaw Star,_ Gene Starwind, uses it to great effect in combat.
It's similar, but believe it or not I'd never heard of Outlaw star before today. I based them off the magical guns in Final Fantasy tactics, and expanded the idea.
One homebrew I have been toying with the idea of is a spell sword. At first glance it looks like a sword hilt but upon closer examination it has runes carved into it similar to those on wands. If detect magic is used you don't see anything because it is a magic void. To use the sword you hold it and cast a spell. The spell is eaten by the hilt and a blade is forged with attributes related to the spell used. Higher level spells will produce a more powerful and longer lasting blade. When the power of the spell is exhausted the blade dissolves.
I put a common magic item in my campaign called the "Ring of Consistency." Intended to speed up combat, it would guarantee that whenever you hit with an attack, you got the average damage for that attack, no more, no less. I don't really care that my players called it the "Ring of Mediocrity," and never used it. It was a useful item, dang it!
For me, it's this sword we called "The Onyx Vengeance that, aside from a +1 to hit, upon saying a phrase, it changes from a d8 to a d12 damage die while it drastically increases in size. The barbarian has to make a DC 12 str check to see if he can wield. At level 4 it deals 2d8-->2d12. As an action, he can also slam the blade on the ground and any attackers in a 15ft radius have to make a wisdom save=8+str+prof.
I made a bullseye lantern that used a beholders central eye with an alchemical solution that had the effect of gentle repose in it a sun stone with continual light behind the eye so it projects light and the anti magic cone. The frame was made of admantine with mythril hinges and pins.
The Knockback Staff: normal damage +2, but on a crit success, would launch the opponent/enemy 1D20 x 5 yards. Usually this just meant it would take the opponent several rounds to get back in the fight. However, had one incident of opponent being launch off a cliff. However, my favorite part of this was when a goblin opponent attacked the wizard using this and the wizard managed to knock the goblin down onto his back and then struck the goblin again while he was still on the ground prone. This last strike hit as a crit success and the goblin ended up a smear of goblin blood and guts (think about a fast food Ketchup packet when you stomp on it).
I created a witch for a heavily homebrewed game, once. The character was focused on brewing potions and weaving poppets of other characters or enemies, and the DM gave me pretty much free reign to collect ingredients and design potions as I went. Perhaps my favorite set of potions was a pair: the muteness potion and the mutinous potion. They both looked incredibly similar, and while one could be splashed on someone to prevent them from speaking, the other would cause the affected person to suddenly recall every grudge and minor grievance they had ever held toward the people surrounding them. They resulted in some hilarious miscommunications.
My character has an item the dm named “masque of dreadful words” It adds a +1 to charisma and an additional +1 to intimidation. Any time I make an intimidation roll, I have the option to treat the threat like vicious mockery, dealing psychic damage. It’s been a lot of fun using it on enemies with my characters (work in progress) Scottish accent.
The Conduit: a +3 rapier forged out of Aether (based on the old theory Ether was a conduit for transmissions and radio waves). It can redirect Elemental magic and is attuned to a player because they burned themselves grabbing the hot blade during the forging process.
I've only DM:ed once, but I homebrewed a potion I creatively called "Magic Potion". It was simple, but fun. It was held by a shifty goblin merchant that had snuck into the battle arena where this one-shot took place. Hoping to make some coin out of the contestants. Our bard (who had rolled insanely well on money and was filthy rich), was fascinated by this "Magic Potion", which the merchant admitted to not exactly know what it does... So of course she proceeded to spend her whole fortune on it. The thing with this item is that if you drink it, you have to roll a d6, and the result decides what effect the potion will have. If I remember correctly the effects were: 1. Nothing happens (it tastes like citrus). 2. You gain superspeed (120 feet). 3. You vomit and take 1d4 damage. 4. You heal 1d12 HP. 5. You fall asleep. 6. Advantage on your next roll. In the end, she forgot to use it in game, and only realized afterwards that she had it, so she took a swig and used her newly gained superspeed to sprint to the tavern for the after party and then run home with her winnings.
I really like the idea of mildly useful but also inconvenient magical items. For example, the Ring of Cold, which emanated cold for a couple feet, or cools down the wearer. If you don't have cold resistance you can't wear it for more than an hour or you'll start taking cold damage, but it does give 1 minute of fire resistance daily. It is too inconvenient to just wear casually, so it would most likely not be in play unless the player had prep time for a fight with a fire creature. It would probably be useful to chill your food though, if you didnt mind the uncomfortable feeling of a quite cold bag against your back.
Years ago, I had a player who would immediately grab any magic items the party ran across if they looked remotely useful. It was causing arguments at the table, and despite a few conversations about it, he just kept on doing it. So, instead of kicking him from the group, I introduced him to my homebrew magic item in the hopes of altering his behavior. As anticipated, once he saw a finely crafted helm that was confirmed to be magical, he immediately tossed his own helm aside and eagerly put on the new item, immediately asking how much of an upgrade it was. I wish camera phones had been a thing then, because his look of absolute horror when I informed him it was a 'Helm of Devouring' was priceless, and he'd need to go grab a new character sheet and start rolling up a new character. I even made him a nice little commemorative sketch of a cartoon helm happily munching away at a pair of boots, from the top end...
my favorite would have to be something i call the Blade of Imagination. to any adult, it looks like a wooden sword hilt with a pointy stick where a blade should be. but in the eye of a child, it has an ethereal glowing blade. if a child wields it, it becomes a +1 longsword. i made it for my little sister, as she was playing an elf child, and i wanted her to feel special
Good bro
I'm respectfully stealing this
@@piratedoctorwho6193same
Everyone's favorite item I ever introduced was a simple thing. "Expanding Moss" is what I called it. Once per dawn you tore off a small piece and stuck it to a surface. It then made a 5' x 5' cube of material that had the consistency of wood and could support 500 lbs. People would make bridges, block off passages, and all sorts of unusual things with this item... and loved every minute of it.
I have 3 home brew items in my head
1: the necklace of head speak, used on my tongueless barbarian who can’t speak
2: a small pouch full of green colored candy, it holds an infinite amount of candy but so far there are two flavors, lime (heal 1hp) and green apple(heal 5hp). Made by an artificer who wanted to make potions into candy
3: the cart of finding , in short a smart cart that could 5 people or 1 troll which will take fastest route to a location or person, WARNING: IF THERE IS A CLIFF LEADING TO THE TOWN IT WILL DRIVE OFF OF IT
Cart of Finding LOL. That's a beautiful item.
The pouch should probably be nerfed. If it has infinite candies then the players can just shove hundreds of them down their gullet between battles a for a full heal.
Peyton McPeak if you eat to much you roll a constitution save.
When failed your mouth is stuck shut for 1 hour or make a strength check.
If you still eat more, you’ll pay by having to make a will save with disadvantage. When passed nothing happens but failed you seek out the nearest toilet
On the side it says Williams wonderful SUGAR FREE healing candies.
@@jackmack4181 still feels like your players get a bunch of health for free
Peyton McPeak it still a concept, how would you balance it?
I've created a lot of magic items but haven't had the chance to introduce them in my campaign yet.
Of those I have added my favourite are Horatio's gems of language.
Differently coloured gems the size of a golf ball.
When a player attempts to swallow the gem they must make a DC 20 constitution check, on a success they take a bit of piercing damage (1d4) and learn a language associated with the gems colour.
On a fail they take the same amount of piercing damage but also 5d10 damage of a specific type that bypasses resistance. (failing to swallow an infernal gem deals fire damage)
When my (at the time) level 5 party obtained one they all took turns trying to swallow it.
It was the dumbest way the party got close to TPKing
This sounds like a unique and more permanent (and dangerous) version of the Pearl of Speech from DnD 3.5. Those also granted you a language when you put it under your tongue, but you didn't permanently learn the language.
Sounds like if they fail, the gem becomes a kidney stone. Ouch!
My personal favourite magic item I made was "Brandyblade sheathe". It was a sword sheathe that can shift to the size of any sword or dagger. But, when the weapon is sheathed, it begins talking. It has the soul of, and voice of a drunken ANGRY dwarf, who's vocabulary mostly consists of angry swears, called Brandybeard. It has actually helped and hindered my players more than I thought. It is hilarious.
My favorite homebrewed magic item is a potion I call goodberry wine. It's basically wine made by magically fermenting goodberries.
Drinking a shot of it puts people under the effect of the Aid spell (+5 health to maximum and current hp for eight hours) but it's also the equivalent of drinking a gallon of actual wine, so characters who drink it need to make a high dc constitution save or immediately become blackout drunk.
@Michael Johnson why not both? Especially after a gruesome fight and have a magical grandma that appears when the party rests after a fight, handing out the pie.
i had an idea for a simmilar item to this, called "dwarvish brew of healing" which is basically just a healing potion which can be sipped 5 times before running out, or chugged in one go to expend all uses at once, with the drawback of you becoming totally enebriated if you fail a con save.
the dc would start off as 10, but each consecutive sip makes it higher. if all uses are expended at once, the dc is 20.
The magic item I'm most proud of is called the Scorched Hilt. It's an artifact that belonged to an ancient hero who was raised from the status of an artificer to the leader of a party of unlikely heroes, and used to be his custom built sword. In their last battle, he sacrificed himself to a monster to save the party, his sword getting melted down to the hilt by the blood of the beast.
Now, it's kept in a reliquary, and everyone thinks it's just a cross guard and slag but they still revere it as a relic of the hero's victory. However, the enchantments on the blade reacted with the burning blood, and if someone was able to uncover the original activation word, a blade made of raw fire would be conjured from it. It became a +3 Flaming Burst longsword, did the same damage as a longsword plus an additional d6 as all fire damage, and half its damage bypassed fire resistance/immunity. The Flaming Burst effect even rolled as though the sword had a 3x crit modifier, instead of a 2x, so it was a burst damage monster.
Sadly my party never received it as they were given a choice between "jungle village" and "megalopolis city of mages and forgemasters enchanted to rest safely in the caldera of a barely active volcano" and decided to deal with mosquitos the size of horses. One day...
Machina You probably should’ve been more prepared, like have a similar item in the Jung so they get a cool one either way.
@@chickenperson7568 There is a similar item in the jungle. Each region has one. It's just not as cool; it's a great axe that deals bonus damage to plants.
@@soulweaver64 going back to this, why not ujst have the sword be 1 of 4, that has been throughout the ages weapons used at critical moments, potentialy even made from weapons of previous pc's in previous campaigns you have ran, and potentially ahve them with each element
@@soulweaver64 I would have given them a "meaningless choice" of sorts. I would have it come to them.
Sounds like a great set up for a Thundar The Barbarian style encounter.
In my last campaign (3rd ed) I created some not particularly powerful items that were so useful the players kept them all the way from level 3 up to the end at level 17.
1) A pair of rings. One fits over a weapon, the other on your hand. If the weapon is more than 30' away or you click your fingers (free action) then the weapon appears in your hand, as long as doing so would not cause it to appear inside anything. He never drew his rapier again
2) A cloak of comfort. No matter the weather, the state of your bed or what you're wearing, you can sleep comfortably.
In my current campaign (5th ed) the players just found a dump with some magical items in it that were flawed or faulty and therefore thrown out by the artificer that lived nearby. Not pointless, but good luck finding a use for them. The highlights were:
1) A ring that was enchanted with immunity to non-magical damage and vulnerability to fire. Luckily they tested it out with an out-of-combat stabbing and realised THE RING was enchanted with immunity to non-magical damage and vulnerability to fire.
2) An human eye in a jar. The eye has truesight and always looks at the nearest humanoid.
3) A huge pointy hat with WIZRAD badly embroidered down it. If worn by anyone that is not an arcane caster, they gain the Prestidigitation feat. Currently being worn like Jayne's hat by the heavily armoured Paladin
I don't think this needs explaining
"The goblin sword of goblin goblined goblin goblining"
How much goblin could a goblin sword gobble if a goblin gobbler could gobble goblins?
What are the stats?
@@burritodoggo122 goblin
No reading only GAWWWBLIN SLAYING
(reminded me of goblin slayer abridged)
Druidic Shield: exotic shield that requires atunement by a druid. Gives the +2 AC bonus that a normal shield would do while Wildshaped or polymorphed.
Oh god. Tanky druids getting MORE TANKY? run for the hills
Bracers of Defence can do something similar (although with them you can only get the +2 AC if you aren't wearing armour or wielding a shield).
I think it would be cool as Steelwine shield, and if you wildshape the wines cover your body like a net, giving you that AC boost
@@calasurien I think it just becomes a balance issue at that point. Moon Druids are already notoriously hard to take down when they have wild shape
The eldritch sword: A greatsword that deal force damage. You can also use it to cast a strength based Eldritch Blast with agonozing blast built in.
Interesting. I like this. I'll just be-...
*Sleight of Hand, bonus action dash with mobile feat.*
Thank you so much for featuring my item "Pharasma's Garden". Appreciate it so much!
The Runecaster is so cool
That is pretty dope.
it's straight out of Outlaw Star
but then, all spellguns are straight out of Outlaw Star
I took inspiration from the magic guns in final fantasy tactics and just expanded on the idea. Glad you liked it :)
Imagine those crystals being used for everyday appliances, like lights for your house, stove/oven, fridge/freezer, toilet, bath/shower, sink, air conditioning/heating, scrying(think security cameras), sensors(think of x-rays at hospitals or airports) and electrical ones that power machines.
@@ChibiKami I saw it recently...was dissatisfied by the ending
The item is called "Snapjaw"
It was the result of our rouge trying to disarm a bear trap that was easily avoidable once spotted, (like literally walk around it kind of thing) he failed. And then proceeded to use the chain on the beartrap to snap two of the 4 enemys necks in the room that were alerted by said beartrap. His hands were pinned together because of the trap, and after a few failed attempts at escaping the trap, he just said fuck it. This rouge was not a strong boi, and it was a miracle that his little halfling body was able to wrestle them to the ground. He was also stuck within 10ft of the doorway because of the chain attached to the beartrap. After this encounter, the barbarian got a new chain for the beartrap, fastened the other end of the chain to a stick, and it was unanimous agreed at the table that this weapon was to be called "Snapjaw"
There were plans to put an immovable rod on the end of it, but the campaign ended before that could happen
My friends came up with the "Anvil of Encumbrance". It was a super heavy cursed item, the last person to touch it became cursed with the desire to never let it out of their sight and to work as a blacksmith until you pass out from exhaustion. In one campaign, it was the only anvil, upon which, you could create legendary items with.
2:30 "I know it's not much" yea, it's just the entire damage of a regular greatsword on top of 2d12 + bonuses =/ I also assume it has 20 ft. reach. Sounds preeeetty broken, lmao!
mine would have to be my Demonic Bloodblades, a unique magical weapon for my Tiefling fighter and rogue. It takes the form of a glove made of thin chain, with a blood red crystal in the palm. If a creature without the blood of a demon touches said crystal, or wears it, they take 1 necrotic damage per round spent doing so. A creature with demonic blood can activate the blades by speaking the true name of the strongest demon in their bloodline, or their main demonic ancestor. This in of itself can be a small quest after gaining the glove. The crystal then explains a into either a greatsword, longsword, or shortsword (player’s choice) made of a blood red, almost translucent energy. The swords can deal necrotic damage instead of their normal type, return to your hand as a bonus action, and drain the essence of slain enemies. Statistically, the swords would normally gain a +3 to damage in exchange for a -3 to hit, but on your next turn after killing an enemy, you lose the hit penalty and gain an additional +3 to damage, dealing 6 extra damage per hit, although doing so causes the first attack you make on that round to damage you as well. It cannot chain, meaning after the turn of +6, you go back to +3 damage and -3 hit. The blades can also be thrown incredibly easily, which negates the hit penalty as well. They have become an extremely versatile and unique weapon for them to use, as it can be a powerful secret weapon that can be thrown to hit from a distance, can be snuck past guards in crystal form, and makes mowing down smaller enemies feel like a good play, even when you want to focus damage on the bosses.
This is amazing. Even better to encourage a being with demonic backgrounds like tieflings to find out out that stuff and even become a warlock/fighter or warlock/rogue with that ancestor as the patron with some added perks to being related to that demon.
So, this is part of an entire Homebrew world/campaign I'm working on that I also plan on using for a separate story from the Campaign. Which means a small amount of backstory! This world, currently called Unithis (Please tell me what you think!) has ancient artifacts called Soul-Crafts. These Soul-Crafts are crafted from the Souls of the departed, and almost all of them are in some way Powerful Artifacts. Though the power depends entirely on the creator and the Souls used.
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The objects, since there's two in this story, are a pair of Legendary Greatswords named Vormere and Formere. They are a pair of Twinned Greatswords, made of an as of yet unknown metal that appears to be virtually indestructible. Both blades are incredibly light, incredibly strong, and, even after centuries, still razor sharp. They are crafted from the Souls of a pair of Twins, made with grief by the Father, who spent his last two weeks of life on them, having been found dead in his Workshop. The swords, according to legend, glimmered with purpose and intent, though no one could figure out what that Purpose was.
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An inscription is visible on the flat of both blades that reads "In Life, you were never Far. In Death, that Distance Grants you Power". While the pair are together, IE Wielded by the one individual, they possess a number of Magical Qualities.
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Formere gives off a Freezing Aura, that deals 2D6 Frost Damage to enemies. Vormere has a Burning Aura, that deals 2D6 Fire Damage to enemies. However, both have a similar, secondary trait; Critical Strikes that would kill an enemy cause the enemy to explode with either Frost Shards or a Fireball, dealing an additional 2D6 Frost/Fire Damage to enemies within ten feet of the target. All this is on top of their nearly indestructible nature, and normal Greatsword Damage.
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I was part of a campaign where our DM created special Legendary items for our party that evolved over the course of the campaign. The one I want to specifically mention is the item my Gnome Rogue got.
The item was a simple +1 Rapier. It started out as Copper, with a single Copper coin within the hilt. As the weapon involved, it turned Silver and eventually Gold. When it turned Silver, the Copper coin began to spin. When it turned Gold, the Copper coin spun out of the hilt and into my character's hand.
This coin was a very special item. With it, you could turn any pile of garbage into treasure. Here's the catch: that treasure had to be used for Charity purposes and not for greedy means, or else you'll magically lose *all* the wealth that you have and must repent at a local church.
This made a lot of sense for my character, as I played him up to be a bit of a Robin Hood-like character, gambling money away from the rich (usually through Sleight of Hand) and giving it to the poor.
In a waterdeep dragon heist campaign, our DM of our parties human fighter got a hold of a flask of very potent alcohol intended for Goliaths. Being a chronic alcoholic, the fighter was very appreciative of it; but to the DM surprise.he did not chugg it all down right then and there. For one, if most non-Goliaths (except for that one fighter) that drink of the flask, they would have to make a constitution check to stay conscious (nat ones resulting in death, and yes it happened, more than once). Number 2, he had better plans for it. Since reserving the flask he searched hight and low for someone to enchant the flask so it will never run out of the "Goliath stuff". Nevertheless, the party found one in via nat 20 after a short period of time. Armed with the flask of infinite "Goliath stuff", this fighter used this flask to knock out(or accidental kill) some of our party's foes. Sometimes, he sneek up on grab a foe from behind, and force fed the flask(still relatively quietly). Other times we would slip enough of it into a drink of someone we needed to knock out. He even used the alchohol like those lines of gasoline that they ignite in the movies in order to light something on fire. Also, our party made our hideout into a bar, and our signature drink had a small drop of "Goliath stuff"
I've create the "Bear of Comfort", a simple teddy Bear with calming effect if hugged. If a creature sees the bear, he is complelled to hug it(Wis-check DC 18). If hugged while the Bear has not Owner, the creature is compelled to keep it and protect it. Not Sauron's Ring keeping it, but simply unable to leave it behind. It can be given to others, but only if the Character thinks, new Owner will take good care of it.
The player can't do anything that would harm the bear or endanger it, unless his or his parties life is on the line. If the Teddy get's damaged, all who have hugged the Teddy get a +2 hit bonus on the Target. If the Teddy gets destroyed, it's +5 to hit and damage but the affected are forced to attack the target.
Oh boy do I have the item for you: Gottfried's Rapier. It's been described by the player wielding it as "definitely blursed". It's a +2 rapier that is possessed by the soul of a stand up comedian bard. It can cast vicious mockery at fith level and can be quite insightful if you can manage a competing charisma check. What makes this sword blursed though is that any time my player does cast mockery I'll actually narrate said mockery. In the voice of Gilbert Gottfried.
That's awesome. I'm using it
I made a typo when writing down anti- magic armor, and called it ant magic armor so now my paladin has armor that also is an ant nest, he can control them and feeds them, in return they make vials of formic acid for him daily. And they are really effective scouts
that is ... the best typo ever, of all time
NaZu! Yeah definitely
Hey I just wanted say....
THANK YOU! Thank you, Brian, for taking the time to check in on us.
Usually when someone tries to make people feel welcome or cared about, they sound so fake. Maybe they mean it or maybe they don't, but either way it always sounds like a mantra that they've rehearsed in front of a mirror. And they almost always say the same thing too! "This is a safe space" (they've done nothing to make it so), "we really care about you" (well you could've fooled me), "don't be afraid to talk to us" (right, because this is a safe space full of people who care about us, sure).
But YOU speak so genuinely that I get all excited when I hear your voice in a new video because I know at the end I'll get to relish the feeling of being cared about.
So thank you thank you thank you for these because I can't get this feeling anywhere else these days.
A friend of mine once described a hypothetical artifact to me: the "Reliquary of Inescapable Vengeance."
It's a small ornate wooden box containing an adamantium needle. To use it, you prick someone with the needle and put it back in the box. Now any spell that targets the box will effect the person, no matter where they are.
(Edited for spelling/punctuation)
Imagine using this and casting Meteor Swarm.
The wrecktangle, its a greatsword that was pretty much a slab of steel with handles and chainsaw esque hooks along the blunted blade, a bonus action would change your stance and it would count as a shield, and if you attack the same target twice with it, you can roll a grapple check as you rip the only sharp part of the blades, the hooks, into your target to get them stuck on the blade.
The blade itself did bludgeoning damage on the first attack, the secong was peircing
I honestly can't believe my thread was turned into a video! I forgot I even made it! I hope the Smite Bike and the various other items in the video inspired y'all!
Okay, I definitely like the Pheonix Stones.
I'm intending to make an Artificer . . .
Such a character could make their OWN homebrew magic items!
I'm completely enamoured with the creativity of these magical items. Imagine a kid in a candy shop staring around at all the colorful sweets with wide eyes and a look of complete and utter amazement. That's me right about now, lol.
Helm of Create Oil:
Allows the wearer to use the Create Water spell to, instead, create oil. Aside from creating a different substance, the the spell functions identically to how it normally works.
I've came up with a scroll of food creation. Works like the create food spell but on a massive level, however it's made out of pelts or skins. The more powerful the being the material comes from the more rations it creates. For example, using cow, pig, goat, sheep or any other basic beast, the scroll produces 100 rations. For creatures like griffins, owlbears, displacer beasts, it holds 250 rations. Now for humanoids(doesn't matter which, like humans, elves, dwarves, gnomes, orcs, kobolds, goblins, hobgoblins) it produces 500 rations(great to use on death row prisoners) medium humanoids can make about 3 scrolls. Monstrous humanoids like orges, trolls(can have a few trolls for this very purpose since they can regenerate) produce 1,000 rations
Now the skins from powerful magical beings, like demons, celestials, dragons, giants, behir, or a very powerful human, about 2,500 rations.
I read this somewhere (I can't remember where) and is something I am planning on using in my own games.
The Mercury Sword
Essentially mercury melts at room temperature, but someone found out that frozen mercury is about 2-4 time tougher than steel.
Give the frost giants, ice demons, or yetis weapons and armor made of mercury. It will do extra damage from its heft and extra cold damage but if the players take it for themselves, they could get poisoned when the items start to melt.
My favorite Homebrew Item is an Item that we give to any Character whose Player is absent from game a lot. It's called the Ring of the Phantom and it's a great way to keep the Character engaged in the story even if the Player can't make it every session. The Ring of the Phantom is actually a cursed item. Once put on, only a Wish spell can remove it. It allows the Character to step into the ethereal plane once a day for one minute per level, max 5. The Character can then essentially act like a ghost, passing through walls and objects or moving certain objects with a weight of up to half the Character's weight lifting capacity. At 5th level, the Character can "possess" a living person or creature for 1 round so long as the creature fails its Will save (DC = 1D12 + Character's Wisdom Mod.)
However, the Curse is as such: On random occasion, the Character is suddenly pulled into the ethereal plane and is trapped for a time. (A.K.A. the Player has to skip a session, so during the time of the Player's absence, the Character is incorporeal.) The player is vaguely aware of what is happening, but cannot interact with anything as the pull of the Ethereal Plane is too strong. After a certain amount of time, the Character returns to the Prime Material Plane (A.K.A. whenever the Player can attend the next session,) and has a vague memory of what happened (A.K.A. the other players and DM fill in the Player on what happened.) There is a possibility that the Ring of the Phantom could claim the Character forever (A.K.A. the Player just gets too busy with life and can no longer play.)
It's a really fun mechanic that I came up with to allow continued gameplay even with the absence of a Player.
I’m a forever DM. I have only created a few magic items, but my favorite has to be the enchanted scorponite battle claws. For context: a scorponite is a heavily armored half human half scorpion from the land of Cadrifel. They are an ancient race who once ruled the continent with an iron fist, and are now coming back to try and do so again. Their most common weapon is called a scorponite battle claw. It is an arm mounted golden colored disk with two long spikes poking out from forwards from the rim and a leather arm guard. They can be used to make melee strikes, but also have the +2 AC of a shield. However, the army does have mages as well. They wield enchanted versions of the battle claws. They are typically depicted as being more elaborately decorated with glowing orange blades. Aside from their standard benefits, they can also cast fireball without requiring a spell slot as well as acting as a focus for other fire based spells. Four of them put together can even summon a fire elemental for 5 minutes. Being shields, they can also display a holy symbol for clerics and/or paladins.
P.S.
I have also designed an entire campaign based on transformers which contains its own classes and relic based magic items.
That tiny little "Yea" in the middle of the video was so heckin' adorable!
In high school (back in the days of 2nd edition) a friend of mine was in LOVE with Christina Aguilera. She just released the song "Genie in a Bottle", so I had him find an ornate bottle. Once a day when he removed the stopper a blonde jann named Christina would appear to help him. I didn't know how often she would end up saving the party from TPK. He ended up finding a way to release her from the bottle, and because he was always good and kind to her she married him.
My favorite item, while extremely simplistic, was a ring:
"When worn, it grants the user the ability to greatly succeed for as long as they may like; however, once the ring's enchantment is no longer in effect, by any means, the exact same amount of unluck is brought upon them. Additionally, any foe you meet will know of the ring and its power upon striking you, and they may proceed however they may like."
Essentially, you get a ring that, once attuned, grants you advantage on any roll you make, and has a few other minor buffs that make you a massive powerhouse that basically can't be killed. However, if the ring comes off at any time, it must be re-attuned to, and for the entire time, you have disadvantage on any roll and all the other minor quality of life improvements are reversed, becoming debuffs, AND anybody who hits you will automatically know about it, and will hear the same thing as written above.
Antimagic fields, dispel magic, simply having your finger be lopped off, or just having the ring be randomly stolen in a city all cut off the ring's power completely, and the ring won't come into advantage territory until you re-attune to it. Additionally, more chaos can be had over other players that want to have it for themselves. One of the greatest plot devices, an awesome way to show a player's true nature if you've seen it before and want a good way to get them out of there, and so much more. It can shape whole magic builds, create amazing encounters, all kinds of stuff, all with a simple ring.
My favorite (due to the time it took to balance, and the number of campaigns and appearances it took my players to realize the full function of) would be the Wheel of the Zodiac. Dubbed the 12 form blade for quite a while, it was a +1 weapon that could change to other weapon types on short rest (free) or bonus action (1 charge). However, the weapon was incomplete when first discovered, as the Gemini form was of twin blades, and these blades were separated in a long ago event. After several appearances across multiple campaigns, my players finally discovered the lost blade, and with it the abilities each form offered. For example, the Gemini form could create a double of the wielder, Aquarius could create and control water etc. I will never forget the look on my fighter’s face when he attuned, read through the list of forms/powers, then looked at me. “The number of charges makes so much more sense now.”
My most favorite item ive ever introduce was "The pommel of weightlessness". It was a sword pommel that could be attached to any flat pommeled blade that cut off 3/4 of the sword's weight, basically allowing the sword to be used more easily and to be carried around more. Needless to say that the Paladin took quite the liking to it. And so i had to slowly watch as the paladin became Guts from Berserk thanks to that.
Crunch. The owner is a carpenter who was walking home from the tavern and saved an oblivious enchanter from getting merked with her framing hammer, so he enchanted it to be plus 2 vs evil aligned creatures, as well as having the player have to make a will roll at -4 when around evil creatures to avoid attacking them. It will also return to her after a long rest if she loses it. Since the character just wants to build houses and drink with her buddies, she started adventuring to try and find someone who can remove the enchantment
I'm most proud of my _vial skulls._ They're little skull-shaped vials full of different elemental liquids. Twice a day, you can spend a bonus action to plug an arrow into the mouth of the skull and the arrow will get coated in said elemental liquid. Each liquid was a different damage type and a different effect and they all are named with an "F" or "Ph" sound at the start. _Vial skull of flame, frost, photons, phobia,_ etc. All non-weapon damage types were accounted for.
I have some magic items that I'm actually introducing to my party tomorrow, for which I'm very excited!
One is called the Ode to Emptiness: it's a blank scroll of paper, which 'blankness' is a magical Ode to Emptiness, an empty poem per say. The poem has the ability to switch itself with any piece of writing (on paper) within 5 ft., meaning the scroll will have all the text on it, and the surface that text was previously on will now have the Ode to Emptiness on it: aka nothing. Could be useful for espionage, but I'm also curious what my party might do with it when they get it.
Another are the Gloves of Wood Molding, which let the wearer mold any kind of wood as if it were clay. How it works is that only where the gloves touch the wood it becomes claylike, and only for as long as the gloves touch it. Just imagining the possibilities in this seemingly strange/useless item makes me excited: like just grabbing chunks out of a wooden wall to look or shoot through it, or weakening wooden beams to make a building collapse. Really looking forward to my party getting creative.
I once had a variant Portable Hole that looked on inspection like a length of black string in a lacquered box. You had to press one end of it to a flat wall, pull it taut, press down the other side, then the string effectively became a rip in spacetime; you could stick your hands into it and pull the rip wider, and step thru to the other side, which was this big fancy room in a pocket dimension.
My favourite Magic Item type object was a device called the Necrosis Capacitor. It was a little widget that could be clamped onto a longbow and, as willed by the wielder, could be activated to deal an additional 2D6 Necrotic damage. The item recharges either if you take a Long Rest or if you kill an enemy, the item pulling in energy from the soul as it leaves the target and storing it until the wielder needs it.
I made 75 homebrew magic items for a magic shop and the list keeps growing. My favorite is a tie between the coocoo-clock which upon being awake at midnight gives the character wings and the twin dragon tails which gives the user a tail whenever they get hit by a tail attack or some one gets the reference and starts singing the intro to "Dragon Tales"
I had a similar thought to the rune caster but it was going to be a mage that's arcane focus was a modified hand crossbow I wanted to call an arcane cannon but that hasn't happened yet
I like coming up with balanced magical items. One of the items i am most proud of is Scabbard of frost: It's a small scabbard for a dagger, made of fine leather, with some runic symbols etched onto it which feel slightly cold to the touch. Any dagger sheathed in it for at least 1 hour will gain an extra 1d6 cold damage on the first attack after it is drawn (boon lost after an hour if nothing was struck and the Dagger wasn't sheathed back).
Another item that i am still somewhat working on to fully fledge is similar to a vestige. It is a big longbow made of living wood and wrapped in vine, with 4 strings which can be plucked as if it was a lyra. Perfect for a bard archer. Near the "hilt", sharp seeds are growing and you can use item charges in an action to make those seeds grow into arrows (with the seed being the pointy tip) and fire off at enemies to produce AOE entanglements. I was also thinking of adding calm emotions for plants to the bow when one plays from its strings.
Last item is something i plan to add to my campaign as a plot hook. An entire cloak made of encode thought strings weaved together made by a god of wisdom/knowledge. Someone wearing the cloak can attempt to concentrate and find a piece of information they want to know among the plethora of memories, like a monster weakness or something. Might even have a small chance of them getting confused and information overloaded. And ultimately they will assemble the memories of the god piece by piece to advance the plot and eventually meet the god.
I made a master wizards spellbook that functioned similarly to Tom riddles diary in Harry Potter. It was also a vampiric book that stole text from other books and basically acted like a sentient encyclopedia with an obsession with learning .
Can I give it the nickname "Merlin"?
After certain campaigns have ended, my DM makes a habit of referencing them by making a special magic item related to them. My personal favorite was the Gauntlet of Magic Mastery; which was a reference to one of my previous characters.
She was a high elf artificer that had the UA Maverick subclass where as you level up and reach certain milestone levels, your spell list expands to any class of your choice and can change your cantrips on a short rest. Basically, you were a full-caster with almost all the spells at high level, but with the slots of a half-caster. To combat this, she made use of a lot of magic items, mostly her infusions. She made herself a gauntlet that was her enhanced focus, which was filled to the brim with magic rings, mostly the spell restoring ring infusion and various spell restoring rings. Because of these really weird properties, it referred to as the dollar-store infinity gauntlet. In a later campaign set in the future, she ascended to near godhood and became an avatar of Mystra. Despite this, the powerful magic she once commanded remained in her former gauntlet, thus the birth of her magic item.
It was kind of like a weaker Staff of the Magi, but with unique properties. It could be equipped by any spellcaster and the rings/gems will glow differently based on the class of the wielder. It granted access to various lower level spells based on the wielder’s classes, but will have a random selection of spells that the wielded normally wouldn’t be able to cast daily. It also had some charges to it. It will slowly gather charges daily, but you can also use your spell slots to restore them. You can either use the charges to cast the spells in the gauntlet or to refuel your own spell slots.
I have two, because they are similar. One is the Omni dagger, a weapon when drawn transforms into a different mundane weapon every time it is drawn. The other is the sheath of holding, a dagger sized sheath that can hold any bladed weapon in it, while maintaining the weight of a dagger. In short you can sneak a great sword into places with it.
similar thing to one of them, i had a campaign idea which is alot similar. pretty much theres this group who are fused with Rainbow Gems the party can take when they die. each member had 1 gem each ( holding 2 or more would pretty much nuke you from existence). got a few of the effects
Red: Pretty much allows you to rage, cast Fireball While raging, and gives you favored Enemy ( only works if a party member Dies, and it becomes whatever killed Them)
Orange: Attracts or Repels things, can't be used to remove gems but can be used on ranged spells
Yellow: Allows you to access peoples dreams, hiding inside of them and also gives you Phantasmal Killer 1/day
Green: increases Dex by 5 and allows you to Deflect Physical Ranged Attacks
Blue: Increases AC to 20 ( unless Higher) and allows the user to create Barriers for Many Uses
Purple: Allows you to Control People
Pink: Increases Cha by 5 and forces EVERYONE to make a will save, or fall deeply in love with you ( probably the most ridiculous)
Brown: allows you to change the damage type of any spell you cast ( ai, make fireball Do Cold damage)
White: Matter Creation
Black: erase nonliving objects from existence 3/day
Gray: both black & white
Item I'm most proud of is "Cloak of Obad-Hai"
a type of combination portable hole and cloak of many things. starts out as a piece of dirt, but u can summon whatever you put in it, provided it survives long enough to be summoned. Very, VERY long story short. In long term it allowed you to be a one person army
“Overly shroomed shrooms” Consume one in any form or fashion, and visit the dnd equivalent of Pyroland.
My favorite is basically the wabbajack from Skyrim. When used, roll a d20, whatever is rolled corresponds with a spell on a list of 20 effects based on the effects from Skyrim.
In one of my campaigns, I had a item called a "spirit crystal" basically whenever you complete a section of the campaign, one of the npc's you met will give you a unique crystal which if you use it in combat then it will summon that npc and if they die then you can't use it for the rest of the battle but can use it in a different battle. There are other rules such as being unable to use multiple crystals or being able to sell them.
Haven't implemented it yet, but I have this idea for an item that can enchant one object per day, with one random enchantment from a list of effects that would benefit everyday tools of common villagers. Like, maybe once in a while you could get sharpness, but most of the time you'll end up with waterproof gauntlets, bow of attract fish, sword of repel mice, or boots of keeping cheese fresh.
I had my party fight a Rhemoraz at a low level as an optional mission before. As a reward, the town’s wizard had a ritual made for the paladin to invoke the Raz’s spirit into his armor. It became light blue with a fire-red streak down the middle, and when hit with a physical attack, the armor lit up and dealt 2d6 fire damage to whoever hit it, similar to the Raz ability.
They later fought a firegiant dreadnaught in an arena, and as a reward he received a spiked shield similar to the dreadnaughts that he could smash into someone using a bonus action.
Stormwhisper, a legendary longbow that applies an additional 2d6 lightning damage on a successful attack, and allows an attuned weilder to summon a bolt of lightning that automatically hits for 2d6+1 lightning damage and 2d6+1 force damage as a bonus action for a cost of 1 charge. The bow holds a maximum of 3 charges, and each takes 1 full day to renew. Alternatively, exposure to a lightning storm automatically rfills all charges (weather was an active concern innthis campaign).
Actually, if I recall, I gave every party member a similarly powerful and unique weapon during that campaign, all tied to weather.
Far from the best or most interesting magical items, but certainly some of my favorites.
The 2 items I homebrewed are the oxbow and tree arrows. The oxbow is a magic bow that uses clone to summon an ox to attack whoever you shoot at. The bow has no bonus to hit or damage. When a tree arrow hits it's target, it grows back into a tree, causing extra damage each round and pinning the target to the ground. An archer with both weapons is a real nightmare in a battle.
here's one that I made a while back and haven't really gotten the chance to share
*Cloak of the Midnight Star*
this legendary artifact is a thin, semi-transparent, midnight blue cloak with a pattern of four-pointed stars in silver along its bottom edge and around the shoulders. When worn at night, the cloak renders its wearer completely invisible, and allows them to pass through physical objects at will.
I have a campaign built around elemental homebrew items. Theres life, death, fire, water, wind, earth, ice, and lightning.
Here are some examples:
The bracers of life has 2 charges a day that will heal a character, and both charges can be used to regrow a limb.
The paintbrush of ice can be used as a whip to slash frost at opponents. Weak opponents make a DC 11 con save or begin to be frozen solid, and must use an action to smash the ice.
The Quaking Warhammer ignores bludgeoning resistances, the user ignores difficult terrain made of rocks, and can cast tremor once per day.
The crown of the wind: Physical attacks will cause the users blows to create cutting currents of wind, extending the reach of each blow by 5 feet, and having a small chance to move the target back 5ft (str DC 10)
Jumping distance is increased by 10 ft as if you feel weightless, and movement is increased by 5 ft.
I have a lot of other ones, but having items like these make the players feel pretty awesome without making them insanely OP
I was reminded of another one from a past campaign: The Alchemical Golem.
Alchemical Golem - This construct is made of a special crystal glass as tough as iron, and is a hollow, (normally) humanoid shape typically 10 feet tall. It is inactive until filled with (up to six different) alchemical mixtures, once active it can:
Consume liquids and inanimate materials which will convert to more of the mixture(s) inside. This process takes an hour per “use” of mixture.
Spew any mixture inside itself, typically from its “mouth”, it can do so (in a typically sized one) six times per mixture before running out. If it runs out of a mixture it cannot recreate more of that mixture through consuming.
Attempt to swallow a creature small enough (Small size or smaller), if it succeeds the creature is exposed to (a randomly determined) mixture inside it each round until it escapes/is rescued or dies. If it dies its body and any non-metallic (non-magical) gear is consumed (as per the Golem’s ability) over the course of a day.
Edit: I also just was reminded of a certain very amusing time one was animated by an Alchemical Slime that lived inside it. That made for an interesting encounter.
the bow gives me an idea for another take on that concept, where the bow has 4 sockets in the grip to set elemental gems. each gem would change the design and have different effects, and maybe you could make unique element gems based on different themes rather than elements, like a "tech" gem that gives the bow a steampunk design and causes the arrow to shoot way faster
A ten-foot long scarf that has a pocket in the end of it for a Mage Hand to use as a glove.
It could be used for utilitarian purposes, such as for climbing, swinging, etc.
However, it also has copper wires surrounded by a flat rubber casing within it, running along the scarf, and down each finger. The length of the casing has a series of small holes in the rubber... The user wears a copper ring with a peg in it that fits into a hole in the rubber wherever he grabs it, and, the Mage Hand filling the glove forces copper pegs out of the holes along the fingers... Then, send it to connect the scarf with an enemy, and cast the cantrip Shocking Grasp, or some electric spell more powerful along those lines. Capable of grasping someone's arm, face... or other areas... before the zap!
My favorite I've come up with is definitely an Amulet of the Zodiac.
Once per day, the wearer can use an action to cast Polymorph on themselves with no material components, by pressing in a small button in the middle. However, the amulet randomly chooses which animal from among the Chinese zodiac you polymorph into, *and you cannot end the spell early, you must stay in that form the entire 1 hour duration or until you are reduced to 0 hitpoints.* You'd roll a d12 to determine the animal, a 1 being a snake and a 12 being a young gold (or other variety) dragon, in which case the rules of Polymorph apply as if it were a beast.
The low chance to get the dragon and high risk of wasting turns if another animal is rolled makes it not likely to be abusable in combat, but very rewarding if that low chance *is* rolled. All in all, makes for some fun moments and good stealth for lower-leveled parties or that one paladin with disadvantage on it.
The omnitrix!
Tenacious Studded Leather Armor - given to a Dragonborn Druid. Functions like the Heavy Armor feat for a specific set of armor. (As made by group's original DM.)
Magic Talons - Allows a Tabaxi Monk to apply their natural Unarmed Attack on top of their Martial Arts attack. In short, at Level 6, one is looking at 1d6 + 1d4 + Dex Mod for damage (and was doing more damage than me, the Strength-based fighter, on average). (Also made by Original DM.)
Crocodile Scale Armor. A simple reskinning of regular Scale Mail Armor, that can be used by a Loxodon Druid, who, thanks to shield and Dex Mod, now has an A.C. of 18, which is a bit more than a fighter wearing Splint, for a similar price. Basically, made it by applying 86 gold (after rolling a d10 and d100) to the base value of Scale Mail armor. (My creation now that I'm the DM.) (And I *just* found out that the guy is switching to a monk - lol!)
Of course, in a D&D inspired story, which involves the players playing as their characters, I've come up with some crazy items, like combining Adamantine and Mariner's Armors, which evolved into combining it with +3 and Mithral Armors..... and then there's the crazy weapons and shields, and the various armors that the group found in this store - background is that there's a Dragon Lord who has a deal with the owner of this store - owner sells the items for very cheap, in that a 20,000 gold item is only 1,000 gold, in return for splitting the price with the Dragon Lord, evenly. As for how the Dragon Lord gets these items - seems that he sells the gear that belonged to dangerous criminals that have been executed by him. In a way, it's a power statement - I'm so powerful, I can sell this stuff to Adventurers for a low price and not feel threatened by them.
It's not a magical item, but I designed a homebrew pump-action crossbow for my 3.5e games. It has full rules for misfires and malfunctions, proficiency usage, and different kinds of ammunition loading. If there's enough interest here, I'll post it's full specifications in a comment.
TBH anything can happen in 3.5e, so doesn't seem that out of place
Let me show you it's features. (In German accent)
ooooh. i want this. can you make ammo that fires in a cloud of highly flammable particles that ignite on contact with an enemy?
@@Atma_Weapon Probably
@@Atma_Weapon I mean, theoretically, yes, with alchemy feats/skills, but you can do that normally with any kind of crossbow bolts for any kind of crossbow. This crossbow uses normal bolts, but the feed mechanism is different, it uses specially-designed magazines loaded with either six or eight bolts. Any bolts that could be fired with a normal light crossbow can be loaded into one of these magazines.
One I had for a character I made, he was a swashbuckler and his backstory was he used to be a ship captain before his ship was attack by a leviathan, everyone in his crew died to it leaving him the only survivor, and racked with survivors guilt, spent his days drinking to forget at the tavern of the town he washed up at, doing small tasks to make ends meet until he was adopted by the party.
On to the magic item, to ensure he’s always shitfaced, the [Flask or Endless Alcohol] which was an altered [Decanter of Endless Water] changed so instead of Fresh or Salt Water, it could constantly produce any alcohol the holder wanted, at any proof as well (typically only used for high proof Whiskey). It could also do the Geyser command a regular Decanter or water could do, only with the added benefit of using high proof, and thus very flammable, alcohol. This was used rarely however due to a character trait of his where, this flask was a gift from his crew, and he felt it insulting to give it away so simply, the only time the *fire* hose trick was used was him “ Using help from his crew in ending a right BASTARD!” (HEAVILY slurred) and being down right insulted when the rouge suggested “ending this adventure to start a very profitable ‘brewery’ and making a living at selling cheap alcohol.” His only response being spat in the face with whiskey and a very slurred “there’s yer alcohol, now SHUT UP!”
The Whip of Miracles. A whip with a small blunt blade at the tip, and a handle that has a similar shape and feel to a plastic squeeze bottle. Deals NO DAMAGE. Flavor text: "Has a tangy zip."
It smears mayonnaise over 3 squares in front of the user in a shape defined by rolling 1d6, reroll a 1.
Recharge rules to be set by DM. Personally, my parties tend to veer way off the path anyway, so i have to wing everything.
...I’ve got a set of six prepared for a planned Pathfinder game. They’re gems called the Elements of Harmony, and five of them transform into weapons of a type used by their bearer, with abilities themed around the qualities they represent. The sixth just grants extra spell slots... And a last-resort power that grants a Wish when fighting a particularly dangerous foe if the other five are nearby.
The sweetest Gloves: when the palms are aimed at anyone (including the wearer) it sprays 4 oz of white sugar up to 20 feet the PC blinded themselves over 50 times
I have a couple, but I'll just share 1 here.
The Blue Rose Specual II: An enchanted "Lute" that these the shape of a Gibson Corvus II guitar with a cerulean paint job on the front, and a Matte Ebony finish on the back, adorned with a single Blue Rose. The weapon is meant for a Bard, and as a bonus action, the player can roll a 1D10 to "charge" the weapon with that amount of lightning damage. The guitar can store up to 300 points of lightning damage that can be expelled in bits or all at once as a spell attack. It's also completely indestructible as has a spot on the back that can hold the handle of a finesse melee weapon to be used to give that weapon reach, and the ability to expell 1D10 of the guitar's stored lightning damage.
my favorite magic item i've made was what i called the "Vampire Fang".
It dealt normal dagger damage plus an extra d6 of necrotic, and the necrotic damage
dealt would be stored in the hilt of the dagger that had what looked like a fang on the end.
It could store up to 20 of this damage in the hilt, and as an action the PC using the dagger could stab them self
with the hilt of the dagger, taking 1d4 piercing damage, and then gain the damage stored in the dagger as temporary hitpoints.
I had this weapon idea for my comic but I think it would be a cool dnd weapon in the future. The weapon would be made out of bones from the welders race. When the welders blood touches the weapon it gets a massive upgrade. Making it stronger, lighter to swing faster, can release magic from it. It would be the same with a shield. Whatever the DM wants to put in it without making it busted.
An item I'm proud of is basically a spellbook that's boosts magic damage, however it has a side effect where every spell that is casted on the user it writes the spell name in the book, and whenever a spell that is casted on the user that is written in the book. The spell has a 50 percent chance of missing
Not mine, but an item one of my DMs made for another player. That player was a dual wielding fighter who had lost their arm in a trap earlier in the campaign and had been getting by with a metal prosthetic, essentially a gauntlet with a blade stuck to the end. Then, recently, we got him a new arm made. It was a warforged arm powered by magic runes that connects to the nerves in the stump of the arm. At base, the arm can magically create a magic sword at will that deals force damage, as well as a magic lasso that is essentially lightning lure but without the damage. The arm can later be upgraded with different runes to grant it extra effects. The arm has to be charged up during each rest using spell slots (I forget what total level) or it returns to just a prosthetic arm until it is recharged.
I had a character that found the "AllWeapon". An odd dagger with odd enchantments from random 3.0/3 5 and 3rd party books. It was able to change its form to any weapon, change its materials from iron, cold iron, Adamantine, and silver; and granted its wielder the proficiency to use it. It was awesome. Also an angel-soul-bound Greatsword that was lawful good in the hands of my chaotic evil assassin.
Gave this one to a starting player recently. A stone that can make a sustaining, if bland, gruel when added to a pot of clean water. As long as the water isn't filled with poison or disease it can be used. The water could be filled with pond scum or something otherwise inedible and change it to something more palatable. The dirtier the water or the more scraps the more complex the meal will become so long as it constitutes the rule that it be some sort of soup, stew or the like.
I've made a couple:
Blanket of the Chill; it's a light blue blanket covered in snowflake patterns, that cools you down instead of keeping you warm.
Hat of Screaming; a normal looking hat, but whenever the head hole is exposed or opened, it screams out as if it's in pain or terrified infinitely.
(I didn't come up with this, but I put it in my game) Hat of Breeding; whenever it's left alone with another hat for long enough, it'll create a crossbreed hat with no magical properties. The one they got is a propeller hat, and they bred it with a fedora to get a rainbow propeller fedora.
Nameless herbs "that enhance your perception"; when you eat it, you'd think it would give you a buff for perception, but it actually makes you perceive SO HARD that you become unable to see anything around you, but see the relative space on the astral plane.
My world also has a custom pantheon, and each of the gods has their own magical relics, most in the form of weapons, but my favorite is probably a crystal hourglass. It has 3 charges and when smashed it reverses time for one entire turn. The only person that knows time was reversed is the person who smashed it, so unless they do something in their very limited time frame, everything plays out exactly the same as it did before.
Not one of mine but in a friend's homebrew campaign, he gave us am item that he had named the ball of yeet (at that point, screaming yeet whenever we threw something was a joke in our group). The ball of yeet is a small solid metal ball, about the size of a shotput. Whenever the ball was thrown, the player throwing it would have to scream 'yeet' as loudly as they could into a decibel meter the guy brought to sessions. The ball of yeet would deal bludgeoning damage to the target equivalent to the volume of the yeet
Blade of the Falling Star - It's just a regular greatsword that does an extra 2d6 lightning damage, but it has a ranged attack. If you make this ranged attack you deal no damage, but add 2d6 to creature's attack rolls against the target.
This is an idea a friend of mine had about a year ago. The Blade of Borrowed Life, It's a simple +1 dagger with one additional ability. Once a day when you hit with an attack you can charge this dagger with the life force drawn from your opponent. When charged the dagger stores healing potential equal to the damage done with that attack.
Wail charged you can use an attack to stab your self or a willing creature and heal them with stored life force. The healing is equal to the damage of the declared attack. Now I know it is very broken but I don't really care. I just gave it to my party and I think it's going to be a nice healing jolt for our monk.
Mask of seizures - a sleeping mask enchanted to create flashing lights and high pitch wailing when ever the wearer starts drifting to sleep. Feeds off annoyance. Used for practical jokes and torture.
I had once made a homebrew set of full plate armor that allowed the wearer increased mobility, swim speed and the ability to breath while in water. It also had the ability to create a 60 foot diameter of tangling vines that had the ability to entangle enemies huge or smaller, while doing 4d4 peircing damaging at the start of each turn if still entangled. The ability is halved while on land. less range, less damage.
I have 2, both from a recent campaign.
1) +1 Shield of Goblin vomit, provides the bonuses of a +1 shield in addition to a passive effect that makes a creature(s) roll a con save of 14 or better to resist vomiting. critical fail roles or NPCs with a con of 6 or below succumb automatically and have a chance to fall unconscious after shitting themselves.
2) Call of the Dead, a staff scythe combo with reach when wielded with 2 hands, 1d8 necrotic damage when wielded as a scythe 2h, 1d6 as a 1 hand weapon, 1d6 blunt damage when wielded 1 handed as a staff, 1d8 when dual wielded. This staff was owned by the last surviving member of a long forgotten race known as the Shades. The previous owner, and crafter Jorgan the Keeper of Souls died with it in his hands as an immortal being. Creatures killed by scythe have a chance to be raised as undead (the player doesnt know this yet ;) )
When wielded normally, it appears as a deep black staff with etchings of ancient necromancy and death magic. Wielder may Will the scythe blade to slide out of the top, the blade is a pure expression of necromancy and death magic.
We are having way to much fun on this campaign
I made a trinket that everyone loves. It’s a small chessboard that will play against you. As soon as the player is close to winning, the board will either flip itself over or knock all the pieces off the board and resets the game. If no one plays, the chessboard will play against itself in a never ending cycle of rage quit.
I made a simple one called the Drunkards Tankard. It’s a metal tankard with runic engravings. The PCs won it as a prize along with a handful of coins and stuff after a drinking contest in a tavern. The drinker gains a +5 constitution bonus against any liquid they drink from the tankard. The most obvious purpose is to use it to make con checks against alcohol. That’s actually what their opponent in the drinking contest was using it for. He claimed nobody could beat him, and bet his prized mug on it. The party beat him by swapping his tankard with a normal one. However, the party is yet to use it on poisons and the like.
My favs were the Phoenix stones and snake oil, but mostly the snake oil cause I can imagine a yaun ti character constantly using it and now want to make one.
All of my homebrew items haven’t been tested but I’m still proud of them and hope to use them in the future. One of my most recent ones is a Dagger made of Chitin from a insect monster. It is 1/4 the weight of a regular dagger and does 1d6+mod +1d6 of poison, acid, etc depending on if the monster had such extra dmg or it was enchanted with extra dmg. In exchange for this increase in dmg it has a trait called Fragile where if you a nat1 the blade would break and if rolled a nat 5 or below it would be damaged. Doing only half dmg. Incase this happens, the user can have the blade replaced with a newly grown one. The dagger can grow and store three blades in total. One that is in use and two others as replacements. It regains a blade once per long rest. Another trait is that the user can press a button on the dagger and have the blade launch out of the hilt towards a target, like a ballistic knife, as a bonus action. If the target has doesn’t know of the daggers ability or seen it yet then the attack is done with advantage, but you can only gain this adv once if your in a room full of enemies that just saw you use it like that. If you were invisible or hidden then it can work again. All these abilities are probably more than enough, but I was thinking of making it so a launched blade does an extra d6 of dmg and have a range of 40/120. A more rarer variant does a d8 but the fragile feature increases to a nat 10 or below results in the blade be damaged.
4:20 This Runecaster sounds a lot like the Caster Gun from _Outlaw Star._ Basically, magical shells that are loaded into the weapon via a breech-loaded, single-shot oversized pistol, and the shells effectively carry a spell within them. Different shells contain different 'spells', and since the magic is contained within the shell itself, people with no skill or knowledge in the magical arts can easily use the weapon to simulate/replicate magical effects. The protagonist of _Outlaw Star,_ Gene Starwind, uses it to great effect in combat.
It's similar, but believe it or not I'd never heard of Outlaw star before today. I based them off the magical guns in Final Fantasy tactics, and expanded the idea.
@@Terezar _Outlaw Star_ is a great series, definitely worth a watch. I actually haven't played _Final Fantasy Tactics,_ but I've heard good things.
One homebrew I have been toying with the idea of is a spell sword.
At first glance it looks like a sword hilt but upon closer examination it has runes carved into it similar to those on wands. If detect magic is used you don't see anything because it is a magic void.
To use the sword you hold it and cast a spell. The spell is eaten by the hilt and a blade is forged with attributes related to the spell used. Higher level spells will produce a more powerful and longer lasting blade. When the power of the spell is exhausted the blade dissolves.
I put a common magic item in my campaign called the "Ring of Consistency." Intended to speed up combat, it would guarantee that whenever you hit with an attack, you got the average damage for that attack, no more, no less.
I don't really care that my players called it the "Ring of Mediocrity," and never used it. It was a useful item, dang it!
For me, it's this sword we called "The Onyx Vengeance that, aside from a +1 to hit, upon saying a phrase, it changes from a d8 to a d12 damage die while it drastically increases in size. The barbarian has to make a DC 12 str check to see if he can wield. At level 4 it deals 2d8-->2d12.
As an action, he can also slam the blade on the ground and any attackers in a 15ft radius have to make a wisdom save=8+str+prof.
I made a bullseye lantern that used a beholders central eye with an alchemical solution that had the effect of gentle repose in it a sun stone with continual light behind the eye so it projects light and the anti magic cone. The frame was made of admantine with mythril hinges and pins.
The Knockback Staff: normal damage +2, but on a crit success, would launch the opponent/enemy 1D20 x 5 yards. Usually this just meant it would take the opponent several rounds to get back in the fight. However, had one incident of opponent being launch off a cliff. However, my favorite part of this was when a goblin opponent attacked the wizard using this and the wizard managed to knock the goblin down onto his back and then struck the goblin again while he was still on the ground prone. This last strike hit as a crit success and the goblin ended up a smear of goblin blood and guts (think about a fast food Ketchup packet when you stomp on it).
I created a witch for a heavily homebrewed game, once. The character was focused on brewing potions and weaving poppets of other characters or enemies, and the DM gave me pretty much free reign to collect ingredients and design potions as I went.
Perhaps my favorite set of potions was a pair: the muteness potion and the mutinous potion. They both looked incredibly similar, and while one could be splashed on someone to prevent them from speaking, the other would cause the affected person to suddenly recall every grudge and minor grievance they had ever held toward the people surrounding them. They resulted in some hilarious miscommunications.
My character has an item the dm named “masque of dreadful words”
It adds a +1 to charisma and an additional +1 to intimidation. Any time I make an intimidation roll, I have the option to treat the threat like vicious mockery, dealing psychic damage. It’s been a lot of fun using it on enemies with my characters (work in progress) Scottish accent.
The Conduit: a +3 rapier forged out of Aether (based on the old theory Ether was a conduit for transmissions and radio waves). It can redirect Elemental magic and is attuned to a player because they burned themselves grabbing the hot blade during the forging process.
I've only DM:ed once, but I homebrewed a potion I creatively called "Magic Potion". It was simple, but fun. It was held by a shifty goblin merchant that had snuck into the battle arena where this one-shot took place. Hoping to make some coin out of the contestants. Our bard (who had rolled insanely well on money and was filthy rich), was fascinated by this "Magic Potion", which the merchant admitted to not exactly know what it does... So of course she proceeded to spend her whole fortune on it. The thing with this item is that if you drink it, you have to roll a d6, and the result decides what effect the potion will have. If I remember correctly the effects were:
1. Nothing happens (it tastes like citrus).
2. You gain superspeed (120 feet).
3. You vomit and take 1d4 damage.
4. You heal 1d12 HP.
5. You fall asleep.
6. Advantage on your next roll.
In the end, she forgot to use it in game, and only realized afterwards that she had it, so she took a swig and used her newly gained superspeed to sprint to the tavern for the after party and then run home with her winnings.
I really like the idea of mildly useful but also inconvenient magical items. For example, the Ring of Cold, which emanated cold for a couple feet, or cools down the wearer. If you don't have cold resistance you can't wear it for more than an hour or you'll start taking cold damage, but it does give 1 minute of fire resistance daily. It is too inconvenient to just wear casually, so it would most likely not be in play unless the player had prep time for a fight with a fire creature.
It would probably be useful to chill your food though, if you didnt mind the uncomfortable feeling of a quite cold bag against your back.
Years ago, I had a player who would immediately grab any magic items the party ran across if they looked remotely useful. It was causing arguments at the table, and despite a few conversations about it, he just kept on doing it. So, instead of kicking him from the group, I introduced him to my homebrew magic item in the hopes of altering his behavior. As anticipated, once he saw a finely crafted helm that was confirmed to be magical, he immediately tossed his own helm aside and eagerly put on the new item, immediately asking how much of an upgrade it was. I wish camera phones had been a thing then, because his look of absolute horror when I informed him it was a 'Helm of Devouring' was priceless, and he'd need to go grab a new character sheet and start rolling up a new character. I even made him a nice little commemorative sketch of a cartoon helm happily munching away at a pair of boots, from the top end...