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  1. - Top - End - #151
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    157.) Ceramic Power Armor (3.5e)

    This item is essentially a clay golem converted into a suit of armor. It provides a +14 armor bonus to armor class and a +1 Enhancement bonus to armor class, as well as DR 15/Bludgeoning and Adamantine. Additionally the wearer is considered to have cover. Any strike blocked by the cover bonus damages the armor instead (it has the same HP as a clay golem). It provides the wearer with a +2 bonus to strength, or raises their strength score to 22 whichever is higher, but it also imposes up to a -4 penalty to dexterity, down to a minimum of 9. The armor grants its wearer SR 14, but this SR does not apply to any spell that can damage a clay golem, and furthermore such spells damage the armor (affecting it as if it were a clay golem) as well as its wearer.

    The armor additionally sustains its wearer without air.

    Unarmed or natural attacks made while wearing the armor deal cursed wounds as per the clay golem ability.

    The armor allows the wearer to act as if under the effects of Haste for 3 rounds per day.

    The armor weighs 600 lbs but supports its own weight and does not count towards encumbrence. It has a -6 armor check penalty, a max dexterity bonus of +1, and a 35% arcane spell failure chance

    CL 164600gp1?; Craft Construct, Craft Magic Arms and Armor, Alter Self, Animate Objects, Bull's Strength, Commune, Resurrection

    ----------

    158.) Gorn Lord (3.5e) (An intelligent mug based on Master Shake)

    Gorn Lord; CE Intelligent Everfull Mug2; Int 9, Wis 6, Cha 6; Speaks Common; Sight 120 ft and hearing; 10 ranks in Bluff, 10 ranks in Profession(Cook);

    Gorn Lord is white stoneware tankard with a carved face and an elaborately wrought golden lid3. The tankard has a reprehensible personality, and left to its own devices it will swindle people, verbally abuse people, make inappropriate advances towards women, and attempt to trick people into injuring themselves. Its only useful trait, other than its ability to generate cheap alcohol, is its inexplicably extensive knowledge of cooking.

    Moderate Conjuration; CL 15th; Craft Wondrous Item, Create Water;11700 gp

    ---------

    159.) Puppy Dog Eyes (graft) (3.5e)

    Actual puppy dog eyes grafted in to replace the user's real eyes. These provide a +30 bonus to diplomacy checks made to convince somebody who can see your face to let you do something or to do something for you or to let you get away with something. They have ge side-effect of making you colorblind.

    Aura Moderate Enchantment; CL 7; Prerequisites Graft Flesh, Eagle's Splendor ; Price 60000 gp (based on the minimum level to cast glibness, which does something similar but with bluff);

    ---------

    1(price of Apparatus Of The Crab + (price of Clay Golem x 1.5) + (price of Necklace of Adaptation x 1.5) + price of +1 enhancement bonus + 100)

    2Magic Item Compendium pg.160; A mug that can fill itself with cheap booze 3/day; base price 200gp

    3Based loosely on Master Shake's appearance in the Aqua Teen Hunger Force episode "Shirt Herpes" when he became Gorn Lord Shake after he entered the Interplanetary Insanitarium
    Last edited by Bohandas; 2019-04-28 at 11:39 PM.
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  2. - Top - End - #152
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    Default Re: 1001 Homebrew Magic Items

    160) Cup of the mad drink thrower:
    Any liquid poured in this fine cup will alter the cup to best suit the occasion and fluid poured into it, capable of holding 1 litre of any fluid that can be drunk (pour beer into it, it becomes a beer stein, pour wine, it becomes a wine glass etc.)

    This cup is incapable of spilling unintentionally, however, as a standard action the liquid in it may be launched at any target within 60' of the beverage holder, and grants it's thrower an automatic hit, ignoring everything but total concealment.
    (By "drinkable" I mean "consumable without incredibly ill effect by the majority of the material plane" so, no lava Cannons)

  3. - Top - End - #153
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    I have a world with a bunch of minor but unique items. I will generic them up.

    161. Lucky Coin: The owner of this coin may reroll one non-20-sided die roll per long rest (level up HP rolls excluded)

    162. Dagger of the Elements: This dagger can be used as a reaction to gain resistance to acid, cold, fire, lightning or thunder against one source of damage. The next time you hit with this dagger before using this ability again it deals an additional 1d6(4, 8 depending on which version) of the same type.

    163. Projecting Glove: While wearing this glove, spells you cast with a range of touch have a range of 5 feet instead.

  4. - Top - End - #154
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    164) Armor of Isolation (5e)

    This set of plate armor is cursed. Once attuned, it can't be removed without Remove Curse. When near thinking creatures, Roll 2d20. If the total is greater than a creature's passive perception, all memory of your existence is removed once you leave their line of sight. Otherwise, the memories remain, but the wearer will not be recognized as the one present within them. Your speech can only be understood while in sight, otherwise, creatures will only hear a breeze (Dc 13 Wis to realize that other creatures are not simply ignoring them). The wearer can still be detected through sound or magic, but will not be remembered. The armor also adds +6 to Stealth checks, though it still imposes disadvantage. The wearer can attempt a Charisma check to make an impression on creatures that can see it. The DC is 8+ the result of the 2d20. On a success, a permanent memory of that one moment is formed in the mind of all nearby. All other details are still forgotten. If the armor is removed, a party will slowly regain most of the erased memories over 1d10+1 days of travel with the creature.
    Last edited by Phhase; 2019-05-05 at 12:43 PM.
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
    Spoiler: How to have a Good Idea
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    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

  5. - Top - End - #155
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    165) Rock of Rubble.
    This small rock, When thrown in the air, will dislodge any small material above it in decent quantities. Ex: Thrown in a cave, rubble will fall. Thrown in a forest, sticks for camp fires. If used multiple times on a solid surface, it can cause a bigger event such as a cave in.

  6. - Top - End - #156
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    166) The Imitato. The Imitato is a large gray potato that will imitate any plant perfectly, provided it is on a suitable surface. It can be used to create spell components, harmful plants (Cacti, brambles, razorvine), or herbs and poisons (or any other normal plant). Any non-natural materials made with this can only be made once per day. After 12 hours have passed [4 for non-natural], it reverts back into potato form, or when it is destroyed or told a command word.
    Last edited by Tr8r; 2019-05-06 at 12:06 PM.

  7. - Top - End - #157
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    167) Pathfinder

    Robe of the Curse Carrier

    This green robe has some unique abilities linked to curses.
    First, it grants the wearer a +2 sacred saving-throw-bonus against curses.
    Secondly, the wearer can once per day target a creature with a curse (as the spell Bestow Curse, caster level determined at creation, the exact effect is chosen by the wearer).
    Furthermore, if the wearer is attacked with a curse (either a spell with the curse descriptor or a spell like ability such as Mummy Rot or the Linnorm's death curse) and makes the saving throw, the robe automatically stores the curse effect. The robe can store up to three curses this way. The wearer can transmit these curses with a touch attack one at a time. This uses them up. The saving throw is the same as for the original curse. When the wearer sucessfully resists a curse while there are already three curses stored in the robe, one of them is randomly removed to make room for the new one.

    Aura: strong Abjuration, CL: 13, Requirements: Spell Turning, Bestow Curse, Resistance
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  8. - Top - End - #158
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    Quote Originally Posted by Elvensilver View Post
    167)
    Robe of the Cursebearer*
    FTFY

    "Bearer of the curse..."

    168) Vileblood Sheath

    This magical sheath will morph to fit any bladed weapon. If a bloody blade is placed within this sheath and left for an hour, the next time it is drawn, it oozes with vile necrotic blood. Attacks deal +1d6 damage, and all damage has the Vile descriptor (Can only be healed with magic, on holy ground). Each attack after the first that hits will also consume 3 hitpoints from the wielder (healable normally), until the blade is wiped clean. The sheath does not affect a clean blade.


    Aura: strong Necromancy, CL: 15, Requirements: Vampiric Touch
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
    Spoiler: How to have a Good Idea
    Show
    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

  9. - Top - End - #159
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    169) Staff of swampland protection
    This staff has 3 charges. The charges are restored once per day, whenever the bearer wishes. As an action, a charge may be used, sending out a pulse with a 30 foot radius centered on the bearer. Any hostile creature in that range must make a dexterity save that equals 9 plus proficiency bonus plus wisdom modifier. If failed, they are knocked back 20 feet and knocked prone. In addition, they take 3d6 force damage. If the roll is passed, they take half damage, are knocked back half as far, and aren't knocked prone.
    The staff also summons 1d4 giant toads, 1d2 friendly lizard men, and 1 friendly ogre at half health. All summoned creatures will disappear when they die or 1 hour has passed. They may also be dismissed as a bonus action.

  10. - Top - End - #160
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    170.) The Hammer of Chaos (Artifact) (3.5e)
    This is a weapon from the age before ages. It can transform itself into three different shapes but is always a +2 Pitspawned Law-Bane Baatoran-Bane Anarchic weapon in all of them.

    The primary shape is a big silver-headed warhammer, always sized for a creature one size category larger then the wielder but enchanted so that it can nevertheless be wielded in one hand. If a critical hit is struck with the weapon in this form it releases a Chaos Hammer effect centered on the victim. As with a vorpal weapon roll for this last effect even if the target is immune to crits

    The second form is a fully automatic shotgun (it's up to you whether to use the D20 modern firearm rules or the D20 Call of Cthulhu firearm rules) with an unending supply of silver bullets and, again, balanced for one handed use.

    The third form is a jackhammer that additionally casts shatter on anything hammered with it, and can be used to cast Earthquake after 8 rounds of continuously hammering the ground. This earthquake spell is centered on the wielder but the wielder is immune to its direct effects (although not to being hit by falling debris or falling through collapsed floors). It can also be used to cast Break Enchantment on anything it hammers for a single full round

    Overwhelming evocation and chaos; CL 23rd; Prerequisites Artifact; Price Artifact; Weight 20 lb in shotgun and war hammer form, 35lb in jackhammer form

    171.) Ring of Junkfood (3.5e)
    This ring grants a +1 resistance bonus to fortitude saves to avoid ill effects from eating spoiled, poisoned, or diseased food
    Faint abjuration; CL 1; Forge Ring, Purify Food and Drink or Resistance; Price 25-250gp?
    Last edited by Bohandas; 2019-05-17 at 04:57 PM.
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  11. - Top - End - #161
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    172) Granite Maul (5e)
    This simple-looking weapon is a rectangular block of granite with a long handle. It has +1 to attack and damage, and deals 1d12 bludgeoning damage. In addition, the maul has 2 charges. If the wielder makes an attack, they may burn one or both charges to make extra attacks (Single attacks - NOT attack actions). The charges refresh at each dawn. If the Maul has no charges, the wielder may still declare extra attacks, but suffers a level of exhaustion for each after attacking.
    Strong Transmutation; CL 13; Haste;

    173) Wrap of the Hidden (5e)
    This item is a strip of off-white cloth of varying length, with faint grey runes on it.

    If wrapped around the eyes, the wearer is completely blinded. The wearer cannot be affected by anything that requires the target to be able to see. In addition, the wearer is rendered invisible to any creature closer than 70 feet (And are blurry and impossible to identify in detail even at 70 feet). All minor signs of the wearer's passage (footprints, water displacement) are erased, although the wearer can still be located by scent or sound. If you can't see them...

    If wrapped around the nose, the wearer's sense of smell is disabled. In addition, they emit no scent whatsoever and any creature who uses scent to see has disadvantage on Perception against the wearer. The wearer has advantage on saving throws made against inhaled hazards. If the mouth is also covered, the wearer is fully immune to inhaled hazards, although they can still be manually choked or drown, and they cannot breathe in an oxygenless environment. If you can't smell them...

    If wrapped around the mouth, the wearer's sense of taste is disabled. They become immune to ingested poisons (although it's moot because the wrap stops you from eating anyway). The wearer gains DR 3 against bite attacks, and they taste extremely nondescript, completely unlike meat. In addition, the wearer becomes immune to attacks that drain their blood, such as a vampire's bite (although the bite will still deal damage normally). If you can't taste them...

    If wrapped around the ears, the wearer is deafened. They become immune to attacks that would deafen them, any effect that requires something to be heard, and gain DR 3 versus sonic. In addition, they emit no sound whatsoever, including speech. If both the wearer's nose and ears are covered, they are effectively invisible to creatures that rely exclusively on those senses to see. If you can't hear them...

    If enough wraps (or an exceedingly long one) are found, and used to wrap the body, the wearer's sense of touch is disabled. They feel numb and weightless. This imposes disadvantage on Dexterity skill checks and saving throws, and takes -2 on attack rolls with Finesse weapons. However, they gain DR 1 against all damage except psychic (stacks with other bonuses), advantage against all effects that attempt to move them unwillingly, and gain Evasion. The wearer also become immune to effects that cause severe pain, such as symbol of pain, and can continue fighting past 0 hitpoints, falling only if killed or failing death saves. However, the wearer cannot feel attacks, and must make a perception check (DC 19) to even notice non-psychic attacks that strike them that they cannot see. If you can't feel them...

    If the entire body is covered, the wearer effectively ceases to exist altogether. They cannot be targeted by divination spells. Only truesight or an antimagical effect can reveal them. Even Detect Spells fail to notice them. However, as the wearer is nigh-totally isolated from the world, some other way must be found to sense the environment, such as the spell Arcane Eye.

    Strong Abjuration; CL 12; Blindness/Deafness, Stoneskin, Nondetection;
    Last edited by Phhase; 2019-06-12 at 02:35 PM.
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
    Spoiler: How to have a Good Idea
    Show
    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

  12. - Top - End - #162
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    Quote Originally Posted by Phhase View Post
    173) Wrap of the Hidden (5e)
    This item is a strip of off-white cloth of varying length, with faint grey runes on it.

    If wrapped around the eyes, the wearer is completely blinded. The wearer cannot be affected by anything that requires the target to be able to see. In addition, the wearer is rendered invisible to any creature closer than 70 feet (And are blurry and impossible to identify in detail even at 70 feet). All minor signs of the wearer's passage (footprints, water displacement) are erased, although the wearer can still be located by scent or sound. If you can't see them...

    If wrapped around the nose, the wearer's sense of smell is disabled. In addition, they emit no scent whatsoever and any creature who uses scent to see has disadvantage on Perception against the wearer. The wearer has advantage on saving throws made against inhaled hazards. If the mouth is also covered, the wearer is fully immune to inhaled hazards, although they can still be manually choked or drown, and they cannot breathe in an oxygenless environment. If you can't smell them...

    If wrapped around the mouth, the wearer's sense of taste is disabled. They become immune to ingested poisons (although it's moot because the wrap stops you from eating anyway). The wearer gains DR 3 against bite attacks, and they taste extremely nondescript, completely unlike meat. In addition, the wearer becomes immune to attacks that drain their blood, such as a vampire's bite (although the bite will still deal damage normally). If you can't taste them...

    If wrapped around the ears, the wearer is deafened. They become immune to attacks that would deafen them, any effect that requires something to be heard, and gain DR 3 versus sonic. In addition, they emit no sound whatsoever, including speech. If both the wearer's nose and ears are covered, they are effectively invisible to creatures that rely exclusively on those senses to see. If you can't hear them...

    If enough wraps (or an exceedingly long one) are found, and used to wrap the body, the wearer's sense of touch is disabled. They feel numb and weightless. This imposes disadvantage on Dexterity skill checks and saving throws, and takes -2 on attack rolls with Finesse weapons. However, they gain DR 1 against all damage except psychic (stacks with other bonuses), advantage against all effects that attempt to move them unwillingly, and gain Evasion. The wearer also become immune to effects that cause severe pain, such as symbol of pain, and can continue fighting past 0 hitpoints, falling only if killed or failing death saves. However, the wearer cannot feel attacks, and must make a perception check (DC 19) to even notice non-psychic attacks that strike them that they cannot see. If you can't feel them...

    If the entire body is covered, the wearer effectively ceases to exist altogether. They cannot be targeted by divination spells. Only truesight or an antimagical effect can reveal them. Even Detect Spells fail to notice them. However, as the wearer is nigh-totally isolated from the world, some other way must be found to sense the environment, such as the spell Arcane Eye.

    Strong Abjuration; CL 12; Blindness/Deafness, Stoneskin, Nondetection;
    I like this. This is clever. I've seen things similar to the blindfold usage before and I love the way you've extended it
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  13. - Top - End - #163
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    Quote Originally Posted by Bohandas View Post
    I like this. This is clever. I've seen things similar to the blindfold usage before and I love the way you've extended it
    Thanks . It's an interesting one for sure. This is actually the second write, I lost the first by accident.
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
    Spoiler: How to have a Good Idea
    Show
    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

  14. - Top - End - #164
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    174.) Zagyg's Wacky Fortress

    Zagyg's Wacky fortress is a combination of Daern's Instant Fortress and a bouncy castle. Wen deactivated, it is a small kevlar cube. Upon activation it inflates into a three story tower. Doing anything requiring any degree of finesse in the tower requires a DC10-15 balance, jump, or tumble check (any may be chosen by the character). If the tower is deactivated while anything is in it, it collapses around it, leaving the offending item as if it was in a large but tight sack. The fortress is made of kevlar (treat as having the hardness of iron, w/ increased hardness vs bludgeonig weapons; but only 1/4 the HP since it's inflatible)

    Strong conjuration; CL 13th; Craft Wondrous Item, Gust of Wind; Price 35000(?) gp
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  15. - Top - End - #165
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by Bohandas View Post
    174.) Zagyg's Wacky Fortress
    a bouncy castle.
    Bless this post. I love this thread and will keep it alive until it fulfills its promise.

    175.) Vestment of Comfort

    This ensemble includes a shirt and gloves, both of which must be worn for the magic to function. The clothing will change to match the weather or the whims of the wearer (Could be fingerless gloves, mittens, a long or short-sleeved shirt, a sweater, etc.), and if dirtied, will clean itself completely over 1d3 rounds. This includes grime accrued on the wearer beneath the clothes, so by extension, the wearer is kept mostly clean, even if they do not have access to cleaning amenities. The clothes cannot become much larger or shorter than an average shirt for the wearer's size (Fits any humanoid from Small to Large size). While the clothing can be personalized, it always appears fairly plain and humble, never gaudy, although quite comfortable.

    Though perhaps not seeming so from the outside, the shirt and gloves are indeed magical. If damaged (torn, slashed, ripped to shreds), the garments will reform over 1d3 rounds. Much like a troll, burns ruin the garment (lightning, fire, acid). They offer no defense, but do not hinder movement, so the wearer may add his Dex bonus to his AC if they are not wearing other armor that hinders them. They can be worn beneath other armor, although this may disable some of its benefits.

    At all times, the garment tries to keep the wearer at a comfortable temperature. The wearer has advantage and +6 on checks made to resist extreme cold and heat environments. Theoretically, this benefit extends to anyone in contact with the garment for protracted time, so apply this effect to anyone the wearer is carrying piggyback.

    Wearing this garment, one gains +4 to any Charisma check made to convince another that you pose no threat/are friendly, as long as you make some sort of peaceful physical contact, like shaking hands.

    Wearing this garment beneath armor allows one to sleep comfortably in the armor without risking a level of exhaustion.

    If a reasonably non-hostile entity is experiencing great despair, suffering from splintered nerves, or otherwise distressed, the wearer may use the garment to cast calm emotions on them. They must be in comfortable contact with the other party (hug, pat, etc.), and the recipient may freely choose whether or not they accept the comfort. This removes any Frightened status, but not Charmed. This functionality cannot be used while the Vestment of Comfort is entirely beneath armor.

    Mild Enchantment; CL 9th; Craft Wondrous Item, calm emotion, endure elements;


    Feels like alot of words for such a simple concept-the ultimate in comforting shirts, but oh well.
    Last edited by Phhase; 2019-06-16 at 10:36 PM.
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
    Spoiler: How to have a Good Idea
    Show
    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

  16. - Top - End - #166
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by brian 333 View Post
    33: Portable Bath

    Mildly acidic water, (about as acidic as lemon juice)

    Uh oh.

    Do you see what I see?

    Don't give this to particularly mean characters...
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
    Spoiler: How to have a Good Idea
    Show
    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

  17. - Top - End - #167
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    Default Re: 1001 Homebrew Magic Items

    176.) Toxin Spreader
    This hand crossbow has +1 to attack and damage rolls. In addition, there is a revolving mechanism fitted above the release. This mechanism has three ports where vials may be attached. If a vial containing an amount of a substance (three drops is enough) is attached to the mechanism and rotated into place, the crossbow will synthesize a minute amount of this substance and anoint all ammo fired from the crossbow with that substance. As an action, the user may rotate a different vial of substance into place, changing the firing effect.

    Medium Transmutation; CL 8th; Craft Wondrous Item, poison or poison spray;
    Last edited by Phhase; 2019-06-22 at 08:42 PM.
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  18. - Top - End - #168
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    Default Re: 1001 Homebrew Magic Items

    177) Lesser Healing Balm / Healing Balm / Greater Healing Balm

    This item may be spread on an injured creature and acts as a Cure [Light, Moderate, or Serious] Wounds spell. But simply being spread by hand is not the item's main purpose.

    A vial of this balm is usually found with a few special hand crossbow bolts fitted with blunt, soft, sponge-like tips. Then the vial is loaded into a Toxin Spreader crossbow and the soft-tipped bolts are fired, the bolts will carry the balm to the target, allowing the user to heal a comrade remotely, even if the recipient is engaged in combat.

    Although the Toxin Spreader cannot create the balm, a single vial is sufficient for five shots (or a single direct application). The bolts are reusable if recovered intact.
    -- Joe
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  19. - Top - End - #169
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    Default Re: 1001 Homebrew Magic Items

    178.) Sunshard
    This weapon appears as a slender 4-5 foot splinter of yellow-orange crystal. They are usually made in batches of 7. When thrown, it acts as a +1 javelin. It flies straight, always traveling to maximum range (Use the same attack roll for determining if creatures behind the first are hit). In addition, as the thrower winds up, the Sunshard begins to crackle with orange-yellow lightning. Once thrown, the projectile becomes a bolt of yellow-orange lightning, dealing 2d4 lightning and 2d4 radiant damage to any target struck. If this damage would reduce the target to 0hp, the bolt bores an ashen hole and passes right through to the remainder of its range, possibly hitting enemies behind the first. The Sunshard is consumed in the attack. Alternatively, one may drive the Sunshard directly into the ground at their feet, causing an explosion of yellow-orange lightning. Enemies within 5 feet take 3d4 lightning and 3d4 radiant. Affected enemies lose their reaction if they fail a DC 16 Con save.

    If thrown by a Cleric with the Light domain, the cleric has the option to Channel Divinity as a bonus action and any Sunshards thrown will reappear in their hand at the beginning of their next turn.


    Medium Evocation; CL 9th; Craft Wondrous Item, Sunbeam or Sunburst;
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
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    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

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    179.) Bottled Ship (3.5e)
    When uncorked near a body of water this model ship expands into a full sized sailing ship and appears in the water. Speaking a command word causes the ship to shrink down and go back into the bottle. Anything still on the ship when it shrinks falls into the water where the ship was

    Aura; CL ; Craft Wondrous Item, Shrink Item,; Price 66667gp (based on assumption that swan token is a one use galley and this is a infinite use sailing ship); Weight

    180.) Flame Retardant (3.5e)
    The liquid in this throwable flask affects elementals with the [fire] subtype with the effect of a Feeblemind spell if they fail a fortitude save
    Moderate Enchantment; CL 9; Prerequisites Craft Wondrous Item, Feeblemind or Dispel Fire; Price ~900gp? (20gp [since its more limited than regular feeblemind] X Lv5 X CL 9)

    181.) All Weather Cloak (3.5e)
    This is a coat or cloak which is insulated against all extremes of weather, effectively acting as a sealed climate-controlled pod despite being loose and open at the feet, face, and arms. The temperature inside of the cloak is fixed at 70 degrees farenheit as long as the temperature outside is between 0 and 140 degrees. Humidity inside of the cloak is fixed at a comfortable range as well. The cloak also prevents any part of the wearer which it covers from getting wet or muddy. Though it hedges out water, it does not allow allow breathing underwater as it does not reoxygenate the bubble of air it takes with it. It also hedges out smoke., noxious gases and vapors, dust, sand, and dirt. It only hedges out contaminants on areas of the body that it currently covers (eg, it will not keep mud off your arms if the sleeves are rolled up and won;t keep your head dry underwater if the hood is down). The cloak can also obscure the wearer's face with a command word.
    Aura; CL 5; Craft Wondrous Item, Endure Elements and Prestidigitation(?) and either Secure Shelter or Tiny Hut; Price ~9500 (5700? 16000?); Weight 2lb
    Last edited by Bohandas; 2019-07-31 at 12:35 AM.
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  21. - Top - End - #171
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    Default Re: 1001 Homebrew Magic Items

    182. Warhorn of Ragnar, King of Frozen Wastes

    (used for [RoS]
    An ancient relic of long-forgotten king. This warhorn was - according to the legend - used by king Ragnar the Frostbringer, King of Frozen Wastes, the only man that as able to bind all North Clans together. The legends state that when blown, it bellowed with the power of north wind, its voice coarse, bringing cold and frost.
    This ancient blowing horn is feet and half long, but rather light for its size. It is made of bone of a long-forgotten monster - it might be dragon but the size is not right. It is finely crafted and decorated with images of winter, war and death. While thin and light, it seems sturdy and durable.

    When blown, the temperature in direction of the sound drops suddenly and a gust of wind is felt (cold breeze).

    [GM Only] The horn is an item of power, which absorbed King Ragnar's mentality and holds courage and honor - even reckless courage - as its ideal. It has a Belief "A true Hero is Courageous and Honorable" and "Death before Dishonor, Death to Cowards".
    Therefore, whenever its wielder acts with honor and courage, imitating the ancient Northerners, laughing into Death's face, it is imbued with power, gaining 1 Spiritual Point to its first Belief (up to max of 5). This may be added as additional die (bonus) to any roll that is requires courage or honor (e.g. in combat).
    Whenever its wielder acts dishonorably or cowardly (the wielder needs to break his wov, ignore his debt, run from combat or break the hospitality rules), the horn gains 1 Spiritual Point to its second Belief (up to max of 3). This will work as Curse - giving the wielder penalty on all rolls that could lead to their death equal to value of the Belief. The horn can be discarded at any moment, but if second Belief reaches 3, the Horn will disappear from hero's possession (the curse is lifted by honorable/courageous deeds; 1 point per each deed or each 24 hours without the Horn).
    When the Horn becomes powerful enough (1st Belief = 3), the wielder will come to understand its second power. When blown, player may decide to spend the Belief points and create a blizzard-like effect (similar to Cone of Cold) in direction of the sound. It has a chance to stun, freeze and damage the living in affected area.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
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  22. - Top - End - #172
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by Bohandas View Post
    179.) Flame Retardant
    LOL

    183.) Demon Bone Spear

    This weapon is a +1 longspear. It is light enough to be held in one hand, though it has the reach of a weapon one size larger. It deals +1d6 lightning damage on a hit. If you would take damage from a lightning effect that is not Area of effect, you can make a Dexterity check (Dc equivalent to the enemy's spellpower+1). On a success, the spear absorbs the effect. The damage is reduced to 1 per each dice of the effect. If the effect would continue in some way (Such as chain lightning) it ceases to do so on a successful check. For each damage dice of the attack absorbed, the spear gains a charge. The spear loses half its charges every long rest/dawn.

    At 3 charges: deals +1d10 damage instead.

    At 5 charges: deals +1d12 damage instead and enemies within 5 feet take damage equivalent to the number of charges each round they move into or start thier turn there. The air reeks of ozone as energy arcs off of the spear.

    At any time, the wielder may choose to discharge the spear. Make a Dex or a spell attack. This creates a lightning bolt that deals chargesd6 damage to the target and 1/2chargesd6 damage to everything within 10ft of you.


    Aura strong evocation; CL 10th; lightning bolt, absorb elements; Price: 9000gp
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
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    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

  23. - Top - End - #173
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    184.) Artifake (3.5e)
    This is an otherwise non-magical item (can be of any sort) that has been enchanted to have an overwhelming magic aura.
    Overwhelming illusion; CL 1; Craft Wondrous Item, Nystul's Magic Aura; Price 1000? (~100-2000)




    #185-188 are based on things from Aqua Teen Hunger Force and are reposted from http://www.giantitp.com/forums/showt...1#post24079781

    185.) Teeshirt of the Dead (3.5e)
    "Osiris, the Egyptian god of the dead, wore this teeshirt on hot days in his underw.... in the underworld. It was given to him by an ancient bank when he opened a checking account. Some say it gave him the power to say and to do anything, amd that's why most of the dead, in the underworld, referred to him as an ass."

    The t-shirt of the dead gives its wearer the ability to use "Limited Wish" once per minute, as cast by a level 13 wizard with prohibited schools evocation and divination
    Overwhelming Necromancy and Conjuration; CL 20; Artifact

    186.) The Foreigner Belt (3.5e)
    "The wearer of this belt shall posess all the superpowers of 70's supergroup 'Foreigner'"

    This belt allows the use of several powers activated by command word. A DC 10 perform(singing) check is required to activate them correctly.
    Heatstroke (DC 14) (spell compendium) - "Hot Blooded"
    Deep Freeze (DC 20) - (Dragonlance Campaign Setting) - "Cold as ice"
    Double Vision (DC 13) (see below) - "Double vision"
    Strong Evocation ; CL 13; Craft Epic Wondrous Item, Deep Freeze, Double Vision, Heatstroke; 292500?? gp; Weight 1

    Spoiler
    Show

    Double Vision

    Necromancy(?)
    Level: Brd 1, Clr 2, Sor/Wiz 1
    Components: V
    Casting Time: 1 Standard Actiom
    Range: Medium (100+10/CL)
    Target: One Living Creature
    Duration: Permanent (D) (see below)
    Saving Throw: Fortitude Negates
    Spell Resistence: Yes

    The target of this spell is permanently dazzled until the spell is dismissed or dispelled or they receive some treatment that can remove dazzling or blindness.


    187.) The Broodwich (3.5e)
    "Forged in darkness from wheat harvested in hell's half acre. Baked by Beelzebub. Slathered with mayonaise beaten from the evil eggs of dark chickens forced into sauce at the hands of a one-eyed madman. Cheese boiled from the rancid teat of a fanged cow. Layered with 666 seperate meats from an animal that has maggots for blood!"

    The broodwich is a cursed sandwich which planeshifts anybody who eats it to the lower planes with no save (a creature who eats the entire sandwich is considered willing) and then reappears in a random location on the material plane. After eating most of the sandwich the user is summoned to the lower planes like a summoned creature, but is only fully shifted there upon completing the entire sandwich. The Broodwich is attached to a disembodied intelligence which tries to convince the first person who encounters it after reappearing to eat it. The sandwich has Int 10, Wis 10, Cha 10, and 10 ranks in both bluff and diplomacy. Since the sandwich's intelligence is not directly attached to it it can stray up to 40 feet away from the sandwich and thus see around corners etc. It is neutral evil.

    Strong (Overwhelming?) conjuration and necromancy; CL 18; Craft Wondrous Item, Plane Shift; Price ????? (Artifact?); Weight 1 lb

    188.) Sure Shelter (3.5e)
    "When's it gonna magically form itself back into a house again?"

    This small building reassembles itself if destroyed

    Moderate Conjuratiom; CL 7; Craft Wondrous Item, Leomund's Secure Shelter; Price 10000; Weight 50 tons(???)
    Last edited by Bohandas; 2019-08-12 at 08:12 PM.
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  24. - Top - End - #174
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    Default Re: 1001 Homebrew Magic Items

    189). Silent Gold
    This dagger is cursed. It appears as a stiletto with wicked spiral serrations and a golden tint marbled with tarnish. It provides +1 to attack, damage, and Dex (Stealth) checks. Once attuned, it cannot be unattuned without the use of Remove Curse, and you have disadvantage when attacking with any other weapon. Though it cannot speak, the dagger is sentient, and chaotic evil. The wielder senses its bloodlust while in combat. It also surges with hatred and urges the wielder to act if there is a particularly loud or annoying person, creature, or object nearby. The wielder's ears become more sensitive, and more easily bothered by noise, though their hearing does not actually improve. They gain vulnerability to sonic damage. The dagger is especially annoyed by sonic attacks and effects. When the dagger scores a critical hit or a killing blow, the wielder must succeed at a Wisdom save (DC 9 + times you have had to save so far). On a failure, the dagger devours the target's and the wielder's tongues. The wielder can no longer speak, and is prevented from casting spells with the sonic damage type. However, they can still cast spells with verbal components as if they possessed a feat or ability that allowed them to do so. The wielder's tongue cannot be restored by magic while the curse remains. Efforts to do so will cause the dagger to force the wielder to attempt to strike the caster.


    Strong Illusion; CL 13; Craft Wondrous Item, Silence; ? gp;
    Last edited by Phhase; 2019-09-04 at 11:06 PM.
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
    Spoiler: How to have a Good Idea
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    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

  25. - Top - End - #175
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    Default Re: 1001 Homebrew Magic Items

    190.) Rod of Probation (D&D 3.5e)

    The primary power of this rod is to lay a very specific curse on anyone the user touches it to, such that any time the target attempts to attack someone, whether physically or with magic, they fail 50% of the time (a more specialized version of the 50% chance to lose any action curse from the Bestow Curse description). This is most easily done to a restrained target. The curse can be bestowed with a melee touch attack but the rod is not shaped or weighted to be a weapon and so an improvised weapon penalty applies. (A DC 14 Will save resists the curse)

    The rod also allows the use of Hold Monster once per day (Will DC 17 resists).

    Finally, the rod can also bestow a Mark of Justice (with the normal open-ended selection of curse effects) once per day; this, like the spell, takes the normal time and entails writing on the target (using the rod as a writing tool) and thus can only be done to restrained or willing targets. However, writing the Mark of Justice on a creature affected by the rod's Hold Monster ability extends the duration of the Hold effect until either the mark is written or the user abandons writing it. The rod also functions as a pen that never runs out of ink.

    Aura: Moderage Necromancy; CL 9 ; Prerequisites: Craft Rod, Bestow Curse, Hold Monster, [i]Mark of Justice; Price 36000gp*

    *([limited curse at will] 3 (lv) x 9(cl) x 2000 ÷ 6 [limitation]=9000; [themed abilities] 9000/2=4500) 4500 + ([hold monster 1/day] 5(lv) x 9(cl) x 2000 /5[uses per day] = 18000; [themed abilities] 18000x3/4=13500) 13500 + ([MoJustice 1/day] 5(clrLv) x 9(cl) x 2000 ÷ 5 [uses per day]=18000; ) 18000


    EDIT:

    191.) Heart of Darkness (3.5e) (Graft Using the Fiend Folio/Libris Mortis/Lords of Madness rules)

    This tar black heart, once implanted, bestows the benefits of the Fiendish template on it recipient

    Moderate Necromancy and Evil; Prerequisite: Graft Flesh(Fiendish), Visage of the Deity or Fiendform, Creator must be a fiend; Price ~87500* gp

    *12000 (fire resist; compare ring of resist) 12000 (cold resist; compare ring of resist) 35000 (sr 15.5 avg) 9000-16000 (DR; compare invulnerability armor enchantment) 12000 (darkvision; compare goggles of night) 4000 (smite; treating as lv 1 spell at cster lv 10 1/day) Treating "themed abilities" as canceling "no space limit" that's 84000-91000
    Last edited by Bohandas; 2019-10-14 at 03:32 AM.
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    Default Re: 1001 Homebrew Magic Items

    192.) Elixir of Ipecac

    Anyone drinking this potion must make a DC 17 Con save (You can elect to waive this). On a failure, a drinker is poisoned for 1 hour, suffers -2 to Strength, Dexterity and Wisdom while so poisoned, and must make a DC 11 Con save each round in order to be able to act that round. Failing causes the drinker to heave the contents of their stomach out onto the ground, spending the round stunned. If the creature's stomach is empty (Usually about 3 pukes in), the DC to resist puking becomes 7 instead, and only a clear gelatinous substance is expelled. Upon saving successfully 3 times against the DC of 7, or until no longer poisoned, whichever comes first.

    After vomiting the third time, a creature will expel any non-magical poison, tainted or diseased food, or other foreign objects in the body, ending their effects. They are also allowed an immediate saving throw with advantage against any non-magical disease they are suffering, and convalesce by the end of their next long rest on a success.

    This potion is only slightly magical, and has advantage or +5 (Whichever is more relevant) on a save to avoid being disenchanted or corrupted.

    Moderate Necromancy; CL 7; Brew Potion, Poison, Neutralize Poison; 200 gp;
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
    Spoiler: How to have a Good Idea
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    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

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    193.) Motivator

    This metallic headband was created by a lazy and absent-minded wizard in order to stop himself from putting off chores, exercise, and basic hygeine. It dominates any willing subject that wears it to spend up to the next ten days working on a task set by the wearer at the time that headband is put on. A new task cannot be assigned unless at least one day has passed since the previous task was assigned, even if the previous task has already been completed.

    Moderate Enchantmemt; CL 10; Craft Wondrous Item, Dominate Person or Dominate Monster; Price ~8000gp??? [((lv4xcl10x2000)/5(charges))/2(severely restricted use)]

    ---------

    191.) Heart of Darkness (3.5e) (Graft Using the Fiend Folio/Libris Mortis/Lords of Madness rules)
    This heart, once implanted, bestows the benefits of the Fiendish template on it recipient
    Aura Moderate Necromancy and Evil; Graft Flesh(Fiendish), Visage of the Deity or Fiendform, Creator must be a fiend; Price ~87500 gp

    12000 (fire resist; compare ring of resist) 12000 (cold resist; compare ring of resist) 35000 (sr 15.5 avg) 9000-16000 (DR; compare invulnerability armor enchantment) 12000 (darkvision; compare goggles of night) 4000 (smite; treating as lv 1 spell at cster lv 10 1/day) treating themed abilities as canceling no space limit that's 84000-91000

    ---------

    194.) Cambionic Cojones (3.5e) (Graft Using the Fiend Folio/Libris Mortis/Lords of Madness rules)

    The recipient of this graft can enter a barbarian rage three times per day. Additionally, any offspring sired by them will have the fiendish template.

    Price ~23000? (CL5xLV3x2000(useActivated)x(3/5)+some extra)

    ---------

    195.) Zombie-Dagger (3.5e)
    This +1 dagger allows the wielder to infect a creature struck by the blade with the Apocalypse Zombie Virus (DC 16; see Apocalypse Zombie, below) once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the effect must be invoked in the same round that the dagger strikes.
    Moderate Necromancy; CL 11; Craft Magic Arms and Armor, Contagion, Create Undead; Price 22102*-28702**


    * (Dagger of Venom x (cl11xlv6)/(cl5/lv4), accounting for +1 and masterwork seperately); Weight
    **(CL11xLv6)x(1/5) + Plus1 Dagger

    ---------

    196.) Stabby McFacestab (3.5e)
    +1 Anarchic Mindfeeder(MiC) Impaling(MiC) Implacable(MiC) Zombie-Dagger (see above) Ardent 5; AL CE; Int 10, Wis 20, Cha 19; Speech, Telepathy, 120 ft. Blindsense, Darkvision, Hearing and Read Magic;

    Lesser Powers: Item Has 10 ranks in Diplomacy; Item has 10 ranks in Knowledge(Religion); Item has 10 ranks in Spellcraft, Knock 3/day
    Greater Power: Crumble (SC) 3/day, Locate Creature 3/day
    Special Purpose: Foment Rebellion
    Special Purpose Power: Break Enchantment

    Saves: Fort +13 Ref +13 Will +20
    SA: Intelligent Magic Item Powers, Mantle Powers, Psionics
    SQ: Construct Traits, Intelligent Magic Item Powers, Half Damage From Fire and Electricity, Quarter Damage From Cold, Hardness 12
    HD/HP: 5d6+12 (29 hp)
    Speed: 0ft (10 ft when psionically focused)
    Power points/Day: 37
    Powers Known:
    1st- Dimension Hop, Energy Ray, Matter Agitation, Psionic Charm
    2nd- Cloud Mind, Concealing Amorpha
    3rd- Psionic Speak With Dead
    Mantles: Chaos, Deception Freedom, Death

    Feats
    Expanded Knowledge (energy ray), Psicrystal Affinity (Liar)

    Skills
    Bluff 6 (2+4), Concentration 8, Diplomacy 14 (10+4), Knowledge (Dungeoneering) 1, Knowledge (History) 1, Knowledge (Nobility and Royalty) 1, Knowledge(Religion) 10, Knowledge(The Planes) 2, Knowledge (Psionics) 1, Psicraft 2, Spellcraft 10

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  28. - Top - End - #178
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    197.) Lava Lamp of Good Ideas (5e) (Requires Attunement)

    This conical glass vessel is filled with colored fluid and glowing wax. As an action, the user may speak a command word to turn it on, causing it to emit Light, as per the spell. This lasts until turned off.

    While attuned, the Lamp has a number of charges equal to your INT bonus +1. While the lamp has been on for at least an hour consecutively (You can tell by when it looks coolest), you can, after gazing into the Lamp for 1 minute, spend a charge to cast Divination. When cast in this way, the spell obliges the DM to give the player something that more or less qualifies as a good idea given the current circumstances surrounding their query. For every cast after the first, there is a static 25% chance that the DM must instead call a random friend and ask them instead, using their first logical response as the answer.

    Alternatively, the user may spend a charge to cast Augury after gazing for 1 minute. When cast in this way, the user must ask the Lamp a question in the format of "Is (X) a good idea?" The Lamp responds telepathically with:

    "Sure thing, dude!" If the outcome is mostly positive.

    "You are straight up not gonna have a good time, dude." If the outcome is mostly negative.

    "Hang ten dude, it's gonna be a wild ride!" If the outcome is both positive and negative.

    "Dude, bo-ring." If the outcome is neither positive nor negative.

    Every time a charge is spent, the wax and fluid each change colors according to a roll on the below chart:

    1d6 Color
    1 Red
    2 Orange
    3 Yellow
    4 Green
    5 Blue
    6 Violet


    Moderate Divination; CL 10; Craft Wondrous Item, Divination, Augury, Must be intoxicated while crafting; Price: 1337gp and must beat the seller 2 out of 3 at either: Arm Wrestling (Str), Surfing (Dex), Drinking (Con), Stoned Painting (Int), Three-Card Monte (Wis), or Rap-battling (Cha). Alternatively, beat them once at two contests simultaneously.
    Last edited by Phhase; 2019-11-18 at 05:48 PM.
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
    Spoiler: How to have a Good Idea
    Show
    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

  29. - Top - End - #179
    Bugbear in the Playground
     
    Phhase's Avatar

    Join Date
    Sep 2010
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    X/Z 12,550,821

    Default Re: 1001 Homebrew Magic Items

    For the post to reach 200, a slew of Dark Souls References!

    198.) Bottomless Box (5e) (Requires Attunement)

    This simple-looking metal box carries an enchantment similar to that of a Bag of Holding.

    This box has an interior space considerably larger than its outside dimensions, appearing as a nondescript 40ft square room (although it adapts to fit larger objects). The box can hold up to 2000 pounds, with no volume limit. The box weighs 60 pounds, regardless of its contents. Retrieving an item from the box requires an action.

    The interior of the box is effectively a separate demiplane, the box functioning as a portal.

    The box is extremely durable, but if it is destroyed, its contents are scattered in the Astral Plane. The box will refuse to admit an item that puts it over its weight limit. Breathing creatures inside the box can survive up to a number of minutes equal to 60 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

    A Bottomless Box will not allow itself to be placed inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item, or admit such an item into its interior.

    The creature attuned to the Bottomless Box can set any number or complexity of requirements for the box to be opened by other creatures.

    Strong Transmutation; CL 14; Craft Wondrous Item, Leomund's Secret Chest, Arcane Lock; Price: 8000gp

    200.) Gargoyle Flamespear (5e) (Requires Attunement)

    This weapon appears to be a +2 Flaming Burst Lance. It is grey and metallic, and conical in shape, with a lantern-like vessel filled with flame at the cone's base. It deals +1d6 fire damage to any creature struck. On a critical hit, the weapon will instead explode with flame, dealing +1d10 fire damage to the target, and any creature within 5 feet of the target except the wielder.

    The Flamespear has 4 charges, regaining 1d4 each dawn. While not mounted, a creature may elect to spend a charge to make a special attack. In order to make this attack, the creature must take the Dash action and move at least 10 feet in a straight line before spending the charge. When a charge is spent, the creature may use their bonus action to make a single melee attack with the Flamespear against a creature in their reach. If the attack hits a Large or smaller creature, the wielder automatically shoves the target ahead of them if they continue moving toward it. Once the wielder is done charging, they make a leaping downward stab with the Flamespear, triggering a flaming burst and forcing the creature to make a Strength saving throw against your Strength(Athletics) check in order to avoid being knocked prone.


    Strong Evocation; CL 14; Craft Magic Weapon, Fireball; Price 7000gp;

    199.) Gargoyle Flamehammer (5e) (Requires Attunement)

    This weapon appears to be a +2 Flaming Burst Maul. It is grey and metallic, and its head resembles a torch sconce, filled with orange fire. It deals +1d6 fire damage to any creature struck. On a critical hit, the weapon will instead explode with flame, dealing +1d10 fire damage to the target, and any creature within 5 feet of the target except the wielder.

    The Flamehammer has 4 charges, regaining 1d4 each dawn. As an action, the wielder may spend a charge and plant the butt of the maul on the ground. Until the beginning of your next turn, your speed is reduced to 0, you take 4 less damage from all sources except psychic, and you are immune to effects that would move you unwillingly.

    At the beginning of your next turn, the Flamehammer has finished charging, and glows with incandescent orange flame, shedding bright light in a 40ft radius. You can take an action and slam the Flamehammer down on a square within your reach. Any creature other than yourself within 5 feet of that square is subject to a flaming burst, and the Flamehammer then spews a 20ft cone of flames in that direction until the beginning of your next turn. Any creature beginning their turn in the cone or moving into it for the first time on a turn takes 1d12 fire damage. If a creature provokes an attack of opportunity from you during this time, you cannot use the maul to attack, but you may swivel the maul it in that creature's direction, automatically causing 1d12 damage to it.

    On the beginning of any turn after you trigger the flame gout, you may elect to spend another charge to cause the maul to continue spewing flame until the beginning of your next turn. You may move during this time, but may not release the maul or otherwise attack with it without ending the gout of flames.

    If you choose not to use the flame gout, the glow fades and nothing more happens.

    Strong Evocation; CL 14; Craft Magic Weapon, Burning Hands, Flaming Sphere; Price 7000gp;

    201.) Clump of Purple Moss (5e)

    This clump of bright purple moss has semi-magical curative properties. It is bitter-tasting, though not unpleasantly so. If eaten, the player is cured of any poisoned status effect, and has resistance to poison damage for 1 minute.

    Price 20gp;
    Last edited by Phhase; 2019-12-14 at 04:27 AM.
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
    Spoiler: How to have a Good Idea
    Show
    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

  30. - Top - End - #180
    Bugbear in the Playground
     
    OrcBarbarianGuy

    Join Date
    Jan 2017

    Default Re: 1001 Homebrew Magic Items

    202.
    Boots of Striding and Sliding
    These boots appear to function as Boots of Striding and Springing to all identification until used. Instead of increasing speed by 10 ft, at the end of any jump or any movement more than half the speed of the wearer, they slide 10 ft in the direction they were last moving.

    Price: As Boots of Striding and Springing, but 10% off.
    Last edited by aimlessPolymath; 2019-12-16 at 04:38 AM.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

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