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  1. - Top - End - #31
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by jqavins View Post
    Does the user know what spell is coming, or must it be tested daily?
    It needs to be tested.

    Quote Originally Posted by jqavins View Post
    Also, why not have these are various spell levels, with the rarity and price varying accordingly?
    Because it's a 5e item, and they tend to be more streamlined and not have varying scale as much.
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    25a.) Amputating Weapon (Gritty Version) (3.5e)
    (alternate titles: "Flesh Wounding weapon", "Disarming Weapon")

    When a critical hit is scored with a weapon with the amputating ability a randomly determined extremity is severed from the target. A premade table is not included as the precise nature and number of extremities varies by the target's species (ie. in Humans or Elves it would be the arms, legs, and head; in Kobolds it would be the arms, legs head and tail; in Mariliths it would be the arms, head, and tail; in Beholders it would be the eyestalks; et cetera). Loss of a limb or eye imposes penalties as per the sidebar "Damage to Specific Areas" on page 27 of the Dungeon Master's Guide. Blood loss from severing a major limb also inflicts one point of constitution damage on the target and causes them to lose one hit point per round until they either: succeed at a fortitude save of DC equal to the damage dealt by the crit, OR roll a natural 19 or 20 on this save, OR are stabilized with a DC 15 heal check. As with vorpal weapons, roll for this effect even if the target is normally immune to critical hits, unless it has no applicable anatomy.

    Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, keen edge and either wither limb or blindness/deafness; Price +5 bonus

    25b.) Amputating Weapon (Pythonic Version) (3.5e)
    (alternate titles: "Flesh Wounding weapon", "Disarming Weapon")

    When a critical hit is scored with a weapon with the amputating ability it severs a random extremity other than the head. A premade table is not included as the precise nature and number of extremities varies by the target's species (ie. in Humans or Elves it would be the arms and legs; in Kobolds it would be the arms, legs, and tail; in Mariliths it would be the arms and tail; in Beholders it would be the eyestalks; in Mind Flayers it would be the arms, legs, and tentacles; et cetera). Loss of a limb or eye imposes penalties as per the sidebar "Damage to Specific Areas" on page 27 of the Dungeon Master's Guide. As with vorpal weapons, roll for this effect even if the target is normally immune to critical hits, unless it has no applicable anatomy.


    Strong necromancy and transmutation; CL 16th; Craft Magic Arms and Armor, keen edge and either wither limb or blindness/deafness; Price +4 bonus
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  3. - Top - End - #33
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by Bohandas View Post
    25a.) Amputating Weapon (Gritty Version) (3.5e)
    (alternate titles: "Flesh Wounding weapon", "Disarming Weapon")

    When a critical hit is scored with a weapon with the amputating ability a randomly determined extremity is severed from the target. A premade table is not included as the precise nature and number of extremities varies by the target's species (ie. in Humans or Elves it would be the arms, legs, and head; in Kobolds it would be the arms, legs head and tail; in Mariliths it would be the arms, head, and tail; in Beholders it would be the eyestalks; et cetera). Loss of a limb or eye imposes penalties as per the sidebar "Damage to Specific Areas" on page 27 of the Dungeon Master's Guide. Blood loss from severing a major limb also inflicts one point of constitution damage on the target and causes them to lose one hit point per round until they either: succeed at a fortitude save of DC equal to the damage dealt by the crit, OR roll a natural 19 or 20 on this save, OR are stabilized with a DC 15 heal check. As with vorpal weapons, roll for this effect even if the target is normally immune to critical hits, unless it has no applicable anatomy.

    Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, keen edge and either wither limb or blindness/deafness; Price +5 bonus

    25b.) Amputating Weapon (Pythonic Version) (3.5e)
    (alternate titles: "Flesh Wounding weapon", "Disarming Weapon")

    When a critical hit is scored with a weapon with the amputating ability it severs a random extremity other than the head. A premade table is not included as the precise nature and number of extremities varies by the target's species (ie. in Humans or Elves it would be the arms and legs; in Kobolds it would be the arms, legs, and tail; in Mariliths it would be the arms and tail; in Beholders it would be the eyestalks; in Mind Flayers it would be the arms, legs, and tentacles; et cetera). Loss of a limb or eye imposes penalties as per the sidebar "Damage to Specific Areas" on page 27 of the Dungeon Master's Guide. As with vorpal weapons, roll for this effect even if the target is normally immune to critical hits, unless it has no applicable anatomy.


    Strong necromancy and transmutation; CL 16th; Craft Magic Arms and Armor, keen edge and either wither limb or blindness/deafness; Price +4 bonus
    This is called a Vorpal weapon in 1st edition, though it never goes snicker-snack. Very useful versus jabberwockies and jub-jub birds.


    26) Wind Knife

    This ordinary-looking kukri is a very powerful blade with 10' reach. In normal use it has the Keen property, but when used to strike at a distance greater than 5 feet it creates a spinning blade of air which flies to the target, striking as a Keen kukri. While it can be used to attack creatures up to 30 feet away, Attacks Of Opportunity are only generated by foes within 10 feet.


    27) Sword Of The Healer

    This Good aligned weapon is crafted from positive energy and radiates Healing (Necromancy) energy. When used on a living, corporeal creature its 'damage', including that from Strength, feats, and other bonuses acts as one of the Cure Wounds spells. It can also Neutralize Poisons if they were delivered via a wound, (as opposed to inhaled, ingested, or delivered via spell or spell-like powers.)
    When used aganst incorporeal, undead, or any creature harmed by Cure spells or healed via Negative Energy, the sword inflicts double damage, (though it does not double bonus damage.)
    Last edited by brian 333; 2018-04-07 at 05:29 PM.

  4. - Top - End - #34
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    Default Re: 1001 Homebrew Magic Items

    so 1e vorpal wasn't head specific?
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by brian 333 View Post
    27) Sword Of The Healer

    This Good aligned weapon is crafted from positive energy and radiates Healing (Necromancy) energy. When used on a living, corporeal creature its 'damage', including that from Strength, feats, and other bonuses acts as one of the Cure Wounds spells...
    So, against such creatures, it's realy not a weapon at all, but it looks like one and borrows some of their mechanics. It would be nice to have that ability switchable.
    -- Joe
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by Bohandas View Post
    so 1e vorpal wasn't head specific?
    Sword of Sharpness was not head specific, Vorpal was.

    28) Black Arrow Which Always Returns To My Hand

    When fired this powerful Arrow Of Slaying strikes the user's hand instead of his target, flying in an elaborate loop which avoids all obstacles to do so. This inflicts normal damage upon the archer and renders that hand unuseable until cured. Characters capable of catching projectiles may attempt to catch it instead.

    When fired against a specific creature, species, or type, as defined during its creation, it acts as a normal arrow, and inflicts double damage. When this occurs the creature so struck must make a Fort save, DC determined by the creator, or die. The selected creature may be named individually, or described more generally, but must be specified at the time of creation.

    When crafting such arrows, the cost increases with the specificity of the target, so an arrow versus Reptilians is much cheaper than an arrow versus Yuan-ti, which is cheaper than an arrow versus Sissilesia, the Queen of the City of Serpents.

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    29) Painful (3.P)
    A weapon with the Painful enhancement causes intense, searing pain whenever it inflicts damage. The creature thus affected makes a Fort save and, if the save fails, is afflicted with a -2 adjustment to all attack rolls and saves for the one full round. His armor class is reduced for the same period, either by a -2 adjustment or to his flat footed AC, whichever is greater.

    +1 enhancement

    30) Painful Burst (3.P)
    A weapon with the Painful Burst enhancement operates as a Painful weapon, but with additional effects on a critical hit. If the target makes a successful Fort save, he suffers the effects above anyhow; an a failed save, the effects are doubled (-4 on all applicable rolls and AC) and last for two full rounds. In addition, the pain is so cripplingly intense that it causes 1d4 ability damage to each of two attributes chosen at random; roll a d6 two times, and reject a duplicate on the second roll. This ability damage fades at a rate of 1 point for each full ten minutes of rest. If additional critical hits are suffered, the abilities affected may repeat those damaged earlier.

    +2 enhancement
    Last edited by jqavins; 2018-04-09 at 02:21 PM.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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    31) The Trick Arrow Quiver (3.P)
    This ordinary looking quiver contains the same enchantments as a Handy Haversack. An archer may place any variety of arrows, both ordinary and special into it, and always have the arrow that she wants at hand when drawing one. Because of its size and shape, it can only hold objects of "arrow shape" or smaller. On the other hand, the archer need not reach inside to draw the arrow, but may simply hold her hand over the quiver and the correct arrow will come into position, as if drawing an arrow normally.

    Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gp; Weight 5 lb.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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    32.) Nomnom: NG Intelligent Table of Feasting (Stronghold Builder's Guidebook p.84; Heroes' Feast 3/day) Int 19 Wis 10 Cha 19; Lesser Powers: Prestidigitation continuously, Create Water at will, item has 10 ranks in Diplomacy, Item has 10 ranks in Profession(Cook); Greater Powers: Clairvoyance 3/day, Heat Metal 3/day, Dance of the Unicorn (SC) 1/day; Special Purpose: Provide excellent dining experiences; Special Purpose Power Animate Objects (Self or touched objects only)
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by jqavins View Post
    31) The Trick Arrow Quiver (3.P)
    This ordinary looking quiver contains the same enchantments as a Handy Haversack. An archer may place any variety of arrows, both ordinary and special into it, and always have the arrow that she wants at hand when drawing one. Because of its size and shape, it can only hold objects of "arrow shape" or smaller. On the other hand, the archer need not reach inside to draw the arrow, but may simply hold her hand over the quiver and the correct arrow will come into position, as if drawing an arrow normally.

    Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gp; Weight 5 lb.
    Can I get one of these for sling-stones?

    33: Portable Bath

    A 5 foot by ten foot rug, (1 1/2 x 3 meters,) unrolls to reveal a sunken tub 3 feet wide by 6 feet long by 2 feet deep, filled with clean, warm water. The water is potable, but it is not intended for drinking; it is intended for bathing.

    When the bather is finished, the rug can be rolled up and stowed like any thick carpet, weighing about twenty-five pounds. When unrolled, the tub will be clean again and filled with fresh, clean warm water.

    The tub can be commanded by one familiar with its secrets to produce warmer or colder water before the rug is unrolled, but cannot produce ice or water hot enough to cook anything. It may also be commanded to produce, in any combination, the following:

    Soapy water
    Bubble bath
    Lilac scented water
    Musk scented water
    Mildly acidic water, (about as acidic as lemon juice, useful for eliminating skunk spray and similar odiferous substances)

    The rug cannot be rolled up with any foriegn object or creature on it. It cannot be spilled, though water from it can be splashed or carried in a container. If hung vertically it appears to be a rag-style rug with a blue-white center.

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    Default Re: 1001 Homebrew Magic Items

    Pulling some stuff from a project in my sig: the Bargain Bin


    34. Bracer of Throwing (or Greater Bracer of Throwing): When a set of Bracers of Archery are separated from each other for a long enough time, the magic starts to fail. Sometimes, one of them stabilizes their power, at a lesser level. Without its pair, it is only able to affect weapons held by the arm it is worn on. It provides benefits identical to those of the appropriate form of Bracers of Archery, except that it only applies to one-handed or light weapons held in the hand it is worn on.
    Price: As Bracers of Archery.
    (This is a theme I have- many paired items are destroyed if their partner is, or if it is separated for long enough. However, they may (25% chance?) metamorphose into a different, weaker or more specialized item. In this case, it works just fine, as long as you don't need your other hand.)

    35. Philter of Power: Only the finest pearls can be used in a Pearl of Power. What happens to the rest? They get ground up and made into a potion, of course! When drunk, the philter of power allows the user to recall any one spell which they had prepared and cast that day. However, upon doing so, the user must make a Fortitude save (DC 15 + the level of the spell) or take 1d6 Constitution damage. While saving throw bonuses against poison apply to this effect, immunity only allows the user to roll twice and take the better result.
    Price: 50 gp: 1st, 200 gp: 2nd, 450 gp: 3rd, 800 gp: 4th, 1,250 gp: 5th, 1,800 gp: 6th, 2,450 gp: 7th, 3,200 gp: 8th, 4, 050 gp: 9th

    36. Carpet Square of Flying: The leavings of an apprentice itemcrafter, this 1-foot square of fabric will fly through the air on command as though affected by an overland flight spell of unlimited duration. It can hover without making a Fly check and gives a +5 bonus to Fly checks.
    Size: 1 ft by 1 ft. Capacity: 8 lbs. Speed: 40 ft. Weight: 1/4 lb. Price: 900 gp. Tenser’s Floating Disk.
    (reduced price from continuous spell due to being weaker)

    37. Ring of Self Shield: A Friend Shield ring missing its partner is only able to shield itself, providing a +1 deflection bonus to AC and a +1 resistance bonus to saving throws.
    Price: 4000 gp.

    38. Knife of Slaying: An [I]arrow of slaying made with poor-quality wood often snaps when fired. However, the arrowhead can then be made into a dagger. The result, a +1 dagger, is keyed to a particular type or subtype of creature. When it hits a creature, if the creature is of the appropriate type or subtype, it is forced to make a DC 20 Fortitude save or take 50 points of damage. Regardless of whether it succeeds, the dagger loses its magic properties after the first time it hits a creature.
    Price: As Slaying Arrow.

    39. Glove of Dexterity: If it survives the separation from its partner, a Glove of Dexterity works about as well- except that its bonus only applies when it is used with tasks only requiring the use of the hand it is worn by.
    Cost: 1/2 that of the normal Glove of Dexterity.

    40. Quaal’s Feather Token: Twig. An underpowered Tree token results in a small stick around a half-centimeter across, and 5 centimeters long. The feather is often cut and used as a quill; if this is done, the resulting twig has a core filled with ink. Once exposed, by pressing the core against a piece of parchment, the token can leave a mark. Unlike ink, it rarely smudges unless pressed hard.
    Cost: 18 gp.
    Notes: Yes, it's a pencil.

    41. Bright Gem: A Gem of Brightness without the normal limiters, it continually sheds light as a lantern. When smashed against a surface, it flares in a burst of light 30 ft wide, forcing those within that area to make a DC 14 Fortitude save or be blinded for 1d4 rounds. If this is expected, a DC 14 Reflex save can also negate the blindness.
    Cost: 1,000 gp- in combat, effectively has one use of the 5-charge mode.

    42. Horn of Blasting Noise: The command word was forgotten in the crafting of this horn of blasting- or more accurately, the command word is a shout. As a result, while it cannot be activated as normal, it continually amplifies speech through the horn to the level of a shout, allowing someone to be heard with a Perception DC of -20. However, If someone shouts through it, it has the normal effect of the magic item, in addition to reducing the Perception DC to hear the shout to -60. Furthermore, while worn, the user takes a -10 penalty to Stealth checks in which volume is relevant, as even slight footsteps are amplified immensely.
    Cost: Same as Horn of Blasting- stealth penalties are balanced by use in coordination.

    43. Ioun Stone: Dull Gray. Despite having no powers, this stone can float just like any other.
    Price: 500 gp.

    44. Wrestling Mask of the Skull: This mask of the skull is missing its flight abilities. Instead, the user must headbutt their target. This is an unarmed strike like any other, except that if the attack roll beats the touch AC of the target, the mask’s power takes effect. The target must then make a DC 20 Fortitude save or take 130 damage. If the target succeeds on the save, they take 3d6 + 13 damage regardless. The power of the mask functions only once per day, after having worn the mask for an hour.
    Price: 20000 gp.
    Should be 32760 (level 7 spell * CL 13 * 1800 gp, except that that’s more than the cost of the mask of the skull. I eyeballed it.

    45. Stoning Salve: This Stone Salve functioned a little too well. If an ounce of it is applied to the skin of a petrified creature, it returns the creature to flesh as stone to flesh. If an ounce of it is applied to the flesh of a nonpetrified creature, it petrifies the creature, as flesh to stone (DC 19).
    3000 gp- most of the value used to be in stoneskin, now it’s a bizarre and specialized capture method.

    46. Ring of Storing a Spell: This defective ring of spell storing imprints on the first spell cast into it. Thereafter, that spell is the only one which can be stored in it.
    Price: 30% off.

    47. Elixir of Pyrotechnic Breath: This tainted Elixer of Fire Breath instantly transforms the fire breath into one of the effects of pyrotechnics (50% chance of either mode). It is expended after one use.
    Price: 1,100 gp. Maybe less? Could reduce the Caster Level.

    48. Mixed Dust of (Dis)Appearance: The processes for making Dust of Appearance and Dust of Disappearance are very similar- mistakes during the process can cause impurities. When a handful of dust is poured on a single creature or thrown into the air (affecting all creatures within 10 ft), it has a 50% chance to have either effect on each creature.
    Price: 1800 gp. Inconsistency is pretty bad here.

    49, Apparatus of the Crab: Someone removed the default labels. No, wait, that’s manufacturer standard.
    Price: Normal.

    50. Chime of Interrupting: This chime of interruption is mistuned, leading to it drowning out and disrupting speech with loud, irritating chimes. While it has its normal effect, it also prohibits speech while it is active. A DC 15 Concentration check allows someone to get out words without continually being cut off.
    Price: 15500 gp.

    51. Circlet of Destruction, Minor: This circlet of blasting is partially damaged due to the horses involved in its creation. Each time it is activated, it damages itself, taking 2d8 damage, reduced by hardness. It has hardness 8 and 8 hit points.
    Price: 1300 gp
    (price calculations: It has a ~50% chance of damaging itself. I worked it out- it’s an average of ~2 (120/64) points of damage per use, giving 4 uses. This indicates a price factor of 4 casts instead of 1/5 * 100 (1 out of 5 casts per day * 100 for at-will. Yes, repairing abilities help, but in the end, you’re spending a 2nd level spell slot to get a different one, so it seems fair- compare with that one feat that lets you use spell slots to power wands.)

    52. Drums of Panicking: These poorly-designed drums of panic do not include the normal 30-foot safe zone around the drums.
    Cost: 30% off.

    53. Goggles of Focused Vision: These Goggles of Minute Vision are highly near-sighted. As a result, you take a -5 penalty to visual Perception checks while wearing them against targets more than 10 ft away.
    Cost: 20% off

    54. Medallion of Thinking: This medallion of thought is engrossing in its depth. While concentrating on its effect, you cannot do anything else.
    Cost: 10% discount off Medallion of Thought.
    Last edited by aimlessPolymath; 2018-04-20 at 01:09 PM.
    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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    55.) Unladder- This portable stepladder, in addition to working as a normal stepladder, also allows it's user to climb down into the solid ground beneath them (up to the same distance they could go up by climbing up it)

    Transmutation; Cl 11; ~5000 gp (around the same as portable foxhole from magic item compendium); Craft Wondrous Item, Meld Into Stone or Xorn Movement
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by Bohandas View Post
    55.) Unladder- This portable stepladder, in addition to working as a normal stepladder, also allows it's user to climb down into the solid ground beneath them (up to the same distance they could go up by climbing up it)

    Transmutation; Cl 11; ~5000 gp (around the same as portable foxhole from magic item compendium); Craft Wondrous Item, Meld Into Stone or Xorn Movement
    This one is good!


    56: Icarus' Wings

    A feathered cloak, upon command, morphs into a pair of wings which enable the wearer to Fly as the spell up to a maximum of one hour per day. The wearer may divide that flight time into up to sixty flights of one minute per flight, or in any way convenient for the wearer.

    Encumbered characters may not activate the item, but a character may carry any load within the limits of the character's Strength, including another character.

    At the end of the hour the wings revert to a cloak. If the character is high or moving very fast, falling damage applies.

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    57. Sheath Tattoo

    The character using this item appears to have a tattoo on the upper arm of a punch dahger in a sheath. (Note: these items are usuall used in pairs, but that is not mandatory.) The tattoo rises to become three dimensional when the wearer pantomimes drawing the knife, so the effect is of drawing a blade that was only a tattoo a moment before. The sheath remains three dimensional until the blade is re-sheathed, at which point the sheath and blade sink back into the tattoo form.

    The sheath functions compatibly with magical blades, niether interfering with the other. The sheath may also have other magical abilities that can be applied to sheathes in general, for the corresponding price of course.
    Last edited by jqavins; 2018-05-06 at 03:44 PM.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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    Quote Originally Posted by jqavins View Post
    57. Sheath Tattoo

    The character using this item appears to have a tattoo on the upper arm of a punch dahger in a sheath. (Note: these items are usuall used in pairs, but that is not mandatory.) The tattoo rises to become three dimensional when the wearer pantomimes drawing the knife, so the effect is of drawing a blade that was only a tattoo a moment before. The sheath remains three dimensional until the blade is re-sheathed, at which point the sheath and blade sink back into the tattoo form.

    The sheath functions compatibly with magical blades, niether interfering with the other. The sheath may also have other magical abilities that can be applied to sheathes in general, for the corresponding price of course.
    Awesome idea. I imagine every assassin worth his salt has one of these. Or two.

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    Quote Originally Posted by brian 333 View Post
    Awesome idea. I imagine every assassin worth his salt has one of these. Or two.
    I devised it for a character named Alexa the Blade. She is a Dex fighter with a custom prestige class which enhances the effectiveness of a Dex fighter build. Her main thing is rapier or rapier and dagger TWF, but also has a pair of punch daggers for hand-to-hand situations, and always has about a score of blades on her, from an eating knife to throwing daggers to a greatsword. But she hasn't got these tattoo sheathes yet.
    Last edited by jqavins; 2018-05-07 at 11:10 PM.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

  17. - Top - End - #47
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by jqavins View Post
    I devised it for a character named Alexa the Blade. She is a Dex fighter with a custom prestige class which enhances the effectiveness of a Dex fighter build. Her main thing is rapier or rapier and dagger TWF, but also has a pair of punch daggers for hand-to-hand situations, and always has about a score of blades on her, from an eating knife to throwing daggers to a greatsword. But she hasn't got these tattoo sheathes yet.
    Draw them on the inside of the forearms with the hilts at the wrists so she can draw both weapons simultaneously.

    58: Concealed Weapon Sheath

    This sheath and its harness is invisible, as will be anything placed in it. Further, when being physically searched for hidden weapons, the sheath gains a 90% concealment bonus which is checked before any additional means of avoiding detection is calculated. Under normal conditions, the wearer will be able to feel the weight of the sheath and its contents but no one else will be aware of it.

    When not being worn by a living being, the sheath, its contents, and its belts appear to be made of glass.

    59: Sheath Of Storing idea stolen from jqavin's quiver posted above.

    This ornate magical sheath appears to be empty, and indeed any blade may be placed in it, but the instant it is let go the blade and its hilts vanish. It can only be recovered if the character knows its command phrase. Speaking the command phrase causes the sword desired by the wearer to appear in the sheath.

    Only swords which have been placed in the sheath may be so recovered. Up to 25 blade weapons of any kind, (dagger, shortsword, broadsword, longsword, bastard sword, greatsword, and all their derivatives and specialized types,) may be stored in the sheath, which weighs one pound whether empty or full. If a twenty-sixth blade is placed in the sheath, the blade which has been inside the sheath the longest falls to the ground beside the wearer.

    When discovered the sheath may have any number and type of blades already inside, but the wearer has no way of knowing how full or empty the scabbard is. As each sword is unique and must be imagined by the wearer before it can be drawn, the only certain way to be sure the wearer knows dvery blade stored in it would be to pack it with twenty-five known blades and see what, if anything, pops out. The character will otherwise have no clue what, if anything, is inside the sheath.

    The DM should keep a list, obviously, along with the sequence in which they are stored. A clever DM could also use this item to award a new weapon at a later time, assuming the character never emptied the scabbard to examine its contents.
    Last edited by brian 333; 2018-05-08 at 09:17 AM.

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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by brian 333 View Post
    Draw them on the inside of the forearms with the hilts at the wrists so she can draw both weapons simultaneously.
    Nice, but that would be covered by her Bracers of Armor. Her present, regular sheathes are on her upper arms facing out, thus, she can draw them simultaneously by crossing her arms. It's a little bit awkward, but not a problem after some practice.

    59: Sheath Of Storing idea stolen from jqavin's quiver posted above.

    This ornate magical sheath appears to be empty, and indeed any blade may be placed in it, but the instant it is let go the blade and its hilts vanish. It can only be recovered if the character knows its command phrase. Speaking the command phrase causes the sword desired by the wearer to appear in the sheath.

    Only swords which have been placed in the sheath may be so recovered. Up to 25 blade weapons of any kind...
    Point of clarification: It should work for any blade, whether it's intended as a weapon or not, yes? An eating knife, utility knife, surgical scalpel, etc.?
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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    Default Re: 1001 Homebrew Magic Items

    D&D 5e

    60. Healer's Sash
    Wondrous item, uncommon
    This magic sash resists staining by blood or gore - a testament to its latent restorative power.
    As a bonus action, you can choose two willing creatures within 30 feet of you that you can see. One of the creatures loses 1 Hit Die, and then the other creature regains hit points as if it had spent a Hit Die of its own. You must then finish a long rest before you can use the sash again.

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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by jqavins View Post
    Point of clarification: It should work for any blade, whether it's intended as a weapon or not, yes? An eating knife, utility knife, surgical scalpel, etc.?
    This was my intent. I was trying to exclude axes and polearms which have blades but are not considered bladed weapons under D&D rules. Kukris, khopeks, and table knives qualify, military forks, bec-de-corbins, and lightsabers do not.

    61: Dancing Sword (cursed)

    This magic weapon bears a +4 Enhancement and grants the wielder the benefits of the Evasion Feat. It will also test positive as a Dancing Sword, a weapon which, when activated, fights as if wielded by the activating character, but it needs no assistance once activated, and it will continue to fight untended until disarmed, destroyed, or until the last foe surrenders or is slain.

    Once this happens the cursed sword returns to the activating character upon whom it inflicts Otto's Irresistable Dance. The sword and character perform barbarian fertility dances, minuets, waltzes, lindys, hops, hustles, line dances, and twerks until a successful casting of Remove Curse.

    If Remove Curse and Dispell Magic are cast simultaneously and both succeed the curse will be removed and the sword will revert to the properties of a Dancing Sword without the ability to inflict Otto's Irresistable Dance on its weilder.

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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by brian 333 View Post
    61: Dancing Sword (cursed)
    You're a bad, bad man.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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    Default Re: 1001 Homebrew Magic Items

    In a similar vein:

    62: Battledancing Sword: A flawed Dancing in which the flight enchantment malfunctions creates a sword incapable of fighting... on its own. It can be loosed as a standard action as normal, but must be wielded in order to attack, taking up the user's hand as normal; if disarmed, it ceases to dance. Furthermore, its incoherent enchantment penalizes the user while in use; their speed is halved as the sword struggles against them, they take a -2 penalty AC and to attack rolls with other weapons as its movements tangle their own, and they cannot use spells with somatic components while it dances.
    Cost to create: +4 (as normal Dancing)
    Cost to purchase: +3
    Last edited by aimlessPolymath; 2018-05-08 at 06:21 PM.
    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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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by aimlessPolymath View Post
    62: Battledancing Sword: A flawed Dancing in which the flight enchantment malfunctions...
    Mongor not understand. Brian's sword is useful but with a vexing side effect. This seems like it's nothing but cursed, and without the "can't let go" or "always jumps to hand" aspect of most cursed weapons. Why would someone not just throw this away? Or melt it down? (Or extract and reuse the magic energy, if that's a thing in a given setting.)
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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    Default Re: 1001 Homebrew Magic Items

    Because like a dancing sword, it gives you free attacks without needing to take your own actions (If I read the Dancing property correctly). It's like TWF, except one of your weapons is making its own, uncoordinated, decisions.
    Last edited by aimlessPolymath; 2018-05-08 at 10:33 PM.
    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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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by aimlessPolymath View Post
    Because like a dancing sword, it gives you free attacks without needing to take your own actions (If I read the Dancing property correctly). It's like TWF, except one of your weapons is making its own, uncoordinated, decisions.
    So extra attacks in return for -2 on AC and the regular attack rolls. Makes sense, but for me, I still think I'd dump it.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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    Default Re: 1001 Homebrew Magic Items

    63: Leaf Blades

    These magical throwing daggers are created by druids and are on occasion gifts to friends, collegues, and allies. Depending upon the creator, these items may range from +0 to +5 Enhancement Bonus, with rounder types of leaves being treated as shuriken.

    These are one-use items which, after being used in one attack, revert back to the actual leaves from which they were made. Some leaves offer additional bonuses:
    Pine Needles: -1 to hit vs. Quilted Armor, +1 to hit vs Chain Shirt and Chainmail, +1 Piercing Damage
    Oak Leaves: +1 Damage vs Fey
    Poison Ivy,Oak, or Sumac: After the first rest period following injury by one of these blades, the victim may get a rash which inflicts 1d4 Dex penalty for one week.
    Wolfsbane: +1d6 Damage vs Lycanthropes. Lycanthropes slain with such a weapon, if subsequently raised, lose the lycanthrope template.

    A similar process creates arrows and crossbow bolts.
    Last edited by brian 333; 2018-05-09 at 01:32 PM.

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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by brian 333 View Post
    63: Leaf Blades...
    I must be as evil as you are, for as soon as I read "Some leaves offer additional bonuses" I thought poison ivy. And what happens when the irritant on such leaves (urushiol) is introduced below the surface, possibly even entering the blood stream?
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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    64.) Un-brella- This magical parasol converts sunlight into water, which drips down from its inner surface. In 12 hours it creates about six gallons

    Faint transmutation; cl1; 500gp; Craft Wondrous Item, Create Water or Obscurig Mist
    Last edited by Bohandas; 2018-05-15 at 06:07 PM.
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by Bohandas View Post
    64.) Un-brella- This magical parasol converts sunlight into water, which drips down from its inner surface. In 12 hours it creates about six gallons

    Faint transmutation; cl1; 500gp; Craft Wondrous Item, Create Water or Obscurig Mist
    Sorry, but now I have mental images of troglodytes finding these items handy for surface visits.

    Just thought I'd share.

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    Default Re: 1001 Homebrew Magic Items

    I guess this is the followup to This Thread?

    I've sort of eyeballed the cost of some of these items, and none of them directly correspond to anything from a standard pricing guide. If anyone has any input/disagreement on my pricing numbers, I'll be happy to hear it.

    65) Teapot of Arcane Power

    This teapot appears to be small white porcelain teapot. The only sign of its magical nature is a series of small runes in deep blue around the handle. A Teapot of Arcane Power allows once daily tea brewed within to give certain bonuses to an arcane caster who drinks from it, chosen when the tea is brewed. (If the tea brewed inside is magical on its own then the teapot does not function but the other magical functions do apply). The tea can provide one of three benefits:

    1. An arcane spellcaster who drinks the tea gets an extra level 1 spell slot the next time they prepare spells or regain spell slots. The spell slot given by this is not multiplied by combination with any other magical item which increases spell slots, such as a Ring of Wizardry.

    2. An arcane spellcaster who drinks the tea may one time in the next 24 hours increase the caster level of a spell by 1.

    3. An arcane spellcaster who drinks the tea may one time in the next 24 hours increase the save DC of a spell by 1.

    To benefit from the tea one must calmly sip the tea for 1 minute.

    A Teapot of Arcane Power can provide enough tea for five spellcasters. However, no spellcaster can benefit from a Teapot of Arcane Power more than once in 24 hours even if they have access to more than one Teapot.

    Moderate Transmutation; CL 13, Either wish or limited wish, able to cast at least one first level spell from every school of magic. Price: 5000 gp.

    66) Obsidian Spike An Obsidian Spike is a small dark spike about 3 inches long. It has no outward signs of being magical other than occasionally feeling unnaturally warm. In order to make use of an an Obsidian Spike must be driven into the body. While most often they are driven into the chest, they can be placed anywhere, and the spike does not take up a body slot. Driving the spike in does 1d6 damage, which cannot be healed while the spike is present. Removing the spike also does an additional 1 point of damage. Once daily when the spike is active a user may activate the spike to give a melee weapon or natural attack the flaming property for one minute. A spellcaster who has the spike may instead activate it to increase the caster level of a spell with the [fire] descriptor by 2 for purposes of penetrating spell resistance and damage dealt.

    Moderate evocation; CL 10th; Craft Wondrous Item, able to cast a damaging spell with the [fire] descriptor of at least 3rd level; Price 750 gp.

    67) Crystal of Ownership

    This small blue translucent crystal when placed over an object whispers the name of the object's previous owner into the mind of the person holding the crystal. The name given will be a name that the person commonly uses. If they have multiple common aliases, then it will return whichever alias they would most likely have answered to while last holding the object. Any effect that would protect against divination or clairisentience effects prevents the crystal from functioning.

    Moderate Clairisentience; ML 8 Craft Universal Item, Object Reading; Price 800 gp.

    68) Pot of Superb Cooking This pot carefully controls the temperature of stews and soups cooked within it, giving a +4 circumstance bonus to any checks made to cook food in it, such as Profession(Chef) or Profession(Cook). This bonus does not stack with the +2 circumstance bonus from masterwork artisan tools. The pot's own magic also interferes with brewing of any magical soups, potions or the like.

    Weak transmutation; ML 3 Craft Wondrous Item, prestidigitation; Price 200 gp.

    69) Symbol of Divine Might A Symbol of Divine Might resembles an ornate version of the holy symbol for a god or cause to which it is made for. The symbol functions just as a holy symbol but when a divine spellcaster uses it as a divine focus to cast a spell whose only targets are open adherents to their deity or cause, the spell's caster level is increased by 1.

    Strong all schools, ML 17, Craft Wondrous Item, miracle, Price 20,000 gp.

    70) Resonating Eye This small crystal rests on the forehead. A Resonating Eye functions like a regular Third Eye but only benefits a psionic being able to manifest powers or able to use psilike powers. When such a being uses a targeted power or psi-like ability that has a single target and that target is itself a psionic being, you become aware of that the being is psionic and you may the Eye creates a resonating effect allowing the power to more easily penetrate any power resistance. This gives a +2 bonus to a manifester check to penetrate power resistance. However, the resonance effect interferes with the manifester's own ability to manifest powers. For the next 1 minute after using this ability, they take a -1 penalty to manifester level. Multiple uses of the item do not create a further penalty but rather restart the 1 minute duration. This penalty to manifester level remains even if the Resonating Eye is removed. A Resonating Eye's bonus does not stack with that from a Third Eye of Penetration, even if one has some ability to wear multiple Third Eyes (such as having multiple heads).

    Strong clairsentience; ML 15th; Craft Universal Item, detect psionics and either bend reality or alter reality; Price 4,000 gp.

    71) Candle of Sharp Relief

    A Candle of Sharp Relief appears to be an ordinary candle, long enough to last one hour. However, the candle's light makes changes in shadows and movements more easily noticed, giving a +4 competence bonus to Spot checks to see movement for anyone within 30 feet. (Note if playing Pathfinder this is a +4 competence bonus to visual Perception checks).

    Weak evocation; ML 1; Craft Universal Item; Price 250 gp.
    Last edited by JoshuaZ; 2018-05-15 at 10:14 PM.
    My homebrew:

    Spoiler
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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

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