The Order of the Stick: Utterly Dwarfed
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  1. - Top - End - #151
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    156) 3.5e

    Choker of the last stand:
    When activated, this crimson band of what looks like stained silver will absorb your soul, using it to fuel your body as a machine of war, allowing you to fight well into your negative hp, the price you pay for this power is that you perish after combat ends, your soul is now the property of [your worlds god of war/conflict]
    If you are beheaded before combat ends, and the choker removed, there is a 50% chance your soul is not sent away.

  2. - Top - End - #152
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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

  3. - Top - End - #153
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    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)

  4. - Top - End - #154
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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.

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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.
    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.

  6. - Top - End - #156
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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.

  7. - Top - End - #157
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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.

  8. - Top - End - #158
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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
    Avatar made bei linklele!

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  9. - Top - End - #159
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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
    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.

  10. - Top - End - #160
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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.

  11. - Top - End - #161
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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?

  12. - Top - End - #162
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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.
    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.

  13. - Top - End - #163
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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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    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.
    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.

  15. - Top - End - #165
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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

  16. - Top - End - #166
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    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.
    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.

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    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...
    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.

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    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.
    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.

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    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
    “Shared pain is diminished. Shared joy is increased.”
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    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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    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;
    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.

  21. - Top - End - #171
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    Default Re: 1001 Homebrew Magic Items

    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

  22. - Top - End - #172
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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). Yes, that is my name. Feel free to use it.
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    Riddle of Steel: Soldiers of Fortune

  23. - Top - End - #173
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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
    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.

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    Default Re: 1001 Homebrew Magic Items

    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(???)

  25. - Top - End - #175
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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.
    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.

  26. - Top - End - #176
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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

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