Make a Common Magic Item

Wondrous Beard Clippers: Fashioned from ores worked by a dwarven petitioner at their moment of transcendence, these clippers have a mind of their own. When the wielder begins to trim their beard, the clippers proceed to magically animate, clipping and trimming as if wielded by an invisible hand. This allows the hands-free “wielder” to perform any seated action such as reading a book, preparing spells, or meditating while the clippers finish the job.

How many dwarves have contemplated suicide after activating these magic clippers then falling asleep while they trim away, and away, and away, and away........
 

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CTurbo

Explorer
I had a character find a magic rock that he pulled from an Assassin the group killed. The rock was magical in 2 different ways.
1. You could not get rid of it willingly. If you threw it away, gave it to somebody, or sold it to somebody, it would reappear in your possession in 2d4 minutes.
2. Any intelligent creature that sees the rock had to make a Wis saving throw DC15. On a fail, they had an overwhelming urge to inquire about it. After a minute or two of talking about, I'd have them roll the check again. On a 2nd fail, they wanted the rock and were usually willing to pay for it or beg for it. and then another minute or so later, I'd have them roll the check again. On a 3rd fail, they were willing to fight to the death for it lol

This silly rock ended up being a lot of fun. It took a while for the character to realize that he couldn't get rid of it. He sold it a few times... once for like 100gp and it came back to him just a few minutes later. It made a good distraction too as they avoided an entire encounter with it by showing it to a group a Hobgoblins and then having them fight over it.
 

Eltab

Lord of the Hidden Layer
Bouncy Ball
This ball is made from the sap of a rubber tree. Throw this ball in such as manner that it will land on the floor a few feet in front of you. This is a substitute for a ten-foot pole. The magical part is that, when it hits the opposite wall or goes just beyond the extent of dim light, it bounces back to the person who threw it.

There are so many magi-tech items (Permanent Cone of Cold inside a large box = freezer) just waiting to be invented...
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Pet rock. A small (hand-sized) ball-like rock that has a cute face on it. Due to enchantments laid upon it, it is slightly warm (80degF), and can fetch small items (up to 8oz). It can be used as a watch, but is ill-suited to the task, since its only method of waking its owner is by striking him with force (1-2 damage).
 

Tray of Preservation: Anything placed on this wooden tray remains in its current condition for as long as it remains on the tray. Food and drinks remain fresh and stay hot or cold, etc. Nothing prevents things from being knocked off the tray or from falling off if the tray is tipped. The tray measures 18" x 12". There are rumors of a chest with similar properties.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Beer Goggles. When wearing these goggles, the ingestion of even the slightest amount of alcohol will instantly make all living creatures you see appear to be extremely good looking, idealized versions of themselves. This effect ONLY lasts as long as the goggles are on, and the wearer has consumed alcohol. Wear at your own risk. Do not operate goggles while lonely. Do not operate while hunting medusas.
 

77IM

Explorer!!!
Supporter
I made this for a magic-shoppe campaign that I was planning but never ran...

Potion of Healing (50 gp)
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering the potion takes an action.

Common Use: Nobles might have a few of these on hand in case of hunting accidents. Even in small towns, the village reeve or local priest probably has some potions of healing to help seriously injured peasants.

Potion of Fortune (50 gp)
The effects of this sparkling golden potion last 24 hours. Once during this time, you can add +1d4 to the result of a single ability check, attack roll, or saving throw. You can choose to add the bonus after you've seen the initial result of the roll. Drinking or administering the potion takes an action.

Common Use: This item is strictly illegal for use when gambling or at contests and tournaments. At larger tournaments, the winners are subject to identify spells to detect this potion (which lasts for 24 hours regardless of when the bonus is used). Potions of fortune are also taken just before a battle, important performance or negotiation, or childbirth.

Good Luck Charm (100 gp)
These charms come in many shapes and sizes. While you bear this charm can add +1d4 to the result of a single ability check, attack roll, or saving throw. You can choose to add the bonus after you've seen the initial result of the roll. Once the charm has been used, it will not function again for anyone for a year and a day.

Common Use: These are often family heirlooms, passed down to favored children or given to loved ones who are going on a journey or engaging in some risky endeavor such as starting a new business or apprenticeship.

Love Potion (250 gp)
This foul-smelling brew is a weak imitation of the true philter of love. When you drink the potion, make a DC 9 Wisdom saving throw. On a failure, you are charmed by the next creature you see within 10 minutes. While you are charmed, if the charmer is of a species and gender you would normally be attracted to, you experience strong feelings of romantic love for them; otherwise, you feel platonic friendship.

The effect lasts for up to an hour, although you can repeat the saving throw after every 10 minutes. When the potion wears off you may immediately make a DC 9 Wisdom (Insight) check to realize your emotions had been affected by magic.

Common Use: Desperate and lonely people will try anything for love, including buy this expensive potion on credit. Sometimes young nobles will blame their indiscretions on this potion whether it was involved or not.

Talisman of Protection (1000 gp)
While you wear this amulet you are protected from certain types of creatures: aberrations, celestials, elemental, fey, fiends, and undead. Whenever such a creature targets you with an attack or harmful effect or includes you in the area of a harmful area effect, it must first make a DC 15 Charisma saving throw. If the creature fails the saving throw, it must select a new target or area that does not include you, or else lose the attack or effect. If the creature succeeds, the talisman burns out and becomes worthless, but until the end of the creature's turn it has disadvantage on its attack rolls against you and you have advantage on your saving throws against its effects.

Common Use: These are family heirlooms, sometimes passed down for centuries. New ones are commissioned by wealthy nobles who fear evil spirits, or sometimes gifted to rich children who are travelling abroad in dangerous lands.

Symbol of Bounty (100 gp)
This small trinket or mystical rune that can be placed to affect an outdoor area of no more than 10 acres or an indoor area of no more than 3,000 square feet. Placing the symbol properly takes 1 hour and a successful DC 10 Intelligence (Arcana) check.

Within the area, plant and animal health and growth are stimulated, worker productivity and craft quality increase, and overall success and well-being are magnified. Creatures in the area get a +2 modifier to any ability checks made to practice a craft or profession.

Common Use: Nearly every guild-hall, forge, dockside, and major farm has such a symbol, often placed generations ago. They are so prevalent their influence is already included in the downtime rules for Crafting and Practicing a Profession.

Word of Truth (250 gp)
This small clay tablet, about 6 inches across, is inscribed with a mystical rune. While you have your hand on the rune, you have disadvantage on any Charisma (Deception) checks you make. If you intentionally tell an outright lie while your hand is on the tablet, make a DC 16 Wisdom saving throw. On a failure, the tablet cracks in half and becomes useless.

Common Use: High magistrates have access to these tablets for use only in the most serious of cases. Often the accused must make a 250 gp deposit before testifying on a word of truth, in case it breaks. Royal intelligence agencies use these for interrogation. Occasionally merchants and diplomats may voluntarily offer to negotiate with one hand on a word of truth, but sometimes these tablets are forgeries.

Animated Broom (400 gp)
This is a regular floor broom, dust broom, or feather duster. Upon command, it will begin cleaning its immediate vicinity, sweeping up dust and dirt into appropriate containers or out of doors. It takes about 1 minute to clean a 5-foot square area, after which it will move on to the next dirty area. The broom won't go through closed doors or across running water. It will continue cleaning until given a separate command word to stop or until it is no longer within 60 feet of a dirty area.

The broom can be safely used for up to an hour each day. After that, there is a 5% cumulative chance per hour that it goes berserk and starts treating all objects and creatures as "dirt" to be removed. The berserk broom begins smashing objects, ripping down curtains, and knocking over furniture. It will even attack creatures in the area. Use the stats for an animated sword (Monster Manual p.20), but the broom deals non-lethal bludgeoning damage only, and is vulnerable to fire. After knocking creatures unconscious, it sweeps them out of the area. The berserk broom won't damage walls, windows, stairs, doors, or other structural elements. It does not respond to the command words while berserk, although a dispel magic spell cast on the broom ends the berserk effect. Otherwise, the broom continues destroying and "cleaning" things until it has cleared out everything within 60 feet of itself, at which point it stops and returns to normal, or until it is reduced to 0 hit points.

Common Use: A luxury item for reclusive spellcasters, hedge wizards, or elderly nobles. The broom's propensity for destruction makes it too risky for most people who are able to afford it, and many villages have local legends about an animated broom that ran amok.

Continual Lantern (100 gp)
This is a lantern (of any sort) with a continual flame spell cast within it. It casts light as a normal lantern, but produces no heat and never needs oil.

Common Use: Adventurers and wealthy guards or guides are most likely to carry this expensive, fuel-free version of a lantern. Some nobles may have a few in the house, more as curiosities than for utility.

Nystul's Anti-Aging Ointment (200 gp)
This noxious unguent takes 1 minute to apply. It causes wrinkles to fade, skin to clear, hair to regrow, sagging body parts to perk up back up, and creates an overall youthful appearance. The effects are purely cosemetic, and grant you advantage on Charisma (Deception) checks to pass yourself off as a much younger person. The ointment has no effect on someone who is a young adult or younger.

The effects last for a year and a day. At the end of this time, make a Constitution saving throw with a DC of 10 + 1 per year that you have used Nystul's anti-aging ointment. On a success, your appearance reverts to normal for your age. On a failure, you become ancient and decrepit; your Strength, Dexterity, and Constitution scores are reduced to half their normal value (round down). This penalty can only be removed with a greater restoration spell or another application of Nystul's anti-aging ointment.

Common Use: Only the very wealthiest of nobles can afford this potion. The aftereffect of increased aging causes many users to become addicted to the unguent, driving them into debt.

Panacea (25 gp)
This translucent white potion treats a wide variety of diseases and chronic conditions, including injuries and magical diseases. It contains 3 doses. Each time you drink a dose, make a Constitution saving throw with advantage against the most serious disease or chronic condition you are suffering. If the disease or chronic condition doesn't already have a defined saving throw DC, the DM determines the DC using exisisting diseases as a guideline. On a success, the negative effects of that disease or chronic condition are suppressed for 30 days (although, in the case of injury, lost body parts do not re-grow). If you fail, panacea won't work for you for 30 days. If you are suffering multiple illnesses, you may take multiple doses of panacea, each one affecting the next-most-serious disease or condition; however, if you fail the saving throw for any of these, you lose all the effects of panacea for 30 days.

If a disease or chronic condition is suppressed by panacea for a full year and a day, it is cured.

Common Use: Panacea is one of the most common of potions, often sold to the elderly, inbred nobility, or honored war veterans. It can be produced using an herbalists' kit.

Pot of Plenty (600 gp)
This magic cook-pot produces nutritious yet simple fare, such as pasta, stew, or savory pie (the type of food is decided when the cook-pot is created and can't be changed later). On command, the pot begins cooking. Every 10 minutes it produces enough food for a hearty meal for 10 medium-sized creatures. A separate command word reduces the pot to a simmer (keeping food warm without producing more) and another command word stops the pot altogether.

The pot can produce food safely for 10 minutes each day. After that, there is a cumulative 5% chance per 10 minutes that the pot goes haywire and begins spewing forth at an alarming rate. This spew looks and smells like food, but it tastes bad and has no nutrient value, and decomposes into grayish-brown water after about 5 minutes.

The spew initially expands to fill a 5-foot radius sphere around the pot, and each round there is a 50% chance that the spew's radius increases by another 5 feet. Anyone in the area the spew expands into can make a DC 12 Dexterity saving throw to leap 5 feet out of the way. The sphere can reach around corners, and if it has no further area to expand into it may break through doors, windows, or weaker walls and ceilings, at the DM's discretion. The sphere won't expand beyond a 120-foot radius (because the outermost spew begins decomposing at the same rate the pot is producing more).

Any creature caught in the area of the spew is restrained, although it can still move 5 feet by taking an action and making a DC 12 Strength (Athletics) check. Creatures more than 5 feet from the edge of the area must hold their breath or begin drowning. Each 5-foot cube section of spew has AC 10 and 8 hit points, and is immune to poison and psychic damage.

Once the pot begins spewing, it will continue to do so until someone speaks the command word to make it stop. Because of the density of the spew, the speaker must be within 5 feet of the pot and shout the word. A dispel magic cast on the pot or the area of the spew will also stop the pot.

Common Use: This item is usually found with village wise-women and hospitable hermits. For most people wealthy enough to purchase such a pot, it's less risky to just hire staff to cook for them.
 


Yunru

Banned
Banned
Potion of Water
This completely magical potion will quench the drinker's thirst as if they had drank a pint of water.
 

Eltab

Lord of the Hidden Layer
Gentlemanly Scent Stick
This item, when rubbed on the odorous portions of your anatomy, makes them smell fresh and clean. The effect lasts for at least 4 hours, probably a day, maybe up to 24 hours if you are fortunate.
You cannot take CHR penalties due to body odor while this effect lasts, but it is DM's discretion if you gain any bonus from it.
Individuals of the new Gentleman class are said to favor possessing one of this item, as a sort of status symbol.

Rumor says that somebody tried rubbing one on a troglodyte and even it smelled good ... but only for a few moments.
 

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