D&D 5E You find a magical _____, it does _____

merwins

Explorer
A Black Glass Swizzle Stick.

Thought Sniffer

This curious necromantic device lets a wielder relive the experience of a deceased sentient target.

The wielder inserts the Thought Sniffer into the head of a creature that had Intelligence and Wisdom of at least 3 each while it was alive. The wielder then contemplates a question, inhales the vapors that exude from the puncture, and makes a CON saving throw.

For every partial multiple of 5, the wielder may experience 1 round of the target's life from the target's perspective. The total time does not have to be continuous from the target's perspective, but the entire experience is contiguous for the wielder.

The wielder has no ability to consciously access or even necessarily understand the target's thoughts, senses, languages, skills, powers, or spells for the duration enabled by their saving throw. They simply absorb the life experience of the target for that limited time. While under the influence of the Thought Sniffer, the wielder has no awareness of their own surroundings.

The Thought Sniffer will only work on any specific corpse once. If a target is ever brought back to life with anything less than a Wish, the experiences drawn out by the Thought Sniffer are completely lost to them.

Next:
A scabbard with razor-sharp edges
 
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merwins

Explorer
C'mon folks, we can't be dry yet!

Next: A scabbard with razor-sharp edges

Iaido Scabbard (rare, requires attunement)

This scabbard is unnaturally sharp on the OUTSIDE. It cuts through nearly anything, and attempting to carry it without attunement will cause d4 hit points of damage per round in combat or d4 hit points of damage per hour out of combat. (You can be careful, but not perfectly careful.) *

It will morph itself to fit any sword you care to sheath in it. In the first round you draw a sword from this scabbard, you gain +3 to initiative, +3 to hit and +3 to damage. Drawing the sword does NOT count as activating a magic item.

For clarity's sake, your initiative is only boosted for one round, even if you draw the sword in the first round of combat. It reverts to "normal" afterwards.

It has a single charge, which is replenished with a short rest.

If you have a campaign with evolving (level-based) weapons, you can add a charge at levels 6, 11, and 16. A short rest will still only replenish only a single charge. Sheathing the sword requires an action (activating a magic item).

*Of course, my vision for these items may not jibe with your vision, but I view this item as sufficiently powerful to deter frivolity or abuse. GMs should feel free to inflict additional hurt on characters that disrespect or try to get too clever with the scabbard. My suggestions:
- Casting an Identify spell results in d4 points of damage, but does not interrupt the spell.
- Attunement results in d4 points of damage.
- Dropping it in a bag of holding or other magic receptacle will have VERY BAD RESULTS.
- You could use it as a weapon, which would act as a sword, add d4 damage, and do d4 damage to you per attack.


Next: A seed(ling) in a glass bead
 
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Eltab

Lord of the Hidden Layer
Next: A seed(ling) in a glass bead
Similar to Jack and the Beanstalk: crush this bead and plant the seedling amidst the fragments. Go to sleep overnight. Next morning, there is a substantial new plant sitting where you placed it.
1) along the side of a building: the whole wall of the building is covered in lush ivy
2) near the edge of a property: a hedge has grown up marking the boundary
3) in an open field: a large bush / small tree stands tall in the field
4) in a crop field: sorry, buddy, we gave you a nasty thick infestation of weeds

In all cases, the luxuriant foliage has small sharp needles (about the size and shape of glass slivers) along its branches and twigs. Anybody who moves into the same square as the plant takes 1d8 piercing damage. Anybody who passes close to the plant takes 1d4 piercing.

The plant also hides several assassin vines. If the assassin vines can do their thing successfully, six weeks later the bush will drop several "seeds": a seedling inside a glass bead.

The danger of the plant is directly related to how thorough you were about breaking the glass bead. If you left large fragments and slivers of glass, the hedge is thick with vines and thorns. If you ground the glass to powder, there is only 1 vine and the thorns do only 1HP (direct contact required).

Next: A fist-size sculpture of a snake eating some prey animal.
 

The Old Crow

Explorer
Next: A fist-size sculpture of a snake eating some prey animal.

Hunter Serpentine

This ball of stone is shaped like a coiled snake in the midst of swallowing its unfortunate prey. To activate it, the possessor needs only to speak the true name of the desired target while touching the stone prey, and then toss the stone ball onto the ground, where it transforms into a giant constrictor snake with only one mission: Kill the named prey. If the prey is not there, it will hunt it down. It doesn't have any particular supernatural tracking ability, though, so it basically just slithers off in a random direction, relentlessly searching, perhaps for years, or even decades (it's just a snake, it can't just ask at the tavern). Rumors are that there were once hundreds of these magic balls centuries ago, and some of them are still out there, still searching

Next: An old spindly rocking chair.
 

merwins

Explorer
Next: An old spindly rocking chair.

Wanderer's Roost (legendary)

Often found in unassuming surroundings, this spindly rocking chair seems of no great consequence. It is a profoundly useful tool for spies. Its magic is only revealed if someone casts Dispel Magic upon it, and THEN Detect Magic or Identify. It does not require attunement.

Anyone who sits in the chair and is aware of its abilities may cast Clairvoyance once per short rest without expending their own spell slots. Anyone who has ever sat in the chair and is still alive is considered to be in a "location familiar to you" as described in the spell.

Next: Two halves of a coconut shell, shorn of husk and smoothly lacquered.
 

g4m3kn1ght

First Post
The Equestrian Lacquered Coconut Halves

This coconut de-husked and lacquered to a smooth milk chocolately finish to avoid arguments about the sourcing of the coconut and arguments about the speed and carrying capacity of fowl. When repeatedly clacked together by an attuned user one of the users allies may gain the speed of a warhorse as long as one hand of the ally is used to hold an invisible set of reigns.

Next: A set of boot laces
 

Unwise

Adventurer
Ayn's Bootstraps

Once owned by the Lady Rand, a cleric of the Lord of Coins. Every time you pull on these bootstraps, a gold coin pops out at your feet, up to a total determined by the DM and setting. The boot straps also allow you to pull yourself up by them, a form of levitation spell (but you have to be bent over pulling) 1x/short rest.

Next: A cute plushy doll that looks an awful lot like the adventurer
 
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Eltab

Lord of the Hidden Layer
A cute plushy doll that looks an awful lot like the adventurer
Voodoo Doll

This doll looks like the archetypical doll that is used in evil magic rituals to inflict harm upon a person who is not physically present: if the doll is poked with a needle, the target suffers as if shot by an arrow; &c.

If anybody but the target destroys the doll, he suffers a critical hit using his own preferred weapon's damage dice and bonuses, with whatever damage type is most appropriate to the destructive action taken (burn it: Fire damage; tear it apart: Slashing damage)

The target may wish to keep the doll on his person; in that case it will absorb the next 50 HP worth of damage the target takes, from any source. But it will suffer "sympathetic" damage itself: if he was shot with an arrow, a needle sticks out of it, &c. When the doll has absorbed 50 HP, it is completely destroyed. The doll cannot be healed, even through the use of Mending or similar magic.
If the target destroys the doll, he suffers 1d6 levels of exhaustion immediately, which require a Long Rest per level to recover.

DM's Eyes Only: Adventurers should not find one of these dolls until their character has established a reputation locally. Unless the crafter / possessor is a Divination Wizard.

Next: A scroll, suitable for scribing, with artwork written on it
 

ART!

Deluxe Unhuman
A scroll, suitable for scribing, with artwork written on it

The Scroll of Madness.

The case is ornately carved in bizarre figures and designs. They are almost hypnotic. Or maybe they are actually hypnotic. How would you know the difference?
The case contains a roller and the scroll is wound around and atatched to the roller.
The scroll is ornately illustrated around the margins/edges, again with bizarre figures and designs.
It has artwork written on it.
It has words written on it, too, but they are drawings.
Now is when you roll for random madness.

Next: a pair of tight leather pants.
 

TiwazTyrsfist

Adventurer
Next: a pair of tight leather pants.

Pants of the Suffering Artist

These pants are uncomfortably tight and fairly stiff. However, they conform to hug the wearer's body perfectly. More than perfectly.

While wearing these pants, you gain Advantage on all Perform rolls, and all Charisma checks that would be aided by looking good and having a really nice butt.

However, you suffer a -1 penalty to all Int and Wis checks as the discomfort from the tightness is distracting, and you suffer Disadvantage to Dex checks related to movement, and a -5ft speed penalty.

The pants aren't cursed, though they are hard to take off because they are SO dang tight.

Next: A Ceramic Coffee Mug that constantly emits an Ominous Contra-Basso Hum
 

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