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

Next up: A landscape oil painting in an ornate frame

Imprisonment Painting
This cursed painting is used to imprison up to one living person, with the aid of an imprisonment spell. Subjects imprisoned within continue to live their lives inside the painting, and age, until eventually they die of old age. The subjects can look outward from within the painting, and see the outward world. They are unable to communicate however, since they only seem to move in the painting when people aren't looking. Further more, the painted detail of the painting is too crude for victims to relay written messages to the outside world.
If the painting already contains a prisoner, an additional prisoner will cause the previous one to be ejected from the painting and emerge on the floor in front of it. If a prisoner dies inside the painting, they vanish, and a new spot opens up inside the painting for a new victim.

Next... A mace with a wolf's head.
 

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This mace is a Lupine Mace.
The wolf’s head is alive, sorcerously attached to the haft of the weapon. Instead of bludgeoning damage it deals piercing damage from the wolf’s bite. Twice a day when the wielder spends an Action swinging it around his head before attacking on the next turn, the mace emits a wolf’s howl which gives the wielder Advantage on his Attack and caused all enemies to make a WIS save (DC 12) or be Frightened for one turn.

Next object: A goose quill pen
 


merwins

Explorer
Next Item: A large terry cloth towel

Qemis' Quick Change (rare, attunement NOT required)

This large terry cloth towel detects as Illusion magic.
As an action, any medium-sized creature may use it to cast Disguise Self at will.
In lieu of normal spell components, you hold the towel in front of you, and then shake and release it. As it drops, it reveals your changed appearance. To become taller, you would, of course, have to throw the towel in the air a bit.

Next: A wineskin filled with blood
 

Herosmith14

First Post
Qemis' Quick Change (rare, attunement NOT required)

This large terry cloth towel detects as Illusion magic.
As an action, any medium-sized creature may use it to cast Disguise Self at will.
In lieu of normal spell components, you hold the towel in front of you, and then shake and release it. As it drops, it reveals your changed appearance. To become taller, you would, of course, have to throw the towel in the air a bit.

Next: A wineskin filled with blood

Bloodwineskin

This wineskin is filled with fermented blood, or blood wine, a drink covenned and brewed by a race of advanced, conquering warriors.

Each skin contains 1d4 +1 swigs. You may use an action to take 1 swig and enter a rage (as with the barbarian class) for 10 minutes. You then suffer a level of exhaustion and are poisoned until the next dawn.


Next. A skull named Yorick.
 

TiwazTyrsfist

Adventurer
Next. A skull named Yorick.

Skull of the Black Bard (Unique, Attuned, Intellegent, Possibly Artifact)

Once upon a time, there was a dark and fell lich called The Grim Jester. Originally a Bard, The Grim Jester is one of the few of that tradition who mustered the power to follow the dark ritual to the pinnacle of Undeath. A short lived Dark College rose up around him, the College of Bones, so named because like the Grim Jester it's adherents were Bards who focused on Necromancy.

Yorick was perhaps the Grim Jester's most ardent acolyte. What is unknown now, is if he was trying to surpass his master by jumping to Demi-lich, or if he somehow thought Demi-lich was a step BEFORE regular Lich. Either way, Yorick devised and executed a complex ritual that he believed would grant him that state. Using an arcane device he chopped off his own head into a flensing pot, caught his own soul in two gems, and the device shoved the two gems into the clean empty eyesockets, and triggered a powerful necromantic spell.

It, of coarse, didn't actually work right.

The Skull of the Black Bard is an intellegent magic item, with the personality and memories of Yorick. It is, however, bound to it's attuned user. Yorick is Chaotic Neutral, and while he won't break laws or commit crimes for no reason or just to get the owner in trouble, he WILL do it if he thinks it's funny. And as a necromancer who cut his own head off, his sense of humor tends towards the gruesome. "Look, it's funny, I turned the priest into a blood ooze!"

Unless stowed in a pack or secured by a tether, Yorick floats of his own accord around his current owner. He functions as a magic staff, granting the owner the power to cast spells.

Yorick possesses 10 charges, regaining 1d6+4 charges each night at midnight. He can cast the following spells at the owners command, using the owners stats to determine DC's, etc.
1 charge - false life
1 charge - inflict wounds
3 charges - animate dead
4 charges - blight
5 charges - antilife shell
6 charges - harm
Inflict wounds and Animate Dead may be upcast normally by spending one extra charger per level to a max of 6 charges on one spell.
If the last charge on Yorick is spent, Roll a d20. On a 1 Yorick achieves apothasis and becomes an actual demi-lich. Any undead under your command are under his command instead.

Finally, You may command Yorick to spend a charge to grant you or an ally Bardic Inspiration. Yorick can do this up to 4 times between long rests (each costing a charge) and grants a d10 inspiration die.


Next Item: a pair of pants
 

merwins

Explorer
The Yorick entry has inspired the concept of ioun skulls. Or maybe ioun shrunken heads.

Items evil would love, but good wouldn't be caught near.

Thanks!
 



Mistwell

Crusty Old Meatwad (he/him)
(a pair of pants) "Liar Liar pants"- When the wearer is told a lie, the liar's pants spontaneously catch on fire.

Next Item: A Red Fingernail

When applied to the users own fingernail, it attaches to the nail. With a command word, the nail extends and hardens, and becomes a magical +1 weapon (claw) which does 1d6+1 damage, and can be used in place of any unarmed strike and as a monk weapon.

Next Item: A blue toothpick
 

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