• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

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

akr71

Hero
Teeth of the Puppet Master
At first glance these teeth look like ordinary, but slightly creepy scrimshaw carvings. Proper investigation shows that they are endowed with very powerful Enchantment magic. To properly use the teeth, the Puppet Master must remove one of his or her own teeth and replace it with the one with the leering smile and attune to it. Once attuned to the Master Tooth, touching one of the Puppet Teeth to a humanoid allows you to cast Dominate Person on the target. Each Puppet Tooth has its own DC for the target to save against. This is due to the advancing skill of the wizard who originally created the items.
1 x DC 13
1 x DC 14
2 x DC 15
1 x DC 16
2 x DC 17
2 x DC 18
1 x DC 19
2 x DC 20
Once a Puppet Tooth has been used, it cannot be reused for 24 hours.

Next: A small sphere of colored glass
 

log in or register to remove this ad

Wiseblood

Adventurer
Bigby's Chromatic Marble

Young Bigby was a fan of the pastime. Never achieving mastery of marbles haunted his youth. When researching his various hand spells his mind often drifted to the clenched hand with a marble in it. He decided to enchant his favorite shooter.

The owner of the marble can shoot the marble at an enemy. Its is considered thrown and finesse and does 1d6+ability modifier bludgeoning damage with a range of 60 feet. It also has the returning property.

It has three charges each of the following uses one charge. It regains all charges each morning at dawn.

The command words "You are a dead duck" causes the marble to unerringly strke its target and inflict 4d8 extra damage.

Line Up Shot; Using one charge you cast the marble in a 60 foot straight line. enemies in the line who make a strength saving throw DC15 are pushed into an adjacent square. On a failed save targets are pushed to the end of the sixty feet. This can be used to relocate allies or enemies. This movement provokes attacks of opportunity. This can be combined with the dead duck ability for a total of two charges.

Blast; choose a space within 60 feet the marble can be sent to that location and trigger a Thunder Wave With a save DC of 15. This can be combined with Line Up Shot.




If Bigby's Chromatic Marble is struck against a nonliving object it automatically inflicts 25 points of energy damage the damage type is shooters choice between Electricity, Fire, Acid, Thunder, Cold or Force. This ability uses one charge.

Next: A tiny hourglass filled with red sand.
 
Last edited:

rgoodbb

Adventurer
Next: A tiny hourglass filled with red sand.

The Bloody Dune (Cursed item)

Whomever attunes to this item feels the blood rage for 1 hour every day. On a successful Charisma saving throw DC:13, the user can decide which hour of that particular they become berzerk. When raging they attack random creatures. If there are no random creatures to get to in a round, they attack themselves.

Next Item: A red candle that smells of sickly sweet strawberries
 

TiwazTyrsfist

Adventurer
Next Item: A red candle that smells of sickly sweet strawberries

Goodberry potpourri candle: when lit, it emanates a fresh fruity scent. Everyone who spends 10 continuous minutes within 100 feet of the lit candle is healed and nourished as if they had eaten 1d4+1 Goodberries (as per the spell). The candle burns for up to one hour.


Next item: a gold nose plug on a thin gold chain.
 

BoldItalic

First Post
Next item: a gold nose plug on a thin gold chain.

This item radiates magic. Identifying it will reveal that when worn in one nostril, it grants advantage on saving throws against poisonous gases whereas when worn in the other, it imposes disadvantage. However, which side is which depends on the wearer and can only be determined by trial and error.

Next item: a bronze sword with Celtic runes inscribed along the blade
 
Last edited:

TiwazTyrsfist

Adventurer
BoldItalic said:
Next item: a bronze sword with Celtic runes inscribed along the blade

The Curse Blade of Bannog
This sword is not Cursed, but rather empowered by cursing, swearing, and in general foul language.
Crafted by one Liam Bannog, an apprentice smith, this sword was empowered by his masterful skill. Not as a smith, he was pure crud and the workmanship of the sword shows it, but by his masterful skill at swearing.
Both sides of the blade are inscribed with old celtic runes, different on both sides.
Translated, one side says "For all the days of your lives, for all that you have done for me and mine, may the road ever rise to meet your face, you miserable *$@W(&$!*"
The other side postulates how, somehow, your mother and father both committed unspeakable acts with a diseased yak, and you are the result of their foul and unholy actions that day.

The sword has 6 charges, which can be used to grant it's bearer two boons. First, you may spend a charge to gain advantage on any skill check to Taunt or Insult a target (Deceive, Intimidate, Persuade, etc, as long as the task is one of verbal and gestural insult). Second, you may spend a charge to cast Vicious Mockery as a bard of your level (Cha based). The sword regains 1d4 charges each day at dawn.

Next Item: A small box containing 37 4 inch long Adamantine Nails
 

BoldItalic

First Post
Next Item: A small box containing 37 4 inch long Adamantine Nails

These Nails of Extreme Usefullness can be hammered into almost any surface or through almost any material (except adamantine) without bending or breaking. They were crafted by an artificer called Obtrans Mythrimb for his brother-in-law Lemmy who was a burglar. He originally make a box of 100 but Lemmy used 63 of them as footholds to climb the outer wall of Mowfield Keep in order to steal the Glomb of Fortinbrass from the Steward's bedroom.

Before you get too excited, you need an adamantine hammer to hit them with. Anything softer and the head of the nail will just penetrate the head of the hammer and accomplish nothing useful. Lemmy's adamantine hammer was lost forever when he threw it into the Fires of Doom to avoid being found with incriminating evidence by the Steward's private detectives who were hot on his trail.

Next Item: A book entitled "1001 Recipes for Spinach Pie"
 

rgoodbb

Adventurer
BoldItalic;7297217[b said:
Next Item: A book entitled "1001 Recipes for Spinach Pie"[/b]


For all those who do cryptic crosswords, recipe is a well known anagram indicator

I Pinch Apes

So if you read this book you are cursed to pinch apes 1001 times. Better have animal friendship ready.....a lot.

Next Item: Thor's Left Knitting Needle
 

TiwazTyrsfist

Adventurer
Next Item: Thor's Left Knitting Needle

Thor's Left Knitting Needle is part of a pair (with Thor's Right knitting needle). As any knitter knows, Needles are interchangable, with neither being specifically Right or Left, But Thor didn't know that at first, and it was part of an elaborate joke by Loki, to get Thor to pull his needle out of the work and try to thread it in from the other side after every row. It worked for almost 3 weeks...

Thor's Left Knitting Needle is a 16 inch long #15 (10mm) Electrum needle with an Amber cap. It possess 5 charges, regaining 1d4 charges each day at Dawn. You can spend a charge to cast Lightning Bolt as a 3rd level Spell. You may spend additional charges to cast Lightning bolt at a higher level at one charge per level (3 charges to cast as a 5th level spell, etc). If you spend the last charge, roll 1d20, on a 1 you take 5d10 lighting damage and the needle remains depleted until the next time it is exposed to a natural thunderstorm.

Thor's Right Knitting Needle matches the left. It also possess 5 charges, regaining 1d4 each day at sunset. You can spend a charge to cast Thunder Step (XGE) as a 3rd level spell. You may spend additional charges to cast it as a higher level. If you spend the last charge, roll 1d20, on a 1 take 5d10 thunder damage and the needle remains depleted until the next time it is exposed to a natural thunderstorm.


The True power of the needles is only activated if you possess both. Spend one charge from both needles, and they will bend lightning and thunder magic together into a fine fiber thread. This creates three 250 yard skeins of glowing worsted weight yarn. One skein is enough to make a small scarf, two enough to make a long wide scarf or a small blanket, 3 to make a towel or decent size blanket. 7 Skeins will make a large mans sweater. The yarn glows brightly and crackles quietly. Items knit from the yarn are stable and permanent, and generally have emergent magical enchantments tied to Thunder and Lightning.

Next Item: Thor's First Attempt at Knitting Socks
 

Herosmith14

First Post
Next Item: Thor's Left Knitting Needle

Thor's Left Knitting Needle is part of a pair (with Thor's Right knitting needle). As any knitter knows, Needles are interchangable, with neither being specifically Right or Left, But Thor didn't know that at first, and it was part of an elaborate joke by Loki, to get Thor to pull his needle out of the work and try to thread it in from the other side after every row. It worked for almost 3 weeks...

Thor's Left Knitting Needle is a 16 inch long #15 (10mm) Electrum needle with an Amber cap. It possess 5 charges, regaining 1d4 charges each day at Dawn. You can spend a charge to cast Lightning Bolt as a 3rd level Spell. You may spend additional charges to cast Lightning bolt at a higher level at one charge per level (3 charges to cast as a 5th level spell, etc). If you spend the last charge, roll 1d20, on a 1 you take 5d10 lighting damage and the needle remains depleted until the next time it is exposed to a natural thunderstorm.

Thor's Right Knitting Needle matches the left. It also possess 5 charges, regaining 1d4 each day at sunset. You can spend a charge to cast Thunder Step (XGE) as a 3rd level spell. You may spend additional charges to cast it as a higher level. If you spend the last charge, roll 1d20, on a 1 take 5d10 thunder damage and the needle remains depleted until the next time it is exposed to a natural thunderstorm.


The True power of the needles is only activated if you possess both. Spend one charge from both needles, and they will bend lightning and thunder magic together into a fine fiber thread. This creates three 250 yard skeins of glowing worsted weight yarn. One skein is enough to make a small scarf, two enough to make a long wide scarf or a small blanket, 3 to make a towel or decent size blanket. 7 Skeins will make a large mans sweater. The yarn glows brightly and crackles quietly. Items knit from the yarn are stable and permanent, and generally have emergent magical enchantments tied to Thunder and Lightning.

Next Item: Thor's First Attempt at Knitting Socks

Thor's First Attempt at Knitting Socks

This 3' long wool tube is blocked off 3" from each end. Whenever a creature attempts to done it, the wool thread enlongate, expanding the item to imprison the creature like an all limb straight jacket. Once done, the creature is restrained and has all its movement speeds reduced to 0. It or another creature must make a D.C. 27 Strength (Athletics) or Dexterity (Acrobatics) check to brake free. Non restrained creatures must use the former.

Next: A 3" figurette of an important figure in the life of its current owner


Sent from my iPad using EN World mobile app
 

Remove ads

Top