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Custom magic item what do people think of it thoughts and ideas welcomed

Nightbeat84

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WabbbajackRoll chart
If the user of the weaponhas no spell casting the spell save DC is 14 the spell attack bonusis +5

  1. Heal 6d8 to every creature withing 50ft
  2. Your speed becomes 10ft
  3. All creatures vomit
  4. Can target 1 creature and becomes paralyzed for 1 round
  5. You cast Chaos bolt lv 5
  6. You glow with bright light in 30ft radius for the next minute any creature that ends its turn withing 5ft of you is blinded until the end of its next turn.
  7. A random creature within 60ft of you becomes poisoned for 1d4 hours
  8. The clouds begin to rain and lighting and thunder [FONT=Times New Roman, serif]fiercely the rain heavily obscures [/FONT]
  9. [FONT=Times New Roman, serif]Your gender changes to the opposite sex[/FONT]
  10. [FONT=Times New Roman, serif]Cast Hunger of Hadar target self[/FONT]
  11. [FONT=Times New Roman, serif]You cast Armor of Agathys self level 4 and one other ally[/FONT]
  12. [FONT=Times New Roman, serif]You cast Dense Macabre on the surrounding 100ft[/FONT]
  13. [FONT=Times New Roman, serif]You turn a random creature withing 20ft into a rabbit for 2 rounds[/FONT]
  14. [FONT=Times New Roman, serif]Gems and gold fall from the sky DM says how much[/FONT]
  15. [FONT=Times New Roman, serif]You sneeze....[/FONT]
  16. [FONT=Times New Roman, serif]You can not be found by divination magic or by normal tracking[/FONT]
  17. [FONT=Times New Roman, serif]All hostile creatures withing 30ft immediately target you, no matter what their current task is[/FONT]
  18. [FONT=Times New Roman, serif]You gain 2d10 temporary hit points[/FONT]
  19. [FONT=Times New Roman, serif]Cast chain lighting[/FONT]
  20. [FONT=Times New Roman, serif]Cast Heroes Feast[/FONT]
  21. [FONT=Times New Roman, serif]You sprout wings made of magical energy for 1hour your flying speed is 50ft[/FONT]
  22. [FONT=Times New Roman, serif]Cast wrack on self Wrack 4th-level necromancy Casting Time: 1 action Components: V, S Range: 90 feet Duration: Concentration, up to 10 minutes Your victim must make a Constitution saving throw. On a failed save, the creature collapses in pain. Boils and blisters appear all over its skin and then pop, covering it with vile fluids as its eyes fill with blood,causing the victim to be paralyzed and blinded until the spell ends. The victim can attempt a Constitution saving[/FONT]
    [FONT=Times New Roman, serif]throw at the end of each of its turns. If it succeeds, the spell ends. Even after the spell ends, the victim has disadvantage on attack rolls and ability checks until it finishes a short or long rest.[/FONT]
  23. [FONT=Times New Roman, serif]All active effects from this staff are neutralized, and all charges are depleted.[/FONT]
  24. [FONT=Times New Roman, serif]You fart......[/FONT]
  25. [FONT=Times New Roman, serif]You cast Magic Missile at level 5[/FONT]
  26. [FONT=Times New Roman, serif]You become invisible for 3 rounds[/FONT]
  27. [FONT=Times New Roman, serif]You are granted a wish which will be figure out next session[/FONT]
  28. [FONT=Times New Roman, serif]You cast fireball as a 4[/FONT][FONT=Times New Roman, serif]th[/FONT][FONT=Times New Roman, serif] level spell centred on self[/FONT]
  29. [FONT=Times New Roman, serif]You gain Devilsight[/FONT]
  30. [FONT=Times New Roman, serif]You are granted 1 extra action for 1d4 rounds[/FONT]
  31. [FONT=Times New Roman, serif]You cast Confusion on self[/FONT]
  32. [FONT=Times New Roman, serif]You cast Banishment on a random creature withing 30ft[/FONT]
  33. [FONT=Times New Roman, serif]Each creature within 30ft of you become invisible for the next min.[/FONT]
  34. [FONT=Times New Roman, serif]1 ability score increase by 2 or decrease by 2 roll d20 1-10 decrease 11-20 increase[/FONT]
  35. [FONT=Times New Roman, serif]You choke on a fly[/FONT]
  36. [FONT=Times New Roman, serif]Someone is randomly cursed[/FONT]
  37. [FONT=Times New Roman, serif]in the area everyone can hear faint ,ethereal music for 10mins[/FONT]
  38. [FONT=Times New Roman, serif]You summon an elemental roll d20 1-10 attacks you and everyone around it 11-20 it aids you[/FONT]
  39. [FONT=Times New Roman, serif]Your skin turns a vibrant shade of blue,can use remove curse spell can end the effect[/FONT]
  40. [FONT=Times New Roman, serif]Tsunami appears around you but you are immune to the effect use the spell effect in PHB[/FONT]
  41. [FONT=Times New Roman, serif]You must succeed on a charisma saving throw DC 13 or you become a craving cowered [/FONT]
  42. [FONT=Times New Roman, serif]you summon a demon[/FONT]
  43. [FONT=Times New Roman, serif]you summon a devil (might aid the players)[/FONT]
  44. [FONT=Times New Roman, serif]Nature calls.....[/FONT]
  45. [FONT=Times New Roman, serif]your blood begins to burn from the inside Burning Blood 4th-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of blood and a pinch of saltpeter) Duration: Concentration, up to 1 minute You infect the blood of a creature within range with[/FONT]
    [FONT=Times New Roman, serif]a toxic mixture of corrosive fluids. The target must make a Constitution saving throw. On a failure,it takes 1d8 acid damage and 1d8 fire damage. Until the spell ends, the target can’t take reactions, and it can only take move actions on its turn. On a successful save, the target doesn’t take any damage or suffer any ill effects that turn. However,for the spell’s duration, the target must make a new Constitution saving throw at the start of each of its turns, or it takes the damage and suffers the spell’s effects.[/FONT]
  46. [FONT=Times New Roman, serif]You can't speak for the next hour, when ever you try to speak pink bubbles float out of your mouth[/FONT]
  47. [FONT=Times New Roman, serif]You cast Levitate self[/FONT]
  48. [FONT=Times New Roman, serif]You disintegrate into ash[/FONT]
  49. [FONT=Times New Roman, serif]Your HP is reduced by half (Rounded down)[/FONT]
  50. [FONT=Times New Roman, serif]your HP is increased by half, (rounded down)[/FONT]
  51. [FONT=Times New Roman, serif]All your used charges are replenished[/FONT]
  52. [FONT=Times New Roman, serif]A clone of yourself springs into existence who is the exact apposite of yourself[/FONT]
  53. [FONT=Times New Roman, serif]You shrink down to half your size[/FONT]
  54. [FONT=Times New Roman, serif]You summon a servant hes name is Alfred he is a golem(Manastorm) with intelligence score of 19 and can speak a language you speak[/FONT]
  55. [FONT=Times New Roman, serif]You cast life transference randomly[/FONT]
  56. [FONT=Times New Roman, serif]You gain madness pg 259 of the DMG[/FONT]
  57. [FONT=Times New Roman, serif]Your speed is now 40ft[/FONT]
  58. [FONT=Times New Roman, serif]You gain resistance to everything for 1hour[/FONT]
  59. [FONT=Times New Roman, serif]Deal 2d10 Necrotic damage to each creature withing 30ft radius you regain hit points equal to the sum of the damage[/FONT]
  60. [FONT=Times New Roman, serif]For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns[/FONT]
  61. [FONT=Times New Roman, serif]You turn into a sweet roll, While a sweet roll you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points you form reverts.[/FONT]
  62. [FONT=Times New Roman, serif]You become paralyzed to the left side of your body for 10mins, your speed is now 20ft and you drop anything in your left hand and your vision is blurred and roll at disadvantage on attack rolls[/FONT]
  63. [FONT=Times New Roman, serif]You become hungry....for blood, you are now a white vampire[/FONT]
  64. [FONT=Times New Roman, serif]You identify your Allies as enemies and enemies as allies for 10 mins[/FONT]
  65. [FONT=Times New Roman, serif]All your gold turns to lead[/FONT]
  66. [FONT=Times New Roman, serif]You start to Hallucinate as if on drugs.........[/FONT]
  67. [FONT=Times New Roman, serif]Maximize the damage of the next damaging spell/ or attack roll[/FONT]
  68. [FONT=Times New Roman, serif]Your fingers ignite into flame any flammable object you touch burst into flames you can douse the flames as an action[/FONT]
  69. [FONT=Times New Roman, serif]You regain up to 5 levels worth of spell slots [/FONT]
  70. [FONT=Times New Roman, serif]you gain 3 charges of the Eldritch blast cantrip. You cast this at a 17[/FONT][FONT=Times New Roman, serif]th[/FONT][FONT=Times New Roman, serif] level. Your charges stay there until you use them[/FONT]
  71. [FONT=Times New Roman, serif]All enemies have advantage on attack rolls until you take a long rest[/FONT]
  72. [FONT=Times New Roman, serif]All hostile creatures withing 60ft heal for 5d8[/FONT]
  73. [FONT=Times New Roman, serif]All attack rolls made against you are made with disadvantage until you make 2 long rest[/FONT]
  74. [FONT=Times New Roman, serif]You cast Otiluke's Resilient Sphere[/FONT]
  75. [FONT=Times New Roman, serif]Roll a d10, your age changes by a number of years equal t the roll. If the roll is odd, you get younger if you roll even you get older[/FONT]
  76. [FONT=Times New Roman, serif]The closest creature to you turns into a penguin[/FONT]
  77. [FONT=Times New Roman, serif]You cast Reverse Gravity on self[/FONT]
  78. [FONT=Times New Roman, serif]All creatures within 60ft of you are pushed 80ft from you violently and with great force DC dex 14 to knocked prone take 5d6 force damage on fail half on successful[/FONT]
  79. [FONT=Times New Roman, serif]You get a splinter on your thumb[/FONT]
  80. [FONT=Times New Roman, serif]The closest ally deals an extra 1d20 damage, the next time they attack[/FONT]
  81. [FONT=Times New Roman, serif]You cast celestial fist at 3[/FONT][FONT=Times New Roman, serif]rd[/FONT][FONT=Times New Roman, serif] level Celestial Fist 1st-level conjuration Casting Time: 1 action[/FONT]
    [FONT=Times New Roman, serif]Range: 30 feet Components: V, S, M (a holy symbol) Duration: Concentration, up to 1 minute[/FONT]
    [FONT=Times New Roman, serif]You conjure a great fist of light that smashes down on your enemy and seeks to hold that foe fast in its grip. Choose a large or smaller creature within range. The target must make a Dexterity saving throw. On a failed save, it takes 4d4 radiant damage and is restrained until the end of its next turn. On a successful save, it takes half as much damage, and isn’t restrained.[/FONT]
    [FONT=Times New Roman, serif]At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increases by 2d4 for each slot level above 1st.[/FONT]
  82. [FONT=Times New Roman, serif]You understand all languages and speak them as well[/FONT]
  83. [FONT=Times New Roman, serif]1d4 random magical items are destroyed [/FONT]
  84. [FONT=Times New Roman, serif]It begins to snowstorm[/FONT]
  85. [FONT=Times New Roman, serif]You become wild....you crave the kill of a creature with your bare hands. You unarmed attack rolls and damage rolls have a +5 modifier. Until you kill a creature in this way, you have a restless sleep and wake up form long rest with 1 point of exhaustion[/FONT]
  86. [FONT=Times New Roman, serif]You cast venom bolt 4th-level evocation Casting Time: 1 action[/FONT]
    [FONT=Times New Roman, serif]Range: Self (100-foot line) Components: V, S, M (a drop of venom from any sort of poisonous snake) Duration: Concentration, up to 1 minute A beam forming a 15-foot wide by 100-foot line of caustic green energy blasts from your eye, mouth, fingertip, or tail tip in a direction you choose. Every creature in the affected area must roll a Dexterity saving throw, taking 3d6 acid damage on a failure, or half as much on a success. In addition, the blast poisons the area it struck with toxic energy and nauseating fumes for the duration. When a creature enters the affected area for the first time on a turn or starts its turn there, it must make a Constitution saving throw or take 2d8 poison damage and become poisoned for the duration. If it succeeds, it takes half the damage and isn’t poisoned. A creature that is poisoned by this spell but[/FONT]
    [FONT=Times New Roman, serif]is no longer within the affected area can make a Constitution saving throw at the end of each of its turns. On a success, it is no longer poisoned.[/FONT]
  87. [FONT=Times New Roman, serif]Random magic item generated from DMG tables[/FONT]
  88. [FONT=Times New Roman, serif]You fall in love with the closest non hostile object/creature with 30ft, for 1hour[/FONT]
  89. [FONT=Times New Roman, serif]You summon a celestial being DM determines which one[/FONT]
  90. [FONT=Times New Roman, serif]Your body gains a tattoos that grant you a random effect determine by the DM[/FONT]
  91. [FONT=Times New Roman, serif]You have disadvantage on saving throws until the next long rest[/FONT]
  92. [FONT=Times New Roman, serif]Inky black darkness starts to coil up your body from your shadow, black tendrils of pure midnight start to enter your mouth, eyes and ears. Your flesh turns ashen grey, your facial features become gaunt and your eyes are sunken. Your spells/melee deal extra necrotic damage You also gain the blur spell twice per long rest and [FONT=CelestiaAntiqua-Semibold, serif]Sustaining Shadow feature: [/FONT][FONT=CelestiaAntiqua-Medium, serif]your bond to the Plane of Shadow also know as the shadowfell allows you to absorb dark energies, mitigating certain biological needs. You need to eat only a single meal per week to maintain health, you no longer sleep. Your breathing is irregular if not at all, Your attitude towards the dead and living are about the same you do not notice a distinction. [/FONT][/FONT]
  93. [FONT=Times New Roman, serif]You make Constitution saving throw DC 15 or you are turned to stone[/FONT]
  94. [FONT=Times New Roman, serif]You become Ethereal for 10 min, you cannot harm or be harmed in this time[/FONT]
  95. [FONT=Times New Roman, serif]An eye appears on your forehead, you have advantage on wisdom perception checks you also can see into the Ethereal plane of existence and have true sight[/FONT]
  96. [FONT=Times New Roman, serif]You speak the truth and only the truth for 1d4 days[/FONT]
  97. [FONT=Times New Roman, serif]You give off a strong odour that only beast can smell, for the next 24 hours beast from all over the land are hunting you.[/FONT]
  98. [FONT=Times New Roman, serif]You summon a dragon DM rolls on for type of dragon[/FONT]
  99. [FONT=Times New Roman, serif]You rip a black hole in time and space Reality Maelstrom 9th-level evocation[/FONT]
    [FONT=Times New Roman, serif]Casting Time: 1 actionRange: 150 feet Components: V, S, M (a golden hoop no less than 1 Duration: 1 round With a crack of lightning and thunder, a 20-foot radius spherical rip in space and time appears at a point you choose within range. The spell has two different areas[/FONT]
    [FONT=Times New Roman, serif]of effect. First, all loose materials weighing under 100 pounds within 20 feet of the maelstrom’s center are sucked into it and transported to a random plane of existence. Similarly, any creatures caught within 20feet must make a Wisdom saving throw or be sucked[/FONT]
    [FONT=Times New Roman, serif]into the maelstrom and transported. All objects and creatures sucked into the maelstrom are transported to the same plane of existence.The maelstrom has a secondary windstorm effect[/FONT]
    [FONT=Times New Roman, serif]that extends 40 feet from its center. All unattended objects weighing 50 pounds or less in the extended area are pulled 20 feet closer toward the maelstrom’s center, and then sucked into the rift and transported. A creature within the secondary effect must make a Dexterity saving throw, or be sucked 20 feet closer into the maelstrom’s primary area of effect. Afterwards, the creature must make a Wisdom saving throw or be sucked into the rift and transported to[/FONT]
    [FONT=Times New Roman, serif]another plane. Consult the following table to determine the destination for any objects or creatures sucked into the maelstrom:[/FONT]
    [FONT=Times New Roman, serif]d% Planar Destination[/FONT]
    [FONT=Times New Roman, serif]01-05 Heroic Domains of Ysgard[/FONT]
    [FONT=Times New Roman, serif]06-10 Ever-Changing Chaos of Limbo[/FONT]
    [FONT=Times New Roman, serif]11-15 Windswept Depths of Pandemonium[/FONT]
    [FONT=Times New Roman, serif]16-20 Infinite Layers of the Abyss[/FONT]
    [FONT=Times New Roman, serif]21-25 Tarterian Depths of Carceri[/FONT]
    [FONT=Times New Roman, serif]26-30 Gray Waste of Hades[/FONT]
    [FONT=Times New Roman, serif]31-35 Bleak Eternity of Gehanna[/FONT]
    [FONT=Times New Roman, serif]36-40 Nine Hells of Baator[/FONT]
    [FONT=Times New Roman, serif]41-45 Infernal Battlefield of Acheron[/FONT]
    [FONT=Times New Roman, serif]46-50 Clockwork Nirvana of Mechnus[/FONT]
    [FONT=Times New Roman, serif]51-55 Peaceable Kingdoms of Arcadia[/FONT]
    [FONT=Times New Roman, serif]56-60 Seven Mounting Heavens of Celesti a[/FONT]
    [FONT=Times New Roman, serif]61-65 Twin Paradises of Bytopia[/FONT]
    [FONT=Times New Roman, serif]66-70 Blessed Fields of Elysium[/FONT]
    [FONT=Times New Roman, serif]71-75 Wilderness of the Beastlands[/FONT]
    [FONT=Times New Roman, serif]76-80 Olympian Glades of Arborea[/FONT]
    [FONT=Times New Roman, serif]81-89 Concordant Domain of the Outlands[/FONT]
    [FONT=Times New Roman, serif]90-91 Elemental Plane of Fire[/FONT]
    [FONT=Times New Roman, serif]92-93 Elemental Plane of Earth[/FONT]
    [FONT=Times New Roman, serif]94-95 Elemental Plane of Air[/FONT]
    [FONT=Times New Roman, serif]96-97 Elemental Plane of Water[/FONT]
    [FONT=Times New Roman, serif]98 Feywild[/FONT]
    [FONT=Times New Roman, serif]99 Shadowfell Demiplane of the DM’s Choice[/FONT]
  100. [FONT=Times New Roman, serif]Reroll[/FONT]
 

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Is this permanent?



This should be #13 on the list. (I mean, it shouldn't be in the list at all if you want your players to want to use this item, but if it's gonna be on the list, it should be unlucky 13.)
The stuff that has no time limit is permenant. Yes your right the death should be on 13 that makes sense and the reason it's there is there's high risk with high reward is the point. The staff is supposed to be chaotic I nature. The name is from elder scrolls the daedric prince of madness
sheogorath made it.
 

It's certainly a fun idea, but I wonder if there are too many effects. How would you describe this item to a player and how would they decide when to use it? If the idea is to introduce a magic item with unknown random effects that could potentially wreck your game if used, this certainly achieves that ie:

48. You disintegrate into ash - no save, the PC is dead
76. The closest creature to you turns into a penguin - no save, unfortunate if a PC
93. You make Constitution saving throw DC 15 or you are turned to stone - sorry you're dead (perhaps this could be reversed with say a Greater Restoration spell?)
99. You rip a black hole in time and space - PC's within 20' must make a WIS save or be transported to a random plane. Difficult for a DM to plan for and likely to split the party (as those that make the save won't go)

In addition to the instant death options there are a number of options which will change a character significantly and forever without a save.

23 and 51 indicate that the item has charges. Recommend stating how many in the description along with any rules for replenishment.

I'm not saying don't do it, just be prepared that it could change your game significantly and if the effect is bad you may have to deal with one or more unhappy players! :) The Wild Magic Surge table on p.104 of the PHB has some fun effects but most are temporary.
 

It's certainly a fun idea, but I wonder if there are too many effects. How would you describe this item to a player and how would they decide when to use it? If the idea is to introduce a magic item with unknown random effects that could potentially wreck your game if used, this certainly achieves that ie:

48. You disintegrate into ash - no save, the PC is dead
76. The closest creature to you turns into a penguin - no save, unfortunate if a PC
93. You make Constitution saving throw DC 15 or you are turned to stone - sorry you're dead (perhaps this could be reversed with say a Greater Restoration spell?)
99. You rip a black hole in time and space - PC's within 20' must make a WIS save or be transported to a random plane. Difficult for a DM to plan for and likely to split the party (as those that make the save won't go)

In addition to the instant death options there are a number of options which will change a character significantly and forever without a save.

23 and 51 indicate that the item has charges. Recommend stating how many in the description along with any rules for replenishment.

I'm not saying don't do it, just be prepared that it could change your game significantly and if the effect is bad you may have to deal with one or more unhappy players! :) The Wild Magic Surge table on p.104 of the PHB has some fun effects but most are temporary.
Hmm some things to consider but yes your right some context is required. I'm currently running tomb of annihilation and my players already have had 2 deaths and 1 lost character which during this campaign resurrection magic does not work because of the global curse. I have aquire a supplement to the adventure for the ruins of mezro any magical items found in the ruins that you leave with from the area turn to dust and yes I am aware that doing so the players may or may not anger them by taking away there loot. I trust my players to be civil about it. As far as ruining the rest of the game the staff is meant to be in there hands temporarily and yes I'm aware of that some of the affects such as planar travel will throw a wrench I things but I'm comfortable with that and prepared. The item has 3 charges on it and renew at dawn for 1d4. 1 charge rolls 3 times on the table I'm not firm on the number of rolls I might change it to 2 instead of 3
 

Hmm some things to consider but yes your right some context is required. I'm currently running tomb of annihilation and my players already have had 2 deaths and 1 lost character which during this campaign resurrection magic does not work because of the global curse. I have aquire a supplement to the adventure for the ruins of mezro any magical items found in the ruins that you leave with from the area turn to dust and yes I am aware that doing so the players may or may not anger them by taking away there loot. I trust my players to be civil about it. As far as ruining the rest of the game the staff is meant to be in there hands temporarily and yes I'm aware of that some of the affects such as planar travel will throw a wrench I things but I'm comfortable with that and prepared. The item has 3 charges on it and renew at dawn for 1d4. 1 charge rolls 3 times on the table I'm not firm on the number of rolls I might change it to 2 instead of 3
Also I agree that turning to stone is reversible by the spell restoration. As for the permanent death the staff was created by the deadric prince madness sheogorath and the text on the staff is that it could kill the wielder so there is a warning before use. It has high risk with high reward.
The polymorth can be reverse as well. And yes I want the permanent effects
The rip in space could reach further I think so not to split the party I believe I will change that as well
 
Last edited:

[MENTION=6976164]Nightbeat84[/MENTION] - comments in your last 2 posts sound good. One other suggestion is to beef up "100. Re-roll". Perhaps roll twice more on the table?
 

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