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Let's make some magic items
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<blockquote data-quote="der_kluge" data-source="post: 7102564" data-attributes="member: 945"><p>I got bored today, and decided the DMG needed some more magic items. So I made some. If everyone adds a magic item, we'll have a ton of them. So, get creative!</p><p></p><p><strong>Teetotaler’s Ring</strong></p><p><em>Ring, Uncommon</em></p><p>This ring prevents the wearer from ever getting inebriated. While there are physical limitations to how much liquid a person can actually consume, regardless of how much of that liquid is alcoholic, and regardless of the potency of said alcohol, the wearer will never become drunk while wearing this ring. Curiously, it’s not actually a cursed item.</p><p></p><p><strong>Ring of Sustenance</strong></p><p><em>Ring, Uncommon (requires attunement)</em></p><p>You don’t need to eat or drink while wearing this ring.</p><p></p><p><strong>Goggles of Bluffing</strong></p><p><em>Wondrous Item, common (requires attunement)</em></p><p>The wearer of these goggles has an advantage on all Charisma (Deception) checks. </p><p></p><p><strong>Ring of Cool Breezes</strong></p><p><em>Ring, very rare (requires attunement)</em></p><p>While wearing this ring you have resistance to fire damage. In addition, you and everything you wear and carry are unaffected by mundane fire and temperatures as high as 1200 degrees Fahrenheit. </p><p></p><p><strong>The Fop’s Feathered Hat of Pristine Nobility</strong></p><p><em>Wondrous Item, rare (requires attunement)</em></p><p>The wearer of this rather ridiculous-looking hat gains a +2 to all Charisma (Persuasion) checks. In addition, the hat confers a +2 to any Intelligence check used to recognize symbols of Heraldry in identifying houses of nobility and a +2 to any Intelligence (History) check as it specifically relates to nobility or matters related to any noble house or lord. </p><p></p><p><strong>Weapon of Transmutation</strong></p><p><em>Weapon, very rare (requires attunement)</em></p><p>When found, this +1 weapon appears in whatever state it was last left in. The wielder of this weapon can, as a Bonus Action, alter the weapon’s form into that of a Morningstar (piercing), a Longsword (slashing) or a Flail (bludgeoning). While the form of the weapon alters the kind of damage the weapon deals, it always does 1d8 base damage, and is a minimum of a +1 weapon. +2 and +3 versions of this item exist, although with greater rarity.</p><p>Albeit rarer still, this item can also be found in two-handed varieties. A two-handed version of a Transmutation Weapon can change into a Greatsword (slashing), a two-handed War Pick (piercing) and a Maul (bludgeoning). Each version of this weapon deals 2d6 base damage, before magical bonuses.</p><p></p><p><strong>Ring of Gender Swapping</strong></p><p><em>Ring, very rare</em></p><p>While the true origins of this ring are shrouded in mystery, the oldest known versions indicate that they were created for the sole purpose of fulfilling carnal fantasies of wealthy lords and ladies. For this reason, the rings are often found in pairs – each being a distinct magic item unto itself. When the ring is worn, the gender of the wearer becomes the opposite gender. The wearer’s ability scores remain unaffected as well as their personality and mannerisms. The physical appearance does not alter between uses – the physical appearance remains consistent. The wearer becomes the opposite gendered version of themselves.</p><p>There is a 1% cumulative chance that the ring’s effects will become irreversible. This chance increases by 1% each day the ring is worn (starting with an immediate 1% chance as soon as the ring is put on). If this happens, only a Wish can reverse the effects. Not even Greater Restoration can reverse it. </p><p>This ring alters physical appearance and genitalia only. Sexual preferences and gender identity are unaltered. The ring has no effect on androgynous creatures such as angels. While worn, the sexual reproductive capabilities of either sex become sterile. For example, a man can’t become pregnant while wearing the ring.</p><p></p><p><strong>Mesmerizing Dice</strong></p><p><em>Wondrous Item, rare</em></p><p>This pair of dice has 3 charges, and regains 1d3 expended charges daily at dawn. When a command-word is uttered before rolling the dice, the dice cast Enthrall on individuals of your choice in a 60’ radius. Affected individuals must make a DC 15 Wisdom saving throw or be enthralled, as per the spell. The effect lasts for 1 minute.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 7102564, member: 945"] I got bored today, and decided the DMG needed some more magic items. So I made some. If everyone adds a magic item, we'll have a ton of them. So, get creative! [B]Teetotaler’s Ring[/B] [I]Ring, Uncommon[/I] This ring prevents the wearer from ever getting inebriated. While there are physical limitations to how much liquid a person can actually consume, regardless of how much of that liquid is alcoholic, and regardless of the potency of said alcohol, the wearer will never become drunk while wearing this ring. Curiously, it’s not actually a cursed item. [B]Ring of Sustenance[/B] [I]Ring, Uncommon (requires attunement)[/I] You don’t need to eat or drink while wearing this ring. [B]Goggles of Bluffing[/B] [I]Wondrous Item, common (requires attunement)[/I] The wearer of these goggles has an advantage on all Charisma (Deception) checks. [B]Ring of Cool Breezes[/B] [I]Ring, very rare (requires attunement)[/I] While wearing this ring you have resistance to fire damage. In addition, you and everything you wear and carry are unaffected by mundane fire and temperatures as high as 1200 degrees Fahrenheit. [B]The Fop’s Feathered Hat of Pristine Nobility[/B] [I]Wondrous Item, rare (requires attunement)[/I] The wearer of this rather ridiculous-looking hat gains a +2 to all Charisma (Persuasion) checks. In addition, the hat confers a +2 to any Intelligence check used to recognize symbols of Heraldry in identifying houses of nobility and a +2 to any Intelligence (History) check as it specifically relates to nobility or matters related to any noble house or lord. [B]Weapon of Transmutation[/B] [I]Weapon, very rare (requires attunement)[/I] When found, this +1 weapon appears in whatever state it was last left in. The wielder of this weapon can, as a Bonus Action, alter the weapon’s form into that of a Morningstar (piercing), a Longsword (slashing) or a Flail (bludgeoning). While the form of the weapon alters the kind of damage the weapon deals, it always does 1d8 base damage, and is a minimum of a +1 weapon. +2 and +3 versions of this item exist, although with greater rarity. Albeit rarer still, this item can also be found in two-handed varieties. A two-handed version of a Transmutation Weapon can change into a Greatsword (slashing), a two-handed War Pick (piercing) and a Maul (bludgeoning). Each version of this weapon deals 2d6 base damage, before magical bonuses. [B]Ring of Gender Swapping[/B] [I]Ring, very rare[/I] While the true origins of this ring are shrouded in mystery, the oldest known versions indicate that they were created for the sole purpose of fulfilling carnal fantasies of wealthy lords and ladies. For this reason, the rings are often found in pairs – each being a distinct magic item unto itself. When the ring is worn, the gender of the wearer becomes the opposite gender. The wearer’s ability scores remain unaffected as well as their personality and mannerisms. The physical appearance does not alter between uses – the physical appearance remains consistent. The wearer becomes the opposite gendered version of themselves. There is a 1% cumulative chance that the ring’s effects will become irreversible. This chance increases by 1% each day the ring is worn (starting with an immediate 1% chance as soon as the ring is put on). If this happens, only a Wish can reverse the effects. Not even Greater Restoration can reverse it. This ring alters physical appearance and genitalia only. Sexual preferences and gender identity are unaltered. The ring has no effect on androgynous creatures such as angels. While worn, the sexual reproductive capabilities of either sex become sterile. For example, a man can’t become pregnant while wearing the ring. [B]Mesmerizing Dice[/B] [I]Wondrous Item, rare[/I] This pair of dice has 3 charges, and regains 1d3 expended charges daily at dawn. When a command-word is uttered before rolling the dice, the dice cast Enthrall on individuals of your choice in a 60’ radius. Affected individuals must make a DC 15 Wisdom saving throw or be enthralled, as per the spell. The effect lasts for 1 minute. [/QUOTE]
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