D&D 5E Make a Flawed Magic Item

Fayed al Zhor's Armor (unique, requires attunement)
This +2 Plate Armor also has the abilities of Adamantine Armor. If you die while attuned to it, you can't be returned to life by means short of True Resurrection or Wish. In addition, if you aren't returned to life by the next full moon, you rise as the death knight Fayed al Zhor, under the control of the DM.
 

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If I understand this correctly, it is useful to Person B if:
- Person B is able to cast Scrying
- Person B gives the "magic mirror" to Person A
- Person A attunes himself to it
- Person B arranges to steal the mirror from Person A
- Person A never finds out about it, and never tries to get his stolen magic item back
- AND Person A is somebody whom it is worthwhile to spy on in the first place.

Am I following you correctly?

The intent is that you have to attune to it to use it, and using it allows you to scry on the attuned creature (i.e. yourself) at any time just by looking into the mirror. Hence the double-entendre in the name “auto-scrying.” Auto here means both automatic and self.

All of the items in my post were meant to be useless, or near-useless, on their own, though a creative enough player could probably find some way to use them, potentially in combination with other items or spells. Seeing yourself is pretty much already the function of a mirror, so the auto-Scrying mirror is pretty much redundant. Although, technically with how Scrying works, you could use it to see the back of yourself, so if you want to use an attunement slot to be able to see what’s causing that weird itch on your back, you could do that.
 

Somewhat Slashing Sword:
When you attack with this sword, if your attack roll is even, this sword deals slashing damage. If you roll odd, the blade suddenly turns flat, and does non-lethal bludgeoning damage.

Ring of Invisibility:
After attuning to this item, you learn its secret command word. When this command word is spoken w/in 30ft the Ring of Invisibility becomes invisible until the command word is spoken again. The wearer of the ring, or anything inside the ring's loop does not become invisible.

Goggle of Bay:
While wearing these goggles all magical effects viewed by or created by the wearer are twice as flashy and come with extra lens-flare. All enemies who see their magical effects must succeed on a DC XX will save or be blinded for 1d4 rounds, including the wearer, who has disadvantage on all checks against blindness.

Can of Laughter:
As an Action, the wielder of a Can of Laughter can cause one target to fall under the effect of Tasha's Hideous Laughter (no save), but the wielder is also affected (no save) for the normal duration of the spell.

Ring of Min/Max:
When you attune to this ring, choose two stats: a primary and a secondary. Your secondary stat is reduced to 3. Your primary stat is increased by the difference. The Ring remembers its wearers, so these starts cannot be reassigned if you remove and re-wear the ring.
 
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Moonwalker’s Sword of Dancing. This +3 magical sword is sometimes confused with a Dancing Sword...but not for long. This sword does nothing if it is released except fall to the ground. However, when the wielder of this sword gets a critical hit using it, he is immediately compelled by powerful magic to do a flashy dance move, giving a +2 bonus to hit to his foes within melee range of him if they make a Will save. Those who do not save become equally compelled to mimic the same dance move, giving the wielder an additional +2 to hit them in the next combat round.
 

I always liked swords that required blood to awaken. Sacrifice some hit points of blood to get the magical effects of the sword to work.

In the old days we were often touting around intelligent swords that argued with us a lot. The more sinister swords try to "take over" the wielder - like the old chaos swords from WFRP.
 

Roped Trick

A completely ordinary, but high quality rope -- materials vary.
Once per short rest, the user may use it to cast Rope Trick.


VERSION 1 (SIMPLE)
The spell works perfectly normally. However, it shrinks from below as you climb. In other words, it's a one-way trip up the rope.
If you fail your climb roll, you fall and take appropriate damage, but the rope stops shrinking. After an hour (duration of the spell), it will fall back down on its own, ready for use.

After you reach the top and climb into the extradimensional space, you find the rope coiled neatly and ready to be lowered for use.
When you climb down out of the extradimensional space, tt does not shrink from above. When you reach the bottom, you can give it a little tug to reclaim it.


VERSION 2 (ADVANCED/COMPLEX)
The spell works perfectly normally, but the extradimensional space is not unique for each Roped Trick item.
It is *shared* across all Roped Trick items.

This is not apparent until you attempt to climb the rope and enter the extradimensional space.
One of the following things happens (GM choice or roll a d10):

1) Space is at capacity. You cannot enter and fall back down, taking full falling damage unless you can somehow mitigate it.
2) 1-2 spaces left, but ongoing conflict inside. Make an Athletics or Acrobatics roll (with disadvantage) to get in, or fall and take damage.
3) 1-4 spaces left, and everything is copacetic (for now).
4) 2-3 spaces occupied, but ongoing conflict inside. Make an Athletics or Acrobatics roll to get in, or fall and take damage.
5) 1-4 spaces occupied, and everything is copacetic (for now).
6-10) Space is empty. Huzzah! But every minute you remain, roll a d20. On a 1, someone attempts to enter the space.

Once you are inside, you can choose to exit from anyone else's Roped Trick, not just your own.
Yes, you can take your own Roped Trick with you if you go down someone else's.
No, your Roped Trick doesn't remember where it came from if you go back up using someone else's.
NO, not even if you're still under the hour duration of the spell. Stop asking.

Wanna activate a Roped Trick to open an extradimensional space while you're in the Roped Trick's extradimensional space? Go ahead. It's the same space. You leave the top and come in through the bottom. Recursive!
 

I made a ring the side effect when the water touched any gem it would lose half it's value only happened the first time the gem is touched.


Another one if they used a magical weapons it would deal female to them the ring granted attacks as magical and added some damage. Kind of funny when they b tried to stack magical +damage and they take damage from one of the items.



Sent from my Pixel XL using Tapatalk
 

Roped Trick
A completely ordinary, but high quality rope -- materials vary.
Once per short rest, the user may use it to cast Rope Trick.
The rope will NEVER put you in a quiet little demiplane or extradimensional space. It craves crowds and activity. You will not find the conditions for a Short Rest at the other end of the rope.

If you roll a '1' (on d20) it will bring you to the presence chamber of some extraplanar potentate, of CR = 2 x the group's level. (The potentate will NOT be expecting you.)

An evil DM might bring the PCs into the depths of the Plane of Water near a school of fish (sharks?). Or a 'hot coals' area of the Plane of Fire. Or Asmodeus' throne room.
 

Moon Sword: this big blade has a +1 to-hit and does 2d6 damage normally. But it gains NO to-hit bonus and suffers a -1d6 damage penalty when the moon is new (for the night itself and one night to either side), or is completely below the horizon. Becomes a +3 to-hit sword and +1d6 extra damage when outside under a full moon (for the night itself and one night to either side) and moonlight shines on the blade, though.

Some people claim the blade gets bigger or smaller depending on the phases of the moon.
 

The intent is that you have to attune to it to use it, and using it allows you to scry on the attuned creature (i.e. yourself) at any time just by looking into the mirror. Hence the double-entendre in the name “auto-scrying.” Auto here means both automatic and self.

All of the items in my post were meant to be useless, or near-useless, on their own, though a creative enough player could probably find some way to use them, potentially in combination with other items or spells. Seeing yourself is pretty much already the function of a mirror, so the auto-Scrying mirror is pretty much redundant. Although, technically with how Scrying works, you could use it to see the back of yourself, so if you want to use an attunement slot to be able to see what’s causing that weird itch on your back, you could do that.


I read that as a way to keep an eye on an employee. The king entrusts you with a quest, but gets you to attune to the mirror so he can keep an eye on you and make sure you don't run away with the crown jewels when you recover them. Alternatively the king has the princess attune to it, if ever she goes missing (or might be being naughty with a knight) he king can keep a protective eye on her. The brave knight goes off to slay the dragon and wants his lord to watch is victory. The lord wants to turn his mistress into a magical cam-ho. The prisoner is released and attuning to the mirror is part of his parole conditions.

I guess if the person looking into the mirror also has to be attuned to it, then those ideas go out the window.
 

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