D&D 5E Make a Flawed Magic Item

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.
Like I said, the intent was for it to be useless. A joke item. But, if you like the idea of it allowing anyone who looks into it to see the attuned character, more power to you! I think that’s kind of the beauty of joke designs. Often there’s a cool concept in there that you might not have thought of if you had been designing something seriously to start.
 

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Rain Stick: this bardic percussion instrument is a large semi-hollow staff (treat as +1 weapon if used as such) with prongs inside and is partially filled with small beans or pebbles. When shaken it sounds like a rattle; when inverted, the pebbles fall to the other end making a sound like rain. When used to make the rain sound, the wielded is the center of a magical downpour of rain, 10’ radius. Even indoors or underground.
 

Gnomish Boots of Striding and Springing (Uncommon, Requires Attunement)
-These boots incorporate gears on the ankles that turn with every step, storing energy in pistons attached to the calves. These boots make a grinding/whirring noise with each step, giving disadvantage on stealth checks.
-Whenever the wearer rolls a natural 1 on an ability check, saving throw, or attack roll, their next step releases the stored energy in the boots and they automatically jump a distance equal to their speed.. If they don’t have enough movement remaining, they end their turn in the air and land at the beginning of their next turn.
-The boots otherwise act as normal boots of Striding and Springing.

Gauntlets of Powerful Ogre Arms (Uncommon, Requires Attunement)
-When attuned, these gauntlets give the wearer a 19 strength...and cause their shoulders, arms, and hands to turn into those of an Ogre. The new arms also have the distinctive odor of ogre armpits.

Crystal Ball of Anonymity
(Rare, Requires Attunement)
-A cracked crystal ball, about 6 inches in diameter. While touching it, you can cast the scrying spell (DC 17) once per day with it.
-The faces, voices, and “naughty bits” of creatures viewed are fuzzy and distorted. You can understand their speech, but cannot discern a particular voice or face.
 

Gauntlets of Powerful Ogre Arms (Uncommon, Requires Attunement)
-When attuned, these gauntlets give the wearer a 19 strength...and cause their shoulders, arms, and hands to turn into those of an Ogre. The new arms also have the distinctive odor of ogre armpits.

I wasn’t there for the video shoot, but...
[video=youtube;5yt849wJyVk]https://www.youtube.com/watch?v=5yt849wJyVk&sns=em[/video]
 
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Cloak of Water Form
Donning this cloak transforms you into a being of pure water. You have fire resistance, a swim speed equal to your speed and can fit through any space that isn't watertight. You also have vulnerability to lightning and cold damage.
 

Rod of Seven Farts. This jester’s bauble can cause any creature affected by its magic to emit a loud, smelly fart. It may be used up to seven times in one day, with a range of line of sight. The targeting is NOT automatic, the wielder must make a successful ranged attack, if it misses, the magic effects a target in the vicinity- use the thrown grenade-like weapons rules to determine the new target. If no other target is hit, the wielder becomes the new target.
 

Staff of Powder. These powerful, rare and ephemeral staves- only 8 are known to exist- are variously thought to be the creation of a trickster god or an incompetent archmage, among other theories. They are indistinguishable from a standard Staff of Power, mimicking every last function. However, every time one of the magical powers is used (not including its use as a melee weapon) there is a cumulative 10% chance that the staff will disintegrate (after its use), and it will reappear somewhere else at random. This percentage is unique to each user and each Staff, and never resets.
 


I think I may make a common item thread for things like the Rod of Seven Farts. As things like that fit that model more than this one.

Dagger of Backstabbing
This dagger adds 2d6 to all sneak attacks made with it, but deals its own damage (1d4+MOD) to its wielder every time they take damage from a creature.
 

I prefer flawed magic items to be the results of mistakes or errors or attempts to make magic items that do impossible things (even for magic), rather than malicious curses.

Amulet of Heath -- This amulet appears to be made of toffee covered in milk chocolate. Because it is. The amulet is edible and contains four uses. The amulet otherwise behaves as though it were a Restorative Ointment, except it must be eaten to be used.

Dwarf Thrower [A] -- Required attunement by a Dwarf. This magical warhammer gains +1 to Attack and Damage rolls. Dwarves attuned to the weapon have the Thrown weapon property, with a normal range of 20 and a long range of 60 feet. The warhammer uses the attuned dwarf's attack rolls, and a dwarf thrown by this weapon deals damage equal to that dealt by the dwarf thrower when weilded by the dwarf. Immediately after the attack, the dwarf files back to where the weapon awaits, with the dwarf always landing on his or her feet and again wielding the warhammer. A thrown dwarf in heavy armor suffers no ill effects from being thrown, although may suffer effects from contact with the enemy such as contact damage with a fire elemental if the attack hits the target. A thrown dwarf not in heavy armor suffers 1d4 bludgeoning damage if the attack hits the target.

Invisible Ring -- While attuned to this ring and when the command word is spoken, this ring turns invisble. It remains invisible until removed. The wearer is unaffected.

Ring of Spell Turnning [A] -- While attuned to this ring, whenever you are the target of a spell cast by a hostile creature this ring activates automatically. The ring vibrates slightly, and the voice of a young girl may be heard: "Turning. T-U-R-N-N-I-N-G. Turning." Sometimes appears as "Ring of Spelling Turning," "Ring of Spell Storring," or "Ring of Spelling Storing."

Robe of Useless Items [A] -- This robe has cloth patches of indistinguishable shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. Each robe has two of the following patches:

  • Dull butter knife
  • Used torch
  • A small pumice stone
  • A torn sack
  • 50' of hempen rope in a single large Gordian knot
  • A 10' palm frond

Additionally, the robe contains 4d4 other items of similar value:

  • A sack full of goose feathers
  • A bag of obviously counterfeit coins (wrong shape, wrong denomination, clearly not precious metals)
  • A life size painting of an iron door
  • A wooden ladder (2.4 feet long)
  • 4 empty potion vials
  • A rowboat (6 ft, no oarlocks)
  • A 5' square table with only a single corner leg
  • A dead riding horse, complete with saddle with broken or missing straps
  • Etc.

There is a 1% non-cumulative chance each week that one of the patches will spontaneously become a patch for a Robe of Useless Items. No robe may ever have more than one such patch, though robes created by such a patch may.

When all patches are used, the robe instantly crumbles to ash and dust.

Rod of Adsorption [A] -- When gripped firmly and activated, this rod melds and sticks to anything it touches, including the wielder, for one hour. A DC 20 Strength (Athletics) check can break contact with the rod, but whenever an attempt is successful there is a 50% chance that some other creature or object adhered to the rod instead breaks free. Any creature becoming unstuck from the rod before the effect ends takes 1d6 damage. The rod may be used once each day and recharges at dawn.

Rod of the Ruler [A] -- You can use an action to present the rod and know the exact distance between any two points you can see. You can also determine if any two points are level or plumb, and whenever you draw a line you may choose for it to be a perfectly straight line or perfect curve of the desired type.

Staff of the Magoo [A] -- This staff functions as a Staff of the Magi, except any caster attuned to it becomes affected by a permanent confusion spell. By mysterious consequences, no matter what actions the attuned caster takes, no damage is ever dealt to any creature as a result of them, though significant damage may be done to objects or the environment.
 

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