#29 May 13, 2015 15:08:46
(Reply to #25)
transcendantviewer
Joined Dec 2014
“MasterNamer wrote:
transcendantviewer wrote:
MasterNamer wrote:
Medallion of thoughts, ring of mind shielding, and periapt of wound closure.
No, see, those are actually useful items. He's talking about things that are virtually useless, or so minute in effect, that they're basically trinkets.
I just picked items from the DMG that would be topical based on the campaign details and are almost useless like the OP asked for. Trinkets are a whole other kettle of fish.”
Trust me, a Pariapt of Wound Closure is actually really strong. Give it to a fighter and now they don't need to Long Rest very often at all.
#30 May 13, 2015 15:11:55
transcendantviewer
I would totally build a Bear Totem Barbarian whose only weapon would be the Towel of Protection.
#31 May 13, 2015 16:22:11 (Edited)
TomPulsar3000
Ooo! Is it to late to submit a few?
Wand of DoodadFinding- Where's that thing you just put down and can no longer find? You just had it! This wand will locate a nearby object (within 20 ft.) that you recently had in you possession (no longer that 24 hours ago). The wand will point your arm toward the object when activated and the magic words (Frustrated growling sounds) are spoken.
Alarming Duck - This large (2 ft.) clockwork duck has a wind-up key in its back that will upon winding begin quacking very loudly (can be heard up to 1000 ft. Away) while waddling and flapping it's mechanical wings. However due to a flaw in its design the winding key will stick fast and the motion of its wings and legs will cause internal mechanisms to perpetually rewind the clockworks making it unable to shut off without destroying it.
Philter of Flatulence - A small bottle of inky black liquid that has the label "Love Potion Antidote" pasted on the side. Will break any charm spell but will give the imbiber loud and constant flatulence for 2d4 days thereafter. No SBD here, they are all loud and disgusting.
#32 May 13, 2015 16:38:04
99typhoons
put in a trap:
behind some books on a desk against a wall is a metal handle, decorating the room are many stone statues, if anyone pulls the handle, it opens a hole to a nozzles that sprays the persons hand up to the forearm with a petrifying myst, and as the spraying stops, one of the statues slides forward and drops some kind of weapon onto the petrified limb, shattering it.
I did this in my game, and my brothers character pushed his companion out of the way to pull this mysterious handle hidden behind some books, and lost his arm.
the companion then used his mage hand spell to pull it again to see if it did anything else.
great moment.
#33 May 13, 2015 18:17:50 (Edited)
(Reply to #28)
akr71
Orethalion wrote:
Towel of Protection: Wrapping this item around you will reduce cold based damage by 2HP. Additionally, you can suck on the towel for sustenance - the different colors of the towel are imbued with the essence of differing sauces and condiments dripped on it over the many years of traveling. Throwing the towel over your head during combat forces your opponent to make an Intelligence check (DC5) or lose sight of you. Unforunately your own attacks are subject to the Blinded Condition. Lastly, the Towel of Protection may be weilded as a whip. A successful hit does 1HP bludgeoning damage + 1d4 Psychic damage.
Er, that's actually useful. “
That's what I get for reading forums and goofing off at work! I meant to say that throwing the towel over your head only worked for opponents with Int <=5. Maybe DC 25 for any creature would work too... and lower Physchic damage to 1d4-2
I'm having too much fun with this.
#34 May 13, 2015 21:16:28
Fimbrial
Useless, fun objects that revolve around death, dreams, insanity, alien geometries, and tentacles...
- A scroll of Animate Bone: Collect all 206!
- Mummy Wraps: Act as leather armor, but render the wearer vulnerable to fire. High quality mummy wraps are sterilized, rendering the wearer resistant to diseases, poison, and necrotic damage.
- The Imaginary Sword: The guard stares at you, befuddled. Throwing his arms in the air, he yells overdramatically, "Augh! I am wounded! Augh, augh, it hurts! Alas, I am slain!" He falls to the floor clutching his chest. After a few seconds, he opens one eye to see if you are still there. (Further combat yields an entire room of bad acting. Any actual injuries cause people to stop pretending and go back to real fighting.)
- Hat of Disguise Self: This hat disguises itself to look like a different hat.
- +5 Foam Noodle: Great accuracy, but deals 0 damage. You can still add Strength and other modifiers you might have.
- Magic Sharpie: It writes on anything! Literally anything, including air.
- Inside-Out Bag of Holding: Attempts to turn it right-side out will always fail, but cause the walls around you to crack and crumble as the bag tries to suck in the entire world. Left in its normal state, it's just a bag.
- Scroll of Summon the Shoggoth Bard: The universe cracks open as if all of reality were nothing more than a curtain over an incomprehensible truth. A pair of tentacles emerge, dressed in fools motley, and proceed to put on a puppet show. From time to time, the tentacles will ask for a volunteer from the audience. If no one volunteers, the tentacles will pick someone. Volunteers take 4d6 psychic damage; survivors receive a signed copy of The King in Yellow.
#35 May 15, 2015 0

57
Griffin2099
Guys, I just wanted to say Thank You for these.
I'm sure they will amuse and frustrate my players.
#36 May 15, 2015 8:06:58
samuraivillain2
Lets see
Card of Distraction - When viewed instructs user to look at the opposite side, images change and lead viewer on that there might be something more to it.
Hat of Sobriety - when donned this hat instantly ends the duration of drunkenness, with the drawbacks of the hangover.
Vest of 1000 pockets - This stylish vest has over 1000 pockets on it, not a single one seems to be able to hold an object larger than 1 gp.
Mask of unspeakable horror - when donned this mask mutes the player (as if the silence spell has been cast upon them) and displays visually graphic illusions for them, user must save (will) dc 12 or be frightened for the next hour.
Bust of Handsomeness - this magical bust takes shape of whoever holds it last, when observed closer the bust has enhanced the features of the visage to make it more pleasant to view.
Socks of Slipperiness - Socks act as if the grease spell has been cast under them (DC 13)
If the gnome puts a wall in front of you just roll with it.
#37 May 15, 2015 12:14:06
(Reply to #36)
Lanliss
samuraivillain2 wrote:
“Lets see
Card of Distraction - When viewed instructs user to look at the opposite side, images change and lead viewer on that there might be something more to it.
Hat of Sobriety - when donned this hat instantly ends the duration of drunkenness, with the drawbacks of the hangover.
Vest of 1000 pockets - This stylish vest has over 1000 pockets on it, not a single one seems to be able to hold an object larger than 1 gp.
Mask of unspeakable horror - when donned this mask mutes the player (as if the silence spell has been cast upon them) and displays visually graphic illusions for them, user must save (will) dc 12 or be frightened for the next hour.
Bust of Handsomeness - this magical bust takes shape of whoever holds it last, when observed closer the bust has enhanced the features of the visage to make it more pleasant to view.
Socks of Slipperiness - Socks act as if the grease spell has been cast under them (DC 13)”
I would use the socks offensively. Turn into an ice skating speed demon.
#38 May 16, 2015 10:53:15
Kobalus
The best books I think I own are the 4 volumn Encyclopedia of Magica there are thousands of magic items in there. Some are useful and some are things like a fireproof container or a watertight container, or magic bindings or rope. One that I like is Band of Bird Restraint it is a thin metal or leather band that when placed on a bird prevents it from leaving the building.
#39 May 16, 2015 13:53:55 (Edited)
CCS
An unbreakable stick.
#40 May 17, 2015 14:23:46
BRJN
Love Potion Number Nine - as the song. May be mistaken for a vial of poison. Instructions for use are easy to misunderstand.
Funky Cold Medina - Again, as the song. Does not work the way an over-eager user thinks it should. (This one may actually have a subtle Curse bestowed on it.)
Potion of Raise Dead - note that dead people cannot drink potions.
Ring of Reinforcements - When activated, causes a Wicked Witch's Voice to emanate from behind your enemies, saying "Don't make me call out the flying monkeys!" (Nothing actually arrives.)
Scroll of Dispell Darkness - good luck reading this while inside the zone of a Darkness spell.
Grimtooth's Traps - This book describes many over-the-top traps that can be placed in a dungeon. It can serve as a warning or study reference for the PCs. The DM who allows this book to pass into a PC's hands is obligated to place at least one Grimtooth Trap in every dungeon, even if doing so is thematically inappropriate.
Cap of the Troglodyte - Made of troglodyte-skin leather, this cap can give you the Troglodyte Stench aura (see the MM). Note that the aura affects YOU just as much as anybody else. Another version is made from skunk hides, and has the appropriate stripe on it.
There was a whole thread of 3.5-era ideas once. (Yes I am that old.) Now I have to search my notes.
#41 May 17, 2015 14:37:21 (Edited)
BRJN
Griffin2099 wrote:
“Eye glassess that will change colour randomly (rose coloured glassess, seeing blue)”
Eye glasses that let you determine a target's true race. Only useful if he's hiding under an Illusion. How do you ever know when you should put these on?
Variant: Made by an Eldreth Veluuthra member, these glasses allow you to detect a person as "Elf" or "Target" (all others) The Gamma World version detects "Pure Strain Human" or "Target".
A more useful variant would detect "member of my secret society" or "not a member". Less useful if the secret society has since become extinct / destroyed.
BRJN
Griffin2099 wrote:
“Anyone have any ideas for useless or brocken magic items that I can seed into this lab? I plan to give them an immovable rod”
A broken Immovable Rod (the test demo) starts to s-l-i-d-e s-l-o-w-l-y when weight is put on it.
It might "not move" relative to a point that IS moving It "keeps formation" with a bird or a ship, say. Or a person.
Or it "keeps formation" with the center of the world - from the PCs' view, it flies off to the Wast at an instantaneous high rate of speed. (Could be tough on the room's walls, until it demolishes itself trying to batter through stone.)
A broken Scroll of Conjuring Servant Outsider might get them Tiamat or Demogorgon or Orcus instead of the low-level elemental they were expecting - with no restraints whatsoever (such as a summoning circle would normally provide) upon His actions.
How about, one room is Dr. Frankenstein's lab but at a very early stage of his experiments? You see lots of parts for a future Flesh Golem but no idea how to put it together or animate it - also no idea if you have enough parts to make a complete one.
#43 May 19, 2015 17:05:03 (Edited)
Skedrix
Here's a few:
Negative Energy (Mostly Undead)
Scroll of Turn Undead: A rolled scroll with the words "Turn Undead" written in Common on the outside. When used, the user transforms into a CR 1/4 or less undead creature for 1 hour, until dispelled, or until reduced to 0 HP. After the effect is over, the user returns to their normal form with 0 HP, but stable.
Dark Skeleton Powder: A small pouch of black powder that, when placed in a pile of bones before casting the Animate Dead spell, causes the raised skeleton to appear black. Has no effect on the skeleton other than changing its appearance. Contains one use of this effect.
Bracelet of Frail Seeming: A bracelet of tarnished silver, set with a large oval piece of obsidian. It feels cold and strangely heavy if touched directly. Wearing it for extended periods will make the wearer gradually appear sickly and feeble, as though they were moments away from death. The closer to death they appear, the warmer the obsidian gets.
Cantrip Devourer: A smoky glass sphere about two inches across. It absorbs any cantrip cast directly upon it, but does nothing about cantrips targeting someone or something carrying the sphere.
Dreams
Incense of Desired Dreams: Incense that, while burning, allows sleeping characters exposed to it to have lucid dreams. Lasts one hour.
The Sand Man: A small pouch of golden sand. If held during an extended rest, it can be used until the start of the next extended rest in the following manner: By speaking a word of activation, the sand forms into a tiny humanoid shape and attempts to pantomime a dream of the user.
Cot of Seeing: A large folding canvas cot with a frame made of a lightweight, purplish metal, engraved with arcane symbols. Sleeping on this cot prevents normal dreaming--rather, the sleeper has a single moment of an intensely clear dream of a place or event. Upon waking, the sleeper believes it was a vision.
Cord of Twinned Dreams: Two flattened glass beads tied together by a length of silken thread three feet long. When the beads are placed on the foreheads of two sleeping individuals, the beads emit a faint glow as bright as starlight, and the two individuals share the same dream.
Far Realm
Beholder Bee-holder: (Outside) The husk of an eye tyrant that has been converted to an apiary. Touching the apiary summons a Swarm of Bees (as the Swarm of Wasps variant to the Swarm of Insects).
Potion of Hands Upon Hands: A viscous yellow substance in an iron vial. The stopper is sealed with wax, and the wax is pressed with the tiny image of a magic circle. If consumed, the substance tastes like a combination of pudding and offal, and feels like trying to swallow a slug. DC10 Constitution check: Failure: the user is poisoned until their next short rest. Success: the user sees each of their fingertips turn into miniature replicas of their whole hand, each with their own fingertips becoming miniature hands, continuing as small as they can see: a fractal hand. Others who can see the user see the user's fingers move as though knuckles are a mere suggestion as to where and how a finger should bend. User has advantage on manual dexterity checks for one minute, after which the user is stunned until the end of their next short rest.
Whispering Fork: A tuning fork that is silent when struck by or strikes against anything, though it appears normal otherwise. The user, and only the user, will hear strange whispers moments later, at the same volume and for the same duration that a tuning fork would normally sound. No matter what languages the user knows, or how they strain to listen, the whispers never quite make sense. (Throwing in a word or two that the character does know might make them want to listen more.)
The Mad Grin: A small carving of a stylized human head with exaggerated facial features. When viewed directly, its expression is deadpan. When viewed obliquely, the viewer seems to think it is staring directly at them, exposing oversized teeth in an uncomfortably intense smile. If the carving is being held and not observed directly by its holder, the holder feels as if the carving bites them with blunt teeth. Each view of the carving is only true for the viewer. (That is, one can be staring directly at the carving and see a deadpan face while another is holding it, seeing it grin out of the corner of their eye and feeling it bite them.)
#44 May 19, 2015 21:33:38 (Edited)
transcendantviewer
BRJN, the glasses don't really sound all that useless. You could simply always wear them.
#45 May 20, 2015 0

44
transcendantviewer
Fork of Gyroscopia
Uncommon (Requires Attunement)
This enchanted, beautiful fork is designed for the lazyman. While attuned to this fork, you may release your grasp upon it and it will follow your whim, performing everything from holding your beef in place for you to cut to spinning pasta to the perfect mouthful, never missing a single stand. However, while holding onto this fork, it will refuse to touch anything even remotely edible and shy away from even the most comely of beef.
Boots of Compelled Sliding
Rare (Requires Attunement), Cursed.
These beautiful boots look to be made of elegant black leather, expertly tailored to be alluring to the eye. When attuned to these boots and wearing them, the wearer must succeed a DC 20 Wisdom Saving Throw or be magically compelled to attempt to slide on any surface that the bottoms of these boots touch. This effect behaves like a Command spell and lasts until the wearer either removes the boots or manages to take a long rest.
Hankerchiefof Ungracefulness
Uncommon, Cursed.
A crimson napkin, accented with brilliant, shimmering golden him. While this item is caried on their person, the wielder of this item must make a DC 10 Dexterity Saving Throw at the start of each of their turns or fall prone. The item houses a compulsion affect, requiring the wearer to make a DC 15 Wisdom Saving Throw each day at dawn to rid themselves of the handkerchief. However, this item is patient and willing to wait centuries to make a fool of others. It is linked to evil itself and thus, cannot be destroyed by any means unless all evil ceases to exist, at which point, it becomes a regular handkerchief.