D&D 5E You find a magical _____, it does _____

merwins

Explorer
Next Item: A fountain pen filled with gold ink.

Assessor's Quill (very rare, requires attunement)

This high-quality fountain pen detects as divination magic. It requires a piece of parchment or surface to write on.

As an action, you can target any individual within 60 feet who you can see and use the pen to write down the actual amount of gold coinage (or equivalent) they own. Land, magic items and other non-currency valuables are not considered to be gold or gold-equivalent.

The pen is not fooled by illusory currency or attempts to conceal or otherwise hide or deflect ownership of currency (offshore holdings, tax shelters, trusts, spousal "gifts" etc.).

In some circles, the pen is affectionately referred to as the "Cutpurse's Tally".

Next: A pristine top hat with rabbit ears sticking out of it (you decide whether they're sticking out from the top, sides, or the inside)
 

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A pristine top hat with rabbit ears sticking out of it

Helpful Hare's Hat for the Hard of Hearing

This strange looking top hat has two rabbit ears sticking out of the top. They seem to be stitched to the hat and cannot be removed from the item. Upon wearing the top hat on your head however, the ears come alive and become your own ears. While wearing the top hat it greatly enhances your ability to hear, and the ears move and turn to focus on whatever the wearer is trying to listen to. You can also feel with the ears, and if they take any damage, you will suffer those injuries yourself. Yanking the ears feels like someone pulling on your own ears very hard. Upon removing the top hat though, the ears are back to their old state, and its just a silly looking top hat with rabbit ears stitched on top.

Next... A large tome with a copper octopus attached to the front cover.
 

TiwazTyrsfist

Adventurer
Next... A large tome with a copper octopus attached to the front cover.

The Octomepus

The book itself is mundane. It's a user manual explaining the various functions of the Octomepus, the brass Octopus attached to the cover.

The Octomepus is a Research companion. Speaking the command word animates the Octomepus, which then serves the user for up to 8 hours, before it must return to the book cover and rest till the following dawn.

The Octomepus can preform the following actions freely without a roll. Fetch specific books from a library it's in as long as they're available, scribe non-magical text, taking dictation or copying from a book, up to four different texts simultaniously, Climb with a Climb speed of 30, carry a load of Books, Scrolls, Papers, or similar media as if it were size medium with 20 strength, and provide head neck and shoulder massage.
It can search for information in a library as if it was proficient with the relevant skills, with an int of 20 and using the owners Prof Bonus.
Lastly, it can Aid Another on any sort of research, literary, or paperwork related rolls.

It is NOT water proof, and if submerged in water will not function till it has been fully dried out and recharged on its book, 1d4 days.


Next item: An ornamental jade brooch depicting a Wombat
 
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Caliban

Rules Monkey
Jade Brooch of the Wombat
(Wondrous Item, Rare, Requires attunement)

While attuned to this item, the wearer gains a burrow speed of 30 ft, reduces damage from the rear by 10 points (to gain this benefit in combat, they must intentionally keep their back to a specific opponent and forego making any attacks against them or casting any spells that target the opponent), and develops a pouch on their stomach that opens into an extradimensional space that can hold up to 25 lbs of stuff.


A greatsword with the names of six devils etched in celestial on one side of the blade and the names of seven angels etched in infernal on the other side.
 

Herosmith14

First Post
Jade Brooch of the Wombat
(Wondrous Item, Rare, Requires attunement)

While attuned to this item, the wearer gains a burrow speed of 30 ft, reduces damage from the rear by 10 points (to gain this benefit in combat, they must intentionally keep their back to a specific opponent and forego making any attacks against them or casting any spells that target the opponent), and develops a pouch on their stomach that opens into an extradimensional space that can hold up to 25 lbs of stuff.


A greatsword with the names of six devils etched in celestial on one side of the blade and the names of seven angels etched in infernal on the other side.

Blade of Duality, legendary (requires attunement)

Upon this blade are 13 names, 6 devils and 7 angels, each written in the opposite's tongue. Each angel has risked their own light in dealings in the nine hells, whether for ultimately good(i.e. keeping the blood war going) or otherwise. Each devil has seen the light, and possibly consorted with the angels.

As an action, the wielder may cast either Summon Greater Demons or Conjure Celestial, calling upon one of the names to send aid.

Next. A twig
 

mellored

Legend
Next. A twig
The twig of never-ending fire.

This unsuspecting twig gives on no trace of it's magic. But, if you toss it into the air, it will create a large pile of thousands of indistinguishable pieces of regular dry wood with the magical twig landing randomly amongst it. The pile of wood is a 10' radius, easy to light on fire dealing 5 fire damage to anyone in it, and is difficult terrain.
In addition, if the twig is takes fire damage, it will fling itself into the air 5' in a random direction, creating a new pile where it lands, with the new pile catching fire a turn later. This twig has been known to devastate forest, burn cities to the ground, and make everlasting pits of flame. It's creater was presumed to have been burned alive.

Next:
A sword made of string.
 

Herosmith14

First Post
The twig of never-ending fire.

This unsuspecting twig gives on no trace of it's magic. But, if you toss it into the air, it will create a large pile of thousands of indistinguishable pieces of regular dry wood with the magical twig landing randomly amongst it. The pile of wood is a 10' radius, easy to light on fire dealing 5 fire damage to anyone in it, and is difficult terrain.
In addition, if the twig is takes fire damage, it will fling itself into the air 5' in a random direction, creating a new pile where it lands, with the new pile catching fire a turn later. This twig has been known to devastate forest, burn cities to the ground, and make everlasting pits of flame. It's creater was presumed to have been burned alive.

Next:
A sword made of string.

Sword of Sewn

Weapon (any sword), very rare

Legends say these blades were created in the lost kingdom of Sewn, which was inhabited by dinosaur- and pink, blob-like creatures, both made of wool. These weapons are the last vestiges of Sewn.

This blade functions as a +2 weapon, and it can be lashed out like a whip, giving it the reach property. Additionally, instead of dealing damage with an attack, the wielded may force the target to make a D.C. Acrobatics or Athletics check or become grappled as the woolly string unfurls and tied around the target.

Next, a diorama of an empty tomb.
 

merwins

Explorer
Sorry for the long post. This one went from a magic item to an entire adventure seed.

Next, a diorama of an empty tomb.

Undun's Ossuary (varies, attunement required)

Before his death, the revered priest and sculptor Undun created dozens, if not hundreds of sculptures of tombs after years of travel throughout the realms. Each diorama painstakingly replicates a tomb of antiquity, as it appeared before it was sealed.

Few people recognize the artistic value of these dioramas. And even fewer know their true purpose. Most can be found as toys or decorative curios. Many are destroyed through casual use.

To those who know better, the sculptures are priceless. Collectors are often ruthless in their attempts to recover as many as possible, bringing ruin to others even though they may seal their own doom in the process.

Each Ossuary is unique. The sculpting style and materials used to create Ossuaries has not been successfully replicated by forgers. The material components include some of the bones of the creature(s) interred in the tomb depicted.

Forgeries are patently obvious (DC 10 Investigation check) to anyone who has ever handled a true Ossuary. If a collector has actually used an Ossuary, they can automatically detect any forgery within 30 feet that they can see. Deep investigation (DC 30), with sufficient Ossuaries on hand (+1 to skill check per Ossuary), will reveal that it isn't feasible that Undun visited all these sites, let alone had time during a human lifespan to sculpt them with such detail.

All Ossuaries do not function as magic items all the time, and therefore do not always detect as magic. Divination/detection spells will only work on them in the two hours after midnight.

The function of an Ossuary varies based on its age (GM can adjust numbers to fit their campaign):

Old - usually less than 100 years (rare, functions only at night)
While the Ossuary functions, you may use it cast Speak with Dead once per short rest, or if you are a necromancer, at will. The material component is a local corpse, but the entity you speak to will always be the creature whose bones are incorporated into the Ossuary -- it "possesses" the corpse.


Older - usually 100-500 years (very rare, functions only from dusk through dawn)
As Old, PLUS
While the Ossuary functions, you may use it to cast Animate Dead once per long rest, or if you are a necromancer, at will. If you choose to create skeletons, you do not require material components. When you cast this spell, you cast it as a wizard whose level is your total character level.


Oldest - usually over 500 years (legendary, functions anytime)
As Older, PLUS
You may use the Ossuary to cast Summon Undead once per long rest, or if you are a necromancer, a number of times equal to your Charisma modifier (minimum 1) per long rest. Summon Undead works the same way as Create Undead, with the following exceptions:
- You need no material components.
- You may cast the spell at 6th level, or higher (+1 for every 6 full character levels you possess).

Summon Undead calls different creatures than Create Undead (values are to summon/reassert control):
6th level: Specter (3/3)
7th level: Specter (4/4), Ghost (1/1)
8th level: Specter (5/5), Ghost (1/2), Banshee (1/1)
9th level: Specter (6/6), Ghost (2/2), Banshee (1/2), Wraith (1/1)


The Fine Print (The information in this section is NOT revealed through ANY magical means, including Identify):
Every time you use an Ossuary to animate, summon, or reassert control over a creature, roll a d20 _per creature affected_. On a 1, your attempt works as normal, and you also summon Undun.

Undun is a lich, and since you have attracted his attention by drawing on the power of his creation, he is now present. He is a dispassionate, lean man with long, dark hair twisted into a single braid. His feet are bare, with hideously overgrown toenails. His hands are rough-worn, but neatly manicured.

Undun wears close-fitting leather clothing, belted closed at the joints. It makes him appear as an emaciated scarecrow. His accoutrement includes an extremely fine hammer and chisel, as well as brushes, paints, and other assorted tools that one might find in an artisan's kit. If he wasn't so cadaverous, he'd actually pass as a well-to-do tradesman.

He HATES being referred to as a lich, or any form of undead. He is a sculptor, an artist, a craftsman, a maestro. Stroke his ego, and you might survive a conversation. Then again, you might not. As befitting any genius, his quirks have reached neurotic proportions.

Special abilities:
Any undead within 500 feet of Undun that were summoned or animated by an Ossuary immediately fall under Undun's control. They are exclusively his, to command as he sees fit for as long as he remains in the area. They act independently, according to Undun's will. He does not need to make a skill check, concentration check, or other action to assert or maintain control, and the wielder of the Ossuary gets no saving throw.

While any Ossuary is within 500 feet of Undun, he is considered to be in his lair. If all Ossuaries in the area are removed from the area or destroyed, it will not banish or dispel him, but he will no longer have his lair benefits (see Monster Manual). Whether he leaves depends on whether he has achieved his immediate objective: a material component for his next sculpture.

As a lich, Undun has the Plane Shift spell. But his is special. He reserves its banishment function to target the person who used the Ossuary. It transports the victim (dead or alive) to the future site of a tomb that Undun is planning on modeling in his next diorama. The tomb is frighteningly well guarded by undead and also happens to be the temporary site for Undun's phylactery. (He moves around a lot.)

After he transports his primary target to their future tomb, Undun will follow as quickly as possible, either by recharging his Plane Shift spell or fighting to the death, since he'll reform near his phylactery anyway. His only excitement these days is the prospect of a crafting a new diorama, and he'd like to get to his newly acquired material components right away.

Next: A rusted iron doorknob
 

TiwazTyrsfist

Adventurer
Next: A rusted iron doorknob



Torvald's Large Rusty Knob

This hard knob once belonged to an Arcane Trickster named Torvald Guldpille.
During his long, hard career, he used it penetrate many otherwise impregnable bastions.

This magnificent tool does two things.
Three times a day, it can be thrust into a door, twisted roughly, and used to open the door as if you had cast Knock.
Once a day, it can be jammed into any solid surface like a wall or floor, causing a tunnel to gape open, as if you had cast Passwall.


Next Item: A slide rule
 

merwins

Explorer
Next Item: A slide rule

Tactician's Rule (Very Rare, requires attunement)

The Tactician's Rule would appear as the simple device of a mathematician except for its exquisite craftsmanship and the quality of materials used in its construction. The slide moves as if greased, but leaves no residue. It is finely notched so as to move easily, but not inadvertently.

The Tactician's Rule detects as transmutation magic and provides any attuned individual with advantage on initiative rolls.

If you are attuned to the Tactician's Rule and you are a Battle Master, you:

- Can use it as a magical dagger (you discover the slide has an angled tip and very sharp edges #itsmagicshutup and it functions like a makeshift switchblade). It offers +1 to hit, +1 to damage and + 1 to initiative.
- Gain Tactical Points equal to the number of Superiority Dice you would have after a short rest. Tactical Points are fully replenished after a long rest.
- As one of your attacks, or a reaction or bonus action, spend a Tactical Point to perform a Commander's Strike maneuver (even if it is not one of your chosen maneuvers)

Next: a flute fashioned from a hollowed-out tree trunk
 

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