Friday, May 4, 2018

Failed Magic Items: Dungeon Master's Guide Part 2 (B)

Guys, stop fighting...these really aren't worth it

Greetings! Will here again jumping back into Failed Magic Items. This time were gonna go through the "B"s, if you didn't catch all of the "A" items you can find those here.

Here we go!

Note: Once again I am leaving out any and all items that already have a detrimental effect. In this case, the Bag of Devouring and Berserker Axe.

----------------------------------------------------------------

Bag of Literal Beans
"Wondrous" item, uncommon

Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 of a pound plus 1/4 of a pound for each bean it contains.

If you dump the bag's contents out on the ground, they land harmlessly in a 5-foot radius. Each creature in the area, including you, must make a DC 8 Dexterity saving throw, getting lightly hit by a bean or two on a failed save, or no beans on a successful one. The beans cause no damage, but do cause the effected area to become difficult terrain.

If you remove a bean from the bag, plant it in dirt or sand, water it regularly for a period of several weeks, and ensure in gets enough sunlight the bean produces a bean plant from the ground where it was planted. You can then harvest the plant for more beans.

The beans taste somewhat bland after being cooked.

Bag of Hurling
"Wondrous" item, uncommon

This bag has all the properties of a Bag of Holding. However, at the end of every day the bag loudly and completely expels its contents into the nearest empty space. These items can then be put back into the Bag of Hurling.

Bag of Cheap Tricks
"Wondrous" item, common

This ordinary bag appears empty. Reaching inside the bag, however, reveals the presence of a ball of yarn. The bag weighs 1/2 of a pound.

You can use an action to pull the object from the bag and throw it up to 20 feet. When it lands, it transforms into a stuffed animal, the type of which is determined by rolling 1d8 on the table below. The object vanishes after producing its effect. Once three objects have been pulled from the bag, the bag can’t be used again until the next dawn.

Stuffed Animal Table (1d8)
  1. Dog
  2. Cat
  3. Rabbit
  4. Fox
  5. Snake
  6. Bird
  7. Pig
  8. Deer
Bread of Force
"Wondrous" item, uncommon

This item appears as a seemingly normal loaf of bread. You can use an action to throw the loaf up to 20 feet, it then explodes into a cloud of flour on impact and is destroyed. Each creature within a 10 foot radius of where the bread landed must succeed on a DC 15 Dexterity saving throw or be covered in a fine dusting of flour.

Belt of Deerkind
"Wondrous" item, rare (requires attunement)

While wearing this belt, you have advantage on Animal Handling (Wisdom) checks made to interact with deer. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing small and ineffectual antlers.

If you aren’t a deer, you gain the following additional effects while wearing the belt:
  • You can eat large amounts of grass to satiate hunger.
  • You must pass a DC 12 Wisdom check or be Stunned for 1 round whenever you look into a bright light.
  • You have advantage on melee attacks against Land Vehicles.

Belt of Flumph Strength
"Wondrous" item, rare (requires attunement)

While wearing this belt, your Strength score changes to 6. If your Strength is already equal to or lower than 6, the item has no effect on you.

Boots of Hornkind
"Wondrous" item, uncommon

While you wear these boots, your steps make a short honking noise as if coming from a small horn, regardless of the surface you are moving across. You also have disadvantage on Dexterity (Stealth) checks that rely on moving silently.

Boots of Snaring
"Wondrous" item, rare (requires attunement)

While you wear these boots, you can use an action to cast the Snare spell on your location at will. The trap then immediately activates.

Boots of Rocket Speed
"Wondrous" item, rare (requires attunement)

While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, a small but very powerful explosion propels you forward in a line for a distance equal to double your speed. Any creature in the way must succeed on a DC 14 Dexterity saving throw or take 2d6 Bludgeoning damage, and you take damage equal to half the damage dealt. If no creature is in the way, you must succeed on a DC 12 Acrobatics check or take 4d6 Bludgeoning damage upon landing.  If you launch into a wall or other solid surface you automatically fail this save and take an additional 2d6 Bludgeoning damage.

When the boots’ property has been used, the magic ceases to function until the next dawn.

Boots of Tripping and Falling
"Wondrous" item, uncommon

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher. When attempting to move, you must succeed in a DC 12 Acrobatics check or fall prone and lose the rest of your movement for that round. You automatically fail this save if you are attempting to navigate stairs.

Boots of the Swamplands
"Wondrous" item, uncommon

These uncomfortable boots are perpetually soggy and drip with muggy water.

Bowl of Demanding Water Elementals
"Wondrous" item, rare

While this bowl is filled with water, you can use an action to speak the bowl’s command word and summon a water elemental, as if you had cast the Conjure Elemental spell. The water elemental has a seemingly unending list of frivolous and often trivial demands that must be completed by you as fast as possible (i.e. fetching them an ironic glass of water, mopping up puddles they cause, etc.). Failure to complete these demands will cause the water elemental to turn hostile toward you and any of your allies. The bowl can’t be used this way again until the next dawn.

The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.

Bracers of Bow-Throwing
"Wondrous" item, uncommon (requires attunement)

While wearing these bracers, you have proficiency with the longbow and shortbow. Unfortunately, the bracers cause you believe that the bow itself is the projectile rather than the arrow. In a perplexing feat of physics, any attack action made with a longbow or shortbow launches the bow up to 20ft. The bow causes 1d6 bludgeoning damage (plus your Dexterity modifier) upon hitting. You must then retrieve the bow before attempting to fire it again.

Exactly like this...classic Internet
Bracers of Shattered Defense
"Wondrous" item, rare

While wearing these bracers, you gain +2 to AC while you are wearing no armor and using no shield. They immediately shatter upon being hit, and both you and the creature that hit you take 1d6 Piercing damage.

Brazier of Demanding Fire Elementals
"Wondrous" item, rare

While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the Conjure Elemental spell. The fire elemental has a seemingly unending list of frivolous and often trivial demands that must be completed by you as fast as possible (i.e. putting out fires they cause, giving them an ill-advised massage, etc.). Failure to complete these demands will cause the fire elemental to turn hostile toward you and any of your allies. The brazier can’t be used this way again until the next dawn.

The brazier weighs 5 pounds.

Brooch of Yielding
"Wondrous" item, uncommon

While wearing this brooch, you have vulnerability to force damage.

Broom of Air Turbulance
"Wondrous" item, uncommon

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

Unfortunately, its flight patterns are violent and chaotic.  Every time you attempt to move, it travels very quickly in a random direction. You must make a DC 13 Strength saving throw or be bucked off the broom. You take the appropriate amount of falling damage if you are high up enough to warrant falling damage.

----------------------------------------------------------------

That's all for this week, thanks for reading!

No comments:

Post a Comment