Friday, May 25, 2018

Failed Magic Items: Dungeon Master's Guide Part 5 (E)

Pinecone made out of teeth? Sure...why not? Sounds right at home with the rest of these items.

Greetings! It's Will and it's been a busy week, thankfully there's not that many magic items in the DMG that start with "E".

Here we go!


A-Free-Tea Bottle
"Wondrous" item, uncommon

This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a type of refreshing tea flows out of the bottle. The amount of tea produced is 1 cup.

Each time the bottle is opened, the GM rolls on the Tea Table below to determine what kind of tea is produced. The bottle can be used to produce tea once per short or long rest.

Tea Table (1d10)
  1. Black
  2. Green
  3. Jasmine
  4. Herbal
  5. Oolong
  6. White
  7. Flavored
  8. Ginger
  9. Dessert
  10. Yerba Mate
Elemental Jim
"Wondrous" item, uncommon

This item begins as a gem that contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the Conjure Elemental spell, and the gem’s magic is lost. Regardless of type, the elemental identifies itself as "Jim" and proceeds to complete your commands as slowly and ineffectively as possible, all while complaining about the task's difficulty (even, and especially, simple tasks). Upon the spell ending, Jim makes an obscene gesture at you and returns to its Elemental Plane of origin. The type of gem determines the type of Jim summoned by the spell.
  • Blue Sapphire = Air Jim
  • Yellow Diamond = Earth Jim
  • Red Corundrum = Fire Jim
  • Emerald = Water Jim

Eleven Chain
Armor (chain shirt), rare

The armor grants a +11 bonus to AC. You are considered proficient with this armor even if you lack proficiency with medium armor. It immediately disintegrates into a fine metallic powder upon being physically touched by mortal hands.

Everburning Bottle
"Wondrous" item, uncommon

This brass bottle, which weighs 1 pound, is perpetually on fire and glows white hot. This fire cannot be extinguished in any way except through the use of a Dispel Magic spell, although this spell also renders the bottle useless. Touching the bottle burns your hand(s) for 2d8 Fire damage and sears itself to your flesh/gloves. At the start of each of your turns you have the choice of either using an action to force the bottle loose, or make a DC 14 Constitution saving throw. Failing this saving throw causes you to take another 2d8 Fire damage.

Alternatively, you can use an action to remove the stopper, upon doing so a large swathe of flame shoots of out of the mouth of the bottle in a 60 by 5 foot line, setting any flammable object it touches of fire. Any creature in this line must make a DC 14 Dexterity saving throw for take 4d8 Fire damage on a failure or half on a pass. The swathe continues to burn as long as the stopper is removed and you can you use an action redirect the area of effect.

Eyes of Harming
"Wondrous item", uncommon (requires attunement)

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the Scorching Ray spell. Unfortunately, your eyes are not immune to this spell and in addition to taking 2d6 fire damage you are blinded as the lenses sear your corneas. Only a Lesser Restoration spell will heal your eyes and restore your vision. The lenses regain all expended charges daily at dawn.


Eyes of Minute Seeing
"Wondrous" item, uncommon

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. This effect lasts for up to 1 minute before these ill-fitted lenses adhere to your eyes and blind you for 2d4 hours. At the end of this duration the lenses fall out of your eyes and shatter, returning your vision to normal after 1 minute. A Lesser Restoration spell will remove the lenses and restore your vision instantly.

Eyes of the Mole
"Wondrous item", uncommon (requires attunement)

These crystal lenses fit over the eyes. While wearing them, your vision is reduced to 5 feet and you automatically fail on all Wisdom (Perception) checks that rely on sight past this range. You do however gain Tremorsense up to 30 feet.


'Till next time!

No comments:

Post a Comment