Friday, June 1, 2018

Failed Magic Items: Dungeon Master's Guide Part 6 (F)

Ill-advised attire aside...that sword is obviously cursed

Greetings! Will again with another super short Failed Magic Items article.

Let's do it!


Figurine of Rabid Power
"Wondrous" item, uncommon

This is a statuette of a beast small enough to fit in a pocket. The statuette can be of any creature that has the Beast property. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes the beast it resembles. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature immediately becomes hostile to you, your companions, and any other creatures it can see. It also foams at the mouth and loses all sense of self-preservation.

The creature exists for 1d4 hours or until it drops to 0 hit points, after which the creature reverts to its figurine form. Once it has been used, it cannot be used again for 2 days.

Wet Tongue
Weapon (any sword), rare

You can use a bonus action to speak this magic sword’s command word, causing tendrils of slimy water to erupt from the blade. This slimy water has no other properties except that they make an off-putting noise when produced and smell vaguely of old cheese.

Folding Goat
"Wondrous" item, rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has two command words, both requiring you to use an action to speak it.

One command word causes the box to unfold into a poorly constructed wooden goat. The goat has no other properties except that it occasionally bends down to eat some grass and makes a pitiful bleating noise.

The second command word causes the folding goat to fold back into a box. Any grass the goat has eaten is stored inside the box.

Frostbite Brand
Weapon (any sword), very rare (requires attunement)

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds light light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

However, the blade's unregulated freezing temperatures make it unsafe for normal handling. While you are wielding this sword, you must succeed on a DC 13 Constitution saving throw or take 2d6 cold damage. Failing this save three times will cause the hand that is holding to sword to become Petrified and useless, even after it has been warmed. A Greater Restoration spell can restore the hand's functionality.


'Til next time!

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