Friday, June 29, 2018

Failed Magic Items: Dungeon Master's Guide Part 7 (G)

It's...probably okay to pick up...right?

Greetings! Will again, I missed the deadline for the last FMI article, but I'm back now!

Let's do this!


Gauntlets of Over-Power
"Wondrous" item, uncommon (requires attunement)

Your Strength score is 30 while you wear these gauntlets. They have no effect on you if your Strength is already 30 or higher.

However, the gods frown upon mortals possessing their strength and at the start of each day they send a Solar to correct this transgression. As long as you are attuned to the gauntlets the Solar is hostile to you and will constantly pursue you across any and all planes of existence. If you defeat the Solar, you may keep the gauntlets until the next day where you will have to fight the Solar again. If the Solar defeats you, it knocks you unconscious (instead of killing you), spits on you, and takes the gauntlets.

You may choose to willingly give the Solar the gauntlets, in which case it simply punches you in the stomach and leaves.

Gem of Frightness
"Wondrous" item, uncommon

This prism has 50 charges. While you are holding it, you can use an action to expend 1 charge and speak the command word, causing the following effect:

All creatures within 30 feet (including yourself) must make a DC 13 Wisdom saving throw or be Frightened and turned by the gem for 1 minute.

When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 5 gp.

Gem of Blinding
"Wondrous" item, rare (requires attunement)

This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. You and any creature within 10 feet of the gem are then blinded for the next 10 minutes.

The gem regains 1d3 expended charges daily at dawn.

Ant Slayer
Weapon (any weapon that deals bludgeoning damage), uncommon

When you hit an insect-like beast with this weapon, the creature takes an extra 2d6 damage of the weapon’s type. For the purpose of this weapon, “insect” refers to any insect-like creature with the beast type of CR 0, including Giant Fire Beetles and Spiders.

Glamoured Trousers
Clothes (trousers), uncommon

While wearing these very "fashionable" trousers, you can use a bonus action to speak the trousers' command word and cause them to assume the appearance of any normal set of pants. You decide what they look like, including color, style, and accessories, but the trousers retain their normal bulk and weight. The illusory appearance lasts until you use this property again or remove the trousers.

Gloves of Missile Sharing
"Wondrous" item, uncommon (requires attunement)

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you’re wearing them, that attack is then duplicated and extended to up to five creatures within 30 feet of you.

Gloves of Drowning and Plummeting
"Wondrous" item, uncommon

While wearing these gloves, you have -5 penalty to swimming and climbing.

Goggles of Nighty-Night
"Wondrous" item, uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

However, the unusually dark tint of the lenses have a very calming effect and upon putting them on, and every 10 minute interval you wear them after that, you must succeed in a DC 14 Constitution saving throw or be put to sleep for 1d4 hours. If you cannot be put to sleep, you are instead Incapacitated for 1 minute as you fall into a catatonic trance.


Thank you for reading!

No comments:

Post a Comment