Friday, September 28, 2018

Failed Magic Items: Dungeon Master's Guide Part 13 (Q-R)

I'm starting to think this is a Staff of Arguing and Fighting or something...

Greetings! Both Will and Jon here for this week's Failed Magic Items. Say hi Jon...

(Hello! It's me, your friendly neighborhood Dungeon Master!)

I'm super busy! This week is a local game developer's expo called GDEX and there's a lot to do. So Jon has graciously offered to assist me in the writing of this week's article.

Here we go!

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Quinn's Heavy Token
"Wondrous" item, rare

This tiny object looks like a feather, however upon further inspection it appears to be made of an incredibly dense material. Once this token is placed on the ground it adopts all the properties of an Immovable Rod until a creature attempts to pick the token up, it then suddenly loses this property and becomes almost weightless. The creature must then succeed in a DC 15 Acrobatics check or fall prone.

Quiver of Ellen
"Wondrous" item, uncommon

This quiver's single large compartment connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The compartment can hold up to sixty arrows, bolts, or similar objects; eighteen javelins or similar objects; and six long objects, such as bows, quarterstaffs, or spears.

Unfortunately the extradimensional space that holds these items is constantly shifting and when you draw from the compartment you will receive one of your stored items at random.

Ring of Animal Affluence
Ring, uncommon

While wearing this ring, every Beast within 120 feet of you appears as if they are wearing noble finery, including jewelry, silk robes, fine coats, and/or elegant shoes. The finery is revealed to be illusory in nature upon closer inspection.

Ring of Djinni Sundering
Ring, very rare (requires attunement)

While wearing this ring, you can speak its command word as an action when you are within 120 feet of any number djinni from the Elemental Plane of Air that aren't hostile towards you. The djinni, seeing you use this item, are immediately offended and become hostile towards you. At the same moment, however, one of the djinni is banished to the Elemental Plane of Air. It remains there and cannot return as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour. If the concentration is held for the full hour, it remains in the Elemental Plane of Air afterwards. Otherwise, the djinni returns to your location when your concentration is broken.

Any djinni that sees you use this item remains hostile towards you as long as they live. If you are slain by a djinni, it will attempt to take the ring from your body and return to the Elemental Plane of Air to destroy it.

Ring of Elemental Demands
Ring, very rare

This ring is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane.

While wearing this ring, you have disadvantage on saving throws and ability checks made against elementals from the linked plane, and they have advantage on those rolls against you.

Additionally, when an elemental from the linked plane is within 60 feet of you, they can use their action to cast Dominate Monster (save DC 17), targeting you. For the duration of the spell, you can speak and understand the languages the elemental knows. The elemental will force you to perform inane tasks appropriate to its nature, such as blowing air, digging dirt, starting a fire, or spitting on things. Once you have been targeted by this effect, you can't be targeted again until the next dawn.

Ring of Inflation
Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. You can spend a charge to inflate like a balloon. You become one size larger than your current size, your movement speed is reduced to 5 feet, and you have disadvantage on Dexterity saving throws. Attack rolls made against you have advantage, and your attack rolls have disadvantage. Additionally, you are buoyant, and can carry creatures on you in water. If the creatures use paddles, you can move as fast as a rowboat in water.
  • Small when inflated: 1 small creature, 2 tiny creatures
  • Medium when inflated: 1 medium/small creature, 4 tiny creatures
  • Large when inflated: 1 large creature, 4 medium/small creatures, 16 tiny creatures
  • Huge when inflated: 1 huge creature, 2 large creatures, 9 medium/small creatures, 36 tiny creatures

Ring of Faster Falling
Ring, rare

While wearing this ring, any falling damage you take is doubled. Additionally, the ring negates any spell or skill used to slow or mitigate one's descent (i.e. the Feather Fall spell).

Ring of Free Actor
Ring, rare (requires attunement)

While wearing this ring, you may speak it's command word to summon a jovial, extraplanar actor from the realm of Olidammara, a god of music and revelry. The actor cannot fight or take hostile actions toward any creature, but it does know a multitude of skits, songs, and poems that they will perform at your request. Once a performance is finished, the actor returns to its home plane of existence.

Once the ring is used in this way, it cannot be used again for 1d4 days.

Ring of Perceived Invisibility
Ring, very rare (requires attunement)

While wearing this ring, you can turn invisible as an action. This invisibility affects only your own perception, any other creature can see you normally. Anything you are wearing or carrying seems to be invisible with you. It remains so until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

Ring of Crouching
Ring, uncommon

While wearing this ring, you become crouched and are unable to stand up. You have the prone condition. If you wear this ring for at least 7 days, you begin to gain well-defined calf and thigh muscles, which people might comment on.

Ring of Mind Suppressing
Ring, rare

While wearing this ring, you are under the affects of the Feeblemind spell. Removing the ring ends the effect, but while wearing the ring you are unable to remember this fact. Another creature can remove the ring, but they must already be friendly towards you or you will instinctively guard yourself or attack.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. However, the wearer of the ring is unable to understand language, so this will likely do little good.

Ring of Procrastination
Ring, uncommon

While wearing this ring, you must make a DC 12 Wisdom saving throw before taking any action. If you succeed you may take the action as normal. Upon a failure, you instead waste the action doing something inane and inconsequential all while claiming that you'll have plenty of time to complete the original action later.

Ring of Regurgitation
Ring, very rare (requires attunement)

While wearing this ring, you can use your action to regurgitate any liquid or substance you have swallowed within the past 10 minutes. If the liquid or substance had a magical property, it is nonmagical when regurgitated. If the liquid or substance was poisonous, the effects of the poison end when regurgitated.

Ring of Vulnerability
Ring, rare

You have vulnerability to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.
  1. Acid: Pearl
  2. Cold: Tourmaline
  3. Fire: Garnet
  4. Force: Sapphire
  5. Lightning: Citrine
  6. Necrotic: Jet
  7. Poison: Amethyst
  8. Psychic: Jade
  9. Radiant: Topaz
  10. Thunder: Spinel

Ring of Shooting Tar
Ring, very rare (requires attunement)

This ring has 3 charges. While wearing this ring, you can use an action to shoot a small glob of sticky tar up to 30 feet, creating a 5 foot by 5 foot patch that acts as difficult terrain. If shot a at a creature, it acts as a single-target Entangle spell. Unfortunately, the tar is boiling hot and every use burns your hand for 1d8 fire damage. Daily at dusk, the ring regains 1d3 charges.

Ring of a Spell of Snoring
Ring, uncommon

This ring causes its wearer to loudly snore, even while awake. The snoring can be heard up to 60 feet away and imparts a -10 penalty to all Stealth checks.

Ring of Spell Backfiring
Ring, very rare

While wearing this ring, any single-target spell that you cast that either misses or is saved against returns to its source and targets you, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster (also you).

Ring of Drowning
Ring, uncommon

You forget how to swim while wearing this ring. If you enter a body of water, you begin sinking. Any action you take to keep from sinking is met with automatic failure.

Ring of Telemagnetism
Ring, very rare (requires attunement)

While wearing this ring, you can cast the Telekinesis spell at will, but you can target only objects that aren’t being worn or carried. No matter what creature or object you decide to target or where you decide to move it, the creature or object is automatically pulled toward you at considerable speed. The pulled creature or object then makes a ranged attack against your AC. The attack bonus and damage of which is determined by the size of the creature or object...
  • Tiny: +2, 1d4
  • Small: +4, 1d8
  • Medium: +6, 2d6
  • Large: +8, 3d8
  • Huge: +10, 4d10

The type of damage is determined by the DM based on the creature or object that is pulled toward you (i.e. a sword would deal slashing damage, a Kobold might deal bludgeoning damage, etc.).

Ring of Spam
Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing this ring, you can use an action to expend 1 to 3 of its charges and summon a hunk of meat-based product. The meat-based product provides food for a number of people equal to the charges expended, providing enough rations to last one day.

Upon eating the meat-based product, a creature must make a DC 15 Constitution saving throw. On a failure, the creature gains one level of exhaustion, and has terrible bowel movements until the level of exhaustion is removed.

Ring of Six Fishes
Ring, uncommon

While wearing this ring, you can use an action to expend one of its 6 charges to summon a small, useless fish. The fish flees if it is able. The ring becomes nonmagical when you use the last charge.

Ring of Too Much Warmth
Ring, uncommon (requires attunement)

While wearing this ring, you have resistance to cold damage. However, you become incredibly uncomfortable, gaining two levels of exhaustion as long as you are wearing any kind of clothing or armor. This includes backpacks, hats, gloves, and shoes, but doesn't include weapon belts or quivers.

Ring of Perceived Water Walking
Ring, uncommon

While wearing this ring, you are under the effect of an illusion similar to the Phantasmal Force spell. You believe you can walk on water, and are frustrated when you can't. However, you believe this is the result of something pushing you or pulling you under the surface, not the ring.

Ring of No Vision
Ring, uncommon

While you wear this ring, you are Blinded.

Robe of Literal Eyes
"Wondrous" item, rare (requires attunement)

This robe is weighed down by literal eyes sewn into socket-like pockets in the fabric. While wearing this robe, the following effects occur automatically:
  • When you are sad or upset, the robe becomes soaked in tears.
  • When you wake up in the morning, the robe is covered in crusty gunk.
  • When you are tired, the fabric around the eyes becomes loose and baggy.
  • The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.

The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

A creature can choose to poke the eyes on the robe instead of attacking you directly. They make their attack roll with advantage, and on a hit, you become blinded in one eye until the start of that creature's next turn. If another attack hits in the same manner, you become fully blinded until at least one of your eyes regains its function.

Robe of Scantily Clad Colors
"Wondrous" item, rare (requires attunement)

This robe has 3 charges, and it regains 1d3 expended charged daily at dawn. While you wear it, you can use an action and expend one charge to cause the garment to become completely see-through until the end of your next turn. During this time, the robe makes it appear as if your body is of a shape and color of your choice, and that you are wearing lingerie in the color and style of your choice.

Robe of Tar
"Wondrous" item, very rare (requires attunement)

This pitch-black robe smells like boiling mud, and leaves small black drips wherever it goes. The weight and smell impose a -1 penalty to saving throws while you wear it.

Six rather large gobs of tar on the robe's upper front portion are particularly sticky. While wearing this robe, you can use an action to pull of one of the gobs and throw it, creating a patch of sticky tar equivalent to an Entangle spell. Daily at dusk, 1d6 removed gobs reform on the robe.

Robe of Arch Support
"Wondrous" item, rare (requires attunement by a sorcerer, warlock, or wizard)

This elegant garment is made from exquisite cloth and adorned with silvery runes. You gain the following benefits while wearing the robe:
  • You can travel an additional hour on foot each day with no penalty
  • You gain a +1 bonus to dexterity saving throws

Robe of Useless Items
"Wondrous" item, uncommon

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:
  • Toothpick
  • Lantern (oil and flame not included)
  • Moldy bread
  • 1-foot pole
  • Dental Floss (50 feet, coiled)
  • Sandal (just one)

In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.
  • 01-08: Bag of 100 cp
  • 09-15: Iron coffer
  • 16-22: Rotted Door (up to 10 feet wide and 10 feet high), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
  • 23-30: 10 worthless glass gems that fail close inspection
  • 31-44: Wooden ladder (2 feet long)
  • 45-51: A Giant Fire Beetle (hostile, see Monster Manual for statistics)
  • 52-59: A pile of dirt, enough to fill a cube 10 feet on a side
  • 60-68: 4 Potions of Poison
  • 69-75: Rowboat (12 feet long, full of holes)
  • 76-83: Blank Scroll of parchment
  • 84-90: 2 Wolves (hostile, see the Monster Manual for statistics)
  • 91-96: Ugly painting (2 feet by 4 feet), which you can place on a vertical surface you can reach
  • 97-00: A Ram (hostile, use the goat statistics from the Monster Manual)

Rod of Autoconflagration
Rod, very rare (requires attunement)

While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy - not the spell itself - is converted into heat that causes you to be set aflame. At the start of each of your turns, you take 1d10 fire damage per level of the spell being cast. Cantrips deal 1 fire damage at the start of your turn. This damage continues until you or another creature use an action to douse the fire.

The Rod can absorb up to 50 levels of spell energy over the course of its existence. If you are targeted by a spell that has more energy than the rod can contain, the rod does not absorb the spell, and instead explodes into a Fireball (3rd level, Save DC 15) spell centered on the rod. The rod is destroyed by this explosion.

Rod of Alerting
Rod, very rare

This rod has a flanged head and the following properties.

Alerting. While holding the rod, it makes a loud clanking noise. You have disadvantage on Dexterity (Stealth) checks and on rolls for initiative.

Spells. While holding the rod, you can use an action to cast Minor Illusion, causing a noise only.

Rod of Peasantly Might
Rod, rare (requires attunement)

This rod has a flanged head, and it functions as a magic mace. The rod has properties associated with six different buttons that are set in a row along the haft.

Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.

If you press button 1, the rod unfolds into a hoe, suitable for removing rocks and preparing fields with.

If you press button 2, the rod extends into a scythe, too large to wield in combat but excellent for cutting down wheat.

If you press button 3, the rod transforms into a 6-foot shovel, useful for digging up holes.

If you press button 4, the rod transforms into a 10-foot ladder, with no special features allowing it to be held steady.

If you press button 5, the rod grows and unfolds into a handheld plow, making the task of creating long furrows of dirt quite easy.

If you press button 6, the assumes or remains in its normal form and tells you the current weather in the immediate area you are in. If the rod is warm, it is sunny. If the rod is wet, it is raining. If the rod gets blown out of your hand, it is windy. If the rod disappears, it is quite windy.

Rod of the Pact Breaker
Rod, uncommon (-1), rare (-2), or very rare (-3) (requires attunement by a warlock)

While holding this rod, you gain a penalty to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod's rarity.

In addition, whenever you regain Warlock spell slots, you gain one less than you normally would.

Rod of Damnation
Rod, legendary (requires attunement by an evil cleric, druid, or paladin)

The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: harm (expends 1 charge) or reincarnation (expends 5 charges). A creature affected by these spells has its soul tied to the Nine Hells upon their death.

The rod regains 1 expended charge daily at dawn. If thee rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of darkness.

Rod of Servitude
Rod, rare (requires attunement)

You can use an action to present the rod and meekly request the attention of each creature that you can see within 120 feet of you. Each of those creatures makes a DC 15 Charisma check. On a success, you are considered charmed by those creatures for 8 hours. You regard them as your trusted leaders. If a creature harms you or your companions, or commands you to do something contrary to your nature, you are no longer charmed in this way by that creature. The rod can't be used again until the next dawn.

Rod of Insecurity
Rod, rare

While holding this rod, you can use an action to activate it. You and up to 199 creatures you can see must succeed on a DC 15 Wisdom saving throw or blurt out an incredibly embarrassing secret about yourselves. The rod can't be used again for 10 days.

Rope of Untying
"Wondrous" item, uncommon

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. However, the rope is incredibly slippery and cannot by held onto or knotted in any manner. Even knots made in the middle of the rope magically untie themselves 1 round after being tied.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Rope of Self-Entanglement
"Wondrous" item, rare

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts around you and ties you up, causing you to become restrained.

You can release yourself from the rope by using a bonus action to speak a second command word. Also, you can use an action to make a DC 15 Strength or Dexterity check (your choice). On a success, you are no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

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And that's all for now! We'll see you next time.

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