Bag for holding:
It's a bag of holding but instead of occupying a bag slot it must be kept in the main hand.
Bag for holding:
It's a bag of holding but instead of occupying a bag slot it must be kept in the main hand.
Spellcaster focus could work, but I like imagining a barbarian running lopping heads with a machete and a purse.
Sword of Bludgeoning
+5 impact damage -2 stab damage
Only 10% off, because pommel strikes are op
Bag of Communal Holding
Content is shared with all other bags of communal holding in existence. Sometimes retrieving objects involves awkward hand contact if someone else is using their bag at the same time.
Circlet of human perfection, but the creator had a really niche fetish.
Sword with fire enchantment, fire has no regulator and cannot be turned off.
Axe with increased crit range (both sides)
Flaming sword (no off switch; do not keep near oil, pa}er, etc.
Shock arrows with electrical damage, stun on crit, compulsion to say some wsgelord shit next time youre talking to a new person each time you use one (non-stacking)
Cold spear, extra bonus damage beyond normal, weather table is always like two steps worse (please get it the fuck out of the city!)
Holy sword-but the sword has incentives to make you act like a cliche of how not to play a paladin
Wand of magic missile (can only target abstractions)
Wand of fireball (two charges per user. Not usable by everyone; made by an angry dramatic kinky trans woman)
Immovable rod (no off switch)
Staff of teleport (fixed targets for each charge, comes with the list. Maybe.)
Tome of stat boost (obnoxious)-comes with compulsions (gym bro[toxic], yoga[toxic], raw milk/crunchiness, quoting Nietzsche or von neumann or something at every opportunity, talking in parables, cringe political opinions)
Bracers of archery, must attempt to do everything with an arrow, thrown knife, or other projectile if even remotely plausible.
Cloak of resistance, resists being worn, being taken off
Magic carpet (ugly)
Magic carpet, slightly funny smelling, totally not from an extraplanar brothel, loses its power for a week if washed.
Glasses of true seeing (also everyone's naked)
Glasses of 'true' seeing (or high tech HUD in a cyberpunk setting), functions as normal, but also projects useful information like phrenology charts, relevant conspiracy theories, the best applicable slurs all in a helpful opaque overlay.
Container of endless water (gross) theres like chunks of algae and stuff, a little silt, definitely at least brackish.
Flagon of endless beer (insultingly cheap, but will still get you drunk. Eventually.) Loojs exactly with, and is magically connected to its twin: flagon of endless actual-cat-piss
boots of haste-functions as normal, but when given the option, you must always choose 'fast' over 'good', cannot delay actions, etc.
Wand of Fireball: has a medium chance of shooting a stream of cinnamon whiskey.
Imagine if they rolled the whiskey thing whenever they tried to use it. Then at the local tavern "SHOTS! SHOTS! SHOTS! SHOTS!"
(Dice clatter)
TPK.
Sword of charisma: But it attracts bugs for some reason.
Amulet of protection: Stops heals too.
Boots of speed: Brakes not included.
Wand of light: Slightly radioactive.
Potion of restoration: Removes buffs as well, kills undead.
There was an older barbarian subclass that was immune to magic including beneficial magic. It was dumb and wonderful
Scroll of summon wisp.
When used nothing appears, but you gain a speech impediment for 1d6 days.
Owo what a tewwible cuwse to put on youwselwf..
How do I delete someone else's comment?
You down't :3
Helm of Invincibility: you are invincible, but only to people who have Vince in their name, e.g. Vince, Vincent, some other name with Vince
Also resistant to a single Vance (yes, that one) due to a pronunciation error during casting
Ring of invisibility. Makes you invisible, but makes everyone else invisible to you as well.
Ring of (Logical) Invisibility v2. Makes you invisible except for your eye balls so that they can absorb light. You may now see but you appear as a pair of floating eyeballs.
Arrows of Accuracy: These arrows will always hit. Starting from the target, then out from that point, the hit roll is checked against defenses.
If nobody is hit, the arrow strikes the firer.
Can just imagine the arrow running around like a terrifying game of duck duck goose
Not quite the same, but a Paladin in a campaign I was in once bought a Shield of Missile Attraction for cheap because the shopkeep thought it was cursed.
I hope while they were walking around, a projectile would just donk right into their shield on occasion, just to keep them on their toes. :)
They walk past a llama pen on the way back to the tavern.
Barkeep: "Uh... I'll have Gretchen draw you a bath upstairs."
Bead of (Uncomfortable) Nourishment: Standard effect, but must be taken nasally. Oral absorption may cause permanent magical flatus.
A potion of True Healing... heals 1d8+2 damage, recipient MUST truthfully answer the next question they are asked. Sell the characters 6, but don't tell them about the truth serum. Let them figure it out on their own.
Boots of Elvenkind... except Elves can hear you.
A bag of holding that contains infinite clowns. Every time it is opened, 1d4 clowns come out. The clowns are useless in combat and attempt to distract, annoy and mock the holder. While this could be used as a distraction, the clowns will follow the holder, drawing attention to them. You could create a table for what kind of clowns you get (mime clowns, pie throwing clowns, balloon animal clowns, magician clowns, etc). The clowns will wander off after 1d6 minutes. Where the clowns go and what they are (Illusions? Demons?) is unknown.
Ring of protection. Grants everyone around you protection in a fairly large radius. Might be useful for long range combat, maybe. Might also be useful to navigating certain environmental hazards.
Boots of Flying. They can fly, but only have a carry weight of a few pounds. If you're more than say ten pounds, the little wings flap but gain no altitude. They are not autonomous. Might be useful in condunction with other magics to reduce weight.
Gauntlets of Ogre Might. Do not affect strength. They do tell you the odds of nearby ogres taking particular actions. They might do this, they might do that, and so on.
Hammer of Striking. Social bonuses when organizing labor. Combat bonuses only when near many allies.
Boots of Haste. Gain extra actions but large penalties to all checks. Haste makes waste. May be useful if combined with large bonuses or fixed outcomes (eg: DND diviner wizard).
I have two I will be using in my next campaign:
Ring of attunement: Provides 1 extra attunement slot. (Requires attunement)
Event Staff: This staff allows the wielder to gain unquestioned entry into any "employees only" areas or zones otherwise off-limits to the public. Anyone (including actual staff or other officials) who sees the wielder in one of these areas will assume they are a known employee or other official who is granted special access to the area. Unfortunately, they will all also view the wielder as the least competent and least trustworthy employee or official with the organization. Any actions taken in the area are likely to be closely watched and highly scrutinized by any observer who would know better.
ETA: One from the current campaign in which I am a player character. Our DM thought of this one:
Bullet of Healing:
This magical bullet can be loaded into any firearm. Whomever is shot by this bullet first receives 1d6 piercing damage followed by 1d10 healing. If the initial damage causes recipient's HP to fall below 0 before the bullet's healing effects begin, they will fall unconscious and will not gain any healing effect from the bullet. Instead, one death save is automatically passed.
Riffing off the ring:
The Hand of Holding. When held, it can hold items for you and allow to use them with whatever ability you would normally have. Technically helpful in slightly extending your reach, and depending on the niceness of the GM may also mitigate curses or other effects that are triggered by holding the item, since you technically aren't. You are still essentially wielding, using, and various other verbs-ing the item, so those still hamper you.
Haha I like it
That bullet of healing is awesome. Would be great for a supernatural Wild West game. Which, is I think what I want to run next now.
Periapt of health: this is a small vial with a red liquid inside attached to a small chain. While wearing this, all diseases that you would otherwise contract enter the small vial instead. If the vial is broken, the closest creature will immediately contract all diseases contained within.
Deck of many things (used): the previous owners of this deck got all that they could have wished for. The remaining cards might not be the best.
Ring of mind shielding: the creator of this ring was a bit over-zealous. Along with the usual effects, this ring will censor violence, sex, and other uncouth things.
Cloak of the bat: along with the usual effects, wearing this cloak will also make you speak bat. You will only be able to produce high-pitched squeaks.
Portable hole: this portable hole is bottomless! Anything that falls down the hole is lost forever.
Oof, that periapt of health. Contract everything you can, then chuck it at an enemy. What a grenade.
Sir Mix-a-Lot (unrelated) is a traveling potion salesman who shows up for my party at suspiciously specific times, and generally has discounted potions specifically tailored for whatever they happen to be doing at the time. For example, if they need to be really strong, he'll have a bottle of Sir Flex-a-Lot's Magical Muscle Maximizer, which does increase the strength of one's muscles, but not of their bones or connective tissue (it was designed to be used only in bodybuilding competitions), so whenever the drinker does a STR check, they must also make a CON saving throw to avoid breaking a bone or tendon. Need to decipher an ancient text? Try Sir Scripts-a-Lot's Polyglottal-in-a-bottle, which will let you read unknown languages, but also comprehend all unknown languages, even those of the plants and animals around you, making it very difficult to concentrate on any one thing. (inspired by https://www.smbc-comics.com/comic/springtime)
Bag of Storing, a bag of holding that doesn’t mitigate the weight of the items within.
So a bag that's bigger on the inside but doesn't link to a pocket dimension. You could also go with the items being shrunken while inside, in that Ant-Man-ish "the space between the particles is reduced, and all mass is retained" way. If the bag breaks, the items revert to normal size.
Bag of folding.
A bag of holding except anything stored in it comes out folded in half.
Humor, jokes, memes about TTRPGs