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From Hayashi Park Potterverse for 5th ed. Dungeons and Dragons (5e)

Birchblossom Arrows

Cat'll Ring

Cloak of Protection

Cudgel of Father Oswald

Heart of Sorrow

Orb of the Warmage

Ring of Mindshielding


The Fang of the Dragonlord was designed to replace Vladmir Horngaard's +2 Greatsword because basic +X weapons are boring and my party's paladin was built around polearm master. It's far more thematic for paladins and I felt it better suited a relic of Argynvostholt.[1]

Shadebane, Bow of Argynvost is the weapon I made for my ranger to eventually find but he's since unknowingly talked the party out of visiting every reasonable location for such a weapon to be found. The special attacks this bow offers is designed to emulate the abilities of a silver dragon and I'd suggest placing it either in Ravenloft, on the fields north of Berez, or offering it as a reward from Argynvost's spirit for returning the light to Argynvostholt. [2]

Wachter's Eye Ring is an item several of my characters have received for joining in Baroness Wachter's "book club", although only one of the characters has been involved in the rituals done in the basement most of them have begun trading favours with her. In my game the cult has developed into something much more powerful than the vanilla module, serving as a secondary concern only a step or two below Strahd himself and has been canonized to be serving Glasya.[3]

Feralys Amuntor and the Scepter of Fallen Stars are items my party took special interest in when they discovered the treasure vault of the Amber Temple and seeing as both my Warlock and Rogue were still in need of a fun toy I thought these to be a great opportunity to do a writing prompt. The blade is based around a terrible story of a princess forced into marriage and the rod is designed to be specifically weird to help hint to the multi-setting nature of CoS.[4]



Contents

Equipment and Gear

Wands

Choosing a Wand

As it is well known, the wand chooses the wizard. Every wand is different, most notably in three aspects: Wood, Core, and Length. Each of these aspects will give a wand distinct characteristics, and as a result of choosing your player character will give your character certain traits. You may only receive the benefits of one wand at a time, and you only receive the benefits of a wand that has chosen you (in game, this just means that you must fulfill the prerequisites).

Of course, we do not all have Ollivander present with us to help us find a perfect fit, but we have something else. You are sculpting your character, so your choice in wand should reflect the type of person that your character is. For example, a dark wizard would be quite unlikely to wield a wand of Pear wood with a Unicorn hair, as both of these aspects would conflict with an evil nature. A player’s first wand is free by default, but further wands may be purchased if she so desires. The typical price for a wand is 7 galleons.

In short, a wand should be chosen to reflect your character’s personality. The following tables are included to show the different types of woods, cores, lengths, and the results that they will have on your character, as well as the requirement to be “chosen” by that wand. Thematic information about wand woods can be found here.


Wand Woods

Wand Wood Prerequisites Trait Imbued
Acacia[5] Non-chaotic alignment An acacia wand can only be used by its owner, with few exceptions. If another character attempts to use an acacia wand that isn’t her own, she incurs a 100% spell failure chance.
Alder[6] None Gain a +1 bonus on concentration checks.
Apple[7] Good alignment. Gain two additional non-human languages.
Ash[8] Non-chaotic alignment If another witch or wizard, ally or enemy, attempts to use an ash wand that isn’t their own, they incur a 25% spell failure chance. This is increased to 50% if coupled with a unicorn hair core.
Aspen[9] Non-neutral alignment Gain a +1 bonus on attack rolls with projectile Charms.
Beech[10] Wis 13 Gain a +1 bonus on Stealth and Sleight of Hand checks, and one of these skills (your choice) becomes a class skill for you.
Blackthorn[11] Mig 17 Gain a +1 bonus on attack rolls with Hexes and Curses.
Black Walnut[12] Wis 17 At 1st level, and every three levels thereafter, add a bonus Charm from a Domain you’re proficient in to your spell list.
Cedar[13] None Gain a +1 bonus on Sense Motive checks, and Sense Motive becomes a class skill for you. If Sense Motive is already a class skill for you, gain an additional +1 bonus.
Cherry[14] Con 15 Whenever a spell you cast would deal nonlethal damage, you may choose to have any amount of that damage up to half, rounded down, dealt as lethal damage instead.
Chestnut[15] None Gain a +1 bonus on Handle Animal and Fly checks, and one of these skills (your choice) becomes a class skill for you.
Cypress[16] Gryffindor or Hufflepuff When below 5 hit points, gain a +4 bonus on all damage rolls.
Dogwood[17] Non-lawful alignment Gain the ability to, once per day, cast one spell not on your spell list whose prerequisites you otherwise satisfy. However, you cannot cast non-verbal spells.
Ebony[18] Lawful alignment Deal an additional 1d4 points of damage on critical hits with damaging spells.
Sorry, No Elder Wand
Elm Dex[19] 13 Reduce the damage taken from critical failures by half, rounded down.
English Oak[20] Wis 13 Gain a +1 bonus on Survival and Knowledge (Nature) checks, and one of these skills (your choice) becomes a class skill for you.
Fir[21] Con 13 Gain an additional hit point per level.
Hawthorn[22] Mig 16 or Wis 16 If your Wisdom score is 16 or higher, your damaging Curses deal +1 bonus damage. If your Might score is 16 or higher, your healing spells heal for +1 bonus hit point.
Hazel[23] Neutral alignment A hazel wand emits puffs of smoke when passing over underground water sources.
Holly[24] Wisdom score no higher than 12 You gain a +1 bonus on Will saves.
Hornbeam[25] Lawful alignment Gain a +2 bonus on the Craft, Perform, or Profession skill of your choice. Additionally, your wand cannot be used to perform acts against your moral code.
Larch[26] Int 13 Add an additional 1st- or 0-level spell from among your Domains to your spell list at level 1.
Laurel[27] Non-evil alignment A laurel wand deals 2d6 electric damage (DC 20 Reflex save) to any witch or wizard who attempts to steal it from its owner.
Maple[28] None Maple wands prefer not to stay in one place for long periods of time. As long as the wielder of a maple wand is traveling, she gains a +1 bonus on Fortitude and Reflex saves. Otherwise, she incurs a 10% spell failure chance.
Pear[29] Good alignment Gain a +1 bonus on Diplomacy and Bluff checks, and one of these skills (your choice) becomes a class skill for you.
Pine[30] Con 15 Add an additional 2nd- or 1st- level spell from among your Domains to your spell list at level 4.
Poplar[31] Lawful Good or Lawful Evil Reduce any spell failure chances incurred for spells cast with this wand by half, rounded down.
Red Oak[32] Dex 13 You gain a +1 bonus on attack and damage rolls during the surprise round.
Redwood[33] Dex 15 You gain a +1 bonus on Reflex saves.
Rowan[34] Non-evil alignment You gain a +1 bonus on attack rolls made to target other spells.
Silver[35] Lime None Increase the DC of Will saves against your Authority spells by 1.
Spruce[36] Dex 13 You gain a +1 bonus on Intimidate and Sense Motive checks, and one of these skills (your choice) becomes a class skill for you.
Sycamore[37] Con 13 You gain a +1 bonus on Bluff and Survival checks, and one of these skills (your choice) becomes a class skill for you.
Vine[38] Cha 15 Gain a +1 bonus on initiative checks.
Walnut[39] Int 17 At any single level of your choosing, add an additional spell from any Domain to your spell list.
Willow[40] Cha 13; non-Chaotic alignment Up to three hit points per day of healing done by your spells don’t count towards a character’s daily healing limit.
Yew[41] Chaotic Good or Chaotic Evil You gain a +3 bonus on Fortitude saving throws made to stabilize

Wand Cores

Wand Core Trait Imbued Dragon Heartstring At levels 1, 4, and 7 learn one additional spell in a domain you are proficient in.[42] Phoenix Feather At levels 1, 4, and 7 learn one additional spell in a domain that you are not proficient in.[43] Unicorn Hair You get a +2 bonus on all concentration checks made to cast a spell with a wand. When your wand is used by someone other than yourself, the user incurs a 25% spell failure chance.[44]

Wand Length

Wand length is usually influenced by stature and depth of personality, but the makers of this ruleset leave the length of the wand up to the player. The length of the wand serves no gameplay purpose. Wands are normally between 8-15 inches.


Generic Equipment and Gear

Note: Items listed below may typically only be purchased with the type of currency for which they have a listed price (wizarding or Muggle). Muggle goods have USD and GBP prices listed, but campaigns taking place in countries where these currencies are not used may, of course, use the appropriate local Muggle currency. For convenience, wizarding goods and services are highlighted blue and Muggle goods and services are highlighted red. Goods and services that can be found in both worlds are highlighted purple. Note that since characters start only with wizarding currency, their starting gear may not include Muggle-only gear.


 !Item Price Weight (lbs.) Description
Omnioculars 10G 1 Omnioculars are the wizarding equivalent of Muggle binoculars, but with the additional features of being able to magically slow down and replay action.
Robes, potionmakers 10G 3 Finely crafted robes specialized for potion making. Grants +2 to Craft (potions) checks.
Robes, standard 3G, 10S 3 Typical wizard robes with no special qualities.
Robes, warlock 10G 3 Finely crafted wizard robes that reduce spell failure chance by 10%.
Outfit, Muggle £25/$30 3 Typical Muggle clothes, the exact assortment of which may be chosen by the player or GM. Wearing a Muggle outfit instead of robes incurs a 5% spell failure chance.
Assorted Muggle goods Check Amazon - -
Invisibility Cloak 90G 2 Provides invisibility to the wearer and all other things underneath. Note that unlike the Deathly Hallow, a generic invisibility cloak is not infallible in its magic and often loses effectiveness over time.
Bedroll 1G/£21/$25 5 A simple sleeping bag that can provide warmth for sleeping times.
Watch 1G/£21/$25 - As long as the watch is kept undamaged it can provide the exact time.
Mirror, handheld 3S, 10K/ £4.20/ $5 1 Pretty self-explanatory, I reckon.
Food, one day’s worth 8S/£10/$12 1 Enough non-perishable food to last a human adult one day.
Chocolate Frog 1S 0.1 An enchanted, frog-shaped candy. Each chocolate frog comes with a collectible card featuring a famous witch or wizard. Some of these can be quite valuable...
Extendable Ears 1G 0.2 A piece of string that can be connected to the user’s ear and put under a door to hear the goings-on of the other side.
Wizard’s chess set 13S/£16/$20 1 Identical to the Muggle equivalent, except the pieces are enchanted and move on their own as directed by the player.
Ink, standard 4S/£5/$6 0.5 An inkwell of unremarkable ink used for any and all writing needs.
Ink, disappearing 2G 0.5 An inkwell of ink that disappears shortly after use. Can be revealed afterwards by various magical means.
Ink, everlasting 2G 0.5 An inkwell of ink that can never be removed (except in exceptional scenarios, at GM discretion) after use.
Textbook 4G 2 A character can use a textbook to take 10 on a relevant Knowledge check. If trained in that Knowledge skill, the character can take 20 instead. Taking 10 or 20 this way takes 6d6 minutes. Example textbooks include A History of Magic (History) and Fantastic Beasts and Where to Find Them (Magical Creatures).
Remembrall 15G 1 A Remembrall contains white smoke which turns red when its possessor has forgotten something. GMs may use this to hint to a player that he or she has forgotten or is ignoring a crucial piece of information. Note that the Remembrall does not actually assist in reminding the owner what the forgotten information is.
Potion-making gear and ingredients
Cauldron, brass 21G 25 A high quality cauldron. It provides a +1 bonus on Craft (Potions) checks. It has 20 hit points.
Cauldron, copper 25G 25 A high quality and tough cauldron. It provides a +1 bonus on Craft (Potions) checks. It has 25 hit points and 1 Hardness.
Cauldron, pewter 15G 20 A standard, unremarkable type of cauldron. It has 15 hit points.
Cauldron, silver 30G 25 The highest quality cauldron, although not the toughest. It provides a +2 bonus on Craft (Potions) checks. It has 10 hit points.
Standard Ingredient (5 Uses) 2G 1 A mixture of magical herbs with many magical properties that is used in most potions.
Potion-making Component Pouch 10S 0.5 Required to safely carry ingredients for potion-making. See Potions for more details.
Standard Potion-making Equipment 5G 2 Set of potion making equipment, including phials, a silver knife, a mortar and pestle, and scales. This is not required for potion making but attempting to brew a potion without one incurs a -2 penalty.
Asphodel root 4S/£2/$3 - Potion ingredient; see Potions for details
Bezoar 1G/£8/$10 - Potion ingredient; see Potions for details
Bicorn horn 3G - Potion ingredient; see Potions for details
Dragon blood 4G - Potion ingredient; see Potions for details
Eye of newt 8S/£4/$6 - Potion ingredient; see Potions for details
Fairy wings 3G - Potion ingredient; see Potions for details
Fluxweed 4S/£2/$3 - Potion ingredient; see Potions for details
Gillyweed 4S - Potion ingredient; see Potions for details
Knotgrass 4S/£2/$3 - Potion ingredient; see Potions for details
Lacewing fly 4S/£2/$3 - Potion ingredient; see Potions for details
Leeches 8S/£6/$9 - Potion ingredient; see Potions for details
Mandrake root 2G/£10/$15 - Potion ingredient; see Potions for details
Moondew 6S Potion ingredient; see Potions for details
Nightshade 8S/£4/$6 Potion ingredient; see Potions for details
Pomegranate juice 6S/£2/$3 Potion ingredient; see Potions for details
Rat spleen 8S/£4/$6 Potion ingredient; see Potions for details
Unicorn horn 8G Potion ingredient; see Potions for details
Wormwood 4S/£2/$3 Potion ingredient; see Potions for details
Ageing Potion 7G See Potions for details
Alihotsy Draught 7G See Potions for details
Amortentia n/a See Potions for details
Angel’s Trumpet Draught 16G See Potions for details
Anti-Paralysis Potion 7G See Potions for details
Antidote to Common Poisons 7G See Potions for details
Antidote to Uncommon Poisons 13G See Potions for details
Antidote to Veritaserum 28G See Potions for details
Babbling Beverage 9G See Potions for details
Beautification Potion 15G See Potions for details
Draught of Living Death n/a See Potions for details
Explosion Potion 13G See Potions for details
Essence of Dittany 14G See Potions for details
Felix Felicis n/a See Potions for details
Fire Protection Potion 18G See Potions for details
Mandrake Restorative Draught 14G See Potions for details
Oculus Potion 14G See Potions for details
Polyjuice Potion 22G See Potions for details
Revive Potion 13G See Potions for details
Shrinking Solution 7G See Potions for details
Sleeping Draught 9G See Potions for details
Strengthening Potion 15G See Potions for details
Swelling Solution 10G See Potions for details
Veritaserum n/a See Potions for details
Wiggenweld Potion 31G See Potions for details
Wolfsbane Potion n/a See Potions for details

Ridiculous and Impractical but Fun Wondrous Items

The Cabbage of Health

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Magnet Wand

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Ladle of Luxury

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Juggling Pins of John the Dockhand

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Snail Sail

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Gillywiggle's Good Time Snack Cakes

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Frumpy Frank's Barbed Wire

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Lava Stone of Fal-Mi-Zar

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The Rutabaga of Ominous Foreboding

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Glass Eye of Oration

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Ocarina of Evasion

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Cousin Cody's Crazy Corn

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Squirrel Pelt

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Towel of Sordid Tales

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Frumpy Frank's Indelible Ink

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GillyWiggle's Best-Ever Hard Candies

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That Fat Kid's Pink Scarf

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Horseshoes of Doing Back-Flips

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Dr. Crapulon's Horn-Rimmed Glasses

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Frumpy Frank's Ice Cream Ball

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Very Impressive Bookshelf

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Stoneskin Sweater

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Unearthly Quill

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Fletcher's Larch Basket

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Tourmaline Tower

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Adjustable Wrench

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Traffic Cone

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Diplomat's Case of Surprising Credentials

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Dental Tools

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GillyWiggle's Bodacious Bug Spray

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Ant Tattoo

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Live Toad of Kalhala Swamp

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Byron the Bean Bag

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Umbuku's Float Ring

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Jubilee Jumper

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Jabber-Flap's Salt Cod of Perfect Pitch

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Singing Potion

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Rudy Buckle's One Note Disguise Charm

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Feeber's Tinderbox

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Trope Brush

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Carrying Pail

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Raising Fork

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GillyWiggle's Ideal Fruit Supplier

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Butterfly Ring

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Ring of Gordnos

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Frumpy Frank's Super Mop

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Frumpy Frank's Golden Whistle

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GillyWiggle's Great Cape

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Frumpy Frank's Itching Powder

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Sparkle Sand

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Dog Paddle

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Coconut Shells

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Horn of Plain-ity

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GillyWiggle's Charm Bracelet

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Yanerva's Wet Blanket

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Mikhaili's Carpet of Ham Dinners

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Translation Orb

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Permanent Marker

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Colwidth's Thinking Cap

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Pocket Gloves

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Camo Jacket

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Powell's Potted Plant

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Utu's Spoon

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Gumm-Duffin's Extra-planar Periscope

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


GillyWiggle's Miracle Pills

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Really Useful Rope

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The Baby Hippopotamus Statue of Good Fortune

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Scissors of Gravity

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Holly's Coin of Loaves and Swishes

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Frumpy Frank's Unhelpful Servant Bell

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Sparkling Water

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Lob's Far Out Cooking Pot

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Gahmuffini's Rat Flute

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Ogzo's Famous Silent Nails

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Shiny Lightning Necklace

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Turtlewallop's Air Shirt

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Yipkoti's Acid Lock pick

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


GillyWiggle's Slap-Jam Miracle Salve

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Miss Sugar's Fishbowl of Youth

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Tony the Basilisk Hunter's Goggles

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Cursed Items

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The Cursed Turkey Leg

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Thorn of Hallowed Ground

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Ring Toit

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Cope Stone

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


The Flower Tattoo of Remor

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Diamond Necklace of Newark

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


New Socks

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Moose Antler

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Little Meow Meow

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Clove Oil

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)


Udalhum's Ring

(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)




Ogre Cloak
While wearing this medium sized robe or cloak you appear as an ogre. It takes your approximate face and gear and translates it to the height, girth and facial expressions of how you would look taller, fatter and not as clever. Of course, sound is still your problem: if a gnome would wear this he would appear to be an ogre that talks out of his buttox. Also, as one equips and drops items these would change in size according to proportion. Cloaks for other races were made as well, but this is a party favourite.[45]
Sliding Shield
This shield is very slippery on one side and can balance itself rather well. This makes it excellent for the owner to slide down stairs or bannisters, down hills and 'skateboard' along streets.[46]
Kite Shield (now with strings!)
Your shield can hover so long as it has less than 5lbs worth of weight on, in or around it. If it catches a wind it can pull up exactly as a kite might. It comes with an endless string that is very tough (i.e. magical), possibly made of giant-spider silk or some such? It can produce about 100' of string per day, 700' maximum storage.[47]
Pure & Powerful Perfume
This bottle with an atomizer sprays out a mist that not only cleans any large or smaller creature but gives it a wonderful scent for the next d4 hours. Owner has a choice of: Pine Pure, Memorizing Musk, Money Mint, Crunchy Cookie or Sickly Sweet. Those sprayed gain advantage on saves vs. disease. Those tracking persons under this effect have advantage as well. Maximum of five charges, restores 1-3 shots per day. Also: surprising something 'upwind' is impossible whilst so enchanted.[48]
Fyne Floozie Mugg
This mug turns liquid poured into it into a fantastic strong-alcoholic beverage flavour of your choice. Upon imbibing but one sip the owner is intoxicated so long as they hold onto the mug. This mug does clean the liquid but no more than a basic filtration (cannot remove poison). Also, there is no alcohol in this fluid after 'enchantment', this is an illusionary / mind altering effect.[49]
Singing Sword
Whilst in combat or any time the owner proudly brandishes this blade it sings with operatic bravado that rings out well past 300'. It is fine music indeed... but consider it impossible to surprise anything that isn't stone deaf for about the nearest kilometre or so.[50]
Broom o' Sweepin'
If placed firmly upright it sweeps, usually putting the dust in corners or up-flicking it under carpets. if grabbed it stops.[51]
Hourglass of Upward Mobility
This hourglass has exactly an hour worth of sand in it but it pours against the direction of local gravity. Also: once per day the owner will be woken up at whatever time they specify ('when my friends get up' or 'when it is time for my watch' or 'at the break of dawn' or even 'when there is obvious combat nearby').[52]
Bubble Wand
This wand has a loop at the end. It can produce bubbles at will. It has an upward maximum of 100 bubbles in the air at one time, maximum sphere size of approx. 2' or so. This can create disadvantage / obscurity for 5' radius around user.[53]
Theme Sunglasses
When donned these glasses give out appropriate theme music appropriate to the situation. Thus, whilst in combat it is dramatic and tense. Whilst trying to stealth it is suspenseful and dire sounding. Whilst trying to sleep it is soft and melodic. Whilst trying to be charming or entertaining it changes based on the success of your persuasion or performance roll. Can give advantage on such rolls if the audience you are trying to impress feels sympathy or pity for the wearer of these sunglasses. Stealth is impossible unless creatures nearby are stone-deaf. Gives light-averse creatures (Drow, kobolds, orcs, etc.) resistance vs. this sunlight suffrage.[54]
Boom, Bonfire
This appears to be a little bottle filled with tiny twigs. When thrown at the floor with force it slowly expands over the course of a minute into a bonfire (wood, tinder and all) which burns for an hour (more if fed combustibles).[55]
Comfy Cap
when wearing this you feel comfortable in nearly all weather conditions. You can feel warm whilst nearly naked at -20F and as warm as 120F // 50C to -30C. This can also come in long john, undershirt and snuggly-sock varieties.[56]
Tough Net
On command, net curls up into a small ball, about the size of a fist (abandoning all things inside or outside of it). It expands out into a normal net when thrown. It is laced with mithril and adamantine strings and is indestructible when not in an Anti-magic Zone or in a Beholder's main-eye gaze. Great for that Catapult spell![57]
Catch Ball
This ball is easily thrown up to 500'. It is caught at advantage. Target must make a dex save to avoid having this item appear in inventory.[58]
Whatever Floats Your Boat
This large, flat ceramic plate can be attached to anything the size of a ship or smaller. This not only makes it impossible for such a thing to sink it gives those using steering equipment advantage on sailing such a vessel. Handy after sinking on the Titanic / two can fit on the door.[59]
Forever Tapestry
This scroll consists of two brass bars 2' long, held together by a sheet of fine vellum: and can be stretched up to ten feet. The image upon this can be whatever the owner imagines. If this is an attempt at high art, the owner must make the appropriate successful craft roll. If the owner has Keen Mind nearly anything they have seen in the past month can be shown on this surface in perfect clarity. This image can change at-will, so scripts and movies can easily be played out on this surface.[60]
Wand of Social Connection
Pointing this wand at any target within 500' feet (direct line of sight) allows you to reach out and touch someone. Though this touch is clear it cannot break concentration: though it could push an object less than 5 lbs about one foot away from wand-owner. The touch of this can feel friendly ('like a warm hand on the shoulder') to hostile ('jab in the ribs') or even creepy ('tickling your feet without permission').[61]
Dragonclouder Bottle
This bottle appears to have a solid silver decal on it of a silver dragon (of course). Once per day this bottle can be opened and a gargantuan dragon shaped cloud appears in the sky: 100-1000 feet directly above (owner's choice). Nice![62]
Vandal's Wand
Up to five times a day the person can paint something 5' x 5' on any surface with oil paints. It regains 1-4 charges at midnight. On use of the final charge with a roll of 1 on d20 it explodes paints in a 5' radius.[63]
Sunglasses
When wearing these shaded glasses allow the owner / user to see the sun setting on the horizon. This is an illusion and does not add to your ability to actually see anything. In fact, it works effectively underground: the horizon isn't there either.[64]
Cloak of Support Staff
Whilst wearing this cloak you appear to be someone that would be employed in that area to do tasks appropriate to nearby functions. Thus, you gain the outfit of a janitor, a custodian, a theatre crew, audio-visual geek or whatever station of duty that is of minimal consequence. In urban situations the owner has advantage on 'disguise' checks when they are trying to blend in and just not be noticed.[65]
Awesome Pillow
This pillow can change shape from 1' x 1' up to the size of a full mattress (queen size maximum). It floats 1' above the ground or liquids allowing for 444 lbs maximum. Resting on this surface gives any creature advantage rolls on getting to sleep.[66]
Brush of Mr. Clean
Clean things three times per day up to 5' cubed maximum. Great for anything: even teeth, dragon scales, hard-to-get areas and even those stubborn blood stains.[67]
Breakable Bottle
Bottle slowly re-assembles itself 1-10 rounds after shattering. Great party trick. If you are clever you can put a ship in it / impress your friends.[68]
Wet Bucket
Fills with water up to three times a day.[69]
Dog whistle
When any dog or dog-like creature (even a werewolf in humanoid form) comes within 120' it whistles. Continually. Sharply. Possibly one of the most annoying items ever, especially at the dog park.[70]
Findable Key
Once attuned (one week minimum) you always know where this key is, up to 120'. Key sticks to anything but comes off with any solid pull of forceful-intent (DC 3).[71]
Picture This
Point this hardwood frame (1' x 2') at any scene: the image appears as if portrait painted in oils. Image remains until someone does this again. Command word(s) are usually written on the frame ('Say Cheese' or the like).[72]
Mending Manacles
These manacles are solid metal, two brackets firmly attached to one another at an angle. If shattered they re-form within exactly ten seconds. Once set they can only be shattered on DC of 30. Command word (written on inside of manacles) causes these to self shatter. Can be shattered by a blacksmith with an appropriate forge. These manacles re-form at sunrise every day.[73]
Emancipated Familiar
This spirit is in the form of some animal and its owner (mage? warlock? bard?) is long gone and it simply decided not to go home. It still wanders about joining up with minds telepathically sending interesting images to whomever. It can disappear into some pocket dimension at will.[74]
Hot Pot
This pot can, at will, get hot enough to cook nearly anything. It also gets warm enough on the outside to give someone close to it advantage for surviving colder climates (mmm... warm). It can also shrink in size to be about the size of a large mug.[75]
Creepy Doll
The doll sits up and stares at whatever creature is closest to it. If the target of its staring stares back, it stands up. This doll gets advantage on staring contests.[76]
Backpack of Parachuting
This backpack allows the owner to have a large silk sheet unravel so as to reduce falling speed to relatively safe levels. This only functions once per day / weight limit of 222 lbs.[77]
Neverending Story
This book has 1001 chapters that all fit into one pocketbook, somehow. On a roll of 1 on d4 you read a story related to one of the other 1000 within this book. Once per year the stories change. These stories are always fictional / not intended to resemble characters living or dead.[78]
Dancing Skeleton
This vase contains a complete set of bones of some unfortunate humanoid. When this vase is shattered the bones will rise up and assemble... and dance. This set of bones keeps dancing until destroyed or dispelled. The skeleton has five hit points and has two clicky things and may also employ a wide-brimmed hat.[79]
Catnip Baggie of Tenebrous Tabbycat
This tiny bag filled with what smells like catnip has no apparent opening. Upon attunement the owner is followed by a shadowy form of a feline about the size of a typical house cat. If exposed to magical light this shadow is destroyed and will not re-appear until midnight.[80]
Boots of Marching
These boots, when worn, make the sounds of about 40 troops marching in-step with your pace (whatever that may be). Also, boots will try to alter your pace to that of a march, DC 10 to avoid.[81]
Infinite Pit Illusion
this square of glass mirror is about 2" x 2". If placed or tossed on a floor (or any surface large enough) it creates an illusion of 10' x 10' that appears to go 'down' forever. If this is stuck to a wall it appear to make a 'hallway' that goes on forever. Those standing in the midst of this 'pit' or empty space will appear to just hover over nothing (the illusion does not break though it is quite harmless).[82]
North Arrows
If thrown, shot or otherwise free to move, these arrows go north with whatever Newtonian energy as is given to them. As such these always miss their target unless the one launching these missiles specifically aiming for targets that are exactly northward.[83]
Rolling Marble
This marble never stops rolling. 77% chance this glass ball was made to be indestructible. 47% it has Continual Flame inside it. 84% chance it has 1-25 Magic Mouth spells that talk under specific circumstances (decided by DM). 43% chance it has a permanent illusion inside of it (could be a landscape you can see when you hold it close to your vision, perhaps it is One Unblinking Eye or it could even be the image of gentle falling snow that never seems to stop). 32% of these can be attuned and will go the direction as sent by owner (max 30' range of control, rolls randomly thereafter).[84]
Stuffed Dragon
plush toy This stuffy dragon will (on contact) whisper in your mind how you can do good deeds & such things for the world if it is made to resemble one of the metallic dragons. If chromatic in resemblance this item will make constant suggestions of how to make people suffer or accomplish vile deeds. Three times per day you can squeeze it and it will breathe out its breath weapon, one foot range, 1 hit point damage. Reds and Golds are great for lighting cigars! All stuffy dragons are immune to their damage type. Except poison. All stuffies are immune to poison.[85]

Subcategories

This category has the following 5 subcategories, out of 5 total.

Media in category "Items"

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