Some homebrewed magic items

afrostycupofdice:

In the campaign I’m writing, I have the PCs being paid in magic items instead of money (for reasons). They’ll roll a d20 and get an item randomly.
I’ve only cooked up one batch so far, and others are welcome to use some of them

1) Pen of Scribing : a basic feather quill that lets the user write in any language, but if they didn’t know it previously, they still can’t read it

2) Buster Sword : it’s a homemade version of the Buster Sword form Final Fantasy VII. It’s entirely decorative and impractical for combat, but it does provide that tough guy aesthetic (+2 on Intimidation)

3) Inverse Earplugs : small, red, plush beads that, when placed inside the user’s ear, amplifies the hearing ability (what can be heard is left to the judgement of the DM)

4) Telepathy Potion : a salmon colored, murky liquid in a small vial. If you and another person drink it, you can hear each other’s thoughts (limit 4 people; last 1 hour; range is 50 feet)

5) Fantasy 5 Gum : a pack of spearmint fantasy 5 gum. This gum has such an intense mint flavor that it leaves your breath painfully minty fresh (user can unleash a frosty breath (range 15ft) for 2d6 cold damage; 8 pieces in a pack)

6) Cat Paws : a pair of fuzzy white cat paw gloves that give the wearer +3 on Animal Handling

7) Thunder Gem : a small yellow gem that, when thrown on the ground, summons forth the fury of a thunderstorm (summons lightning and thunder in a 10 ft radius around where the gem shatters; can be heard for 100 ft; Con save –> failed = 3d6 lightning damage; saved = ½ that)

8) Stick-on Mustache : a stick-on handlebar mustache that is meant for a child (+2 on bluff checks when disguising self as someone male)

9) The Breakfast Club : this club is shaped like a large wooden spoon and smells of spices. If you sleep near this item and it is unobserved for at least an hour during the night, upon waking up you will find a delicious full gourmet breakfast of the highest quality. There is enough food and drink to serve the whole party. You can also hit people with it (1d8 bludgeoning damage)

10) Feather Cape : a deep purple cape with a gold trim that is coated with glitter and has had Feather Fall imbued in it (the wearer can use Feather Fall when they need it)

11) A Rainy Day : a blue lace parasol decorated with small sapphires that, when opened, summons a rain cloud above the bearer (in a 10 ft square around bearer, it rains; if user succeeds on a DC 15 (whatever their spell casting ability branches off of) check, it summons lightning as well, causing 1d8 lightning damage)

12) Lit Flip Kicks : a pair of sick looking kicks that give the wearer +2 on acrobatics checks

13) Candle Staff : a medium sized white oak staff with a lit wax candle on the tip. Can cast Fireball once before the fire goes out. The fire can be re-lit but only by a non magical fire (4d6 fire damage; no daily limit)

14) Bell of Hypnosis : a small golden bell with a black handle that, when rung, releases a frequency that’s imbued with Charm magic and will not realize they were charmed when the effect wears off (victim must succeed on a DC 14 Con save; lasts 1 hour)

15) Back-up Arm Bracers : a set of arm bracers that only kicks in when your main armor fails (when an attack beats the wearer’s AC by 5 or more, damage is reduced by 1d4 points)

16) Ace of Spades : a simple ace of spades card that, no matter where you put it, always ends up back in your sleeve (good for magic tricks; can impress people)

17) 8-ball of Prophecy : an 8-ball from a basic pool set that is imbued with fortune telling. Shake it and the answer to your question will be revealed. User can ask it a yes or no question once per day (DM must answer truthfully and must answer with replies that would come out of a magic 8 ball)

18) Magician’s Hat : a basic black top hat that allows the wearer to cast Prestidigitation (it’s powers are increased if the spell was already known (lasts longer and affects bigger items; unlimited use)

19) Tome of Hints : a gold bound leather book filled with blank pages. In exchange for a good joke, it’ll reveal a hint as to what the adventures should do to progress the story (quality of joke is up to DM)

20) Toaster of Toast : a nice metal toaster with two slots for toast. Once per morning, the user can use it to make toast, but the quality is up to fate (roll d20 no modifier; < 10 = burnt toast & not a good start to the day; 10-16 = pretty good but could be better; 17+ = the best toast you’ve ever had & +2 to max HP for the day; toast feeds one person)