[Let’s Build] 100 Magic Items that would have been impounded by an anti-magic King’s Guard : d100

I foolishly talked about that the King’s Watch of the city my occasion are at the moment in has basically an proof locker stuffed with impounded magic objects, and now my occasion need to pull a heist on it. Concepts for issues that will seemingly be unlawful in a magic un-friendly society however that received’t make my occasion much more ridiculously OP than they already are.

  • Treasure Compass – leads the occasion to probably the most useful merchandise in a spot/on a physique

  • Quill of Forgery – grants the person benefit on abilities checks to forge paperwork

  • Facade Varieties – changeable faux IDs that alter with a command phrase

  • Masks of Indifference – grants benefit on deception checks

  • Beer Goggles – will let you give the outward look of being drunk while being completely sober. Or vice versa.

  • Lightening Wand – a non magical object that matches inside a 5ft dice now solely weighs 10lbs.

  • Reaching Gloves – telekinetic powers that enable the wearer to maneuver any merchandise weighing lower than 10lbs that’s inside 10ft vary offered it’s not secured or magical

  • Bandits Model – should you model a tree with this marking, you may then use a command phrase to instruct that tree to develop any wood weapon or ammunition.

  • Pied Pipe – attracts a swarm of both bugs or rats to any space you may see inside 120ft. Swarm will seem on the finish of your subsequent flip.

  • Courier Paper – magical paper that when given to another person, the holder is magically pressured to ship it to its meant recipient, after which neglect it existed.

  • Choosing Ring – should you communicate this ring’s command phrase while sporting handcuffs/manacles, they are going to silently unshackle

  • Drop Footwear – sporting these footwear reduces fall injury to Zero from 10ft, by 50% at 20ft and by 25% at 30ft.

  • Dulling Protect – any failed slashing injury assault made in opposition to you while wielding this protect is assumed to have hit the protect, and the weapon of your attacker is dulled. Scale back any additional profitable slashing injury assaults in opposition to you made with that weapon by 1d4

  • Gangs Bandana – this seemingly black bandana will be instructed to tackle particular gang colourings which can be solely seen to others sporting an identical bandana.

  • Persistent Grappler – this grappling hook is not going to come unfastened and not using a command phrase as soon as it has implanted itself in a floor

  • Fragrance of Charming – should you place the hair of a person on this vial of liquid, it should convert right into a fragrance that when worn, will instantly appeal that focused particular person (DC20 Saving Throw)

  • Angels Padding – undergarments that instantly disguise your gender

  • Trade Purse – by placing any variety of cash into this purse after which closing it, the purse will then convert these cash into the fewest variety of excessive denomination cash doable. I.e. 100CP turns into 1GP.

  • Vigilant Bell – will be instructed to ring when a sure situation is met. Is not going to cease ringing till it’s command phrase is spoken.

  • Invisible ink – a letter written on this ink is invisible to all however the particular person specified because the addressee.

  • Verification Seal – when a letter is waxed closed utilizing this seal, it emits a inexperienced aura as long as it’s delivered to its recipient untampered with. The paper will emit a crimson aura as quickly because the seal is damaged.

  • Snitches Stitches – anybody sporting this bracelet is below an oath to not reveal as much as 5 secrets and techniques. If they’re pressured to disclose any of these secrets and techniques below duress, their lips will likely be magically sewn shut earlier than they’ll get the total secret out.

  • Low Barrier – a translucent three ft excessive magical barrier that stops a humanoid from passing by it with out making a selected gesture in thieves cant . Have to be solid on a doorway.

  • Ring of unlacing – Level at a prepared goal inside 10 ft. It’s possible you’ll lace or unlace the goal’s boots or bodice. The item doesn’t should be seen. If the goal is unwilling, make an opposed dexterity test.

  • Bursting Bladder wand – The goal of this spell finds themselves instantly needing to urinate. The goal should make a structure saving throw each spherical or involuntarily moist themselves. The spell lasts for 1d4 rounds, and requires focus to keep up.

  • Sketchbook – Permits the person to create an correct sketch or copy of something they’ll see into the sketchbook upon a command phrase.

  • Clockwork Distractobots – small clockwork balls that may be instructed to journey as much as 50ft after which both emit a wailing noise, set off a small firework show that matches inside a 5ft dice, or creates a sudden gust of wind inside a 10ft sphere.

  • Go Stone – this Stone will be programmed to magically unlock a door when a pre-determined password is spoken inside 5ft vary of it

  • Scapecoat – a cloak that creates an illusory duplicate of your self on a command phrase that can run in the wrong way you’re working.

  • Lair Stones – a small pouch of 20 strange wanting stones. On a command phrase they gentle up to allow them to be re-gathered. When specified by a circle round an space, offered they’re not more than 5ft aside, they create a defensive barrier that makes something transferring throughout the space invisible.

  • Guardian Collar – this collar will be placed on any domesticated or educated creature. When that creature is about to face guard over an space or merchandise, their vocal alert will attain you telepathically over any distance when that space/merchandise is breached or disturbed.

  • Brawlers Boots – you choose one creature inside vary (30ft) and level to it, menacingly, then mime a vigorous kick. Roll a efficiency test. A spectral foot seems on the groin of your chosen enemy. 2-5 = 1d4, 5-10 = 1d8, 10-15 = 2d8, 15-20 = 3d8, 20+ = 3d10 pressure injury. A spectral boot hefts a weighty kick into your enemy’s crotchal area, delivering the aforementioned pressure injury. On a Nat 1, the boot by accident kicks you within the crotch delivering 2d8 pressure injury.

  • Parking wheel: a carriage wheel with an arcane inscription on its rim. When mounted on a carriage, emits a memetic display which convinces those that view the carriage that the carriage and its occupants are nothing of word and “belonging” of their current location. DC 14 Wis saving throw to see by the impact. /u/rollinthundaga

  • Carriage Pinners: a small steel pin that may be pressed into the wheel of a carriage. As soon as inserted totally, it briefly glows gold earlier than turning into invisible. Through the use of a command phrase, you may, at any level sooner or later, trigger the pinned wheel to lock, disabling the carriage.

  • Discovering Patch – a cloth patch with a barely seen magical sigil. In case you have the unique thread that made it, calling 3 times the title of the wearer will make the thread unravel and level within the route of the wearer. /u/phenolphtal

  • Cloak of Elvenkind: When you put on this cloak with its hood up, Knowledge (Notion) checks made to see you have got drawback. and you’ve got benefit on Dexterity (Stealth) checks made to cover, because the cloak’s shade shifts to camouflage you. Pulling the hood up or down requires an motion. (Beneficial by /u/thepurplewave however official DMG)

  • Boots of Haste: When you put on these boots, you should utilize a Bonus Motion and click on the boots’ heels collectively. If you happen to do, you profit from the consequences of the Haste spell during this impact. If you happen to click on your heels collectively once more, you finish the impact. When the boots’ property has been used for a complete of 10 minutes, the magic ceases to operate till you end a Lengthy Relaxation. (CR Tweaked by MM advisable by /u/thepurplewave)

  • Marvellous Pigments (official DMG advisable by /u/thepurplewave)

  • Boomerang Cash – look precisely like actual cash. Nonetheless, 1 hour after a transaction has accomplished, the coin will return to your purse.

  • Guide of distraction : when you decide up and begin studying this e book, you develop into utterly immersed and are unable to place it down till you have got completed it. You’re topic to the blindness and incapacitated situations while studying, and have drawback on all notion checks. Passive notion drops to 0. The e book takes 1d6 hours to finish.

  • Sticky Blood – place these small blood capsules on any merchandise of clothes and they are going to be absorbed into the material and develop into invisible till their command phrase is uttered. Upon a command phrase, they create the illusory look of a bloody wound. You could have benefit on deception checks made to faux an harm and benefit on intimidation checks while they’re seen. DC15 intelligence test to see that they’re faux wounds.

  • Wand of Forgetfulness – 1d4 prices per day, resets at midnight. As a response, you should utilize this wand on a spellcaster within the technique of casting a spell. On a profitable hit, that caster momentarily falters on both a verbal or somatic part of their spell and has to roll for assault with drawback. If their isn’t any assault roll for the spell in query, it computerized at fails.

  • A magic tattoo package that is ready to ink tattoos as per this playtest content material if a participant spends time practising to develop the talents required to ink them.

  • Arrow of Silence. When this arrow hits a goal, be it a creature or an inanimate object, something inside a 20ft radius sphere of the arrow is below the impact of the silence spell.

  • Mesmerising Coin: A gold coin that appears to replicate gentle in an unnatural and mesmerizing approach. When interacting with somebody exterior of fight, you may start enjoying with the coin (Juggling between fingers, flicking it between palms and many others.) in an try and mesmerize them. The goal should make a Knowledge saving throw contested by a Dexterity (Sleight of hand) test or a Dexterity (Efficiency) test of your selection. On a failed save, the goal is surprised by the efficiency and is totally centered on the coin, ignoring anyone or something round them. This impact ends after one minute, whenever you finish the coin tips, or if the goal is touched/attacked. On a profitable save, the goal has no trace you tried to mesmerize them.

  • The Peephole Ring – seems like an strange ring with the image of an eye fixed engraved in it. When the ring is positioned in opposition to any strong floor it acts as a peephole. Peephole can be utilized to see by as much as 3ft of strong matter. Be aware there is no such thing as a precise gap within the floor the ring solely permits you to see by it as if there was a peephole on the location of the ring. Additionally word the ring doesn’t present any gentle, so whether it is darkish on the opposite aspect, all you will notice is darkness.

  • Climbers Blanket: A fabric sheet with small weights within the corners. Folds out to six ft. by 6 ft. Embroidery on one aspect is a hen withdrawing. Embroidery on the other aspect is feathers. When positioned upon any comparatively flat floor its magic is activated. Chicken face up – Acts as a trampoline. Anybody leaping on it could add as much as 15 ft. to their vertical leap top. Anybody expert at leaping similar to an acrobat can add 25 ft. to their vertical leap. Additionally stop injury from falling on it from as much as 30 ft. however will bounce the particular person not less than 1/2 the autumn distance. Feathers face up – Acts as a large pile of feathers. Leap or fall from any top, so long as you land on the fabric, you’re taking no injury.

  • Spider-Climbing Set – a pair of sentimental gloves and boots, made out of spider leather-based. As soon as a day they’ll grant the wearer the consequences of the Spider Climb spell, however just for ten minutes.

  • Mom’s Coin – A coin that, as soon as attuned, you may all the time monitor. Sometimes positioned inside a cargo of treasure, or given to a person as a homing beacon. Typically it’s used to comply with targets again to a secret headquarters.

  • Ghost Cloak – A slimy, translucent, pale cloak that permits the wearer to leap by strong objects thrice per day and gives bonuses to all stealth rolls whereas worn. When worn, deal with the wearer as undead when coping with all spells, magic, and results.

  • The Free Stone – a small whiskey stone. Anybody who drinks from a glass containing it should reply the following two questions requested honestly. A charisma test is required to recollect answering the questions.

  • Never-ending Coil – A coil of rope that’s one foot in diameter, weighs 2 kilos when coiled, and is stronger than metal. When uncoiled totally, the rope is 200 ft lengthy.

  • Dagger’s Model – a crimson inexperienced within the hilt of this dagger is the one signal of something magical about it. When this dagger is pressed flat in opposition to pores and skin and given the command phrase, the complete dagger turns crimson sizzling and sinks into your pores and skin dealing 2d6 fireplace injury. As soon as it has sunk in, the realm is left with a scar that seems to be years previous. At any time after this, it’s possible you’ll say the command phrase once more and summon the dagger again.

  • Skulker’s Scarf – (very uncommon merchandise, requires attunement) – This hooded black garment is sewn from shadowsilk spun from the Shadowfell. When attuned, the wearer features the Skulker feat. Due to the residual despair of the Shadowfell clinging to this garment, the wearer has drawback on dying saving throws whereas attuned, as do any creatures inside a 10-foot radius of the wearer.

  • Scry Fly – (tiny assemble and earring, requires attunement) – This clockwork assemble is a masterwork, life-size reproduction of a horse fly, crafted by tinker gnomes. It’s paired to a easy silver earring, which requires attunement. Whereas attuned, the wearer of the earring can management the Scry Fly as an motion, and may hear something inside a 30 ft. radius of the Scry Fly. The Scry Fly has a Dexterity of 15 (+2), is proficient in stealth (+4), an AC of 14, a flying pace of 40 ft. and strolling pace of 10 ft., and 1 hit level. It adheres to all surfaces, and the Detect Magic spell reveals it to be magical.

  • Final Pipe – Do you have got any final requests earlier than you’re hanged, Thief? – To all inspection, this seems to be an strange smoker’s pipe, full of a contemporary and aromatic tobacco. When lit and smoked, the person comes below the impact of Gaseous Type for 10 minutes. One cost renewed each day at daybreak.

  • Coin of Phantasm – A coin which can be utilized as an motion to create a significant phantasm, however is used up within the course of.

  • Pressure Arrows – Arrows that deal pressure injury as an alternative of piercing injury

  • The Safety Card – An enchanted enjoying card that makes somebody proof against setting off the alarm spell whereas the cardboard is on their particular person.

  • On the spot Mimic – If you happen to contact this non descriptive dice to any tiny object and communicate it’s command phrase it should immediately type in to a reproduction of that object that appears and feels an identical. A DC 15 investigation test will reveal that the duplicate is a faux. After 1d4 days the thing will revert again to it’s unique type.

  • Mute Crowbar – unusual magic merchandise identical to a basic crowbar, however by no means ever causes any sound. For when these thieves’ instruments don’t work however you continue to want to be fairly stealthy. Additionally, good for silent splatter kills (would enable sneak assault with that).

  • Breathweed – Chewing on this herb produces breathable air, permitting one to stay for an prolonged time underwater or inside a compartment or additional dimensional area, which might in any other case trigger suffocation. One dose is ample to final two hours.

  • Commoner’s Contact – A set of gloves that can flip all gold items they’ve touched into copper items for one hour. They flip again after the time has handed. A take away curse can dispel the impact.

  • Bag of contraband – this small shoulder bag comprises a 5x5ft additional dimensional area. On a command phrase, you may have it appear to show any pre-determined non-contraband objects. DC15 investigation test to see by the phantasm to the contraband merchandise inside that they’re disguising.

  • The Ear Cuff of Consideration – When worn, the ear cuff heats up each time the wearer is being noticed by a creature they’re unaware of. The depth of the heat scales with the depth of remark. (The stipulations maintain occasion members from activating it continually and maintain it from going off at full power each time somebody’s eyes go over them in a crowd.)

  • Distraction Disk – A spherical, flat disk that, when thrown, will create a minor phantasm to distract from wanting on the thrower’s route. The more durable the rogue is ready to throw the disk, the better the distraction.

  • Nowt To See Sticker – this sticker, when positioned on an object, makes that object utterly unremarkable and boring to any informal observers. Solely these with a Passive Notion rating of above 18, or somebody that is aware of it’s there, discover that the thing is in any approach uncommon or misplaced.

  • Glove of Rope Summoning – A thick leather-based glove with a hempen rope sample etched into the again. Pointing at an object and talking the command phrase causes a 50ft rope to launch from the glove and tie itself to the thing. As soon as tied to an object the person can pull the thing to them or use the rope to climb up steep climbs. Any injury to the rope causes it to vanish.

  • Rug of Smothering – official assemble

  • Animated Knife – official assemble

  • Iron Cobra – official assemble

  • A pair of Vanishing Cupboards, a la Harry Potter

  • Occam’s Goblet- an ornate goblet that makes something put inside it alcoholic. Pour the liquid within the goblet and for each minute the liquid sits within the goblet it features 1% alcohol content material. Something put within the goblet instantly tastes terrible and can’t be effected by a prestidigitation cantrip.

  • Wand of Greed- A wand with runes inscribed on the deal with. As soon as attuned the wielder can solid spells they’ve already ready at the price of gems. The spell the wielder can solid is the same as the gem stones value divided by 10. The gem is consumed after casting the spell. The wand will continually ask for extra gems to eat.

  • Kraken pearl- a blue pearl that may summon a kraken. As soon as a kraken is summoned the pearl is destroyed. The kraken is hostile to anybody that it sees.

  • Muddy Boots – as a bonus motion, these boots could make any route they’ve simply taken tough terrain in a 5ft radius from the place their boots touched the bottom. The impact lasts till they transfer once more, or till the top of their subsequent flip.

  • Time Turner – as soon as per day, the person can re-roll a abilities test or saving throw of their selection.

  • Reckless Tobacco – smoking this tobacco provides you a +2 bonus to charisma rolls for five minutes. For 15 minutes after smoking this tobacco, it’s also possible to select to detract your proficiency bonus out of your assault roll and add it to your injury roll.

  • Reckless Cloak – while sporting this cloak, you may select one assault roll in opposition to you and negate all of the injury it will do, however you need to specify earlier than the injury has been rolled. This injury is absorbed into the cloak, which then can’t be eliminated till you have got taken an extended relaxation. 1 hour after the injury was negated, you’re taking it in full as psychic injury.

  • Gem of the Moon – this gemstone on a effective steel chain was crafted by a wizard for his or her husband, who suffered from Lycanthropy. While sporting the necklace, any reminiscences that will in any other case be misplaced throughout a full moon rage are saved within the necklace. They are going to be skilled as a recap dream/nightmare the next night time.

  • Rogues Spinner – spins perpetually as soon as it has been began off. Stops spinning if a King’s Guard comes inside a 50ft radius.

  • Sending Parchment – 2 items of magical parchment. Something written on one piece of parchment will seem written on the opposite, offered they’re each on the identical aircraft.

  • Cleric’s Bones. Concerning the dimension of a cigar field. Accommodates mandible + some carpals. Will rattle ominously when a lie is uttered close by.

  • Flask of Mild – When unstoppered, this flask will suck in all gentle besides daylight. Mild will be saved to be launched at a later date. Solely works on fireplace/torches/braziers.

  • Ring of Petrification. Placing this ring on will flip an individual to stone, aside from the ring. Another person can take away the ring, and thereby return them to flesh.

  • Slaad Egg Gland – This insidious poison is riddled with tiny slaadi eggs, stored preserved contained in the noxious answer that serves as this poison’s base. A creature that drinks a dose of this poison should succeed on a DC 14 Structure saving throw or be contaminated with a illness – a miniscule slaad egg. A humanoid host can carry just one slaad egg to time period at a time. Over three months, the egg strikes to the chest cavity, gestates, and types a slaad tadpole. Within the 24-hour interval earlier than giving beginning, the host begins to really feel unwell, its pace is halved, and it has drawback on assault rolls, means checks, and saving throws. At beginning, the tadpole chews its approach by important organs and out of the host’s chest in 1 spherical, killing the host within the course of. If the illness is cured earlier than the tadpole’s emergence, the unborn slaad is disintegrated. This merchandise comprises sufficient poison for three doses.

  • Mud of Sneezing & Choking

  • Midnight Tears

  • Poison Canister: This merchandise resembles an iron cylinder hooked up to a leathery sack able to being stuffed with air. Whereas holding this merchandise, it’s possible you’ll spend an motion to squeeze the sack to launch a 15-foot cone of toxic fuel in entrance of you. Every creature in that space should make a DC 19 Structure saving throw, taking 10d8 poison injury on a failed save, or half as a lot on a profitable one. As soon as used, this merchandise might not be used once more for one more 1d8 hours.

  • Violet Fungus Stalk: (Ingredient for craftable potion) Once you drink this potion, you need to succeed on a DC 10 Structure saving throw or develop into troubled with the illness intestine rot. Whereas troubled with intestine rot, any time you try and swallow meals, you as an alternative undergo Four necrotic injury and regurgitate that meals. On the finish of an extended relaxation, it’s possible you’ll try the saving throw once more, ending the illness on successful. If a creature dies whereas troubled with intestine rot, a violet fungus sprouts from the moldering corpse, rising to full dimension in 2d6 days.

  • An indignant Almiraj in a cage.

  • Banshee Echo Paper – The incorporeal banshee leaves little or no behind besides the final whispers of its horrible wail. It’s possible you’ll spend an motion to tear this merchandise open and launch the banshee wail stored inside. All creatures inside 30 ft of you that may hear should make a DC 13 Structure saving throw. On a failure, a creature drops to Zero hit factors. On successful, a creature takes 3d6 psychic injury. This wail has no impact on constructs and undead.

  • Behir Lightning Sack: This massive, however surprisingly gentle leathery sack is positioned in the back of the behir’s cavernous mouth, and is roughly the scale of a picnic basket. Inside is a combination of chemical compounds, fluids and enzymes that when uncovered to the open air, erupts in a damaging crackle of lightning. Whereas extraordinarily harmful, alchemists and weaponsmiths alike will crawl over themselves to acquire a few of this highly effective power. Use: The lightning sack will be thrown by itself as much as a variety of 20 ft. If thrown, the lightning sack will explode on influence, dealing 4d10 lightning injury to all creatures in a 10 foot radius, or half that on a profitable DC 14 Dexterity saving throw.

  • Coronary heart of Hruggek – Probably the most fearsome of bugbears carry with them the blessing of their god Hruggek which permits them to surge previous any hazard and debilitations. If you’re prepared to bask in your personal internal savage, you can also take this blessing by consuming the bugbear’s coronary heart, however watch out for any uncomfortable side effects. Use: It’s possible you’ll spend an motion to eat this coronary heart. If you happen to achieve this, you have got benefit on saving throws in opposition to being charmed, frightened, paralyzed, poisoned, surprised, or put to sleep for the following hour. As soon as this impact wears off, you need to succeed on a DC 12 Structure saving throw or achieve one degree of exhaustion because the adrenaline crammed organ passes by your system.

  • Orc Blood (three vials) : Consuming the blood of an orc can quickly grant different humanoids among the legendary ferocity of the orcs. Use: Once you drink this vial of blood, you’re feeling extra aggressive for the following 10 minutes. Throughout this time, it’s possible you’ll spend your bonus motion to maneuver as much as your pace towards a hostile creature you may see. After the 10 minutes have handed, you need to succeed on a DC 10 Structure saving throw or undergo one level of exhaustion.

  • Quickling Blood (vial) – Quickling blood stays in movement even after it’s drained from its physique. Thinner than the blood of every other mortal creature, a quickling’s blood is loaded with adrenaline and different enzymes that when drunk by a humanoid, slows their notion of time and provides them enhanced reflexes. The crash after the impact has worn off will be reasonably harsh nevertheless. Use: It’s possible you’ll spend your motion to drink this blood. If you happen to achieve this, you achieve an additional response per spherical on prime of your ordinary quantity. This profit lasts for 1 hour, after which you undergo one degree of exhaustion.

  • Roc’s Feather – The feather of a roc comprises magical properties that make it able to lifting a creature as massive because the roc. It’s nevertheless tough to discover a pattern that retains this property after being faraway from the roc’s physique. Use: Whereas holding this merchandise, it’s possible you’ll solid the leap spell on your self at will. This spell ends should you cease holding the feather.

  • Sphinx Pelt, cursed: The wearer of any clothes crafted utilizing this Sphinx Pelt is cursed, till such time as they’ve the Take away Curse spell solid upon them. While not an attunement merchandise, the clothes can’t be eliminated till the curse is liften. The curse swaps a gamers Charisma and Intelligence stats.

  • Opal Ring of Escape. You develop into ambidextrous. Any checks made to flee bindings are made at benefit. Curse: When the ring is placed on, one of many character’s limbs now not has any bones. It flops round uselessly till the bones have efficiently regrown in 1d4 days. Gamers have drawback when casting any spell with a somatic part, or on any assault rolls that require each palms. Gamers can not twin wield, fireplace a bow or concurrently maintain a protect and a weapon.

  • Belt of Friendship. This belt has an ornamental buckle that can alter to replicate one thing that will attraction to these you come throughout, seemingly indicating that you’ve one thing in widespread and inspiring them to take an prompt liking to you. Your charisma features +2 while you put on this belt. Curse: This curse makes the participant compelled to hug all characters they arrive throughout, even when it will be inappropriate or awkward. Belt can’t be eliminated with out using a Take away Curse spell.

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