Showing posts with label magic items. Show all posts
Showing posts with label magic items. Show all posts

Monday, November 5, 2018

Mordenkainen's Tome of Foes PDF

Pictured: Me dealing with scheduling and personal organization
So, this officially starts my hiatus. I'm only going to be posting occasionally, as my work with Multivarious and on my own personal projects is ramping up. But before I go, I wanted to post this PDF of the Creature Loot articles I've been writing for the last few months.

I'm still working on PDFs of the Innate Magic NPCs and the Failed Magic Items. Those are also great article series, and you should definitely check them out.

But for now, everything is closing on the blog. I'll still post recaps of my major games (since my players use those for reference), and if I have some time I might do a Creature Loot article or two for a module. I'm reading through Dragon Heist right now and loving it!

I'm not sure how much of a break I'll need, but I definitely want to return to this project. I'm still interested in writing Creature Loot for some 3rd-Party books like Kobold Press's Tome of Beasts, but that's a huge commitment with over 400 monsters to sift through. It will definitely be better served when I can give it my full attention.

So, without further adieu, the PDF for Mordenkainen's Tome of Foes.

GM Binder Link
Google Drive Link

(Bonus! Google Drive links for my previous PDFs!)
Monster Manual
Volo's Guide to Monsters
Tomb of Annihilation

Until we meet again, thanks for reading!

Friday, November 2, 2018

Creature Loot: Mordenkainen's Tome of Foes T - Z

I like to imagine they talk real slow
Woah... it's the last Creature Loot article for Mordenkainen's Tome of Foes! And also, the last article on this blog that will be occurring at the scheduled time. Of course, I've been working on a PDF of this material, and I'll be releasing it soon... just give me a few more days!

As usual, don't forget to check out the index, get the PDFs of the previous creature loot articles, and let me know if you see any items that have typos or could be improved!

Tortle (1/4) - humanoid (survival)
  • 1 Tattered Quarterstaff
  • 1 Tattered Light Crossbow
  • 1 Tortle Shell: Acts as a one-person tent. Can be carefully crafted (smith's tools) into Splint Armor.

Tortle Druid (2) - humanoid (survival)
  • 1 Tattered Quarterstaff
  • 1 Tortle Shell: Acts as a one-person tent. Can be carefully crafted (smith's tools) into Splint Armor.
  • 1 Spellcasting Component Pouch
  • 1 Tribal Token: A small totem that can act as a druidic spell focus

Trolls

Dire Troll (13) - giant (survival)
  • 5d4 Chunks of Troll Meat: Can be consumed as rations. When eaten, the user must succeed on a DC 10 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
  • 3d4 Vials of Troll Blood: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Vitality.
  • 2d10 Troll Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 3 Dire Troll Limbs: Remains moving and attacks the nearest non-giant creature, per the Loathsome Limbs sidebar (MM pg. 291). If not cooked or cured with acid, regrows into a Troll in 1 hour. If dealt at least 10 acid or fire damage every 10 minutes, the regeneration process can be delayed. Dealing this damage doesn’t stop a short or long rest, provided the creature dealing the damage is awake to do so. Roll on the following table to determine the type of limb:
    • 1-2: Head
    • 3-4: Left Arm
    • 5-6: Right Arm
    • 7-8: Left Leg
    • 9-10: Right Leg
At some point you just have too many mouths

Rot Troll (9) - giant (survival)
  • 3d4 Chunks of Rot Troll Meat: Can be consumed as rations. When eaten, the user must succeed on a DC 20 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
  • 2d4 Vials of Troll Blood: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Vitality.
  • 1d10 Troll Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 2 Rot Troll Limbs: Remains moving and attacks the nearest non-giant creature, per the Loathsome Limbs sidebar (MM pg. 291). Any creature that ends its turn within 5 feet of a limb takes 5 (1d10) necrotic damage. Roll on the following table to determine the type of limb:
    • 1-2: Head
    • 3-4: Left Arm
    • 5-6: Right Arm
    • 7-8: Left Leg
    • 9-10: Right Leg
  • 1 Rot Troll Hide: Difficult to transport, deals 5 (1d10) necrotic damage to anything organic it touches, though no more than once per round. Can be crafted (leatherworker's tools) into Leather Armor of Necrotic Resistance.

Spirit Troll (11) - giant (survival)
  • 3d4 Vials of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 3d4 Pinches of Spirit Dust: Acts as Dust of Disappearance.
  • 2d4 Chunks of Spirit Troll Flesh: Can be consumed as rations. When eaten, the user must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
  • 1d10 Spirit Troll Teeth: 20 of these teeth act as a bag of caltrops that can affect incorporeal creatures. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 2 Spirit Troll Limbs: Remains moving and attacks the nearest non-giant creature, per the Loathsome Limbs sidebar (MM pg. 291). If not subdued with mental or magic energy, regrows into a Spirit Troll in 1d4 hours. If dealt at least 10 psychic or force damage every hour, the regeneration process can be delayed. Dealing this damage doesn’t stop a short or long rest, provided the creature dealing the damage is awake to do so. Roll on the following table to determine the type of limb:
    • 1-2: Head
    • 3-4: Left Arm
    • 5-6: Right Arm
    • 7-8: Left Leg
    • 9-10: Right Leg

Venom Troll (7) - giant (survival)
  • 2d4 Chunks of Venom Troll Meat: Can be consumed as rations. When eaten, the user must succeed on a DC 20 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured.
  • 3d4 Vials of Venom Troll Blood: Acts as basic poison, but requires a Constitution save of 16 and deals 1d8 poison damage 
  • 1d10 Troll Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 1 Venom Troll Limb: Remains moving and attacks the nearest non-giant creature, per the Loathsome Limbs sidebar (MM pg. 291). If not cooked or cured with acid, regrows into a Venom Troll in 1d4 hours. If dealt at least 10 acid or fire damage every hour, the regeneration process can be delayed. Dealing this damage doesn’t stop a short or long rest, provided the creature dealing the damage is awake to do so. Roll on the following table to determine the type of limb:
    • 1-2: Head
    • 3-4: Left Arm
    • 5-6: Right Arm
    • 7-8: Left Leg
    • 9-10: Right Leg

I know it's hard to tell, but that guy is really tasty
Vampiric Mist (3) - undead (religion)
  • 1d4 Vials of Vampire Dust: If consumed as an action, acts as a Gaseous Form spell cast upon the user. Can be carefully crafted (alchemist’s supplies) into a Poison of Mist, an ingested poison that forces a target to become mist as in a Gaseous Form spell. When used this way, the spell does not require concentration and cannot be willingly ended before the full duration has passed.
  • 1d4 Wisps of Shadow: Destroyed if exposed to sunlight. 5 of these can be carefully crafted (conjuration) by a spellcaster into a Shadow Crossing, a portal that leads to the Shadowfell. The portal is permanently affixed to the location where it is crafted. 20 of these can be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
  • 1d4 Vials of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.

Yugoloths

Canoloth (8) - fiend (religion)
  • 2d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Canoloth Tongue: Acts as a magic whip that deals 1d12 piercing damage on a hit.
  • 2d6 Canoloth Teeth: No immediate use. Can be crafted (alchemist's supplies) into a Potion of Alertness. For 1 hour after drinking the potion, a creature cannot be surprised while is isn't incapacitated.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 1 Canoloth Hide: Acts as a blanket. Can be carefully crafted into Chain Mail armor of Acid Resistance.
  • 1 Chunk of Canoloth Brain Matter: Creatures can't teleport to or from 1 space within 60 feet of the brain matter. Any attempt to do so is wasted.

Dhergoloth (7) - fiend (religion)
  • 2d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 2d2+1 Dhergoloth Arms: Acts as a magic flail. A creature holding the flail can use an action to cast Sleep from it as a 1st-level spell. Once the spell is cast, the arm cannot be used this way again until the next dawn.
  • 1 Dhergoloth Carapace: No immediate use. Can be carefully crafted into the equivalent of Scale Mail armor that requires attunement. An attuned creature can cast Darkness, centered on themselves. Once the spell is cast, the armor cannot be used this way again until the next dawn.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.

Hydroloth (9) - fiend (religion)
  • 2d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 2d4 Hydroloth Claws: Acts as a magic dagger that is well-suited to use underwater. While the user is submerged in liquid, attack rolls made with the dagger have advantage.
  • 1d2 Eyes of the Hydroloth: A creature can use its action to consume the eye and target a creature within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this effect for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5. they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A Greater Restoration or Remove Curse spell cast on the target ends this effect early.
  • 2d10 Hydroloth Teeth: Acts as a magic shortsword that requires attunement. While attuned to the sword, a creature is under the effect of a Water Walk spell. 
  • 1 Hydroloth Hide: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a cloak that requires attunement. While attuned to the cloak, a creature is immune to the waters of the River Styx, as well as any effect that would steal or modify its memories or detect or read its thoughts.

Proooooooud Mary keep on turnin'!
Merrenoloth (3) - fiend (religion)
  • 1 Oar of the Merrenoloth: Acts as an arcane focus for a warlock that requires attunement. While attuned to the oar, the warlock may cast Control Water or Control Weather without expending a spell slot. Once Control Water has been cast, it cannot be cast again until the next dawn. Once Control Weather has been cast, the oar becomes nonmagical.
  • 1d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 1 Merrenoloth Skull: A creature can use their action to point the skull at a creature they can see within 60 feet. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the skull for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The skull then becomes nonmagical. The skull can be carefully crafted (carpenter's tools) into the figurehead of a ship. The ship gains the following benefits as long as the skull remains on the figurehead. Removing the skull causes it to become nonmagical.
    • The ship doesn't sink even if its hull is breached.
    • The ship always stays on course to the destination the captain names.
    • Creatures the captain chooses to take on the ship aren't discomfited by wind or weather, though this effect doesn't protect against damage.

Oinoloth (12) - fiend (religion)

  • 3d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 2d4 Plague Seeds: When the Oinoloth is slain, these plague seeds are scattered in random locations (chosen by the DM) within 60 feet of the body. The area within 30 feet of a plague seed is blighted for 24 hours. The area moves with the seed, and if two or more seeds overlap areas on blight, only one effect occurs within the overlap. After 24 hours have elapsed, the seeds wither and become nonmagical. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved. Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the effects of the plague seeds for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned. The poisoned creature can't regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 (ld10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times.
  • 2d4 Oinoloth Claws: Acts as a magic dagger that deals an additional 1d10 necrotic damage on a hit.
  • 1d2 Oinoloth Eyes: A creature can use its action to consume the eye and target a creature within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of their next turn. While charmed in this way, the target is restrained. If the target's saving throw is successful, the target is immune to this effect for the next 24 hours.
  • 2 Oinoloth Horns: No immediate use. Can be mastercrafted (alchemist's supplies) into a Potion of Corrupted Healing. A creature that drinks the potion regains all its hit points, and can end one condition on themselves: blinded, deafened, paralyzed, or poisoned. The creature then gains 1 level of exhaustion, and their hit point maximum is reduced by 1d6 per class level they have, or a number of d6s equal to their CR. This reduction can be removed only by a Wish spell or by casting Greater Restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0
  • 1 Oinoloth Skin: Acts as a blanket. Can be carefully crafted (leatherworker's tools) into a cloak that requires attunement. An attuned creature is immune to disease, has advantage on saving throws against being poisoned, and has resistance to poison damage.

Yagnoloth (11) - fiend (religion)
  • 3d4 Vials of Black Ichor: Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Heart of the Yugoloth: No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 1 Electrified Hand: Acts as a magic club that deals as additional 2d8 lightning damage on a hit. 
  • 1 Massive Arm: Acts as a magic greatclub that deals 1d12 damage on a hit.
  • 1 Book of Contracts: Contains information on Yugoloth contracts the Yagnoloth has written and adjudicated. A creature studying the book for an hour can use it to craft a nearly perfect contract, which contains loopholes only able to be located by powerful magic or godlike entities. However, a creature is under no compulsion to honor the contract if they sign it.
  • 2 Yagnoloth Eyes: A creature can use its action to consume the eye and target an incapacitated creature within 15 feet of it. The target takes 36 (7d8+4) necrotic damage, and the creature using the eye gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.
  • 1 Yagnloth Hide: Acts as a blanket. Can be mastercrafted (leatherworker's tools) into a cloak that requires attunement. An attuned creature can use their action to direct up to two allied creatures within 60 feet that can hear them to use their reactions to make one melee attack each. Once the cloak has been used this way, it can't be used again until the next dawn.
  • 1d2 Yagnoloth Wings: Requires attunement by a warlock. Acts as a Wand of Lightning Bolts that does not regain charges.

That's it. That's all there is. And there isn't any more.

Say goodbye, you ugly jerk!
Until I decide to do all the adventure modules or Wizards comes out with another monster book or I decide to get started on the third-party manuals like Tome of Beasts or Fifth Edition Foes.

Thanks for reading!

Friday, October 26, 2018

Failed Magic Items: Dungeon Master's Guide Part 16 (W)

Sidenote: Wile-E-Coyote would absolutely use these items

Greetings, it's Will (and Jon) again. It's finally here! The last Failed Magic Items article! It's been quite the pun-filled journey hasn't it?

Well, no use in tarrying any longer than needed.

Here we go!

----------------------------------------------------------------

Wand of Blinding

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. It regains 1d6+1 charges at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

You can use an action to expend one charge and produce a 60 foot blinding nova of bright light. Every creature that can see the wand (including you) is then Blinded for 1 minute.

Wand of Self-Incrimination
Wand, uncommon (requires attunement)

This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, your thoughts are loudly and telepathically broadcast to every creature within 120 feet.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Cheer
Wand, uncommon (requires attunement)

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

You can use an action to expend one charge. Expending a charge caused the wand to shoot festive scraps of colorful paper in a 15 foot cone, this is accompanied by the sound of a small horn. It has no other effects.

Wand of Fire Balls
Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more charges and target a point you can see within 150 feet. Each creature within 20 feet of that point must succeed on a DC 15 Constitution saving throw or be affected by a terrible genital pain and become incapacitated until the end of their next turn. Female creatures, constructs, undead, and oozes are unaffected by this wand. The radius of the effect increases by 5 feet for each additional charge spent.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed, and you are affected by the fire balls effect if you normally could be.

Wand of Cloth Bolts

Wand, uncommon (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to produce a bolt of cloth. The type of which is determined randomly from the table below...

Cloth Bolt Table (1d6)
  1. Cotton
  2. Wool
  3. Silk
  4. Muslin
  5. Burlap
  6. Cashmere
The bolt consists of a 5 by 30 foot sheet of the determined cloth. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Magic Deletion
Wand, uncommon

This wand has 3 charges. While holding it, you can expend 1 charge as an action to store a spell that you know. Unfortunately, storing the spell in this way causes you to forget said spell until you are able to relearn it either through leveling up or recording it in a spellbook. The wand regains 1d3 expended charges daily at dawn.

Wand of Erratic Missiles
Wand, uncommon

This wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cause 3 erratic magical bolts to fly from its tip. The target of each missile is selected randomly from all creatures (including you) within 60 feet of the wand. Each missile automatically hits its target, and deals 1d4+1 force damage on a hit. The number of missiles increases by one for each charge you spend beyond the first.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Self-Paralysis
Wand, uncommon (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action and expend 1 charge to cause yourself to become paralyzed for 1 minute. At the end of each of your turns, you can choose to make a DC 15 Constitution saving throw, ending the effect on yourself on a success.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Mighty Morph
Wand, very rare (requires attunement by a spellcaster)

This wand has 3 charges. While holding it, you can use an action and expend up to 3 charges to target a group of willing creatures which are all the same race. The number of creatures you can target is determined by the number of charges spent: 1 creature (1 charge), 3 creatures (2 charges) or 5 creatures (3 charges). Each creature targeted by this affect gains brightly colored armor designed vaguely to look like a dinosaur, and each creature's armor is a different color. For 10 minutes, the target's armor class can't be less than 18, each target gains 15 temporary hit points, and the target's attack does an additional 1d8 force damage, or 2d8 against oozes. At the end of the duration, the target loses all of these benefits.

The wand regains 1d3 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Secretions
Wand, uncommon

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if another creature other than a construct or undead is within 30 feet of you, the wand pulses and you can smell the creature immediately. The wand regains 1d3 expended charges daily at dawn.

Wand of the Whimpy Mage, -1, -2, or -3

Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)

While holding this wand, you gain a penalty to spell attack rolls determined by the wand’s rarity. In addition, the wand makes pathetic whimpering noises every time it is used.

Wand of Skub
Wand, uncommon (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges. Expending a charge forces every creature within 120 feet of the wand to make a DC 12 Charisma saving throw. Every creature that succeeded on the saving throw becomes unreasonably hostile to every creature that failed the saving throw, and visa versa. This effect lasts for 1d4 minutes, until the wand is destroyed, or until only one "side" is left standing.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into a weird paste, the origin and purpose of which is unknown.

Wand of Wander
Wand, very rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature or an object. The target is teleported to a random location, determined by rolling a d100 on the following table. If the target is an unwilling creature, they can make a DC 15 Constitution saving throw to avoid the effect.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
  • 1-10: The target's current location, but the target is now upside down. If they are a creature, they must succeed on a DC 20 Dexterity (Acrobatics) check or fall prone.
  • 11-25: The nearest unoccupied space to the target's current location.
  • 26-30: The target's current location, but the target is now facing the opposite direction they were before.
  • 31-35: The nearest unoccupied ceiling space to the target's current location. If the target cannot fly or crawl on ceilings, they begin falling.
  • 36-40: The nearest unoccupied wall space to the target's current location. If the target cannot fly or crawl on walls, they begin falling.
  • 41-55: The nearest unoccupied space to the target's current location that is also at least 30 feet from all creatures hostile to it.
  • 56-70: The target's current location, but they are now in the border ethereal plane. They appear ghostly and translucent, and cannot affect or be affected by objects in the material plane. If this result is rolled in a place where there is no Ethereal plane (such as the Outer Planes), treat the result as a roll of 11-25.
  • 71-75: An unoccupied space in Avernus, first layer of the Nine Hells.
  • 76-80: An unoccupied space on the lowest peaks of Mount Celestia.
  • 81-90: A random location in the Astral Plane.
  • 91: A random location in the Elemental Plane of Earth.
  • 92: A random location in the Elemental Plane of Fire.
  • 93: A random location in the Elemental Plane of Air.
  • 94: A random location in the Elemental Plane of Water.
  • 95: A random location in The Abyss.
  • 96: A random location in Carceri.
  • 97: All of the target's vital organs are teleported to the nearest unoccupied space to the target's current location. The target falls unconscious, and unless their organs are replaced within 1 round, the target dies. If the target is an object, it is teleported into pieces.
  • 98: All infectious diseases are teleported out of the target. Wounds are teleported closed. The target regains all hit points, and any ongoing conditions end on it. If the target is an object, it is resorted to pristine condition.
  • 99: A random location in the space between the stars.
  • 00: The target is teleported into your space, and directly intersects you. You and the target are now considered a single creature for the purposes of magic and targeting. If the target is an Ooze, an incorporeal creature, or an object smaller than your fist, make a DC 25 Constitution saving throw. On a success, you take 5d10 necrotic damage, and the target is absorbed or consumed by your body. On a failure, or if the target is not one of the things listed above, you drop to 0 hit points and are dying. While the target is within you, you cannot be stabilized. If you die and the target was a creature, the creature appears in your space. The target can be removed from your body by Regeneration or similar magic.

Weapon, -1, -2, or -3

Weapon (any), uncommon (+1), rare (+2), or very rare (+3)

You have a penalty to attack and damage rolls made with this magic weapon. The penalty is determined by the weapon’s rarity.

Weapon of Warming
Weapon (any), uncommon (requires attunement)

This magic weapon warms your hands. While holding the weapon, you have advantage on Constitution saving throws made to avoid the effects of cold weather.

Well of Many Words
"Wondrous" item, rare

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold and place the Well of Many Words on a solid surface, whereupon it creates a large mouth. The Well begins retelling The Ballad of Bilky the Bard, an incredibly boring saga about a bard with nothing better to do than write down every single thing that happened to him. The saga takes a full year to read out loud, and the Well continues at a monotone drone for this entire duration. Any creature that spends 10 minutes within 60 feet of the Well must succeed on a DC 20 Wisdom saving throw or fall unconscious. A creature may use their action to shake an unconscious creature awake. You can use an action to close the Well of Many Words by taking hold of the edges and folding it up again. The next time the Well is used, it assumes you haven't heard the story before and starts over at the beginning.

Fan of Wind Fans
"Wondrous" item, uncommon

While holding this fan, you can use an action to flap it in any direction. Upon doing this, the fan summons a small Pixie for 1 hour. The Pixie then proceeds to loudly and enthusiastically cheer you on for using the fan, and sing praises for the wind in general. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. This then causes all summoned Pixies to turn violently hostile toward you.

Weighted Boots
"Wondrous" item, uncommon

While you wear these boots, your speed is 0 and you are incapable of jumping. As a bonus action, you can attempt a DC 14 Athletics check in order to move 5 feet in any direction. Additionally, all falling damage taken is doubled and you sink twice as fast in liquid.

Wings of Falling
"Wondrous" item, uncommon

While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a poorly constructed pair of wooden wings held together by honey and chicken feathers. The wings almost immediately fall apart and the cloak is then destroyed.

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And that's a wrap! Thank you all so much for reading. It is incredibly likely that we will have a single PDF of all of these items available at some point in the future, so be on the lookout for that.

Until next time!

Friday, October 19, 2018

Creature Loot: Mordenkainen's Tome of Foes S Part 2

My bugs! My bugs!
Creature Loot is back, and we're doing the rest of Mordankainen's S Monsters today. We're getting very close to the end now!

As usual, don't forget to check out the index, get the PDFs of the previous creature loot articles, and let me know if you see any items that have typos or could be improved!

Star Spawn

Star Spawn Grue (1/4) - aberration (arcana)
  • 1d4 Vials of Star Ichor: No immediate use. Can be crafted (alchemist's supplies) into a Potion of Psychic Resistance.

Star Spawn Hulk (10) - aberration (arcana)
  • 5d4 Vials of Star Ichor: No immediate use. Can be crafted (alchemist's supplies) into a Potion of Psychic Resistance.
  • 2 Translucent Star Spawn Hide: Acts as a translucent blanket. Can be mastercrafted (leatherworker's tools) into Chain Mail armor that is effectively invisible. While being worn, a creature must succeed on a DC 15 Intelligence (Investigation) check to determine the armor exists.
  • 1 Star Spawn Hulk Brain: When the brain is dealt psychic damage, it takes no damage, and each creature within 10 feet of the brain takes that damage instead. If the source of the damage is a spell with additional effects beyond damage, none of those effects carry over to the other creatures. The brain has AC 5 and 2 hit points.
  • 2d4 Star Spawn Teeth: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Frenzy. For one minute after the potion is consumed, a creature may choose to make up to 3 attacks with their attack action instead of the normal amount. Once the creature uses this ability (no matter how many attacks they choose to make), the potion's effect ends and the creature gains one level of exhaustion.

Star Spawn Larva Mage (16) - aberration (arcana)
Note: When the Larva Mage dies, it breaks into a Swarm of Insects. The Worms of the Larva Mage are only obtainable if the Swarm of insects is destroyed.
  • 6d4 Vials of Star Ichor: No immediate use. Can be crafted (alchemist's supplies) into a Potion of Psychic Resistance.
  • 3d4 Larva Mage's Scrolls: Contains Eldritch Writing on how to become a Star Spawn Larva Mage. A creature with class levels in Warlock can use a scroll to cast Augury, contacting the entity the Larva Mage served. However, when the spell is cast this way, instead of getting a random reading, there is a cumulative 25 percent chance that the entity overtakes the warlock's body and turns it into a Larva Mage. The Larva Mage becomes a hostile creature under the DM's control. Only a Wish spell can undo this transformation.
  • 5d6 Worms of the Larva Mage: A worm can be consumed as an action. For 1 minute, a creature that consumed a worm can use its reaction to gain 10 temporary hit points when another creature within 20 feet of it fails a saving throw.
  • 1 Sigil of an Eldritch Cult: Requires attunement. At the end of a long rest, a creature attuned to the Sigil must make a DC 15 Charisma saving throw. On the first failure, the attuned creature gains a special blessing related to the Elder Evil the cult worshiped (see MToF pg. 237 for examples). On the third failure, the creature is transformed into a Star Spawn Grue under the DM's control. Only a Wish spell can undo this transformation.
  • 1 Mask of an Eldritch Cult: Acts as an arcane focus for a Warlock, which requires attunement. When the attuned creature is reduced to 0 hit points, the mask is destroyed and the creature is transformed into a Swarm of Insects in the same space. If the swarm is not destroyed, the creature reforms from it 24 hours later.

Star Spawn Mangler (5) - aberration (arcana)
  • 2d4 Vials of Star Ichor: No immediate use. Can be crafted (alchemist's supplies) into a Potion of Psychic Resistance.
  • 2d10 Star Spawn Mangler Claws: Acts as a dagger. On a hit, if the attack roll has advantage, the dagger deals an additional 1d6 psychic damage.
  • 1d4 Star Spawn Teeth: No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Frenzy. For one minute after the potion is consumed, a creature may choose to make up to 3 attacks with their attack action instead of the normal amount. Once the creature uses this ability (no matter how many attacks they choose to make), the potion's effect ends and the creature gains one level of exhaustion.

Star Spawn Seer (13) - aberration (arcana)
  • 1 Comet Staff: Requires attunement. Acts as a magic quarterstaff that deals an additional 2d8 psychic damage on a hit. An attuned creature can use the staff to make a Psychic Orb attack. The attack uses the creature's Intelligence modifier for its attack bonus, and deals 5d10 psychic damage on a hit. Once used, the staff cannot produce another Psychic Orb until the next dawn.
  • 5d4 Vials of Star Ichor: No immediate use. Can be crafted (alchemist's supplies) into a Potion of Psychic Resistance.
  • 3d4 Seer's Scrolls: Contains Eldritch Writing on how to become a Star Spawn Seer. A creature with class levels in Warlock can use a scroll to cast Augury, contacting the entity the Seer served. However, when the spell is cast this way, instead of getting a random reading, there is a cumulative 25 percent chance that the entity overtakes the warlock's body and turns it into a Star Spawn Seer. The Seer becomes a hostile creature under the DM's control. Only a Wish spell can undo this transformation.
  • 1 Sigil of an Eldritch Cult: Requires attunement. At the end of a long rest, a creature attuned to the Sigil must make a DC 15 Charisma saving throw. On the first failure, the attuned creature gains a special blessing related to the Elder Evil the cult worshiped (see MToF pg. 237 for examples). On the third failure, the creature is transformed into a Star Spawn Grue under the DM's control. Only a Wish spell can undo this transformation.
  • 1 Star Spawn Seer Brain: A creature holding the brain can destroy it as an action. When they do, they must make a DC 19 Wisdom saving throw. On a success, the creature, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space it can see, and each other creature within 10 feet of the creature's original space take 3d12 psychic damage. On a failure, the creature holding the brain does not teleport, and takes 39 (6d12) psychic damage.
  • 2d4 Chunks of Out-of-Phase Star Spawn Flesh: Difficult to transport, must be held or contained in something that extends into the ethereal plane. A chunk of flesh can be pushed into the body of a creature. The creature takes 5 (1d10) psychic damage, and the chunk of flesh is destroyed.

Steeders
Dwarves and Spiders. Who knew such a beautiful friendship could exist?

Female Steeder (1) - monstrosity (nature)
  • 1d4 Vials of Female Steeder Venom: Acts as a basic poison that deals 2d8 poison damage on a failed save.
  • 1d4 Sticky Legs: Acts as a club. A target hit by the club is stuck to the club and grappled by the wielder of the club.

Male Steeder (1/4) - monstrosity (nature)
  • 1d4 Vials of Male Steeder Venom: Acts as a basic poison that deals 1d8 poison damage on a failed save.

Steel Predator (16) - construct (arcana)
  • 5 Steel Predator Armor Plates: Acts as a shield. 2 of these can be mastercrafted (smith's tools) into Adamantine Plate Armor.
  • 3d10 Steel Predator Teeth: Acts as a magic adamantine dagger. 
  • 4d4 Steel Predator Claws: Acts as a magic adamantine shortsword.
  • 1 Modron Heart: A creature holding the heart can use it to cast Plane Shift as a ritual. The only destinations available to shift to using this spell are the plane of Primus or the city of Sigil. If a creature is already in one of these locations, they can only shift to the other.
  • 1 Extraplanar Tracking Orb: A creature holding the orb can make a DC 20 Intelligence (Arcana) check. On a failure, the Orb is indecipherable. On a success, the creature learns the direction and distance of the Steel Predator's Quarry even if they are not on the same plane of existence, and the location of the Steel Predator's creator. 
  • 1 Steel Predator Tail: Acts as a magic adamantine whip.
  • 1 Steel Predator Throat: No immediate use. Can be mastercrafted (smith's tools) into a Horn of Blasting. This particular horn only has a 10% chance of exploding.

I prefer the term "Stone Inclined"
Stone Cursed (1) - construct (arcana)
  • 1 Obsidian Skull: A small black skull found in the wreckage of a Stone Cursed. At the end of a short rest, a character can make a DC 20 Intelligence (Arcana) check to attempt to extract a memory from the skull, which is in response to a verbal question posed by the character to the skull. Once this check is made, whether it succeeds or fails, the skull can't be used in this manner again.
  • 1d4 Cursed Stones: Any number of stones can be carried by a single creature, but a creature can only be attuned to a single stone at a time. If a creature attuned to the stone is affected by a curse or possessed by a creature, the curse/possession targets the stone instead of the creature. The attunement immediately ends, and the stone loses the ability to attune to a new creature. If the stone becomes possessed by a creature, the creature can end its possession of the stone normally. Curse. At the end of each long rest, an attuned creature must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.

Sword Wraith Commander (8) - undead (religion)
  • 1 Sword Wraith Breastplate: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death.
  • 1 Sword Wraith Shield: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death.
  • 1 Sword Wraith Longsword: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death. Damage dealt by this weapon is magical for the purposes of overcoming resistances.
  • 1 Sword Wraith Longbow: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death. Damage dealt by this weapon is magical for the purposes of overcoming resistances.
  • 2d4 Wisps of Shadow: Destroyed if exposed to sunlight. 5 of these can be carefully crafted (conjuration) by a spellcaster into a Shadow Crossing, a portal that leads to the Shadowfell. The portal is permanently affixed to the location where it is crafted. 20 of these can be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
  • 1d4 Vials of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 1 Heart of the Sword Wraith Commander: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death. Sword Wraiths within 30 feet of the heart have advantage on saving throws against effects that turn undead.

Sword Wraith Warrior (3) - undead (religion)
  • 1 Sword Wraith Chain Shirt: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death.
  • 1 Sword Wraith Shield: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death.
  • 1 Sword Wraith Longsword: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death. Damage dealt by this weapon is magical for the purposes of overcoming resistances.
  • 1 Sword Wraith Longbow: Somewhat incorporeal. Can only be used by the undead or those who have a special relationship with death. Damage dealt by this weapon is magical for the purposes of overcoming resistances.
  • 1 Wisp of Shadow: Destroyed if exposed to sunlight. 5 of these can be carefully crafted (conjuration) by a spellcaster into a Shadow Crossing, a portal that leads to the Shadowfell. The portal is permanently affixed to the location where it is crafted. 20 of these can be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
  • 1 Vial of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.

Well, that's all for now. And soon, all for forever! Perhaps. We'll see.
What you lookin' at

Thanks for reading!

Wednesday, October 17, 2018

Failed Magic Items: Dungeon Master's Guide Part 15 (T-V)

I'm running out of Google Image results for "Stupid Magic Items"
So here's a picture of a Mimic.

Greetings! Will here again for the second to last Failed Magic Items article for the DMG. This time we have items covering "T" through "V"

Let's get started!

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Talisman of Absolute Neutrality
"Wondrous" item, legendary (requires attunement by a creature of true neutral alignment)

This talisman is a testament to never picking a side and not getting involved in other people's affairs. A creature that is good, evil, lawful, and/or chaotic in alignment takes 6d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

If you are a true neutral cleric or paladin, you can use the talisman as a holy symbol.

The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see within 120 feet of you. If the target is of good, evil, lawful, and/or chaotic alignment, the target must succeed on a DC 20 Charisma saving throw or have their alignment permanently changed to True Neutral. When you expend the last charge, the talisman disperses into motes of white light and is destroyed.

Talisman of Beer
"Wondrous" item, varies (requires attunement)

While you are holding this talisman, you can use an action to transform any magical or nonmagical item into a pint of cold beer. The quality of which is determined by the rarity of the item.
  • Nonmagical/Common: The beer is incredibly light and has only slightly more flavor than water
  • Uncommon: The beer features some depth of flavor but is otherwise unremarkable
  • Rare: The beer has a good body to it and a nice range of flavor
  • Very Rare: The beer tastes as if it had been brewed by a master, full bodied and complex in its taste profile
  • Legendary: The beer features taste combinations that couldn't have been conceived by mortal minds, but no less work in a way that is unbelievably delicious and satisfying
  • Artifact: The beer is nigh-inconceivable in its quality and taste, even drinking it seems like a crime against nature as the more you drink the closer it becomes to being absent from the multiverse, indeed your life seems to lose meaning in the face of this of this impossibly crafted brew

The item is destroyed if transformed in this way.

Tennisball Rod
Rod, uncommon

Made by an especially athletic Gnome, this rod is a magic weapon that has a fuzzy, yellow-green orb on one end. While holding the rod, you can use an action to hurl the orb in 5 by 60 foot line. After traveling 60 feet or hitting another object, the orb then returns to the rod. You may also choose to use this action to make a ranged weapon attack to hurl the orb at a creature, you are proficient with the rod for the purposes of making the attack roll. Upon a hit, the creature takes 1d6+2 Bludgeoning damage.

Tome of Overthinking
"Wondrous" item, very rare

This book contains convoluted riddles and paradoxical logic puzzles, and its words are charged with magic. In fact, the riddles and puzzles are so perplexing and nonsensical that any attempt solve them (even one) breaks your mind and decreases your Intelligence score by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. This effect can be counteracted by reading the Tome of Clear Thought.

Tome of Alienating People
"Wondrous" item, very rare

This book contains guidelines for seeming unwelcoming and standoffish to others, and its words are charged with magic. The moment you read a passage of this book, your Charisma score decreases by 2, as does your maximum for that score. The manual then loses its·magic, but regains it in a century. This effect can be counteracted by reading the Tome of Leadership and Influence.

Tome of the Stilted Tongue
"Wondrous" item, very rare (requires attunement by a wizard)

This thick leather-bound volume has a poorly constructed and fake tongue pinned to the front cover. It's unclear how many of these tomes exist as it seems once one disappears, another takes its place. On the cover is a message that reads "Vecna's Dairy, Do Not Read". Signed below this is what appears to be beginning of the name "Olidammara", but is left unfinished and crossed out. Signed below that is the name "Vecna" in a childish and hurried script. The first few pages of each tome are filled with juvenile jokes and drawings. The remaining pages are blank and pristine.

If you can attune to this item, you can use it as a spellbook and an arcane focus. The tome has every spell that is known to exist and even a few that are outside the realm of mortal knowledge. While holding the tome, you can use a bonus action to cast one of these spells, without expending a spell slot. Unfortunately, this bonus action is wasted as no matter how hard you try, you are unable to speak any of the spell's incantations or perform their somatic components. Once used, the property of this tome can't be used again until the next dawn. Any attempt to copy or transcribe the text of these spells into another spellbook is met with failure as the words somehow disappear after writing them.

While attuned to the book, you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased and a message that reads "No one likes a party pooper" appears on the cover. The tome then dissolves into confetti complete with the sound of a party favor.

Tome of Incomprehensibility
"Wondrous" item, very rare

This book contains indecipherable passages of every language and script used interchangeably, and its words are charged with magic. The moment you set eyes on this maddening text, your Wisdom score decreases by 2, as does your maximum for that score. The manual then loses its·magic, but regains it in a century. This effect can be counteracted by reading the Tome of Understanding.

Trident of Fish Commandeering

Weapon (trident), uncommon (requires attunement)

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend one charge to subject any beast that has an innate swimming speed to a DC 15 Intelligence saving throw. Upon a failure, your consciousness is projected into the beast and you can control its body for 1 minute. If it succeeds, the beast's consciousness is projected into your mind and it takes control of your body for 1 minute instead. Both you and the beast are still aware of what's happening while either you or the beast are in control. The trident regains 1d3 expended charges daily at dawn.

Universe Solvent
"Wondrous" item, legendary

This tube holds inky black liquid with an unidentifiable smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves a 1 square foot hole into the fabric of space and time, effectively opening a small portal to the Far Realm. One of the following then happens from the Event Horizon Table below...

Event Horizon Table (1d12)
  1. Arms of Hadar is cast at the hole's location (DC 15)
  2. A Gibbering Mouther lurches out of the hole and attacks
  3. Any creature within 5 feet on the hole is afflicted with a Short-Term Madness
  4. A random creature within 5 feet of the hole takes 4d6 Psychic damage
  5. Hunger of Hadar is cast at the hole's location (DC 15)
  6. A Flumph squeezes through the hole, waves, and floats away
  7. A horrible and incomprehensible vision Stuns every creature with 5 feet of the hole for 1 minute
  8. A random creature within 5 feet of the hole must make a DC 15 Constitution saving throw. Upon a failure, that creature's eyes explode
  9. Every creature within 5 feet of the hole must make a DC 15 Charisma saving throw. Upon a failure, their alignment is permanently changed to True Neutral
  10. A Beholder rips its way through the hole and attacks
  11. Reverse Gravity is cast a the hole's location (DC 15)
  12. A random creature within 5 feet of the hole must make a DC 20 Strength saving throw. Upon a failure, a black tentacle grabs the creature and pulls them into the Far Realm

The hole then closes and repairs itself.

Viscous Weapon
Weapon (any), rare

When you roll a 20 on your attack roll with this magic weapon, it turns in to a thick syrup that harmlessly splashes onto the indented target. This destroys the weapon.

Warpal Sword

Weapon (any sword that deals slashing damage), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

Upon dealing damage with this weapon, the Plane Shift spell is cast on you and sword. You may make a DC 20 Dexterity saving throw to let go of the sword. Upon a failure, you and the sword are transported to a random plane of existence as outlined on the Random Plane Table below. If you succeed, only the sword is transported in this way.

Random Plane Table (1d10)
  1. The Elemental Plane of Water/Fire/Earth/Air (roll an additional 1d4 to determine which)
  2. The Seven Heavens/Mount Celestia
  3. Avernus, The First Circle of the Nine Hells
  4. Pandemonium
  5. Elysium
  6. The Shadowfell
  7. The Feywilds
  8. The 45th Layer of Azzagrat in the Abyss
  9. The Astral Plane
  10. The Far Realm

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One more left!

Thanks for reading!

Friday, October 12, 2018

Failed Magic Items: Dungeon Master's Guide Part 14 (S)

By Pelor! It is a Staff of Arguing and Fighting!
(This long-and-not-worth-it joke brought to you by Medieval Melodies)

Greetings! Will and Jon here again for another Failed Magic Items article! We're getting to the end of the Dungeon Master's Guide so we're just trying to power through.

Here we go!

Note: Shield of Missile Attraction and Sword of Vengeance omitted because they're already hella cursed.
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Saddle of the Cadaver
"Wondrous" Item, uncommon

While in this saddle on a mount, you appear to be dead, as if under the effects of a Feign Death spell. Additionally, your flesh appears to be rotted, as if you've been tied to the saddle for weeks. A nonmagical mount may be frightened by this effect.

Scab of Protection
"Wondrous" Item, very rare (requires attunement)

If you hold this red-colored, fleshy medallion against your skin, it melds onto your flesh, forming a small scab. While you have the scab melded to you, you gain advantage on saving throws against spells. However, whenever you roll a saving throw against a spell, after the spell's effect, you must succeed on a DC 17 Wisdom saving throw or pick the scab off your flesh. Once picked, the scab crumbles into pulp and is destroyed.

Scimitar of Slowness
Weapon (scimitar), very rare

You gain a -2 penalty to attack and damage rolls made with this magic weapon. In addition, if you can make multiple attacks using your attack action, the number of attacks you can make is reduced to one.

Scroll of Prostration
Scroll, rare

Each Scroll of Prostration works against a specific type of creature chosen by the DM or randomly determined by rolling on the following table:
  • 01-10 Aberrations
  • 11-20 Beasts
  • 21-30 Celestials
  • 31-40 Elementals
  • 41-50 Fey
  • 51-75 Fiends
  • 76-80 Plants
  • 81-00 Undead

Using an action to read the scroll causes you to immediately become prone in reverence if a creature of the specified type is within 60 feet of you. While prone in this way, your speed becomes 0 until the creature is no longer within 60 feet of you. You can attempt to overcome these conditions by using an action to make a DC 15 Charisma check. On a success, you are no longer under the effect of the scroll.

Skipping Stones
"Wondrous" Item, uncommon

This small, perfectly round, smooth stone appears nonmagical at first glance. However, if the stone is thrown at the surface of any liquid, it will propel forward, refusing to sink until it has skipped 1d10 + 10 times on the liquid. If the liquid is too narrow to accommodate the skips, the stone stops skipping on the far side of the liquid. Otherwise, the stone sinks after hitting the correct number of skips.

Scent Shield
Armor (Shield), uncommon

While holding this shield, you have advantage on Wisdom (Perception) checks involving smell. The shield is emblazoned with a symbol of a nose.

Shield, -1, -2, -3
Armor (Shield), uncommon (-1), rare (-2), or very rare (-3)

While holding this shield, you have a penalty to AC determined by the shield’s rarity. This penalty subtracts from shield’s normal bonus to AC.

Slippers of Spiders
"Wondrous" Item, uncommon

These simple shoes appear to be empty when inspected. However, they fill to the brim with spiders when worn. The spiders deal 1d6 poison damage to the wearer, but no more than once per round. Once removed, the spiders mysteriously disappear.

Common Glue
"Wondrous" Item, common

The container for this viscous, milky-white substance has an advertisement written in common ink that claims to be able to form a permanent adhesive bond between any two objects; better even than this item's counterpart, Sovereign Glue. When found, the container contains 1d6 + 1 ounces.

One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken with a DC 8 Strength check. Strangely, after using the glue for the first time a previously invisible message that reads "No Refunds" appears on the container.

Defective Spell Scroll
Scroll, varies

A defective spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.
  • Cantrip: Common, Save DC 13, +5 to hit
  • 1st: Common, Save DC 13, +5 to hit
  • 2nd: Uncommon, Save DC 13, +5 to hit
  • 3rd: Uncommon, Save DC 13, +5 to hit
  • 4th: Rare, Save DC 13, +5 to hit
  • 5th: Rare, Save DC 13, +5 to hit
  • 6th: Very Rare, Save DC 13, +5 to hit
  • 7th: Very Rare, Save DC 13, +5 to hit
  • 8th: Very Rare, Save DC 13, +5 to hit
  • 9th: Legendary, Save DC 13, +5 to hit

When cast, nothing goes right for the spell. Roll on the Scroll Mishaps table to determine what happens.
  1. A surge of magical energy deals the caster 1d6 force damage per level of the spell
  2. The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target.
  3. The spell affects a random location within the spell's range.
  4. The spell's effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold.
  5. The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell's duration, or 1d10 minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to billow from the caster's ears for 1d10 minutes.
  6. The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell 's maximum range, if the target has moved away.

Spelling-guard Shield
Armor (Shield), rare

While holding this shield, you have disadvantage on all Intelligence checks, and cannot spell words correctly.

Sphere of the Fear of the Sphere of Annihilation
"Wondrous" Item, very rare

This 2-foot-diameter circle of black papier-mâché looks eerily similar to a hole in the multiverse, hovering menacingly in place.

Upon seeing the sphere, a creature must make a DC 10 Intelligence check. If they succeed, they know about the existence of Spheres of Annihilation, and are under the effect of an Antipathy spell (Save DC 25) centered on the sphere. Otherwise, the creature assumes it must be a nonmagical black sphere and is under no compulsion to approach or flee from it.

The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 5 Intelligence (Arcana) check, as long as you are not frightened by the Sphere and recognize it is magical. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 x your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you.

If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.

Charming Staff
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

While attuned to this staff, you are charmed by it. The staff is sentient and can communicate telepathically with you, and asks you for romantic favors such as hugs, kisses, and not using other objects to cast spells. The staff acts as a holy symbol, bardic instrument, or arcane focus, depending on the needs of its wielder.

While charmed by this staff, you can't use any other items to cast spells, including the material components of spells. However, you are immune to charming effects by anything other than the staff. To end your attunement to the staff, you must succeed on a DC 15 Charisma saving throw, after which the staff weeps inconsolably and cannot be attuned to by any creature for 1d6 days.

Staff of Burning
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)

When any creature touches this staff, they take 1d6 fire damage, but no more often than once per round. If you hold the staff while attuned to it, you gain vulnerability to fire damage.

Staff of Frostbite
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)

When any creature touches this staff, they take 1d6 cold damage, but no more often than once per round. If you hold the staff while attuned to it, you gain vulnerability to cold damage.

Staff of Harming
Staff, rare (requires attunement by a bard, cleric, or druid)

This staff has 10 charges. While holding it, you can expend one or more charges as an action to cause one of the following effects:
  • Spikes and blades jut out from the staff at all angles, dealing 1d8 piercing damage per charge spent to any creature holding the staff. No more than 3 charges can be spent on this action.
  • The staff electrifies, dealing 1d6 lightning damage per charge spent to any creature holding the staff. No more than 5 charges can be spent on this action.
  • The staff catches fire, dealing 1d4 fire damage per charge spent to any creature holding the staff.

The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes, dealing 10d4 fire damage to all creatures in a 10 foot radius of the staff.

Staff of Powder
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)

This staff can be wielded as a magic quarterstaff.

The staff has 20 charges, you may expend a charge to have the staff randomly produce a 30 foot cloud of colorful powder centered on itself, the type and effects of which are listed on the Powder Table below.

Powder Table (1d8)
  1. Blue: Heals all creatures within the effected area for 2d4+2 HP.
  2. Red: Causes all creatures within the effected area to horribly itch for 1 minute. This imposes disadvantage on all attack rolls and saving throws.
  3. Yellow: All creatures in effected area become confused, as if under the effects of the Confusion spell, for 1 minute.
  4. Green: All creatures the effected area are cured of all diseases and conditions.
  5. Orange: Causes searing and prolonged pain upon coming in contact with skin, dealing 1d4 Fire damage per turn for 1 minute.
  6. Purple: Makes all creatures within the effected area immune to Psychic damage.
  7. Black: Deals 2d6 Necrotic damage to all creatures in the effected area.
  8. White: Has the same effect as the Fog Cloud spell.

The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves. On a 20, the staff regains 1d8 + 2 charges.

Staff of Stinking
Staff, rare (requires attunement)

This staff has 10 charges. When you hit with a melee attack using it, you can expend up to five of its charges. The target immediately has an onset of flatulence, the severity of which depends on the number of charges spent.
  • 1 Charge: Small Poot
  • 2 Charges: Short Rip
  • 3 Charges: Sudden Burst
  • 4 Charges: Long Rip
  • 5 Charges: Monstrous Blast, the equivalent of a Stinking Cloud spell centered on the creature.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff disappears with a rancid toot.

Staff of Stinging Insects
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

While holding the staff, you can use an action and expend 1 charge to cause a swarm of stinging, flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. Any creature that enters the area or starts its turn there, including you, must succeed on a DC 15 Constitution saving throw or take 3d6 piercing damage. The insects recognize you as the creature who demanded they perform such a mundane task, and you make this saving throw with disadvantage.

Staff of Adding
Staff, uncommon (requires attunement by a cleric, druid, or warlock)

You can use an action to speak this staff's command word and cause another staff to appear, exactly the same in every way. The staff has no other magical properties, and each new staff must be attuned to separately.

Staff of Maggie
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)

This staff has 50 charges, and regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12+1 charges.

While holding the staff, you can use an action to expend some of its charges to summon Maggie, a kind old lady who would never hurt a fly. Maggie is considered a being of pure magical energy, and cannot be destroyed or dispelled by anything except a Disintegrate or Wish spell. Maggie is willing to help you out, and the limits of her actions are determined by the number of charges spent. Maggie's save DC for these spells is 13.
  • 1 Charge: Maggie will get something for you (equivalent of Mage Hand)
  • 1 Charge: Maggie will tell your nice friends a message. (equivalent of Message but takes a full round to reach the target)
  • 3 Charges: Maggie will stick around and help you with your chores (equivalent of Unseen Servant)
  • 5 Charges: Maggie will wait for someone to arrive and deliver a message for you (equivalent of Magic Mouth)
  • 10 Charges: Maggie will tell those naughty baddies a story so mind-numbingly boring they can't stay awake (equivalent of Hypnotic Pattern)
  • 10 Charges: Maggie will bake you some pies and make iced tea (equivalent of Create Food and Water)
  • 15 Charges: Maggie will use gossip and tenacity to find someone for you (equivalent of Locate Creature but takes 1 day to complete)
  • 25 Charges: Maggie will go around the party and kiss any "boo-boos" to make them feel better (equivalent of Mass Cure Wounds but takes 1 hour to complete)
  • 50 Charges: Maggie invites her friend "Phyllis" over to visit (equivalent of Conjure Celestial, Phyllis is a Couatl in the form of an equally old lady)

Staff of the Worm
Staff, uncommon (requires attunement by a cleric, druid, or warlock)

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes an earthworm (AC 5, HP 1, Move/Burrow 1 foot per round, no effective attacks) under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the worm.

On your turn, you can mentally command the worm if it is within 60 feet of you and you aren't incapacitated. You decide what action the worm takes and where it moves during its next turn, or you can issue it a general command, such as to wriggle furiously or eat dirt.

If the worm is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the worm reverts to staff form before losing all its hit points, it regains all of them.

Staff of Wood
Staff, rare (requires attunement by a druid)

This staff can be wielded as a magic quarterstaff.

The staff has 10 charges for the purposes of creating a single log of wood per charge. The log the staff creates is 5 feet long and nonmagical in nature. It appears in an unoccupied space within 5 feet of the staff. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters into hundreds of tiny splinters.

Staff of Arguing and Fighting
Staff, very rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. However, any creature (including you) that looks at the staff must make a DC 16 Charisma saving throw. Upon a failure, the creature is charmed by the staff and becomes unreasonably covetous of it and hostile to every other creature for 10 minutes. Once a creature passes the staff's saving throw, it becomes immune to its charm for 24 hours.

Staff of Withholding
Staff, rare (requires attunement by a cleric, druid, or warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff and it automatically expends 1 charge to cast a Hold spell (either Person and/or Monster) on both you and the target. The DC for the spell is 12 and if either you or the target fail you both are still affected.

Stone of Demanding Earth Elementals
"Wondrous" Item, rare

If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the Conjure Elemental spell. The earth elemental has a seemingly unending list of frivolous and often trivial demands that must be completed by you as fast as possible (i.e. digging a hole, polishing their rocky skin, etc.). Failure to complete these demands will cause the earth elemental to turn hostile toward you and any of your allies. The stone can’t be used this way again until the next dawn.

The stone weighs 5 pounds.

Stone of Bad Luck
"Wondrous" Item, uncommon

While this dull and chipped agate is on your person, you gain a -1 penalty to ability checks and saving throws.

Son Blade
Weapon (longsword), rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a spectral blade to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the Son Blade.

The blade itself is sentient and upon being activated for the first time it identifies itself as your somewhat disappointing teenage son. The blade then proceeds to complain about your "parenting" ability and occasionally makes a series of irritating demands (i.e. asking for money, doing its laundry even though it doesn't wear clothes, etc.). The blade's attitude imparts a -1 penalty to all attack and damage rolls made with it.

Sword of Incessant Questions
Weapon (longsword), legendary (requires attunement by a creature with the opposite alignment as the sword)

In the world of Ahneria, only eight of these blades are known to exist. Each is patterned after the legendary sword Murmurime, which is variously translated to "Never Shuts Up". Each of the eight swords has its own name and alignment, and each bears a different gem in its pommel. It's said there was once a ninth sword, but the owner got so fed up with it that they threw it into the bottomless pits of the Abyss.
  • Squealer (Emerald) - Chaotic Good
  • Blurter (Jet) - Chaotic Evil
  • Droner (Amethyst) - Lawful Neutral
  • Gossiper (Tourmaline) - Chaotic Neutral
  • Tattler (Topaz) - Neutral Good
  • Pontificator (Aquamarine) - Lawful Good
  • Ranter (Garnet) - Lawful Evil
  • Schemer (Spinel) - Neutral Evil

You gain a +3 bonus to attack and damage rolls made with this sword as long as your alignment is the opposite of the sword's. However, the sword constantly belittles your plans and asks you incessant questions about your motivations, imposing disadvantage on all attack rolls, saving throws, and ability checks you make.

Sword of Stealing
Weapon (any sword), rare (requires attunement)

When you attack a creature with this magic weapon and roll a 20 on the attack roll, the heaviest nonliving object on their person is magically teleported into your pocket. This includes armor and weapons.

Sword of Self-Amputation
Weapon (any sword that deals slashing damage), very rare (requires attunement)

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

When you attack a creature with this weapon and roll a 20 on the attack roll, roll another d20. If you roll a 20, the sword files out of your hands and lops off one your limbs, with the effect of such loss determined by the GM. If you have no limb to sever, you lop off a portion of your body instead. Lopping off a body part in this way causes you to take the sword's regular damage plus an additional 4d6 slashing damage.

Sword of Wailing
Weapon (any sword), rare (requires attunement)

When you hit a creature with an attack using this magic weapon, the sword lets out an haunting and deafening wail. All creatures within 30 feet of the sword (including you) must make a DC 10 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 3d6 psychic damage. This wail has no effect on constructs or undead.

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Another one down, we're in the home stretch!

Thanks for reading!