FlamingEmblem

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Feb 22nd, 2019
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  1. Party Punch
  2. Uncommon potion
  3.  
  4. When this potion is consumed, roll on the Wild Magic table as if you had a Wild Magic Surge as a Wild Magic Sorcerer. This potion modifies the results, minimizing all damage dice rolled into 1s. Creatures summoned by this surge are initially nonhostile and like to be pet, although aggression can cause them to become hostile. If a creature would be poisoned by this surge, it is instead asleep for 1d4 rounds. Result 33-34 instead causes you to emit heatless, colorful sparks for 1d4 rounds.
  5.  
  6. To Detect Magic, this potion gives an aura of conjuration.
  7.  
  8. These potions are often comsumed at high-end parties, as a recreational party drug with exciting effects, although not for the faint of heart or constitition. In high society, magic is much more easily accessible, and some may even consider it a toy. You can consider these similar to the drinks drank in parties in the Capitol in the Hunger Games series; the *height* of wastefulness and kind of crazy-looking to the less well-off. Have your party be invited to a party where these show up, and that anyone can drink one. At least one person will happily down one, and probably take other party memebers' if they don't want to drink theirs.
  9.  
  10. Hellfirewater
  11. Rare potion
  12.  
  13. This potion has different effects depending on whether or not the drinker is conscious or not at the time of drinking.
  14.  
  15. Conscious: The drinker gains resistance to fire damage, and gains the ability to breath out a gout of fire in a 15ft cone. All creatures within the cone must make a DC13 Dexterity saving throws, taking 3d6 fire damage on a failure, or half damage on a success. After one hour, or once the gout of fire has been breathed, the drinker loses their fire resistance and ability to breath fire.
  16.  
  17. Unconscious: The drinker become conscious, and flames immediately whirl around their prone body in a circle centered on the drinker. All creatures within 5ft must make a DC13 Dexterity saving throws, taking 3d6 fire damage on a failure, or half damage on a success. If the drinker was unconscious and dying when this potion is imbibed, they are treated as if they had rolled a 20 on a death saving throw.
  18.  
  19. To Detect Magic, this potion gives an aura of conjuration.
  20.  
  21. Pyromaniacs could be addicted to this substance, because of its useful qualities for fire resistance or to put on a show with a case of them. Firefighters could drink it to more easily jump into burning buildings. Mercenaries can shove it down their allies' throats, at the risk of burning themselves.
  22.  
  23. Goodberry Tea
  24. Uncommon potion
  25.  
  26. This potion is brewed by steeping 10 goodberries (as the spell) in pure fresh water for 24 hours at a simmering heat, creating enough tea for 2 gulps. After being brewed, the tea lasts for 24 hours in a sealed container before going bad, or one hour in an unsealed container. As an action, you can drink one or two gulps of Goodberry Tea from its container (generally a small flask or wineskin). Each gulp heals you by 7 HP, and allows you to forgo eating for one week with no side effects, as the tea sustains you.
  27.  
  28. Drinking more than one gulp in quick succession, however, is dangerous; for each gulp you drink after your first within an hour, make a DC13+quantity of gulps Constitution saving throw. On a failure, you are poisoned for 1 hour. If you attempt to drink another gulp while poisoned in this way, make a DC20 Constitution saving throw. On a failure, you fall unconscious, and begin dying. The DC to be stabilized if you start dying in this matter is 15, instead of 10.
  29.  
  30. Once this tea has gone bad, it instead deals 7 damage per gulp and gives you a level of exhaustion.
  31.  
  32. To Detect Magic, this potion gives an aura of transmutation.
  33.  
  34. This tea is favored by low-level druids and rangers for its taste and fulfilling qualities. More experienced druids will often brew several cups (each cup containing one gulp) ahead of time, if they're expecting guests. Monks who have learned some minor magic (Magic Adept feat, maybe, or just personal studies or studies with a circle of druids) could be famed for their ability to live off of this tea. It's not as effective for feeding the poor as the goodberry spell is, because it takes 10 goodberries to make, but it could still be used, especially to help religious folks fast.
  35.  
  36. Albus's Alchemy Pouch
  37. Uncommon wondrous item, requires attunement
  38. This alchemy pouch is enchanted to provide alchemy ingredients, magically generating them as needed; however, it was poorly made, and doesn't always work. It also serves as a set of alchemy tools and a poisoner's kit.
  39.  
  40. For common crafting ingredients, it will always be able to produce either the intended ingredient or a satisfactory substitute (such as a hawk's talon in lieu of a eagle's talon).
  41. For uncommon crafting ingredients, roll a 1d4. On an odd numbered result, the ingredient is produced, or an acceptable substitute.
  42. For rare crafting ingredients, roll a 1d8. On a 1, the ingredient is produced, or an acceptable substitute.
  43. For very rare crafting ingredients, roll a 1d12. For legendary crafting ingredients, roll a 1d20.
  44. If a roll fails to produce an ingredient, an ingredient of that tier cannot be drawn from the pouch for an amount of weeks equal to the amount rolled. (For example, if you rolled an 11 when attempting to produce a legendary ingredient, no legendary ingredients can be drawn for 11 weeks.)
  45.  
  46. To _Detect Magic_, this pouch gives an aura of transmutation.
  47.  
  48. This item is actually meant to pair itself with the crafting rules in Xanathar's Guide to Everything. Magic items require rare ingredients to make, compared to the rarity of the item. This is a slow way to get a hold of those ingredients, but very unreliable, requiring an attunement slot, and not doing too much outside of it. If you think it's still too strong, nerf it by limiting its use to crafting magical potions. Also useful for u/Anal_Decimation's Herbalism stuff, I bet.
  49.  
  50. Tableware of Cleansing
  51. Uncommon wondrous item
  52.  
  53. This item can be a cup, plate, or silverware, and they're often commissioned in sets. They often are thick and made out of metal, so that wear and tear are less likely to affect the carved runes of Purify Food and Water. When a drink is put into a cup, or a food is placed on a plate, they flash and cast Purify Food and Water thirty seconds later, cleansing the food of potential impurities or poison. However, the standard set of tableware can only cast the spell once a day, and do not have the ability to check for issues before casting it, meaning the spell charge is wasted on pure food. More advanced (and rare) sets of tableware will include Detect Poison and Disease and even an Alarm spell, casting Detect Poison and Disease first before casting the other two spells. Prestidigitation is also common, for enchanting them to be self-cleaning (and reflavoring... poorly chosen flavors).
  54.  
  55. Assassins wishing to poison people using this have to get a hold of copies of the tableware used and replace it, and also have to be able to recreate and fake the telltale "flash" of the plate/cup as the spell is cast.
  56.  
  57. To Detect Magic, this tableware gives an aura of transmutation. More advanced Tableware of Cleansing may give off an aura of Divination, if enchanted with Alarm or Detect Poison and Disease.
  58.  
  59. This is actually the first item inspired by u/JimCasy's threads on how magic could be used in world-altering ways. Royalty, diplomats, paranoid people afraid of poison, or just bad chefs afraid of food poisoning, could all use these. Have your party eat with a royal family member, and then as the food is brought to the family member, have their plate start ringing. Someone's trying to poison them! Or alternatively, just have a high-brow tavern with self-cleaning plates and cups. Impress them a little.
  60.  
  61. Doorframe/Wand of Detect Magic
  62. Uncommon wondrous item
  63.  
  64. These security options come in two standard forms:
  65.  
  66. Doorframe: This seven-foot-tall, three-foot-wide archway is made of a glass layer covering an inner runed-marble base.
  67.  
  68. Wand: This runed marble wand also has a half-inch thick layer of glass enveloping it.
  69.  
  70. Both forms are used as anti-magic security; the runes on the marble are a modified casting of Detect Magic. When a target walks through the doorway or when the wand comes within 6 inches of a magical effect, the glass changes color, to represent the school of magic detected, with no magic being clear.
  71.  
  72. These are often used to ensure that people are who they claim they are, and to protect more private areas/groups from those who would use transmutation or illusion to get in.
  73.  
  74. Abjuration: Dark Blue
  75. Conjuration: Dark Red
  76. Divination: Marble White
  77. Enchantment: Light Green
  78. Evocation: Yellow Orange
  79. Illusion: Bright Pink
  80. Necromancy: Black
  81. Transmutation: Light Blue
  82.  
  83. These tools give off a strong aura of Divination to Detect Magic spells. Avoid putting a Wand of Detect Magic inside of a Doorframe of Detect Magic. This breaks them. Dividing by zero, but for magic.
  84.  
  85. Airport security in D&D. Again inspired by JimCasy on both his Detect Magic writeup and on subterfuge magic like Disguise Self and Alter Self. There could be holy sites where no magic is allowed, and they make a big show of kicking out anyone with magic on them. (Bet spellbooks have a little magic in those inscriptions; scare your wizard player witless as their spell list is confiscated temporarily and they're terrified they won't get it back. But make sure they do, don't be that DM.). On a larger scale, a city could have a gate enchanted like this, and no magic is allowed in (unless you pay the guard a little extra). Having Silence cast on the throne room is an issue, because nothing can be discussed; this is a more feasible security system. Once the doorway goes off, the wand is used to find where on the body the magic is.
  86.  
  87. Serving Cup
  88. Common wondrous item
  89.  
  90. These cups comes in many forms, such as teacups or beer steins. When a command work is spoke (often "warm" and "chill"), the cup chills or heats the liquid inside. High-class taverns or restaurants often serve their drinks in these for a slightly higher cost. While the outside of the cups are often left undecorated (in the case of metal beer steins) or fancily drawn upon (for porcelain teacups), the runes on the inside contain a partial Prestdigitation enchantment. When it's time to clean a cup, saying a command word (often "clean") causes any remaining drops to flow out, which is the easiest way to get those little etches clean.
  91.  
  92. Lower-class cups often only have the three default commands, while cups owned by high-ranking nobles or in extremely high-brow restaurants often have more control over the temperature, with commands such as "warm slightly", "chill greatly", or "room temperature". In addition, higher-class cups have "shape" presets, such as "teacup", "tankard", or "thimble", among others (I'm really floundering on cup names okay).
  93.  
  94. Detect Magic on these cups will give off an aura of Transmutation.
  95.  
  96. Prestidigitation on a cup. Inspired by JimCasy. I don't really have too much to say about this one, other than "man this tavern is the best, it has super cups" and could impress players.
  97.  
  98. Basin of the Water Wheels
  99. Very rare wondrous item
  100.  
  101. This large, 30ft wide, 30ft long, 10ft tall donut-shaped basin is filled with water. The wooden basin's outside and inside are all covered with etched-in runes that cause the spell _Shape Water_ to continually be active. The water constantly flows in a clockwise pattern, powered by the _Shape Water_ enchantment. This water can be easily used to power water wheels or similar technology. High class nobles will sometimes commission them made without the water wheels, and float around in it (think lazy rivers), or teach their children to swim in it.
  102.  
  103. Detect Magic on the basin will give off an aura of transmutation.
  104.  
  105. Poor drawing of it: https://gyazo.com/02b6df4be68274f7ef56b1433592dc64
  106.  
  107. I'm going to hold off on most of the commentary on this until after the next item.
  108.  
  109. Stones of the Campfire
  110. Common wondrous item
  111.  
  112. This set of 12 smooth, round stones are carried in two bags of six. When all of them are taken out and laid out in order in a circle (with numbers on the bottoms to help keep them in order), the runes on the top of the stones connect and create the full enchantment, which lights and maintains a bonfire as the spell _Creature Bonfire_. This bonfire gives off light and heat as a normal fire would, but does not require fuel, making these stones a favorite of rangers, druids, and any others who spend a lot of time in nature. Removing a stone from the circle ends the effect.
  113.  
  114. In high-class society, it's often seen in fireplaces to have these stones built into the bricks, with a lever that moves one stone/brick in/out of place. Communities may also save up for a set of these stones and communally cook at the shared bonfire, and may even huddle together in winter around the bonfire in a town hall, as the bonfire requires no fuel.
  115.  
  116. If Detect Magic is cast within range of these stones, the stones give off an aura of Conjuration.
  117.  
  118. These are carried in two separate stacks because you don't want them to accidentally make the circle somehow in the bag and light your butt up. That said, include these and the Basin of the Water Wheel in your world at your own peril, especially if you don't put a duration on these (as written there isn't one). These make infinite free clean energy otherwise. You could base a world on the effects these two items could create; industry advances at huge rates as there's no limitation on power except in the power of your materials. The world could be at the brink of collapse after the Weave that powers all magic has been abused for so long with no break, only getting worse. Your players could be in an influential moment that could affect the spread of this, for lack of a better term, magical technology. Maybe they're revolutionaries. Maybe they want to shut down this power for the safety of the world (or maybe a church/religion/the gods and goddesses want to stop them from spreading, and your players are tasked with doing so).
  119.  
  120. Goodberry Generator
  121. Uncommon Wondrous Item
  122.  
  123. This wooden six-inch cube has three drawers on the front, and a small coin slot on top. Whenever a copper or silver coin is deposited in the coin slot on the top, goodberries (as the spell) appear in the bottommost closed drawer with room. Conversion rate is 1cp=1 berry, and each drawer can hold up to 10 berries at a time. This box can be used in an emergency or famine to prevent starvation.
  124.  
  125. Disclaimer: while a goodberry satisfies your nutritional needs, it does not satiate hunger very well. Eating nothing but goodberries for a sustained amount of time will leave you slightly hungry (and as a result, cranky or irritable).
  126.  
  127. This item gives a faint aura of transmutation magic if Detect Magic is used.
  128.  
  129. Druids solve world hunger! Or, well, mostly. Close enough. These boxes can help forestall starvation in communities, particularly during rough winters. Watch as copper and silver pieces become much more valuable in these communities, though, due to their relative value as food for their family skyrocketing.
  130.  
  131. Voidclub
  132. Club/Greatclub, rare
  133.  
  134. This weapon, made from the bone of a void dragon (or other void enemy of usable size) and carved with runes representing the vacuum of the void, is an extremely pitch black, seemingly absorbing all of the light that hits it. As an action, you can use the club to snuff out a source of nonmagical light up to 10ft away, gaining 1 charge for each unique source put out, to a maximum of 3 charges held at one time. You can expend a charge when you successfully hit with a melee attack, adding 1d4 necrotic damage to the hit.
  135.  
  136. You can also use an action to attempt to dispel magical light within 10ft. Make an opposed Charisma check, with the light getting a bonus equal to the spell level it was cast at. On a success, you dispel the light spell, and gain charges equal to the spell slot used to create the spell (minimum of 0, maximum of 3). On a fail, you cannot use this ability again for 24 hours.
  137.  
  138. This weapon gives a faint aura of transmutation magic if Detect Magic is used. If the item has charges, it also gives off a slight aura of necromancy.
  139.  
  140. Afraid of the dark? Clubs and Greatclubs aren't common items to see in an adventurers' hands, due to their weakness, but maybe a little extra damage and utility would go a long way. Give this to a melee character with darkvision and he could have a good time. Gaining a charge for each "unique" source is worded to attempt to stop characters from just lighting torches and putting them out with the club to gain charges. Getting around the Light and Dancing Light cantrips are why you get a minimum of 0 charges from putting out magic light.
  141.  
  142. Glimmering Weapon/Starlight Weapon
  143. Any bladed weapon, very rare
  144.  
  145. This weapon glimmers with a small shine, with tiny motes of light on the blade. The pure starlight of the sword burns away invisibility or illusions that come into contact with the sword, if they originated from a spell cast at 3rd level or lower.
  146.  
  147. The glimmering property can be applied to a weapon similarly to silvering a weapon, although it often requires 500gp of materials from a church of worshipers of the Light domain, as well as a skilled cleric of that domain's assistance (like holy water, this service is provided at cost by most capable clergy).
  148.  
  149. Swing a sword at a Major Image to dispell it; get lucky on hitting that invisible assassin and he loses the spell. These aren't amazing perks, but later on, when characters have cash to burn, this enchantment might be something they put on their weapons. Keep in mind, if you let your characters get a weapon like this: throw some illusions at them sometime. Let their choices feel useful. Don't just stop throwing illusions at them because they can beat them, let them beat them sometimes and feel successful.
  150.  
  151. Blade of the Blue Mage
  152. _any weapon that does slashing damage, rare, requires attunement_
  153.  
  154. This +1 blade was crafted by a novice mage that wanted to learn from their enemies. When this weapon deals damage to a creature, they have to make a Wisdom saving throw (DC 14). On a fail, the blade "learns" a new damage type, gaining the ability to change forms and deal damage of that type, instead of slashing. On a save, the blade does not learn a new type, and that creature cannot be attempted to be learned from for 24 hours. If the damage type for their creature type is already learned (attacking an undead with a blade that has learned necrotic damage), the creature does not have to make a Wisdom saving throw.
  155.  
  156. The blade has slashing damage learned by default, and deals an extra 1d4 slashing damage. The attuned owner can change the damage type as a bonus action; this changes the blade's form and the damage type, such as a short bolt of lightning for a blade when in Lightning form, and grants an extra 1d4 damage of the chosen type (for example, changing to lightning damage would cause a Shortsword to deal 1d6+1d4 lightning damage, from 1d6+1d4 slashing damage). Use the chart below to determine what damage type is learned, although the chart is only a suggestion and it's encouraged that the DM chooses the best damage type to fit the creature. In addition, some creature types are not on the list.
  157.  
  158. Aberrations: Psychic
  159. Beasts: Piercing
  160. Celestial: Radiant
  161. Constructs: Lightning
  162. Fae: Psychic
  163. Fiends: Fire
  164. Giants: Bludgeoning
  165. Oozes: Acid
  166. Plants: Poison
  167. Undead: Necrotic
  168.  
  169. I skipped dragons, elementals, monstrosities, and humanoids for being too varied, although I'm down for advice for the. The goal of this item isto encapsulate the feeling/idea of blue mage-ing without being too broken like actually learning an enemy attack. If you give this to your character, be cautious going for anything stronger than a longsword. Once they learn a few damage types, they'll be going for weaknesses on creatures as much as they can.
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