To be included in the 'miscellaneous items of variable but not enormous power' section of your random loot table. A section which every loot table should have, naturally.
One of the nice things about 5e is that having magic items as 'totally unnecessary, added-on elements' (that obviously everyone is going to use, cuz they're cool) means that you don't REALLY have 'balance' them at all! Consequently, you can design 'em to be equally useful in a 5e or an OSR game, with basically no conversion work between them. You can do that to some extent with lots of stuff, but with magic items you don't even need to file off the serial numbers. So if you're looking to inject a little OSR into your 5e game, magic items might be the place to start. Hopefully this will function like beautiful propaganda, and soon everything will be OSR-ified.
Miscellaneous Magic Items
(Roll a 1d4-1 (for the tens) and 1d10 for the ones.)
1- Legionaire Helm. Gives reverse telepathy-people can transmit their thoughts to you. Works over 100 ft, or ten times that if the sender takes full round to concentrate (or if they have corresponding Centurion Helm)
2- Brain Wire. Like headphones you plug into someone's ear and listen to to hear their thoughts.
3- Scissors of Precision. Can separate impossible things without damaging them. A persons skin, leaves off a tree, all the grey hairs on someone's head, turn a tapestry into its individual threads, cut all of someones clothes off- even cut someone off mid sentence??
4- Arrow of Dimension Door: when this arrow hits a target, whether creature or object, the shooter teleports to that location. Maybe they kinda ride the arrow like a surf board, or maybe the arrow pokes a hole in space-time and you hop through
5- portable door. This item can be worn as a shield, granting the ability to 'swallow' one missile or ray attack per round (as a reaction). It can also be placed against a wall to create a temporary doorway, large enough to walk thru while crouching. The shield can bridge up to five ft of stone or wood, one inch of metal, but is blocked by gold or lead. The item can be retrieved from either side of the door (there's a knob like thing that also serves as the boss of the shield), and the portal takes one round to close once removed.
6- moss arrow. Can muffle footsteps, help bypass caltrops, oil, grease spell, etc, can temporarily choke/blind a target (1d4-1 rounds, min 1, no save, disadvantage to hit cuz you have to target only the head, only deals 1 damage) (yes I stole this from Thief but I know you wanted it on a random table
7: Blue crystal lens. Like a miniature telescope, you can use it to see through smoke and fog, but only for about 30 ft in front of the telescope's point of focus. So to see further you might have to zoom in more, but that gets increasingly unwieldy to use during combat
8: Shell of the Zondervoze. Like a snail-shell-clam thing you wear on your ear (it has wire loops for this purpose). It lets you have a kind of weird, echo-y telepathy that transmits through the group unconsciousness. Make the players play 'telephone' to pass messages to each other to pass the message- the characters in between don't really hear the message, but their brains kinda shove the contents through, and maybe they catch little snippets, so don't enforce player-vs-character knowledge super hard for this one. Of course, the DM *can* also be included in this chain, but can the characters really trust the subconscious of the miscellaneous monsters hanging around? Characters can pass messages over any distance using this, but that's the basic area of monsters included if the DM gets looped in. In a cute little town this might be relatively safe, but in a dungeon probably just go the other way around the circle.
9: Bishop's Mantle. Provides a mystical ward that abstracts geometry around you. So long as you move diagonally (on a grid) you don't provoke attacks of opportunity. You can also move between objects if the diagonal dimension between them is free, without squeezing, weirdly phasing between them if necessary. While you wear this mantle, you cannot run or charge in a 'straight' line, and you have disadvantage on Acrobatics checks to avoid terrain difficulties when you're moving in a 'straight' line.
10: Knight's Mantle. You can teleport 15 feet at will (two squares forward, one to the side) so long as your movement takes you through a space occupied by a hostile creature.
11: Pawn's Mantle. On the first round of combat, you can take an extra move action. You can also hit people who moved past you in the last round of combat as if they were still adjacent. Unfortunately, you can only move 'forward' (towards your enemies) and you cab only attack the two squares to the left and right in front of you (you know, like a pawn)
12: Pouch of Sleep. You can use this pouch to 'store up' sleep and save it for later. You can store up to 1d6 nights worth (roll every day, excess leaks out and puts random targets to sleep). You can release sleep from the bag to cast sleep as the spell (one charge per night's worth)
13: Bag of Night. When opened, makes it the middle of the night. When used indoors, instead makes the room magically dark, and leaks into 1d6 adjacent rooms
14: Bag of Stars. You can open this bag to shoot stars at people.You can recharge it by climbing a tree or something and waving the bag around on a clear night to catch stars. Roll for each star: 1-2- faerie fire; 3-4- dancing lights; 5- scorching ray; 6 - moonbeam, 7- fireball, 8- sunbeam.
15: Sentient Arrow. Can fire itself at targets, about as smart as a bird of prey. If it hits it gets embedded in target, probably has to be rescued
16: Belt of Tails. Can magically grow different kinds of tails (lizard, feline, monkey, etc). Can be used like a whip, and can grow a whole bunch of tails and kind of helicopter them to prevent the first 1d8x10 fall damage. Can also hold small objects.
17: Abacus of Fate. Lets you count anything you can see. A giant pile of rice, all the stars in the sky, etc etc.
18: Spiral Bomb. Causes a spatial rupture, similar to a bag of holding/portable hole scenario. Sucks everything within a 10ft radius (DC 18 STR save to resist) through a very small gate, reinforced with adamantium. The target takes 8d6+20 force damage. If this damage reduces the target to 0 Hit Points, it is pulped and ejected into the astral plane.
19: Colour Bomb. Like a large hand grenade filled with scientifically admixtured chaos. Deals 6d6+1d8+1d10 damage. The d8 determines the damage type (1-poison, 2-lightning, 3-acid, 4-thunder, 5-cold, 6-fire, 7- radiant, 8- necrotic), and the d10 determines a random condition (1-damage is ongoing (half of original), 2- stunned, 3-blinded, 4-paralyzed, 5- deafened, 6- entangled, 7-sleep, 8-mutation, 9- madness point, 10-1d4 drunk points.)
20: Circlet of Rage. Allows you to spend a HD to get an extra d20 on an attack roll, you take the better one. You can spend multiple hd at once (so 3d20, 4d20,etc). You also take those hd in psychic damage (con bonus doesn't apply)
21: Cloak of Shrouding. Your face and identity are completely blurred out when you have the hood up. You can't be detected by long-range divinations, and short range divinations must pass a DC 15 save to effect you. No one can learn a secret about you by magic, unless NO ONE but you knows the secret
22: Eye-painted pebble. A blue eye painted on a stone, and a corresponding very small mirror. Looking into the mirror is like looking out of the eye.
23: Iron Shoes. Cursed so you can't take them off. If you jump on someone shoes-first, you can have them take up to 10d6 of fall damage you would normally take- if you hit. If you miss, you take damage as normal. Attacks beyond 20 ft have disadvantage if they know you're there, 40 ft if they're not paying attention. The shoes are super heavy, but you can run in them normally, etc. Disadvantage on swimming and stealth, though.
24: Feather Token. 1- Cloud of Butterflies (as fog cloud for 1d6 turns); 2- Beautiful Pipes (music enthralls); 3- Raven Messenger (like animal messanger, obvs); 4- Icy Shores (Freezes the surface of a body of water, thick enough to walk on, 1d6x100 ft radius, lasts 1d6 minutes); 6- Jaguar (turns you into a jaguar for 1d10 hours).
25: Dream Pipe. Magical pipe and special tobacco/drugs mixture. Enough in pouch for 1d6 uses, an alchemist could make more (with proper magic ingredients). Smoking for a minute puts you into a trance, you can appear in other people's dreams. Gives 1d4 points of 'drunk' for the next 1d4+1 hours.
26: Red Goop. Made of extremely potent healing herbs. Almost too potent. Heals 4d8+4 damage, will knit (but not set) bones. Give advantage on Str saves and checks for an hour or so, +20 ft to speed. Addictive, but successive applications can give a mutation point (con save avoids, DC 10+2 for each dose you've had today). Gives 1 point of drunk.
27: Black Lotus Extract. Smoked, gives magic users spell slots back depending on how high they get. One spell level worth for every 'drunk' point. You can split these up however, so three drunk points could be three 1st level slots, or one 2nd, one 1st. You also hallucinate vividly for about a minute, which is fine if you just sit there and chill, but if you try'n do anything, act as confused every turn unless you make a Intelligence save. Technically gives non-magic users spell slots too, but they can't usually do anything with them. When found as a magic item, has 1d10 doses. Highly addictive.
28: Magic Barrel. You can hop inside it and roll around, without getting TOO dizzy. About as fast as a horse. Only works when you're drunk (at least 3 points). Has trouble going up steep hills and stairs. 1d6 damage when you smash into people, can trample.
29: Ugly Stick. The stick itself is very ugly. Counts as magic against beautiful creatures. 1d8 damage, as a club, but can strike for 0 damage if so choose. Anyone hit must make a Charisma save (DC 16) or become very ugly- they loose 1d6 Charisma each time they're hit. Characters with Charisma 6 or less, or who are already quite ugly, may be immune.
30: Breathing Goggles. Let you breath underwater, in a vacuum, etc. 50% chance of screening out poison gas, advantage on saves vs. gas if it doesn't.
31: Drinking Goggles. Ignore the first 5 points of Drunk. If you take the goggles off, all the drunkeness comes back.
32: Belt of Immovability. When activated, the wearer cannot be moved by any means. The wearer can still move their arms, etc, but they can't move from their position unless they deactivate the belt. Supernatural forces may be able to shift the wearer on a successful DC 20 Str check. Charge and ram type attacks still deal damage, but they deal half that amount of damage to the attacker as well.
33: Postage Stamp of Sending- send a letter by magic! Give the players a piece of paper to write the letter. You need an address, but it doesn't have to be a street address ('Awesome John Smith, the Gnarled Hollow Tree Stump, South End of the Svalich Woods, Barovia') If the person is at 'home' it appears close by them in an obvious location, otherwise it appears somewhere near the door (ideally in a mailbox, obvs)
34: Net of Ghost-Catching. Can entangle ghosts, will-o'wisps, etc. While entangled they can't shift their shape or use possession-type powers. DC 15 to evade, 20 to escape.
35: Magic String. Spool appears to have perhaps 50 ft, but actually up to a kilometer. Not unbreakable, but magically good at not being cut or tripped over by accident. Golden gleam in dim light makes it easy to spot. Easily rolls back onto the spool as you retrace your steps, easily untangled/unknotted if the owner wants it to be. Pieces cut off can be added back into the spool and repaired.
36: Immovable Nail. Immovable rod, but in nail form. Doesn't have a button to release, but if you have a magic hammer or crowbar you can pry it out (75% chance it's undamaged enough to use again)
37: Magic Crowbar +1. It's a crowbar that's magic! Deals 1d4 damage if used as an improvised weapon, +1 to hit and damage. +5 to any Strength checks to pry open objects, etc, using the crowbar. Almost unbreakable.
38: Immovable Shield. Button toggles immovable - ness. When locked in place, protects against attacks from a specific direction, and frees up your hands to do other things. Savvy enemies may also use the shield as cover if they're right next to it
39: Spoon of Deliciousness. Makes anything it stirs taste great. It still tastes like whatever it is tho, which could lead to some weird sensations. Could be used to mask bitter-tasting poisons.
40: Needle of Reality. If you stab an illusion with this needle, it dispels it, popping it like a balloon. Also stops real things from becoming illusions, if stabbed through them. Can such a thing happen?
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