Knock-Off Magic Items 2

by dArtagnan

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Knock-Off Magic Items 2

Attacker

Shield (any), legendary (requires attunement)


While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

The first time you attack with a weapon on each of your turns, you can transfer some or all of the shield's bonus to your your weapon's attack and damage rolles, instead of using the bonus on your AC that turn. For example, you could reduce the bonus to your AC to +1 and gain a +2 bonus to attack and damage rolls. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the shield to gain a bonus to attack and damage rolls from it.

Bag of Dropping

Wondrous item, rare


This bag functions as an ordinary backback.

As an action, you can speak the bag's command word and pick a an unoccupied space that is cylindner with a 1-foot radius and a height of 4 feet (the same dimensions of the bag) within 30 feet of you. The opening of the bag connects to that point in space, anything currently in the bag, as well as anything put into the bag's opening while this effect is active is transported to that space and falls to the ground.

This connection remains until you are no longer within 30 feet of the selected space or speak the bag's command word again, as another action.

Bracers of Dentistry

Wondrous item, common (requires attunement)


With each passing day, your teeth become straighter, and your bite more even. After seven days, your teeth are considered 'perfect'. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled).

Cap of Fire Breathing

Wondrous item, rare


While wearing this cap out of water, you can speak its command word as an action to exhale a 15-foot cone of fire from your mouth. Creatures in the area of this exhalation must make a DC 14 Dexterity saving throw or take 6d6 fire damage. On a successful save they take half as much damage.

Once this function of the cap has been used, it cannot be used again until the next dawn.

Deck of Conjurations

Wondrous item, legendary


This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

One or more creatures a conjured over the thrown card and obey the orders of the one who threw the card. While you are within 120 feet of the conjured creature and can see it, you can use an action to command it.

The conjuration lasts for 1 minute, or until its card is moved or the illusion is dispelled. When the conjuration ends, the image on its card disappears, and that card can't be used again.

Dust of Appearance

Wondrous item, uncommon


Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, any invisible creature or object within the 10-foot radius of where you used the powder lose the benefits of being invisible while in the area. The dust is consumed when used and hangs in the area for 2d4 minutes.

Gauntlets of Ogre Finesse

Wondrous item, uncommon (requires attunement)


These gauntlets resemble, in all ways, gauntlets of ogres power. Even casting identify on these gauntlets reveals to the caster that these gauntlets are gauntlets of ogres power.

Curse. These gauntlets are cursed, a fact that is revealed only when you attune to it. Attuning to the gauntlets curses you until you are targeted by the remove curse spell or similar magic. Removing the gauntlets fails to end the curse. While cursed your Dexterity score becomes 8. If your Dexterity is already 8 or less, the item has no effect on you.

Necklace of Waterballs

Wondrous item, very rare


This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 4th-level watery sphere spell (save DC 15).

Viscous Weapon

Weapon (any melee), common


This weapon is made out of a fluid that somehow keeps its shape.






Credits

Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.