Try one in your world today
-
I thought it was that you can’t just shout from afar because it can’t hear you, so there’s not really any options other than to sacrifice someone every time you want to use it.
So many options!
-
Broom of Flying Yes its a broom that allows you to fly
No one ever said anything about landing The broom cannot come down lower than 30 feet from the ground. Dismounting will stop the broom and allow you to pick it up, as long as your concious from the fall
That would actually be pretty amazing for a beach holiday.
-
This post did not contain any content.

Lembas bread but it’s 1000 years past it’s due date and you will get diarrhoea equivalent to its food value.
-
I was hoping it stays up in the air so you have to tie it like a ballon.
I missed a trick with that
-
Lembas bread but it’s 1000 years past it’s due date and you will get diarrhoea equivalent to its food value.
Id risk it
-
I’m pretty sure that’s already standard for anyone happy to use a wand/rod of wonder after they know what it is.
Yes, and think of the role-playing possibilities! Your character needs to pass a skill check to not choose the riskiest course of action in any situation. Fun for the entire family!
-
This post did not contain any content.

Band of Gorilla Repair: Once per day, can repair anything, or rather, will summon 1d4 (can be modified depending on the size of the job) massive gorillas who show up seemingly out of nowhere whenever anything near the wearer breaks or is heavily damaged. The gorillas can repair anything.
Those not expecting to see a bunch of repair-happy gorillas must make a fear check.
These mysterious gorillas are actually friendly and fix whatever thing was broken, but beware, their patience quickly runs out for anybody intentionally causing disrepair or destruction in their presence!
-
This post did not contain any content.

Magic rope - an animated rope that can be commanded to levitate and tie knots. When placed in any container, pouch or pocket, it immediately gets tangled up and take 1d6 minutes per 5ft of rope to untangle. Other objects in the container also become tangled with the rope, and take 1d6 minutes to remove individually, entangled objects are released immediately when the entire rope is untangled.
Magic rope is unable to be cut by any non-magical item.
-
I’m thinking more like, set up a carnival with axe throwing for the elites. Dont tell them the axe is cursed
I admire that you came up with a much more peaceful and creative approach. But mine might be more fun, if we can get a group together.
-
I was thinking a secret -2 to crit so it only actually crits on a nat 20
Why secret? It’s a dull sword.
-
They walk past a llama pen on the way back to the tavern.
Barkeep: “Uh… I’ll have Gretchen draw you a bath upstairs.”
LOL. That one’s really clever!
I’m sure there’d also eventually be a raging debate at the table to whether pigeon poop, whilst technically being a “projectile”, counts as a “missile.” Then something like “Was the pigeon aiming for something?”
…In which case you could set that shield up in the town square and all the statues would be squeaky clean!
-
This post did not contain any content.

And I’m stealing that idea for my game, and that one, and this one is cool too …
-
I missed a trick with that
Your version maybe funnier because one of the safest ways to land is to jump into water, but then the broom is in the water too.
-
As always, the real cursed item is in the replies
-
I re-read greater restoration, because 5e was never really my game (3.5), and saw one of its uses was explicitly to end one effect reducing your hit point maximum. So I’d amend my earlier and say yeah, that spell works. Since my reading is that it’d only reverse a single crit fail’s penalty per casting - not to mention the spell has a smallish material component cost (100 gp diamond) - the weapon wouldn’t call it cheating, per se.
As the dagger’s main thing is that it’s a 1d6 instead of 1d4, that’s only +1 point of damage per hit on average. 1 in 20 hits backfires, so essentially the cost for 19 extra damage over 19 hits per penalty taken, reversing just the one with a 5th level spell… there’s better ways to do 19 damage with a 5th level spell, so probably not really cheating

Correct if I’m misremembering the general benefits of the sapient dagger.
I thought the special thing was the extra attack mentioned in the dagger at the top of the comment thread. That would seem very powerful. Your reasoning is sound for the 1d6 dagger though.
-
Emphasis on anything. I doubt the inkeeper will take kindly to being paid with coins folded in half.
Well that’s what you have a coin purse or primary bag of holding for. Assuming the hand retrieving items is not folded (which I would assume is safe to assume based on how bags of holding generally work), it could be used for forging, folding washing, making something really long by reinserting it repeatedly, or sabotaging by folding things that should not be foldable.
-
This post did not contain any content.

Flaming sword. Only the handle sets on fire.
-
I thought the special thing was the extra attack mentioned in the dagger at the top of the comment thread. That would seem very powerful. Your reasoning is sound for the 1d6 dagger though.
[The sapient dagger] was a 1d6 but let you attack again, but rolling a 5 or less on the die makes you insane because the dagger insults the user so badly for missing. [… T]here was no cap on how often you could attack again.
You’re right about the extra attack, of course; I was too tired to remember or to go back and read again before commenting. I think we’d need a few things clarified before properly balancing an alternate version:
-
Rolling a 5 or lower on the extra attack’s attack roll, or its damage roll? Presumably either way it refers to a raw die value.
-
“No cap on how often you could attack again” - no cap on uses per day, or could you just make additional attacks within one round until you decided to stop (or died)?
-
Does using the dagger’s additional attack take your bonus action, or is it a free action? This may be answered by #2, since if it’s unlimited per round it must be a free action.
3a) If it’s essentially a free action, does it get included with a class’s Extra Attack? Which is to say, does it count within the activation of that ability for the purpose of anything that might positively (or negatively) impact all the attacks within a given activation of Extra Attack? (Of course, it wouldn’t make sense for it to have to count AS one of the class’s Extra Attacks, since it would be categorically worse as it would just invoke the risk with no compensating benefit.)
-
-
Magic rope - an animated rope that can be commanded to levitate and tie knots. When placed in any container, pouch or pocket, it immediately gets tangled up and take 1d6 minutes per 5ft of rope to untangle. Other objects in the container also become tangled with the rope, and take 1d6 minutes to remove individually, entangled objects are released immediately when the entire rope is untangled.
Magic rope is unable to be cut by any non-magical item.
it immediately gets tangled up and take 1d6 minutes per 5ft of rope to untangle
Should be a Dexterity check per 5ft per 1d6 minutes to make it even more diabolical.
-
I have two I will be using in my next campaign:
Ring of attunement: Provides 1 extra attunement slot. (Requires attunement)
Event Staff: This staff allows the wielder to gain unquestioned entry into any “employees only” areas or zones otherwise off-limits to the public. Anyone (including actual staff or other officials) who sees the wielder in one of these areas will assume they are a known employee or other official who is granted special access to the area. Unfortunately, they will all also view the wielder as the least competent and least trustworthy employee or official with the organization. Any actions taken in the area are likely to be closely watched and highly scrutinized by any observer who would know better.
ETA: One from the current campaign in which I am a player character. Our DM thought of this one:
Bullet of Healing:
This magical bullet can be loaded into any firearm. Whomever is shot by this bullet first receives 1d6 piercing damage followed by 1d10 healing. If the initial damage causes recipient’s HP to fall below 0 before the bullet’s healing effects begin, they will fall unconscious and will not gain any healing effect from the bullet. Instead, one death save is automatically passed.
I played a campaign where we had a dagger of healing. It worked great against undead (as intended by the DM) and also to torture information out of people (not intended by DM).