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Heyoo!

Okay, so for next video, I'm planning on doing something a little different. I want to do a sort of community driven piece, where you all send me your favorite magic items (homebrew or vanilla) and I go over them, detailing what makes them tick, why they're cool and drawing little pictures of them. Sounds pretty fun?

There are going to be 6 items showcased in the video and I'm selecting two from patrons, so throw your suggestions down below and I'll take a look! 

Comments

Dungeon Master Dio

Jug of Alchemy, simply because the possiblity of someone needing 2 gallons of mayonnaise at any point in a campaign is hilarious to me

Anonymous

Cloak of Billowing is great for the sole reason that any entrance can be a dramatic one

Anonymous

Tengu Drinking Jug, it's like and endless bottle of alcohol with the ability to either make it warmer or colder.

Jas Merripen

This was a homebrew item a player presented to me when they were playing an NE character. It's a seemingly normal dagger, gifted to him by Loki, that, when used to make an attack, will also cast the Cure Wounds spell. We didnt really have a name for it other than 'The Torture Dagger'

Bantoo

In a game I ran, I made an item called 'The Wake-up call'. It was a ceramic mug which could make tea, coffee or Hot chocolate 10 times a day and provided the haste effect that lasted 2x as long as a normal spell as a result. Drinking it was an action but it had the unfortunate downside that once it wore off it also gave 2 points of exhaustion... one of my players got addicted and almost died due to it so it may be more a cursed item than Magic, but curses are magic so it counts?

Anonymous

Eversmoking bottle, or flask or whatever. Let the rogue be batman.

Anonymous

We were testing a home brew item that a player made. They were these two floating fist-shields that fly around to attack as unarmed or add to someone’s AC

Anonymous

Imma have to say the Bag of Beans from the Dungeon Master's Guide. It's such a fun item that can lead to some pretty wacky situations, and every bean you plant is random, so no two parties will have the same experience with it.

Anonymous

The Gauntlet of Tamus has to be my pick! It's a slightly obscure Spelljammer artifact from Dragon Magazine issue 159, and I'm rephrasing the rules here since they're based off of 2e, but the effect can't be beat: three times per day, if you strike someone with the gauntlet in combat, as part of that attack you can activate the gauntlets power and cause a firey explosion that hits everyone within 5ft (including yourself!) for 5d8 fire damage. Big damage potential for a tanky melee class trapped in a swarm, but at a significant risk.

Anonymous

One of my own creation is the Inertia Glass a sentient artifact in the form of a ornate 1 minute hourglass filled with green sand with the ability to over a 2 mile radius slow everything down to near complete stillness by turning it to one side the effect takes place then the timer runs out. Its user is unaffected by the stillness and can manipulate objects within it. The effect stops when the sands are divided equally between the halves by flipping it to its side half way through it's running allowing it to continue all the away back to the beginning sets the slowed or stilled area closest to the hourglass people caught in the still remain aware but cannot move and no not require air, food or rest. The item itself is telepathic and persuasive. All it wants is to make the world quiet and safe forever. Useful but dangerous

Anonymous

Mine is a homebrew: The battlemop of Frank. Created by a deranged janitor the mop was stated as a +2 quarterstaff, but the head would absorb and hold up to 5 gallons of water . The real secret was adding any alchemical splash weapon to it added +1d6 damage of the same type for 1d4 attacks. It also had a further bonus vs slimes and oozes.

JM

Three stand out to me. "The Ring of Warmth" always struck me as a quietly powerful artifact, granting resistance to cold damage and immunity to extreme cold environments. Matt Colville's "Mooncat's Boots" are a really cool item too. Once belonging to a famed cat burgler, the boots grant an extra 10 feet of movement, allow the user to ignore difficult terrain, negate 30ft of falling damage, and allow them to always land on their feet, making them immune to the prone condition. Finally, there's the "Cloak of the Mistwalker" from my own game. The Cloak follows Matt Mercer's system of evolving magic items, but at it's base level, the Cloak comes with 4 charges. Users can expend charges to cast Jump (1 charge), Featherfall (1 charge), Spiderclimb (2 charges), or to gain advantage on stealth, intimidation, and persuasion checks (1 charge each). Regain 1d6-1 charges per dawn.

Anonymous

This is technically my DM's creation, but Gorg (Of Gorg's Sword Emporium) once sold our party a sword called Muscle Sword. It was described as having two flexing arms as a crossguard and the blade itself grants the user a +2 to their strength score when they are hit by the blade. It was mainly meant as a self buff/ self damage weapon, but sometimes we want to make a really buff gobbo.

Anonymous

I made a homebrew magic item called "The Bag of Many Many Beans" (before I knew that the bag if many beans existed). Its full of many character altering properties that can offer rewards, boons, and curses much like a deck of many things, but it ensures interesting roleplay challenges, fun trade off pacts with Gods, and is balanced in high risk high reward fashion that keeps people coming back for more. It's been shared around to a few friends homebrew campaigns and lots of people enjoy it, especially at the notion that no beans inside will kill or soul trap or plane shift a party member, making it suitable for any level of play! https://www.dndbeyond.com/magic-items/850859-bag-of-many-many-beans

ShaoXiaolong

This item explanation of mine is rather long and so when I type it down in one long comment it ends up disappearing whenever I reload the page. I can only assume Patreon is deleting the comment because it is quite long. So what I have decided to do is reply to myself a bunch of times to break the explanation up. If this seems like spamming I'm sorry I just really wanted to get this item up here cause I thought it was really neat.

ShaoXiaolong

There was this magic weapon that our rogue stole from a magic item shop which was the owner's unfinished project. It was a simple +1 short sword but because it was an unfinished project it was fragile and when the rogue dealt a critical hit it broke. Seemed sucky right? A magical item breaking on a critical hit. However next morning after the sword broke the DM had the rogue roll a d20, and they got a 13, The weapon then reforged itself but there were obvious cracks in the blade that were outlined in red from where it shattered and then reforged.

Rad

I would have to go with the instrument of illusions from xanathar's guide. It's the ultimate storytelling aid for a bard.

Anonymous

A homebrew item I created my friend really love is called the Emotional Rapier. This weapon is sentient enough to understand common. By default, you have a +1 bonus to attack and damage rolls made with this magic weapon. As an action, you can persuade the weapon to provide a better bonus to its attack and damage rolls. Make a persuasion check.The result will determine the bonus to attack and damage rolls made with this magic weapon. - Natural 1 or less than 1: -1 - 1 to 10: 0 - 11 to 19: +1 - 20 to 24: +2 - Natural 20 or 25+: +3 This ability can only be used once per combat encounter. The bonus returns to its default value of +1 after combat is finished. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. You attune to the weapon by making a DC 15 persuasion check. If you fail, you can repeat after 24 hours.

Articus the Tigulf

I absolutely love the robe of useful items. It's such a varied item with all the patches it comes with or can come with. I would love to see your thoughts on the various uses of the patches, especially the iron door and pit.

Siegfried Pinzer

I homebrew an ring that gives you a magic grappling hook kind of thing that let you pull yourself towards the target or the target towards you: Ring of the Tendrils Ring, very rare (requires attunement) The ring has 3 charges, but is mostly found without any charges stored. When attuned, as an action you can summon a translucent tendril that appears coiled around one of your hand and arm. The tendril isn’t a physical object in the world, it has a range of 120ft, and it can go through creatures, solid objects, non-magical barriers, and other similar things. While carrying no shield in the hand, you can - as a bonus action - shoot out the ethereal tendril to connect it with an object( including the environment), or a creature within line of sight, if the target is an unwilling creature, make a range spell attack, on a hit the creature is entangled by the tendrils. As long as the connection is upheld you know exactly where the creature or object is. When the tendril is connected you can perform the following actions as a bonus action each: you can disconnect the tantril. when the tendril is connected to a creature or loose object that is of the same or smaller size as your size when considering carrying, you can pull the creature or the object towards you by teleporting it to a free space along the line between you and it within your reach by expanding 1 charge. As long your hand with the tendril is free, you can teleport the object into your hand. you can pull yourself toward the target connected to the tendril by teleporting to any free space that is on the line between you and the connected location by expanding 1 charge. If after being teleported the creature or object is free falling, you can choose to treat its momentum as if it was moved the entire distance in this turn. If at the end of your turn or the connected targets turn you and the connected target are further away than the range of the tendril, the connection is severed. The tendril becomes invisible if you become invisible. If you are teleported outside the range of the tendril or transported into another plane by yourself or by others and the connected target is a creature or object that is of the same or smaller size than your size when considering carrying, you can expand 1 charge to teleport the entangled creature or object to a point within your reach. After you take a long or short rest you can spend up to 3 hit dice to regain the same amount in charges for the ring. optional curse for it: Curse - Once you attune to the ring, it can’t be removed unless you are targeted by a Remove Curse spell or similar magic. While wearing it, you don’t want to take off the ring, and you gain the following flaw - I am obsessed with having tattoos, earrings, and other piercings, I prefer people with those things.

Anonymous

Illusionists Bracers A powerful illusionist of House Dimir originally developed these bracers, which enabled her to create multiple minor illusions at once. The bracers' power, though, extends far beyond illusions. While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time. Makes so many cantrips available on later levels not just eldritch blast

Bryan Holt

Fiendish Bag of Tricks (Very Rare, wondrous) This strange bag stitched of oddly familiar skin is filled with small red rubbery balls that smell of sulfur, as an action you can remove up to 3 a day and throw them, summoning a demon as determined on the table below. This demon is not friendly to you and really doesn't care for your orders. 1d6 1. Mane 2. Abyssal Chicken 3. Abyssal Wretch 4. Dretch 5. Maw Demon 6. Quasit

Bryan Holt

"Checker's" Lighter . Some people have a great love for their pets. Checkers was very beloved by the artificer that owned him, rats have a rather short life span however and he could not stand to loose him. With a mix of Necromancy and Conjuration he made sure that Checkers would be around a lot longer than that. The Artificer also had a favorite lighter, he loved it, not as much as he loved checkers but it was his best lighter. He bound his pet into it with a technique he did not choose to write down. Checkers has outlasted that Artificer and this lighter has been through a few hands, but Checkers has a charm all his own and is affectionate to anyone holding the lighter. Maybe this is a fire elemental, maybe checkers is long gone, but you know examining this thing would probably break it so no one has taken the risk for it has many many uses. Checkers can follow commands but is somewhat easily distracted. He also can be extinguished like one would smother a flame. His lighter can hold 4 charges of oil before being needed to refill. Checkers appears to be a rat but made of pure elemental fire. Checkers Tiny elemental, unaligned Armor Class 10 | Hit Points 5 | Speed 20 ft. Languages Common, Primordail, Dwarvish (can write but can not speak) Senses darkvision 30 ft. Challenge 0 (10 XP) | STR 2 (-4) | DEX 11 (0) | CON 9 (-1) | INT 10 (0) | WIS 10 (0) | CHA 8 (-1) | Keen Sight. The rat has advantage on Wisdom (Perception) checks that rely on sight. Touch: Melee Unarmed Attack: +0 to hit, reach 5 ft., one target. Hit: 1d6 fire damage.

Bryan Holt

Portable Pond v 3.0 Made by an agoraphobic Wizard who had a love of fishing. This 1ft diameter circular cloth is covered in a scale like embroidery pattern. With an action it can be unfolded and placed over a solid surface. The 10ft diameter pond is filled with fresh drinkable water and 3d6 wild, edible fish (Swarm of Quippers), native to the biome. Every dawn, if the pond is at least half full, and there are less than 18 fish, more fish will appear up to a maximum of 18. The pond water refreshes every 7 days. You may use an action to close the pond when not in use, folding it away like a tarp. When closed if anything non native is left in one pond it is suspended in a harmless demiplane and moved to a new pond when opened again. If a pond is placed inside a bag of holding the pond instead opens a gate to the Plane of Water, sucking in every creature in a ten-foot radius, and destroying both the bag and pond. The contents of the bags are either scattered throughout the Plane of Water or destroyed.

Bryan Holt

Stone Giant's Toenail Knife:(+1 Greatsword) this ivory "knife" is the Size of a greatsword, like most Stone Giant items even the most mundane of them is a piece if artwork. The handle is roper leather toed in a braided fashion and cured by Mushroom oils. It feels like holding will but its grip is like glue, giving no slip in its grip. The pommel is a polished piece of petrafied wood, mirror like in its surface. The blade itself is a polished ivory with intricately carved geometric shapes treated by some kind of Laquor even against the blade smooth as glass. The rip of the blade is Knotched meet to cleanly cut the rock, hard toenails of a Stone Giant. Its balance is heavy and weighty.

ThatV

Robe of Stars!

Dracona

My favorite item of all time is the manta ray cloak. Every time I do a one off with magic items I always pick it...yet to this day I have yet to ever use it! Ha ha ha I keep my hopes up though, the day I do get to use it will be awesome

SGA

I like that mop best