• A bag of beach.

    It’s a bag of holding that contains a pocket dimension, with a beach, some palm trees, and a cocktail bar run by an Orc who wanted to get away from all the violence in his tribe.
    The characters can all crawl into the bag and the last to enter turns the opening inside out, making the bag disappear in the real world.
    It only fits a light-hearted campaign cause it takes the tension out of a dungeon crawl and it’s insanely powerful cause it lets the characters rest, heal and replenish their spells.

  • Wand of paralyzing. Just tell them that. Then, when they get to use it, they find out that the wand actually just paralyzes itself and just floats in the air doing nothing. DM got me good there just as I had to perform a spell on a guard. Had to aggressively improvise afterwards.

  •  Nighed   ( @Nighed@feddit.uk ) 
    link
    fedilink
    English
    12
    edit-2
    2 months ago

    A funny one i found on Reddit:

    Glasses of hindsight: provide a passive perception of 20 of events suitably far in the past

    Be careful with magic items, I let my guys buy a trident of fish command… In a desert. But it turns out lots of snakes etc have a swim speed…

  •  Nighed   ( @Nighed@feddit.uk ) 
    link
    fedilink
    English
    12
    edit-2
    2 months ago

    One I made up for a caster who always missed their rolls was a sentient wizards hat ‘clippy’. “I see you were trying to cast Eldrich Blast, do you need help with that” and occasionally giving them advantage (they really were rolling awfully)

    I was bad at RPing it though and that campaign ended shortly after anyway

  •  Vaggumon   ( @Vaggumon@lemm.ee ) 
    link
    fedilink
    11
    edit-2
    2 months ago

    This isn’t exactly what you were asking for, but thought I would share a funny story from a few years ago.

    I had a problem player, fell asleep during games, made other players uncomfortable with unwanted advances, would say racist things in and sometimes out of character, etc. So I decided to have a bit of fun on what I knew was going to be his last session with our group. He had wanted a ring of invisibility or a powerful magical crossbow. I gave him both.

    The ring was not the kind you wear on a finger though, and he had to spend a full minute to put it on as it required some… prep, he was so embarrassed he never even tried to use it.

    The Crossbow was hot pink, covered in glitter, and became soul bound as soon as he attuned to it which was as soon as he picked it up. It shot 4 Eldritch Blasts per attack action, and gave a free attack action every turn. It also compelled anyone within 100ft of the bow to refer to the wielder as Sparkle Bitch. Small price to pay, so he thought. Problem is, the Crossbow was a cursed item and after the wielder fired 20 shots, all the damage it dealt would be added up, multiplied by 10 and then dealt back to the wielder in an explosive cloud of pink glitter. I don’t recall the total, but was easily 4 times the players max HP. He was pissed, and that’s when I told him he was no longer welcome at my table.

    More in line with your request though: A magical whistle, when you blow it, once per day you can summon an army of 1D6 chickens who will then follow you around until your next long rest. You can have the army attack dealing 1D4 damage multiplied by the number of chickens. The chickens are unkillable, and vanish in a cloud of feathers when you take your next long rest.

  •  Elaine   ( @Elaine@lemm.ee ) 
    link
    fedilink
    8
    edit-2
    2 months ago

    In my last game one of my players got a seemingly dubious treasure - an apron. He later found out it was The Apron of Deliciousness (based on Delicious in Dungeon). He could make monsters and other seemingly non-food items into delicious meals. At one point while trapped in a cave he kept everyone alive with spiderweb soup. queue the horn sound

  • Cursed ring of acrobatics.

    Gives the player great acrobatic skill, but sticks to their finger when they wear it. And they can’t stop getting around acrobatically. Any action attempted fails, unless it is done acrobatically. Player has normal or only slightly improved stamina.

    Player: i’ll get my rope and grappleing hook and scale the wall.

    DM: lifts eyebrow you think so, do you?

    Player: sigh I throw my pack into the air and leap after it. At the peak of its arc, I flip over it, grabbing my grappling hook and flinging it over the wall as I do.

    DM: ok, sounds like difficulty of 15…

  • Alchemy Jug

    Source: Dungeon Master’s Guide

    Wondrous item, uncommon

    This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

    You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

    Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount Acid 8 ounces Basic poison 1/2 ounce Beer 4 gallons Honey 1 gallon Mayonnaise 2 gallons Oil 1 quart Vinegar 2 gallons Water, fresh 8 gallons Water, salt 12 gallons Wine 1 gallon