47 votes

Defective D&D magic items

A while back I had an idea for some D&D magic items that were, in a shop keep's words, "Greatly discounted due to minor defects". The general idea was that these items would be a gamble to use each time, sometimes offering great benefits, sometimes offering catastrophic backfires, but all at a greatly discounted price any adventurer could afford. With my most recent addition (the Potion of Prior Authorization), it occurred to me that it could be fun to share my list here, for feedback and other potential additions to it. My hope is that the next time it's my turn to run a campaign, I can offer these items to my players.

Weapons and Armor

Broken Throwing Axe of Recall

Weapon (Handaxe), Uncommon

A heavy, pitted handaxe wrapped in frayed leather straps.

  • The Gamble: You can throw this axe at a target within range (20/60 ft). Immediately after the attack resolves (hit or miss), roll a d6:
    • 1–3 (The Pull): The axe locks in space and violently pulls you to its location, leaving you landing adjacent to the axe (or target) and knocking you prone if you travel more than 15 feet.
    • 4–6 (The Return): The axe flies straight back into your open hand.
Shield of "Tag, You're It"

Armor (Shield), Rare

A beautifully polished steel shield painted with a vibrant red-and-white bullseye.

  • The Gamble: Grants +2 AC. When a ranged attack misses you, you can use your Reaction to attempt to deflect the projectile. Roll a d4:
    • 1: The projectile is redirected directly at you, automatically hitting for normal damage.
    • 2–3 (Random Target): The projectile is redirected at a random creature within 15 feet (excluding you). Roll randomly among all valid creatures in range (friends, foes, or innocent bystanders). The original attacker makes a new attack roll against that target's AC.
    • 4: You perfectly direct the projectile back at the original attacker, dealing maximum weapon damage on a hit.
Dagger of the Overzealous Assassin

Weapon (Dagger), Rare (Requires Attunement)

A sleek, razor-sharp obsidian dagger that whispers encouraging murder tips to its wielder.

  • The Gamble: When you hit a creature with an attack using this dagger, you can declare an Overzealous Strike to deal maximum weapon damage plus an extra 3d6 Necrotic damage.
  • The Catch: The dagger demands follow-through. Immediately after resolving the attack, you must use your reaction to move adjacent to the next closest creature (friend, foe, or bystander) and make a melee attack against them. If no other creature is within reach, you must stab yourself.
Helm of the Backseat Driver

Wondrous Item, Uncommon (Requires Attunement)

A sturdy iron helmet imbued with the spirit of a long-dead, incredibly critical dwarf adventurer named Barnaby.

  • The Gamble: While worn, the helm grants a +2 bonus to AC and Advantage on Initiative rolls (as Barnaby yells warning signs).
  • The Catch: You have Disadvantage on Stealth checks and Concentration checks. Barnaby never stops giving loud tactical feedback ("Watch the flank! No, your OTHER left!"). If you ignore his advice during combat, Barnaby pouts: the AC bonus drops to +0 until the start of your next turn.

Wands, Rings & Cloaks

Wand of Aggressive Empathy

Wand, Rare (Requires Attunement by a Spellcaster)

A twisted birch wand that vibrates with intense emotional resonance. Has 3 charges (regains 1d3 charges at dawn).

  • The Gamble: When casting a healing spell through the wand, spend 1 charge. The target receives maximum possible healing for that spell slot.
  • The Catch: The exact amount of HP restored is instantly dealt as Psychic Damage to a random creature within 50 feet (ally, enemy, or bystander--excluding the target and caster) as they are overwhelmed by the target's previous pain.
Cloak of Screaming Invisibility

Wondrous Item, Very Rare

A magnificent crimson velvet cloak that smells faintly of throat lozenges.

  • The Gamble: You build up an "invisibility bank" by screaming at the absolute top of your lungs. For every 1 second (or 1 full round) you spend screaming out loud, you gain 10 seconds (or 10 rounds / 1 minute) of total Invisibility.
    • Attacking or casting spells does not break this invisibility.
  • The Catch: The screaming can be heard up to 300 feet away, instantly alerting the entire area to your presence before you go stealthy. While screaming to store up time, you cannot make Stealth checks or cast spells with Verbal (V) components.
Ring of the Overconfident Gambler

Ring, Rare

A flashy gold band set with a single spinning die where the gem should be.

  • The Gamble: Before rolling a d20 for an Attack, Ability Check, or Save, you can call out a range of 3 numbers (e.g., "14, 15, or 16!").
    • If the die lands on ANY of your called numbers: It counts as an automatic Natural 20 (Critical Hit / Highest Success).
    • If it lands on ANY other number: It counts as an automatic Natural 1 (Critical Fail).
Ring of the Dramatic Entrance

Ring, Uncommon

A flashy ring adorned with a polished ruby that sparkles a bit too brightly under ambient light.

  • The Gamble: Whenever you enter a room or combat encounter, you can trigger a flash mob of illusionary fanfare (pyrotechnics, trumpet blasts, and a choir shouting your name). Roll a d6:
    • 1–3 (The Hecklers): The illusion fails embarrassingly--a lone slide whistle plays as a phantom crowd boos. You take 1d4 Psychic damage and have Disadvantage on your first attack or initiative check.
    • 4–6 (Main Character Energy): All enemies within 30 feet who can see or hear you must succeed on a DC 13 Wisdom save or be Stunned until the start of their next turn out of sheer awe.

Footwear & Accessories

Boots of the Nudist's Escape

Wondrous Item, Uncommon

Light leather boots with wing patterns stitched on the sides.

  • The Gamble: Allows the wearer to cast Misty Step up to 2 times per day as a bonus action.
  • The Catch: The teleportation magic only transports organic material and the boots themselves. Every stitch of clothing, set of armor, backpack, weapon, and gold purse stays behind in a tidy, disappointed pile right where you were standing.
Boots of Unpredictable Friction

Wondrous Item, Uncommon

Boots made of polished glass soles that constantly alter their texture.

  • The Gamble: As a bonus action, click your heels together to cast Expeditious Retreat (allowing you to Dash as a bonus action).
  • The Catch: When the spell ends, roll a d20:
    • Even: The soles become hyper-adhesive. Your movement speed drops to 0 until the end of your next turn.
    • Odd: The soles lose all friction. You immediately slide 15 feet in a random direction and fall Prone.
Bag of Withholding

Wondrous Item, Uncommon

Acts like a standard Bag of Holding, but suffers from severe separation anxiety.

  • The Gamble: Reaching in to grab an item requires an action and a DC 12 check:
    • Strength (Athletics): Ripping the item out by force.
    • Charisma (Persuasion): Coaxing the bag into letting go.
  • The Outcome:
    • Success: You pull the item out cleanly.
    • Failure: The bag snaps shut, dealing Bludgeoning Damage. It refuses to open for anyone until the start of your next turn.
Mirror of Honest Feedback

Wondrous Item, Rare

A handheld silver mirror that speaks in an insufferably smug voice.

  • The Gamble: As an action, hold the mirror up to an enemy within 30 feet to deliver a devastating personal critique. The target makes a DC 14 Charisma Save:
    • Failure: Target takes 4d6 Psychic damage and is Frightened of you for 1 minute as its self-esteem crumbles.
    • Success: The mirror turns to you instead, roasting your life choices. You take 2d6 Psychic damage and have Disadvantage on your next attack roll.
Feather of Uncontrolled Flight

Wondrous Item, Uncommon

A bright peacock feather that twitches nervously when held.

  • The Gamble: As an action, hold the feather above your head to gain a Fly Speed of 60 ft for 1 minute (no concentration required).
  • The Catch: You can only fly in a straight line at full speed each turn. You cannot stop midway unless you hit a solid object (taking 1d6 Bludgeoning damage per 10 feet traveled). Changing direction requires your action and a DC 13 Strength (Athletics) check to manually shift your momentum.

Consumables & Scrolls

Potion of Prior Authorization

Potion, Uncommon
A colorless liquid that, for unknown reasons, appears jet black when inside of any container. Has a surprisingly bitter taste.

  • The Gamble: As an action, you drink this potion to submit a preemptive claim for emergency medical coverage. The coverage remains active for 1 hour. If you are reduced to 0 Hit Points while the claim is active, you do not immediately fall unconscious; instead, you immediately roll a d20 to process your claim:
    • 1 (Claim Denied -- Pre-Existing Condition): Your claim is flatly rejected. You fall unconscious as normal and immediately suffer 1 automatic Death Saving Throw failure due to processing delays.
    • 2–10 (Claim Denied -- Out-of-Network): Your claim is denied on the grounds that the damage type, enemy, or environment was non-covered or out-of-network. Nothing happens, and you fall unconscious at 0 HP as normal.
    • 11–19 (Claim Approved -- Subject to Deductible): Your claim is approved! You immediately regain 50% of your maximum Hit Points. However, to cover your deductible, you instantly lose gold equal to Your Character Level multiplied by 10 (or your highest remaining spell slot if you are broke).
    • 20 (In-Network Miracle): Fully covered with zero copay. You immediately regain 50% of your maximum Hit Points and gain Advantage on your next roll out of sheer bureaucratic relief.
  • The Fine Print: If you have taken damage from the same type of creature earlier in the day, the DM may rule the damage a "pre-existing condition," imposing Disadvantage on your claim roll.
Potion of Delayed Reparations

Potion, Uncommon

A bright pink, fizzy liquid that tastes like strawberry soda and impending doom.

  • The Gamble: Drinking this potion instantly heals you for 4d8+4 HP.
  • The Catch: At a time to be determined by the DM, between now and 1d4 hours later, a spectral glowing fist materializes out of thin air and punches you square in the jaw. You take 2d8 Bludgeoning Damage, and must pass a DC 12 Constitution Save or be stunned for 1 round.
Potion of Schrödinger’s Healing

Potion, Rare

A murky gray liquid locked inside a completely opaque lead flask.

  • The Gamble: Upon drinking, the DM rolls 4d4 for healing, but does not reveal the total to you. Your HP on your character sheet does not change.
  • The Outcome: The healing exists in quantum superposition. The exact moment you take damage that would drop you to 0 HP, the potion's health retroactively triggers 1 microsecond before damage is applied, potentially saving your life (or leaving you dead if the roll was too low).
Scroll of Almost Fireball

Scroll, Uncommon

A scorched leather parchment that smells faintly of sugar and lemon juice.

  • The Gamble: Casts a 3rd-level Fireball spell (20 foot radius, range 150 ft).
  • The Catch: Instead of fire, the point of impact explodes with billions of aggressive Fire Ants.
    • Creatures in the area take 8d6 Piercing/Acid Damage (Halved on DC 14 Dexterity save).
    • The area becomes Difficult Terrain for 1 minute. Anyone starting their turn in the zone takes 2d6 Acid damage and must pass a DC 12 Constitution save or suffer Disadvantage on attack rolls due to ants crawling in their clothing.
Scroll of Summon Bear (Subjective)

Scroll, Uncommon

A scroll bearing a crude drawing of a furry creature. The definition of "Bear" is left up to cosmic interpretation.

  • The Gamble: You cast the scroll to summon a creature for 1 hour. Roll a d4:
    1. The Ursine: A standard, extremely territorial Polar Bear. It attacks the nearest creature every turn (friend or foe).
    2. The Huntsman: A large, hairy, and very flamboyant Human Barbarian named Barry appears. He speaks with a booming voice, has a glorious handlebar mustache, gives great fashion advice. Barry wields a great axe (1d12 damage). He will defend you as long as you regularly compliment his mustache.
    3. The Softie: A tiny, mundane Koala. It has 3 HP and 0 attacks. Whoever carries it gains Advantage on Wisdom saves and immunity to being Frightened because it is absurdly calming to hold.
    4. The Drop Bear: A carnivorous Koala lands on the head of your target, dealing 3d6 Slashing Damage and blinding them until they spend an action to pull it off.

18 comments

  1. [2]
    Zorind
    Link
    Ok these are all great. My favorites are definitely the potion of prior authorization, the helm of the backseat driver, and the scroll of summon bear (subjective).

    Ok these are all great.

    My favorites are definitely the potion of prior authorization, the helm of the backseat driver, and the scroll of summon bear (subjective).

    7 votes
    1. goose
      Link Parent
      Barry will always have your back!* *As long as you remember to regularly compliment his mustache!

      Barry will always have your back!*

      *As long as you remember to regularly compliment his mustache!

      6 votes
  2. secret_online
    (edited )
    Link
    In the campaign I'm currently playing in, my character has a Bag of Holding Toast, somewhat similar to your Bag of Withholding. Bag of Holding Toast Wondrous Item, Uncommon A bright pink backpack...

    In the campaign I'm currently playing in, my character has a Bag of Holding Toast, somewhat similar to your Bag of Withholding.

    Bag of Holding Toast

    Wondrous Item, Uncommon

    A bright pink backpack that mostly functions like a Bag of Holding, but it seems to know when you're feeling a bit peckish.

    When retrieving an item, make a DC 10+<number of hours since the creature has last eaten> Constitution saving throw.

    • On a pass, the intended item comes out.
    • On a fail, the creature instead pulls out a delicious piece of cinnamon toast. Upon consuming the toast, gain 1d8 temporary hit points.

    Once a roll has been made, the outcome is the same for any creature for the next hour.

    Upon searching online, it turns out there's a version of it already, but I like this variant for the hunger mechanic and because it feels silly rather than mean. The fail condition still having something helpful sets the tone quite nicely. The "hours since last eaten" means having stopped to eat, so snacking on the go doesn't count. We also just have an agreement that the party won't abuse it because we're reasonable people who know how to talk to each other.

    It has featured in a few moments in the campaign:

    • There have been two times I've reached into the bag wanting the toast. The first was for the temp HP, but the second was to comfort someone who we'd just saved.
    • There was also the time that I had put a rather precious gem that were retrieving for a powerful figure in there, and when we were presenting it to that powerful figure I had to reach in and pull out that gem... and not the toast... and it had been hours since I'd eaten... and if I pulled out toast it was not going to be good... But luckily for the party I exactly met the DC and pulled out... well, I pulled out the cushion that the gem was displayed on first and then pull out the gem so I could present the gem on the cushion but you get the point.
    7 votes
  3. DeaconBlue
    Link
    I like this theme! I have a recurring theme in my games where some magic items are the equivalent of thesis papers for wizards and, as such, some of the "C's Get Degrees" wizards make less than...

    I like this theme! I have a recurring theme in my games where some magic items are the equivalent of thesis papers for wizards and, as such, some of the "C's Get Degrees" wizards make less than perfect work.


    Shared Demiplanes, or The Bag of Shared Holding

    I have always felt like demiplanes for wizards must follow something analogous to a secret key in cryptography. The wizard comes up with their secret key and that leads to some -mumble mumble- space being created in -mumble mumble-. I like the idea that another wizard could, if they figured out the secret key, access the other wizard's demiplane.

    Taken to the original paragraph, I have the idea that there is coursework somewhere to make a bag of holding and the spell includes something like "ABC123" in the spell that a wizard would replace with their own key. However, some wizards might just recite the spell verbatim from the text and make a bag that leads to demiplane ABC123. Now there are several of these student-made bags of holding that function just fine, but anyone with a matching bag can reach in and grab stuff out of (or put stuff into).

    Every dawn, for each item that the player is tracking in the Bag of Shared Holding, there is a 1d4 chance that the item is removed and replaced with an item of similar value.

    My players in one game took this logic and went searching for the students of one particular wizard to try to get all of the copies of one particular demiplane so that they had a shared inventory, which ended up being a great side quest on its own.


    Ring of Quicksilver

    When speaking the command word, this silver ring liquefies and spreads to the weapon that the wielder is carrying (or arrows or whatever). There is a 1d4 chance that the ring instead covers the wielder's hand in silver for the day instead (no mechanical penalties for this).

    I had a fighter use one of these in one campaign and the fighter ended up brawling with a werewolf with his bare hands and ended up commissioning a silver gauntlet because it was a fun way to fight them.


    Wonky Talkies

    These magical stones allow you to send and receive spoken messages within a mile radius.

    But the magic communications protocol is hard. Each word has a 1d3 chance to not make it to the receivers.

    This one was especially fun because I wrote a program to run on a local server that people could access through a web page. They typed out the message that they wanted to send and the server did the message chopping before sending it out to everyone else. This was a magic item in a game rather than a software engineering issue so there was just a handshake agreement to try to not bypass the message chopping algorithm.

    7 votes
  4. Kopper
    Link
    My favorite weird magic item I gave to a player in my campaign was the 'Longshot Shortbow' which dealt double damage on any attack made with disadvantage. Our ranger realized she could give...

    My favorite weird magic item I gave to a player in my campaign was the 'Longshot Shortbow' which dealt double damage on any attack made with disadvantage. Our ranger realized she could give herself disadvantage on ranged attacks by shutting her eyes and she then spent every combat with her eyes closed, firing wildly in the general direction of the enemy.

    6 votes
  5. Fog
    Link
    There are many aspects of D&D I enjoy, but few compare to the joy of finding a new magic item! You have my sincere compliments on crafting these with ingenuity while keeping it light-hearted and...

    There are many aspects of D&D I enjoy, but few compare to the joy of finding a new magic item! You have my sincere compliments on crafting these with ingenuity while keeping it light-hearted and fun. From a gameplay design/DM perspective, engaging players by empowering them with these risk/reward choices is always a win in my book.

    Upon trying out your Ring of the Overconfident Gambler I rolled a critical success on 18, so now I know for certainty this lunch will be extra delicious :p

    4 votes
  6. [2]
    DistractionRectangle
    Link
    Do the players get to know the defects up front? Or are these variants of items that do the expected things without the defects (at a much higher cost) and the shopkeep has these things discounted...

    Do the players get to know the defects up front? Or are these variants of items that do the expected things without the defects (at a much higher cost) and the shopkeep has these things discounted simply because they're used/returned, manufacturing seconds, rejects from QA, approaching their expiration (or expiration unknown as the label is missing), made as part of an apprenticeship/prisoner reform program... Etc and players stumble upon the defects through use?

    Also, for the Scroll of Summon Bear, you could add a mostly useless fail, where you get a bear rug, taxidermy bear (which may work on accident as it looks real enough to scare enemies), massive carnival stuffed teddy bear which spawns on and temporarily encumbers the player, meek bespectacled Teddy from guild accounting, etc.

    4 votes
    1. goose
      Link Parent
      I'm split on the disclosure. For some things, like the broken throwing axe of recall, I think it's more fun to be cryptic, "Oh, that? It's, uhh, just a little wonky sometimes..." -- And let the...

      I'm split on the disclosure. For some things, like the broken throwing axe of recall, I think it's more fun to be cryptic, "Oh, that? It's, uhh, just a little wonky sometimes..." -- And let the players figure it out the first time they use it. For others, like the potion of prior authorization, I think it'd be pretty hard to spring the utility on the players without first disclosing it.

      I do love the idea of a completely useless bear rug. Bumping to a d6, while I'm not negating your other suggestions, I could see another "wildcard" being Ted (from the Seth MacFarlane TV show):

      5. The Bare Necessity: A fully intact, taxidermied bear rug appears flat on the ground. It is completely inanimate, smells faintly of mothballs, and serves no magical purpose. It is, however, quite soft to sit on during a short rest.
      6. The Thunder Buddy: A foul-mouthed, sentient teddy bear named Ted appears with a beer in one hand. He has 5 HP and an AC of 10. He cannot deal physical damage, but he can cast Vicious Mockery as a bonus action on each of his turns. Additionally, as long as Ted is within 5 feet of you, you are immune to being Frightened.

      4 votes
  7. [2]
    smithsonian
    Link
    I made something similar for a campaign I built for my son. I added some "read the fine print" items that he'd get excited about until he read the actual details, like the Invisible Cloak: when...

    I made something similar for a campaign I built for my son. I added some "read the fine print" items that he'd get excited about until he read the actual details, like the Invisible Cloak: when activated, the cloak becomes invisible. Fine print: the wearer does not. You are still fully visible, but nobody will know you're wearing a cloak.

    I also had boots that gave you REALLY good grip, but they always squeak. With every step. On every surface. The softer you step, the louder the squeak.

    There was also the Ring of Detect Fire: while worn, the ring glows orange whenever it comes in contact with fire.

    And my personal favorite: the Silent Spoon. Any liquids consumed from the spoon happen in complete silence; no slurping, no matter how hard you tried. (You just know there's a story behind why someone created that spoon.)

    4 votes
    1. goose
      Link Parent
      This reminds me of an item I dreamed up but didn't end up writing down: Ring of Attenuation Allows the wearer one extra slot of attenuation. Note, the ring requires attenuation.

      There was also the Ring of Detect Fire: while worn, the ring glows orange whenever it comes in contact with fire.

      This reminds me of an item I dreamed up but didn't end up writing down:

      Ring of Attenuation

      Allows the wearer one extra slot of attenuation. Note, the ring requires attenuation.

      4 votes
  8. [2]
    smores
    Link
    For the Helm of the Backseat Driver, is the DM giving advice at the start of the wearer's turn that they have to follow to maintain the bonus? That is both hilarious and seems like a lot of work haha

    For the Helm of the Backseat Driver, is the DM giving advice at the start of the wearer's turn that they have to follow to maintain the bonus? That is both hilarious and seems like a lot of work haha

    3 votes
    1. goose
      Link Parent
      I envisioned something like: Should the player forget or neglect to incorporate heeding Barnaby's commands, then the negative penalty kicks in.

      I envisioned something like:

      [DM] And with that, we turn to Theobald, it's your turn. Theobald, as your turn begins, you hear the thunderous voice of Barnaby in your ear -- BE SURE TO CHECK BEHIND YOU -- thunderous not because it's loud, but because it's literally right in your ears. What would you like to do?
      [Player] Well, I guess I take a second to drop to a knee and turn my non-dominant shoulder, so I can get a view of what's behind me. Do I notice anything there?
      [DM] No, you're essentially backed up to a wall, and there cannot be anything behind you. But you've satisfied Barnaby's need to be heard for this round.
      [Player] Right, in that case, I'd like to...

      Should the player forget or neglect to incorporate heeding Barnaby's commands, then the negative penalty kicks in.

      5 votes
  9. [2]
    ep1032
    Link
    There's a fantastic story somewhere on the internet, about a DM who gave his players a cursed item that absorbed damage. It was a necklace, and any time the player wearing it was hit, it absorbed...

    There's a fantastic story somewhere on the internet, about a DM who gave his players a cursed item that absorbed damage. It was a necklace, and any time the player wearing it was hit, it absorbed (some amount of?) damage. The curse was that once the necklace was removed, all of the damage would fly out of the necklace to impact the player. But when the players received the necklace, they didn't know how it was cursed, and eventually they just forgot to get it sufficiently inspected.

    Apparently at one point in the campaign, they are in town, getting ready for their next sortie. And in order to prepare, the players decide to switch who wears the necklace. A year's worth of damage explodes out of the necklace, TK's the entire party, and the DM spends a while calculating, and determines that the total amount of damage released is equivalent to a small nuclear weapon destroying the town.

    3 votes
  10. [3]
    whbboyd
    Link
    Most of the ones where the downside is under the user's control seem pretty exploitable to me. For instance, the Cloak of Screaming Invisibility: if the user finds somewhere out-of-the way (or...

    Most of the ones where the downside is under the user's control seem pretty exploitable to me. For instance, the Cloak of Screaming Invisibility: if the user finds somewhere out-of-the way (or with tolerant neighbors) and screams for 24 hours straight, they then get a week and a half of durable invisibility to go and delve whichever dungeon you want. (If your DM wants to insist that you sleep, then every eight hours of screaming plus eight hours of sleep gets you three days. Every additional day nets two additional days to the accumulated sum. If you actually expected to need a month, and you had enough time to prep, you could make that happen at the low cost of probably needing to keep a healer on retainer to fix up your throat.)

    Someone else mentioned Morrowind's Boots of Blinding Speed, which are kind of the same—they seem like a joke item at first glance, but there are a load of ways to exploit them and they are in practice incredibly overpowered. First, you could just put them on and take them off again repeatedly. Second, any magic resist at all functionally nullifies the effect—the way the "blind" effect works in Morrowind, 99% blind just means the perfectly-crisp rendered scene is very dark. (2.5th, getting high levels of resist magic to avoid even that inconvenience is straightforward. And you only really need it for the instant you put on the boots.) Third, depending on how lightly you're willing to take roleplaying, it's entirely possible to navigate via the minimap. It turns out basically nothing can attack you at that speed, so the biggest risk is actually launching yourself off a steep slope and taking fall damage.

    I dunno, maybe I'm coming at this from too much of a computer RPG perspective. My tabletop experience is limited. That said… I still really like these (much like I like the Boots of Blinding Speed, exploitability notwithstanding. And heck, it's Morrowind—everything is exploitable). One is, presumably, playing or running this game to have fun, so it should probably be fun. =)

    1 vote
    1. goose
      Link Parent
      [My DM] Sure, sure, no problem. Just be aware that for every hour you scream at the absolute top of your lungs, non stop, you will incur one level of exhaustion. He's a tough DM, but a fair one....

      screams for 24 hours straight

      [My DM] Sure, sure, no problem. Just be aware that for every hour you scream at the absolute top of your lungs, non stop, you will incur one level of exhaustion.

      He's a tough DM, but a fair one. He'll let us exploit things where it's reasonably explainable, but screaming for 24 hours straight, he wouldn't let fly.

      4 votes
    2. sunset
      Link Parent
      That's kinda the benefit of tabletop over a computer game. There's flexibility because it's run by a person, usually a creative person. Unless your DM is really bad at it, they can easily come up...

      That's kinda the benefit of tabletop over a computer game. There's flexibility because it's run by a person, usually a creative person. Unless your DM is really bad at it, they can easily come up with a reason to stop the exploit, or better yet - integrate the exploit into the story.

      I can totally see a really fun side-quest starting because someone decided to shout for 3 days straight. Like, it really pissed off someone (or some thing). Then at the end of the quest the item gets destroyed. Or you let them keep it and double down on the hilarity if they try to pull it off a second time. It could be lots of fun!

      Or if your dm is particularly uncreative, they can just tell the players to not do it because it ruins the game.

      1 vote
  11. kyotja
    Link
    I really like these! I've actually been home brewing a lot of these recently - I dislike the idea of scrolls (or any magic substitute for non-magic users), and I love the idea of magical items...

    I really like these! I've actually been home brewing a lot of these recently - I dislike the idea of scrolls (or any magic substitute for non-magic users), and I love the idea of magical items that come at a cost, as it makes magic feel more weighty- this feels similar to that, and reminds me of
    Knave's relic system.

    One I home brewed recently was a marble skull called Gravetongue that would allow you to speak with the dead - however, the trade-off was that you had to do proper burial rites, digging a full grave & offering gold/treasures for them to be buried with, to every corpse you encountered. If not, Gravetongue had a 1/20 chance to reanimate the corpse & compel it to attack you.

    1 vote