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:
- The Ursine: A standard, extremely territorial Polar Bear. It attacks the nearest creature every turn (friend or foe).
- 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.
- 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.
- 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.
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).
Barry will always have your back!*
*As long as you remember to regularly compliment his mustache!
These remind me of Morrowind's Boots Of Blinding Speed
Edit: also, if I still played tt, I'd be waving these at our DM.
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
I envisioned something like:
Should the player forget or neglect to incorporate heeding Barnaby's commands, then the negative penalty kicks in.
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
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.
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: