D&D: Common Magic Items For Uncommon Heroes
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What do you hand your players when a +1 sword just won ’ t cut it anymore ? These Common Magic Items will liven up any loot table .
charming Items have long been a staple of any RPG campaign. Whether the adjective-laden items of 3.x/Pathfinder, where your sword could literally be on Ice and Fire at the same clock, to the power-possessing enchanted items of 4th edition. In 5th edition, Magic Items are a fiddling more streamlined, requiring less of this :
And more merely doing things that feel charming. But of the ten thousand magic trick items, a few visit more than their bonny share of uses. How do you add a little bite of the spice of life ( which I know is actually Melange, but for this article let ’ s pretend it ’ south diverseness ) to your loot tables ? Try these common magic trick items out of Xanathar ’ s Guide to Everything. Some are utilitarian, some provide extra act options, all are guaranteed to get a reaction from your table when it comes time to identify the loot .
Boots of False Tracks
These boots let you live out your Looney Tunes dreams of walking and leaving behind a different jell of tracks. What I love about this item is that it makes you think about things that as a convention sane explorer you ’ d probably never think about–things like how to disguise your tracks. Embrace the gift of this item and leave behind half-orc or halfling footprints everywhere you go, throw off any Inquisitive or other research worker types that might be on your trail. Set up tracks to make it look like an ambushing coerce has been in the area. once a actor has these, the very fun ( trying to use them every find you get ) begins .
Mystery Key
This is a cryptic key with a interrogate marker worked into its head. It has a 5 % chance of unlocking any lock that it ’ s used on. Once it unlocks something, it disappears. I love this idea so much–it ’ s a great reward, specially for parties where the rogue can ’ thyroxine unlock doors and cipher prepares/knows the Knock Spell. Better yet, it has a 5 % find of unlocking anything, so take that Arcane Lock–most of the time it ’ ll do nothing, but the one prison term it works will be one of those memorable moments .
Cloak of Billowing
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This cloak may be the most sought magic item in your party once people realize that you can cause it to billow dramatically as a bonus action. Punctuate every language ( or sentence ) with dramatic dash. Give it to a player who has been hanging back and see how it changes them–this item demands the spotlight .
Walloping Ammunition
This ammunition packs a whack ( taken verbatim from Xanathar ’ s Guide ). This ammunition forces creatures hit by it to make a military capability write or be knocked prone. It ’ s merely DC 10, but every unmarried time it works the party ’ south sagittarius is going to be delighted. For maximal enjoyment, try on and find Shuriken or Darts or Sling Bullets with this place. subscribe to our newsletter !
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Pot of Awakening
Your pot buddy who ’ mho fun to be about, this is a hard rival for my single favored detail on this list, this is a charming 10-pound clay pot, which, if you plant an ordinary shrub and let it grow for 30 days ( no more, no less ), the shrub will transform into an Awakened Shrub which is friendly towards you and may listen to commands you give it .
Unbreakable Arrows
This is the stuff that dreams are made of. An arrow that can not be broken, except when inside an antimagic discipline. If you can ’ t think of at least a twelve potential uses for this arrow, there ’ s no helping you. This is the arrow for making your DM get that faraway sad stare that you know means their intent is broken just that much more inwardly. Hang the arrow somewhere and use it as a direction to climb down. Wedge outdoors any door. Bet people in taverns that you ’ ra stronger than them–you snap a regular arrow and give them your unbreakable arrow. Build a shelter out of unbreakable arrows and weather a ramp. The list goes on–but this detail has electric potential. ad
Most of the common magic trick items have that kind of potential–there are ways to use them, but you have to get creative to very make the most out of them. And that ’ s what I like about them. It international relations and security network ’ metric ton just that they ’ re frivolous, but that they encourage players to very think about how they can get aside with things in the game–that ’ mho arsenic much a region of D & D as kick in a doorway to a 10 ’ x10′ room with an Orc guarding a chest of drawers. indeed, I hope you enjoy figuring out how you ’ re going to use the Tankard of Sobriety ( which means you never get toast ) to create further adventures .
Until next time, happy adventuring!
generator : J.R. Zambrano Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [ electronic mail protected ]
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