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10 Quirky Magical Items From Xanathar’s Guide to Everything (D&D Expansion)

meopari by meopari
05/12/2022
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charming items are one of the most enjoyable parts of playing Dungeons & Dragons. Finding them is always the high point of going shopping in town or making it to a care for room. Most of the time, charming items are rare and all of the peculiarly cool ones are a once-in-a-lifetime recover. Dungeon Masters are often cautioned on their use and distribution, saving charming items for later in the game as a way to protect players from themselves. A arch dungeon Master can test a party ‘s heart by giving them a charming detail that ‘s besides herculean for their level, but should have a design in rate should the worst come to pass .
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When Wizards of the Coast was developing Xanathar ’ s Guide to Everything, they wanted to introduce some new charming items, but with a wind. To inject a little fun and notion into a basic treasury, they included a tilt of magic items that are park in the global. Most of these charming items grant no fight bonuses — they ’ re just pathetic accessories for fun and creative roleplaying. Others are of fantastic quality and are actually utilitarian but still pretty weird .
Updated on August 3, 2021 by Kristy Ambrose: The catalog of balmy items in Xanathar ‘s Guide to Everything is n’t therefore common anymore with some of the more noteworthy charming treasures now appearing across a across-the-board align of D & D adventures. creative players can make even the strangest and most unusual things utilitarian in a variety of situations, and considering how wyrd some of these accessories are, it ‘s about like the developers and writers at Wizards of the Coast are just trying to make new challenges for us.

Reading: 10 Quirky Magical Items From Xanathar’s Guide to Everything (D&D Expansion)

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3/3 Clothing and Gear

Dungeons & Dragons Artwork, Showing a group of adventurers camping around fire Art via Wizards of the Coast

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Wand of Smiles

  • Magical Abilities:
    Target any humanoid within 30 feet of you and force them to smile, provided they fail a Charisma saving throw.
  • Number of Charges:
    3 charges a day
  • Duration of Effect:
    One minute.
  • Attunement Required:
    None.

Staff of Adornment

  • Magical Abilities:
    Transport any three objects that weigh less than a pound by placing them on top of the staff. Make the floating objects spin or twirl at will.
  • Number of Charges:
    3 charges a day
  • Duration of Effect:
    Lasts until the items or the staff are removed.
  • Attunement Required:
    None.

Hat of Vermin

  • Magical Abilities:
    Speak your magic word and a rat, bat, or frog will appear in the hat.
  • Number of Charges:
    3 charges a day
  • Duration of Effect:
    One hour or until the creature is reduced to 0 hit points.
  • Attunement Required:
    None.

Cloak of Billowing

  • Magical Abilities:
    The cloak billows and flutters on command. Used for dramatic effect, comedic timing, or to elicit an RP laugh.
  • Number of Charges:
    None. Limited only by your Actions.
  • Duration of Effect:
    The length of a typical billow.
  • Attunement Required:
    None.

Wand of Pyrotechnics

  • Magical Abilities:
    Creates a small burst of bright colors and sound any place you can see up to 60-feet away. The sound is a loud crackling, boom, or hissing that can be heard up to 300-feet away.
  • Number of Charges:
    7 charges a day, but if you roll a natural 1 while using the last charge, the wand may be destroyed.
  • Duration of Effect:
    Similar to regular fireworks.
  • Attunement Required:
    None.

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2/3 Trinkets and Jewelry

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Perfume of Bewitching

  • Magical Abilities:
    You have a charismatic advantage over anyone you speak to, and nobody will know that they’ve
    been under the influence of magic
    .
  • Number of Charges:
    This is a single-use item.
  • Duration of Effect:
    One hour.
  • Attunement Required:
    None.

Pipe of Smoke Monsters

  • Magical Abilities:
    Puff out plumes of smoke that are roughly one-foot square in size that take the form of a monster of your choosing.
  • Number of Charges:
    It works every time you smoke the pipe.
  • Duration of Effect:
    A few moments, the same as a regular puff of smoke.
  • Attunement Required:
    None.

Talking Doll

  • Magical Abilities:
    You can teach the doll six short phrases and set up a trigger for each one. It’s probably meant to just be a magical toy for children, but it could very easily be used for more nefarious means.
  • Number of Charges:
    Not applicable.
  • Duration of Effect:
    However long it takes to say a six-word phrase.
  • Attunement Required:
    This is a Wondrous item and requires attunement.

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1/3 Accessories

D&D Magical Items

The Tankard of Sobriety

  • Magical Abilities:
    Drink any alcoholic beverage from this tankard and never get drunk. Situational, but useful.
  • Number of Charges:
    Not applicable, as it works whenever you use it.
  • Duration of Effect:
    As long as you need.
  • Attunement Required:
    None.

Heward’s Handy Spice Pouch

  • Magical Abilities:
    It seems like the pouch is empty, but if you name a spice, seasoning, or herb, it will appear. Each use produces enough to season one portion of food but you can produce the same seasoning ten more times.
  • Number of Charges:
    10 charges a day
  • Duration of Effect:
    Not applicable.
  • Attunement Required:
    None.

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Pot of Awakening

  • Magical Abilities:
    Plant a shrub in it and tend to it for 30 days. At the end of the 30 days, the shrub will become
    the awakened shrub from the
    Monster Manual.
  • Number of Charges:
    One, because the creature eventually outgrows the pot and breaks it.
  • Duration of Effect:
    Not applicable.
  • Attunement Required:
    None, but Druids and Rangers appreciate it more than others.

Instrument of Illusions

  • Magical Abilities:
    Can create a variety of visual or auditory effects when you play it.
  • Number of Charges:
    Not applicable, as it works whenever the instrument is played.
  • Duration of Effect:
    As long as the performance lasts, but the radius is limited to 10 feet, which extends to 15 if you’re a Bard.
  • Attunement Required:
    None, but Bards get a buff to the area of effect.

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