Magical Loot Brainstorm

>post an image of an item
>write a short description about the effects or the history of the item above yours

If we have a bunch, I'll put them into a roll-table.

No takers?

A heavy piece of bronze, sized to be carried in one hand and shaped as a stylized representation of the god of fellowship Nyo-Itl. They are carried by his monks as they travel, as a sign of the god's protection; deals and meals conducted in good faith in it's presence inevitable prosper.

With a word, bandages will slither out from underneath and between the wrappings of this cestus, traveling across the wearer's body and coiling over any wounds, automatically binding them. Drawing on this power too often at once may make the whole thing unravel.

magic weapon with 7 charges, requires attunement. User can spend an action and X charges to cast Cure Wounds as a Level X spell. Recovers 1d6+1 charges at dawn. If you spend all charges, roll 1d20; it breaks on a 1

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A flask that contains a blue liquid. If opened it evaporates, along with any other uncontained liquids within 500m

A sample of universal solvent created long ago by a master alchemist. As the name suggests, it can dissolve anything, however it is extremely dangerous as it will permanently undermine the area around it. Its properties will poison any creature which consumes it by mistake, and it will slowly dissolve even stone and soil around it into a toxic sludge.

A watch containing 16 inches of monowire wrapped inside the band. Used as a way for assassins to conceal their garrotes while moving through security checks.

>just dumping items. pick and choose

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This magical weapon counts as a +1 battle-axe but when a command word is spoken strings emerge from the head and it is a +1 arcane focus for bards, sounds exactly like a modern electric guitar and is rumored to be a gift from the god of music.

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4 guns, each with different effects.
One fires bullets that always hit their target, one can't do more damage than a punch, one gets more powerful the closer the target is and one is guaranteed to miss. it is impossible to tell which is which and they sometimes switch effects wthout warning.

This shield, while ordinary against attacks, has the soul of a magical boar trapped against it. Any strike that hits the boar of the shield (1 in 5 chance when holder is attacked) instead wounds the magical boar that springs out from it, ready and singlemindedly attacking the figure that struck it.

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The coin is an incredibly powerful magnet which is only active when submerged in water.

Pick-Pocket's Lucky Coin

An extra shiny fake coin, when flipped onto the floor it glimmers temptingly to passers by, if they fail a wisdom saving throw they cannot voluntarily move away from the coin and will be compelled to pick it up. They gain disadvantage on all perception checks while under the thrall of the coin. Once picked up the target must make a charisma saving throw, on a failure they will see it as a worthless fake and discard it. Combat disrupts these effects.

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The prayer mats of the Skwatee cult. One kneels on the appropriate spot, and bends forward to kiss the hole (in which an icon resides, too holy to be seen with the eyes). This ritual is usually performed daily, sometimes twice if a cultist feels they have eaten a special meal that requires a second prayer.

>The Shield of Trwyth
This greatshield is built using the bones and iron hide of the great Boar of Troit and is imbued with it's stubborn and dangerous power. Three times per day, the shield can project great tusks of steel in front of it, giving it extra damage and bleeding on bash attacks made with it, as well as minutely raising its defensive capabilities for the duration of its activation. The shield seems to jump and buck in the wielders' hands when activated, and has been seen to exude steam and vapor from its nostrils in the heat of battle.

Frog helm.

Once per long rest you may speak a command word, after which a long sticky length of inhuman tongue springs forth from this otherwise ordinary looking frogmouth helm at a target within 30 feet you make a ranged grapple check against them, on failure they are restrained and may be moved up to ten feet towards the wearer with a bonus action.

The helm appears ordinary and can only be identified with the use of an Identify spell.

this ring has the symbol of the fleur de lis giving the wearer advantage on charisma checks with the royal blood

This is a gun, it fires bullets.

MADE OF ICE

This is a plasma pistol that does not have the Gets Hot rule

Each small tag is made from a soft fabric with elaborate patterns, and has a small knot tied at the top. When the strings of the knot are pulled, the tag springs forth into a full-sized garment, usually a beautiful dress or robe. Turn the garment inside-out and tie the two strings back together, and the garment will fold in on itself until it has been reduced back to the tag.

Consumable charms that ward and harm against extraplanar creatures

Fates ring.
A ring that increases the luckiness of everyone nearby, leading to vastly improbable events occurring in its vicinity.
It is said the goddess of fate can see through it and uses it for her amusement

Backstabber's blade, a high powered and evil magical weapon that when thrust into a target's spine and left there takes control of their body, but not their mind.

Wielder may invoke the backstabbers blade in place of a standard attack, the target must make a DC 15 constitution saving throw with disadvantage if the attack benefits from the Sneak Attack bonus or was made from hiding. Afterwards they must roll a d4+2 to to determine how many rounds before they may attempt to remove the blade

The target comes under the physical sway of the blade's wielder and they may use a bonus action to direct the enthralled target

Once the target makes their save or the weapon is removed, the wielder must roll standard damage on the target.

Abracadabra Rock: This rock is attuned to a larger block of the same stone. Carving this smaller rock carves the larger rock at the same time. Architects keep these master rocks under tight security.

This gem tree grows gems. Useful for mages who need a replenishing supply of gems but the Diamond Guild actively destroys any gem trees due to fears of gem trees inflating the gem market

Universal currency.
If used as payment, it is treated as the highest denomination coin of the country.

Marble dollhouse.
A dollhouse a dwarf made for his granddaughter, was broken when their fort fell.

Bowl of the Tree Shaman
Finely crave wood bowl from the core of a ancient Elm tree. Used for generations as a spell focus for summoning nature spirits.

Eldvid's wooden feast.

A plain wooden bowl that has been enchanted by a chef-artificer. When placed over a campfire, the runes burn off and become morsels of hot food in the bowl. Food will continue to appear until all the runes have disappeared, and the bowl can be doused with water to save some for later. The bowl itself will not burn until all the runes are gone.

The hammerbow.
An intricate hammer with a crossbow mechanism inside the heads, allowing it to fire a single bolt before reloading.

Vermin effigy.
Grants the owner the ability to command rats and other vermin but makes others treat them with disgust.

The dowsing sword.
A weapon developed to be used by water witches, the pronged head can be used as a dowsing rod, allowing its owner to seek out blood that is flowing close to the skin.

A well trained water witch wielding such a weapon can slice arteries and cause enemies to bleed to death from the tiniest of wounds.

Overflowing Fountain Pen of Saint John
a condemned artifact of the church, it magically compels its owner to think and behave with altruism and kindness.
Was once used as an internal policing tool among the clergy. After the reformation, its use was deemed a profound heresy and today it moves from private collection to private collection as thieves steal it, suffer crises of conscience, and subsequently discard it.

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Blacktongue Berries
These small, firm berries grow wrapped in a protective layer of razor-sharp leaves, when eaten, grants protection against ingested poisons. However, the bitter, pungent taste of these berries is known to make inexperienced users violently ill.

oh whoops, here's an item

Spider tablet
A tablet the size of a plate with a spider carved into it.
May or may not make the drow accept you as one of their own.
May or may not cause the drow to try and kill you to get it for themselves.

Man with sticks on canvas.
A painting of a man with a bungle of sticks on his back, enchanted to be able to talk.
The man is quite knowledgable about magic, necromancy in particular.
Actually a phylactery, the man is the lich's father

Endrekath's Incubator
An elaborately carved jade item with a hollow that can grow or shrink to accept eggs up to the size of a dragon's. Eggs placed within the incubator will hatch within 3 days, regardless of all other factors, and will produce a particularly healthy, robust specimen. Said creature will be unfailingly loyal to the owner of the incubator and will be imbued with celestial energy, making their attacks magical. May only affect one creature at a time - placing another egg in the incubator will simply cook the egg, with a 1 in 20 chance of breaking the incubator.

Backstabber's Blade 2.o. The blade doesn't cause any pain. Blood also runs right off of it so it is clean and silent. It is sharp enough that if you were to rest it's tip on a pork back and then simply let go, the blade would plunge hilt deep into the pork. This knife can be administered easily in a crowded room without even the victim noticing, as stealthy as poison in the wine.

Pocket guard. Wherever you place him, a spectral black knight will emerge to protect against anybody passing through, lest they know the password. He will fight as regular and can be killed, but that is unlikely. He is the spiritual sum total in skill of all the guards of anything who ever lived. It is unlikely to defeat him with fair or unfair methods, he's seen it all.

The skull of Nautilus

A magical arcane focus, counts as +2, additionally if the bearer of the item has consumed sea-water from any ocean sized body of water within 24 hours it gives them +2 intelligence.

Bowl of Intent - drink and food can be placed in here. If the contents are safe to eat the bowl does nothing but if the food is poisoned or unsafe the gold veins glow.

Forked Sword

When a foe is killed with this rapier once per long rest you may choose to take a second turn that resolves at the same time. Forking into two realities.

Prosthetic Leg

Its a fuckin' prosthetic leg.

It's dim light doesn't shine far, but the light reveals any invisible persons within the light.

The Tale's End

This sword was plucked from the feathers of the bird-like Hoppos, God of Stories, and given as a gift to one of his servants, and embodies the phrase "the pen is mighter than the sword". The wielder may whisper to the blade, telling a tale of how their mighty swing carves their foe in half, or how their strike creates powerful winds to knock enemies away. If their words please the God of Stories, the blade glows and provides a bonus to attempts to replicate the action described. If the wielder cannot describe his intended actions in a pleasing way, the blade dims and functions only as a large, harmless feather until the wielders next turn. The benefits of The Tale's End do not allow the wielder to perform tasks that would otherwise be impossible for them, but such elaborate and poetic language is often encouraged to ensure that the wielder sparks Hoppos' interest.

Developed by the dwarves of Clan Hargrim during a vicious civil war, allowing them to force their way through the normally impenetrable defences their ancestors had built for the safety of the whole clan. Carrying one within their hold now is a crime punishable by death.

Functions as the Knock spell, 3/day. Can also be used as a +2 warhammer.

Armor of Kirk Knight of Thorns, as a move action you can tumble through an enemy's square and inflict 1d6 damage.

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The vampires bottle.
A massive bottle filled with demonic blood which allows a vampire, when submerged, to greatly augment their magical abilities.
Skeleton movement system not included.

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The Blade of Lautar was forged by a simple farmer from a piece of metal found in his lord's shed in a single purpose - to kill his cruel master. The hatred he felt while hammering it got imbued into the blade itself. Now, when it tastes the body it heats up as hot as it were being forged, boiling the blood that drips out of the body as a molten metal.

>the avocado of destitution
>if guy get presented with it you lose all land titles you ever held and you can't buy a flat until you break the curse.

Carric's fake leg.

A living prosthetic limb design and built by the famed Artificer Carric, after a tragic encounter by a owlbear. Imbued with a permanent animate object enchanment. When left along it will try to hop back to its creator.

blob of meat, believed to be the heart of a monstruous beast, it emmits fear for those who carrie it

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Hairlet's blessed razor.

Any organic material that comes into contact with the edge of the blade sprouts luscious locks.

/k/ommando's sleepingbag
when out camping with your gun, +30% chance of finding and killing a skinwalker

Hazamar's case
By placing a gold piece inside the case and touching the stone, one can use the power of the case to boost his eloquence and charisma. A few days after activation, the gold will disappear from the case. The user can place another gold piece inside the case to maintain the case's powers

Crystal life blossom ring
Prevents fatigue, level drain, aging, and bloodloss but the user cannot gain experience, change their equipment, memorize new spell and takes a disadvantage on resisting petrification.

Cu-Buloch wanted a easy path to immortality but was a poor study. His phylactery still holds some of his will to live even if his spirit has long since departed.

If a skinwalker wears the bag instead of their animal skin, it boosts their own powers by draining the lives of everyone human who ever used the bag before.

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Coffee Dragon
Tiny Dragon, Chaotic Neutral
AC 15
HP 14 (4d4+4)
Speed 10ft, fly 60ft
STR 5
DEX 19
CON 16
INT 15
WIS 11
CHA 20
Coffee Breath, The dragon breathes a spray of hot coffee at a single target within 5ft dealing 1d8 fire damage or half against a successful DEX save (DC 11). If targeted at a friendly creature who is aware of it they drink the coffee spray, gaining +10ft movement for 1d4 hours.

>The Aethyrometer
It is a tool used by an ancient school of magic which is no longer taught. When in the presence of ancient cosmic magics, the needle will turn and words will light up to indicate which type of magic.
While some directions of the Aethyrometer are helpful, there are others that light up at times where there's no apparent magic nearby, but the user has a slight unsettling feeling. There are other directions that haven't lit up at all. Yet...

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The Pointer of Destiny.
He who wields this sacred artefact shall be guided by the Gods to what their heart wishes for most.
Grants supernatural intuition and protects from curses and bad luck (to an extent), and focuses the mind towards achieving the objective.
However, stray from this destined path and the Gods shall punish thee, push you to return to the righteous path, or suffer the wrath of defying destiny itself!

Abyssal tormentor -
this dreaded relic of times immemorial seethes with a hunger for dreams. If it latches onto you and begins absorbing your thoughts cease all thinking and let it tire itself out. Once it feels the host is empty of nourishment, it will return to a more solid form and wait for a new prey.
In this state, provided no new potential hosts are nearby, one can extract from it the remnants of soul energy it has stored for, possibly, millennia, empowering the user greatly.
However, if the host fails to stop thinking and resists, the creature shall feed on your mind and memories and inhabit your body in an ethereal state until you fall asleep. Then it will begin to eat your dreams and memories and leave you an empty husk.
what did you think these spoilers hid?

Plague ball.
Gradually causes random diseases to be inflicted on every living thing in the area. Area of effect initially grows by 1 meter per second, but this rate is halved every 24 hours.

The effect only occurs when the object is stationary relative to the planet's surface. If moved, the area of effect will reset to zero and the rate of spread to 1 meter per second.

Diseases produced span the entire range of severity, curability, and rarity. While the object doesn't appear to inflict people with multiple diseases itself, diseases inflicted can leave a victim vulnerable to additional infections as normal.

I actually really like this. Good job on the name too, I would have called it something like a Stasis Ring.

>Filename

The Bottle of Gaitus the Bottlemancer.

Tired of not having enough bottles Gaitus the Bottlemancer created this bottle that produces bottles inside of it.

Once a day a potion can be drawn from the bottle. The dm rolls a d20 and does not tell the player the result. A high roll will make the potion something useful like a full heal. A low roll will make it poison or something useless like cat piss. The player does not know until they drink it.

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