DM’s Bag of Tricks: Magic Items 2

Picture Credit: Wizards of the Coast

I’m back with a fresh helping of magic items for your campaigns. Unlike the past article some of these are purposely half-baked. I did this because everyone’s table is a bit unique; what one group might find extremely game breaking another might enjoy for the same reason. Think of them as the pre-cut and chilled versions of cookie dough, so all you need to do is make some final decisions to run them over the finish line and into your game.

(I’d also like to take this opportunity to announce here that me and my lovely family are expecting a new baby boy in September 2019! So I’ll be having longer gaps between my articles as one might expect given having a newborn on the way. There’s a small chance that being up late night will actually give me more time to think about these things, effectively giving me a slingshot into more content. However, my brain will also be extremely tired, so probably not.)

Tarkin’s Fishing Pole

This magic fishing pole has a magic illusionary fish hook that will project a the proper bait that is best to use in a given body of water. It’s 70ft of fishing line can’t be cut thanks to a magical enchantment.

Primary ability: All survival checks to relating to fishing for food have a +10 to the roll.

Secondary ability: Once per day this enchanted fish hook will also work on any creature who isn’t a fish as long as hook and creature are in the water. Any creature trying to resist the hook makes a DC 20 Strength save and may repeat the grapple check at the end of their turn. On a failed save the wielder of Tarkin’s Pole can use their bonus action to pull the creature 15 feet towards the fishing pole and reduce the target’s movement to 0 until the creature saves.

This runed, silver fishing pole has an emerald bead located just above a steel fish hook.

Magmaguard Gauntlets

These are lava-manipulating, copper gauntlets used by dwarven blacksmiths. Each gauntlet contains 1d12 onyx stones. When tapped together, an onyx stone sparks to life and glows bright orange (this effect can be triggered more than once). While glowing, it provides the gauntlets and user with fire damage immunity for 10 minutes. At the end of the spell roll a DC 15 CON check. On fail the stone(s) that were used shatter. Stones that do not shatter briefly turn transparent but recharge after a long rest. Fire immunity does not apply to gear other than the gauntlets.

Onyx gems are embedded in each joint of these long, dwarven-crafted, copper gauntlets which cover from fingertips to just above the elbow

DM NOTE: As a knob for adjustment, you need to decide if this fire immunity should apply to all gear or just the gauntlets and the person. If you want to make the gauntlets strictly shield only the person then the person would burn their boots walking on lava, after a few rounds their clothes should catch on fire from proximity to the lava. Then non-magical weapons, and then potentially magical weapons as well. Depending on your game’s level of realism, tapping the gauntlets together 3 times in a row gives 30 minutes of protection. As written, the intention is you couldn’t store that much fire resistance and it’s really only meant to give you 10 minutes, then 10 minutes, then 10 minutes and you’d need to space out the tapping.

You should also decide if the fire immunity only applies when related to lava or if these are amazing gauntlets to have when fighting a red dragon and fire elementals. Also I think it should go without saying but walking on semi-solid lava should be difficult terrain.

Ozzel’s Brew

After taking this potion, players are “reckless” for 2 hours. While reckless, you may move at double your speed but anytime you move more than your normal speed you must make a dexterity check DC 15. If you fail the check then you move your normal speed then fall prone and take 1d6 bludgeoning damage (this ends movement for the turn). Additionally add 1d6 damage to all melee attacks

This large portion contains a slowly bubbling brew whose color and shifts between a blend of 2-4 colors of the rainbow at a given moment. It slowly shifts through the full spectrum of colors over 10 mins. Color changes speeds up when shaken.

DM NOTE: If the player uses this and the haste spell then there should be a consequence, since it effectively overcharges. A few ideals I’ve mulled over are immediately locking muscles unless a DC 15 constitution save is saved. Another idea that came to mind was the effect of Ozzel’s Brew just ends. I’m not putting it explicitly in the magic item because your table might not have an issue if those two things are stacked.

Ioun Stone of Major Rest and Restoration (Legendary Item)

This oblong emerald floats above sleeping player characters and requires attunement. Players equipped with the Ioun Stone of Major Restoration restore two points of exhaustion at the end of a long rest instead of one. If the player does not restore two points of exhaustion then the player gains 1d12 temporary hit points.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful Attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 Hit Points, and Resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

This oblong emerald floats in a clumsy circular orbit over sleeping creatures

DM NOTE: This is meant to be used in conjunction with some monsters who could deal exhaustion effects. One of the concepts I’m toying with is a hit and run beholder encounter in some kind of lair. So he ends up hitting for exhaustion damage but because he lives here by himself.


For the last item, we have something that is nearly as useful in combat as it is out of combat, with DM’s blessing ANY shot taken in stealth doesn’t actually reveal anything. It’s mostly intended to exist as a plot point; the characters arrive right as the arrow begins to cause it’s secondary effect. It’s a consumable item since there’s no way to retrieve the arrow after it dissolves.

Assassin’s Quiver (requires attunement)
Requires Ranged Proficiency and Dexterity score over 15

Each Quiver holds 3 ARROWS
Once knocked in a bow, these arrows are enchanted to be completely invisible and the arrow dissolves into mist five minutes minutes after being fired. Invisible arrows do not break stealth when fired (at DM’s discretion). Each arrow fired has an extra +1d6 damage.

Three blackwood arrows with silver fletchings are detailed in runes, the steel arrow tips are extremely sharp

DM NOTE: The reason for the Dex requirement is it takes a decent bit of skill to shoot an arrow when you can’t see the tip or the arrow itself, you actually have to know exactly what you need to do. I suggest any DM decide at what point the attunement should end, does an empty quiver still require attunement? Players might want to pick up the arrows to prevent them from dissolving, which could certainly be an option. If you don’t like that idea then just say they dissolve at a faster rate.

For more check out DM’s Bag of Tricks: Magic Items 1 and Robb’s A Handful of Magic Items series!


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