A Handful of Magic Items 15

Picture Credit: Vic Soto

We’re at the 15th installment of A Handful of Magic Items! I wanted to focus on some non-combat oriented items (or at least, items that may be used outside of a combat) as I felt like my last few handfuls were very combat oriented. So today we have a magic monocle, a destiny-altering die, and dust of dragons with transformative effects!

Monocle of Observation (requires attunement)
As an action, the wielder can activate the Monocle of Observation granting it one of the following effects for 10 minutes when the wielder looks through it:

  • Gain advantage on Wisdom (Survival) checks made to follow tracks
  • Gain advantage on Intelligence (Investigation) checks made to find hidden clues
  • See faint auras around any visible creatures or objects that bears magic within 30 feet of the wielder, or
  • Understand the literal meaning of any written language, but the wielder must touch the surface on which the words are written.

Once used, the Monocle of Observation cannot be used again until after the wielder takes a long rest.

This gem-encrusted monocle has a blue tint to the lens that makes it look like it is glowing in complete darkness.

Die of Destiny
As an action, the wielder can pick a number between 1 to 5 and roll the Die of Destiny, which is a six sided die number 1 through 6. If the roll is above the number, they can add that number as a bonus to a single attack roll, saving throw, or ability check. Once this bonus has been used the wielder can use the Die of Destiny again, and rolling the Die of Destiny prior to using a previously rolled bonus does not have any effect. Rolling equal to or under the number deactivates the Die of Destiny for a number of days equal to the number chosen. Once the deactivation period is up, roll a d6. On a roll of a 1, the magic fades away and the die crumbles into dust.

This wooden die looks rather unremarkable until rolled, when small magical sparks can be seen shooting out of it.

Dragon Dust (consumable)
As an action, you can sprinkle yourself with a pinch Dragon Dust. If you do so, roll on the table below to see what effect takes place.

Dragon Dust Table (d10)

  1. You magically shapeshift into a Kobold for one minute and all of your clothing and equipment changes with you. During this time, while in direct sunlight you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. Your size becomes Small and you also have disadvantage on all Strength checks and attack rolls made using your Strength modifier.
  2. You can double your Charisma modifier for Charisma (Intimidation) checks made in the next minute.
  3. For the next minute, you may add 1d4 cold damage to all melee weapon attacks you make.
  4. You can immediately exhale out a line of lightning in a 5 by 30 foot line. Any creatures within the line must take a Dexterity saving throw, taking 3d6 lightning damage on a failed save and half as much on a successful one.
  5. You exude an aura of fear. All creatures of your choice that you can see within 30 feet on you must make a DC 13 Wisdom saving throw or be frightened of you for 1 minute.
  6. You can immediately exhale out a gout of flame in a 15 foot cone. Any creatures within the cone must take a Dexterity saving throw, taking 4d6 fire damage on a failed save and half as much on a successful one.
  7. For the next minute you grow scaly, ethereal wings. You have a flight speed of 40 feet and advantage on Dexterity saving throws while these wings are active.
  8. For the next minute, you gain resistance to acid, cold, fire, lightning, and poison damage.
  9. Roll twice on this table using a d8, and choose one.
  10. Roll twice on this table above a d8, using both results. If you roll the same number twice, reroll until you get a different second result.

A mixture of chromatic and metallic colored dust specks fill up tiny a drawstring pouch- just enough for the effects to take hold.

And there we have it! As I said, non-combat was the name of the game, though certainly the die and dust could be used to enhance combat properties. The risk factor of those two items is also something that excites me; the die from becoming useless if used too recklessly, and the dust with the chance to turn into a kobold.

Let us know what you think of these items, and how you would improve them or change them to fit into your campaign! Be sure to join in the discussion over on our Discord channel where we talk tabletop!

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