The Nose Ring of What?
New magic items ought to appear in 5E D&D games. (Well, really, in any version of D&D, not just 5E.) Part of taking the game-as-written and making it my own involves changing, deleting, and adding things that fit my vision of the campaign world I’m sharing the other players. I’ve offered on this site several examples of new monsters, magic items, and spells for different fantasy games. More often than not, some game, movie, book, or picture has inspired these new monsters, magic items, and spells.
Today is no exception. I present below a few magic items for 5E D&D inspired by the 2001 edition of Kenzer and Company’s HackMaster GameMaster’s Guide (HMGMG hereafter). HackMaster is one of many systems which own at least one book for but which I’ve never played. The HMGMG has impressive density. It’s more than 350 pages of two-column rules, commentary, and advice set forth in a too small font. Seriously. The font aspires but fails to reach 10-point.
But I digress, and now move on with 5E D&D versions of my some my favorite HMGMG magic items.
Belt of Diminished Size
Wondrous item, uncommon
While wearing this belt, you may speak the command word and use an action to cast reduce on yourself. For 1 minute, your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category — from Medium to Small, for example. Until the spell ends, you also have disadvantage on Strength checks and Strength saving throws. Your weapons also shrink to match your new size. While these weapons are reduced, your attacks with them deal 1d4 less damage (this can’t reduce the damage below 1). You can end the effect early by speaking the command word and using an action.
Boots of High Kicking
Wondrous item, rare (requires attunement)
While you wear these boots, you can use a bonus action to kick a target as an unarmed attack. You gain a +1 bonus on the attack roll, and your kick inflicts 1d4 + Strength modifier points of bludgeoning damage. You also make Charisma (Performance) checks related to dance with advantage.
Longbow of Strumming
Weapon (longbow), rare (requires attunement by an elf, half-elf, or bard)
This elegant longbow has six strings instead of one, resembling a cross between a musical instrument and a weapon of war. While unattuned to the bow, you have a +1 bonus to attack and damage rolls with this magic weapon. When attuned, you can call upon the full powers of the bow. As an action, you can strum one of three chords on the longbow. The effects of the chord last until the end of your next turn.
First Chord. The first chord grants you advantage with the attack you make with the longbow after strumming the chord. Your nonmagical arrows inflicts +3 additional points of piercing damage instead of +1 additional point of piercing damage.
Second Chord. The second chord causes any nonmagical arrow you fire with the longbow to transform into a fiery missile. The arrow inflicts fire damage rather than piercing damage.
Third Chord. The third chord causes any nonmagical arrow you to fire with the longbow to change course in flight as it races to its target. Your target does not get a bonus to AC from half cover or three-quarters cover. Full cover has its normal effects.
Nose Ring of Viscid Globs
Wondrous item, rare (requires attunement)
This nose ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of the nose ring’s charges to attack one creature you can see with 60 feet of you. This causes you to expel “a vast quantity of sticky mucus” (HMGMG 230) at your target. The creature must make a DC 15 Dexterity saving throw. On a failed save, the creature becomes poisoned and restrained for 1 minute. A creature caught in the mucus can use its action to make a DC 15 Strength or Dexterity check (its choice). On a success, it frees itself, ending both conditions.
Potion of Gnome Gibberish
Potion, uncommon
After drinking this potion, you can speak, read, and write Gnomish for 10 minutes.
Curse. After drinking this potion, you must make a DC 13 Wisdom saving throw. On a failed save, you can speak, read, and write only Gnomish, but your spoken and written words are jumbled to the point of incomprehensibility. This effect lasts for 10 minutes or until you are targeted by the remove curse spell.