Enchanted Thieves’ Tools

We often see magic weapons and wondrous items, but some gear that is often overlooked – and not just for being magicked up – is tools. So, today, here’s a magic version of thieves’ tools.

Enchanted Thieves’ Tools

Wondrous Item, rare (requires attunement)

While attuned to this item, you have a +1 bonus to checks made using it. In addition, it has 4 charges that refill every dawn. You can expend 2 charges to cast the Knock spell, or 1 charge to cast the Arcane Lock spell without having to know them or expending any spell slots. If you cast knock, you can expend an additional charge to completely suppress the loud sound it creates.

I think there’s a lot of room for new, fun items that interact with other tools and kits, especially in order to make them a bit more popular in use – especially since artisan’s tools in particular seem to be a bit left behind. Truth be told, the only ones I’ve ever see used are thieves tools, disguise kit, and herbalism kit, so I’d like to see some more variety.

Thanks for reading, and have fun!


Edict of Judgement

When a particularly powerful character has made themselves an enemy of a prominent paladin order, they are issued an Edict of Judgement. This magical scroll details that person’s crimes against the order, as well as their sentence, should they be caught. This Edict is then given to the paladin responsible for bringing the enemy to justice, and assists them in their task in various ways. Rarely, such Edicts are also granted to people outside the order, if the cause is considered appropriate – but the bearer of the Edict must always be a servant of law, or personally vetted by the paladin order.

Edict of Judgement

Wondrous Item, rare.

When the Edict is written, it bears the name of a single humanoid creature, the creature’s crimes, and punishment. While you carry the edict, you know at all times if the creature is in the same plane of existence as you, and if the creature is within 1 mile of you, you also know its exact location.

If the creature is invisible, ethereal, or a shapeshifter, while within 100 feet of you, it must succeed on a DC 17 Wisdom saving throw or be unable to use such an ability until the beginning of its next turn.

In addition, you gain a +1 bonus to attack and damage rolls against the creature, and it cannot take the disengage action when within 10 feet of you.

When judgement has been delivered, the scroll disintegrates into motes of light, and the bearer and their allies regain 2d6 hit points.

Thanks for reading, and have fun!

Primordial Ooze

When an ooze has lived for enough time and has accumulated enough material, it becomes so large and heavy that it cannot hunt anymore. Thus, it undergoes a metamorphosis, anchoring itself to a location and creating a lair. From there, it sheds parts of it into new, mobile oozes, who after hunting for prey return and re-assimilate to the primary “body” to provide nutrition. These ooze “colonies” constantly expand, spreading further and further away from the anchoring point as food sources get depleted and prey flees. If left unchecked, these infestations can grow to absurd size, claiming entire territories. While thankfully such dangers are noticed quickly at the surface, it is rumored that deep underground, massive ooze organisms stretch across hundreds of kilometers, slowly but inexorably carving out their own “kingdom”.

Mechanics (DnD 5e)

Due to its nature, a primordial ooze isn’t really a creature in terms of mechanics, but more of a territorial effect. Designate an area that belongs to the ooze. This can range from a small cave to a ruined castle to a massive tunnel network. Oozes within this territory gain the following benefits:

  • Any ooze gains a +1 bonus to attack and damage rolls.
  • Any ooze increases their speed by 5 feet.
  • When a Black Pudding or Ochre Jelly split, the two new oozes gain 1d6 temporary hit points.
  • When a Gelatinous Cube attempts to engulf a creature, the DC of the Dexterity saving throw to avoid it increases to 14. It also gains the following reaction: Recharge 6: When an engulfed creature attempts to escape the cube, it can use a reaction to impose disadvantage on the roll. If the cube does so, it cannot move until the end of its next turn.
  • Gray Oozes gain the Split reaction that Black Puddings and Ochre Jellies have.

The primordial ooze has no AC or abilities. However, it has a pool of hit points, that are expended to create mundane forms of oozes. A brand new anchored primordial ooze would have a bit over 200 HP, but ancient ones could reach well into the thousands, able to summon a true army. To give some idea about the numbers, a Black Pudding has 85 (10d10+30) HP, a Gelatinous Cube has 84 (8d10+40), a Gray Ooze has 22 (3d8+9) and an Ochre Jelly has 45 (6d10+12)

In order to kill such a creature, you would simply have to make it summon more and more mundane oozes to defend itself, until it eventually ran out of HP to use. You could limit the number of oozes summoned each turn either with a hard number, or a percentage of the primordial’s total or remaining HP.

You could also make the area more dangerous with the following effects:

  • Any non-ooze creature within the area takes 1 acid damage at the beginning of each of their turns.
  • After each hour spent in the area, any nonmagical metallic equipment corrodes as if affected by a Black Pudding’s Corrosive Form or Pseudopod.
  • Whenever an ooze dies within the area, other oozes within 10 feet of it absorb its remains, regaining 1d4 hit points (one roll for all oozes).

By adjusting the total pool of HP the primordial ooze has available, you can tweak the difficulty of the encounter according to your will. As you can guess though, I don’t advise you to convert the primordial into an ooze mob in one go – the fight should be done in waves in order to not overwhelm the players.

And since I apparently neglected to say this before, Oozes are at page 240 of the Monster Manual.

Thanks for reading, and have fun!

Staff of Disruption

This magical staff is a very valuable tool for some abjurers, allowing them to disrupt the magical energies that animate a number of creatures, as well as various other permanent or semi-permanent magical arrays.

Staff of Disruption

Staff, Rare (requires attunement)

The staff has 10 charges that refill every day at dawn. You can expend 1 or more charges to take one of the following actions:

  • Target undead, construct, or elemental must make a Wisdom spell saving throw or become incapacitated until the end of its next turn (1 charge).
  • Make a spell attack roll targeting an undead, construct, or elemental. On a successful hit, you deal 1d10 force damage (1 charge). You can expend additional charges to increase the damage dealt by 1d10 for each charge spent.
  • You cast Detect Magic (1 charge)
  • You cast Dispel Magic as a 3rd level spell (3 charges). You can spend more charges to cast it as a higher level spell. Each spell level requires 2 extra charges.
  • You cast Banishment on an Elemental as a 4th level spell (5 charges).

Nothing too special for today, but I’ve been a bit busy these days. Still, I think it’s a fine item for it’s specialization. Not too powerful, a somewhat narrow focus, but not weak either.

Thanks for reading, and have fun!

Ring of Untamed Magic

Of all the classes in DnD, none can be as exasperating and hilarious as a Wild Magic Sorcerer. The randomness of Wild Magic Surge can either make a hard fight completely trivial, or turn an easy encounter into a TPK. Or do nothing at all. So, I thought I’d take that aspect of the subclass and turn it up to 11, with the following item:

Ring of Untamed Magic

Wondrous Item (ring), rare (requires attunement by a Wild Magic Sorcerer)

This item can hold up to 10 charges. When found, it has 1d6+1 already stored. Whenever you roll on the Wild Magic Surge table (PHB page 104), the ring stores another charge. While attuned to it, you gain the following benefits:

  • Any time you cast a spell of 1st level or higher, you can choose to roll for Surge right away, instead of rolling a d20 to see if a magic effect is created. You can use this ability a number of times equal to your Charisma modifier (minimum of 1) per long rest.
  • Whenever you roll on the Surge table, you can expend any number of charges to add or subtract that number from the surge roll. You can do this before or after the roll.
  • When you cast a spell level of 1st level or higher, you can expend a charge to use a random applicable metamagic option on it without using any sorcery points. You can do this even if you have already used a metamagic option on that spell. You can use this ability once per short rest.
  • When you use your Bend Luck feature, you can expend a charge to use a d6 instead of a d4.
  • Damage dealt through effects manifested from a Wild Magic surge ignores resistances.
  • Finally, you can expend all 10 charges for a Surge Cascade; roll 1d10, then roll on the Surge table that many times. The ring does not gain any charges from these rolls.

As you can see, this item isn’t really balanced – nor is it meant to be. It’s meant to take the Wild Magic to the extremes, and cause as much trouble as possible for everyone – but that’s what’s fun about it. It’s also dedicated to my friend the Kind GM, who likes Wild Magic sorcerers quite a lot.

Thanks for reading, and have fun!

The Entropic Star

A cold, metallic sphere of an unidentified metal, with foreign and terrible powers. While it’s small enough to be held in one hand, its weight seems to fluctuate; sometimes as if it’s made of solid lead, other times as if it’s hollow tin. It’s color, too, seems to change sporadically, ranging from silver, to pale gold, to an abyssal black.

No-one quite knows what it is, or who created it. Perhaps it’s a lost artifact of the long-destroyed Illithid empire. Perhaps it’s a mere trinket of a civilization so incomprehensibly advanced that even the gods do not understand. Perhaps it’s simply an anomaly of nature, with no explanation besides that the universe is too vast and mysterious for everything to make sense. Whatever it is though, it holds great and destructive power that makes it an alluring target for every ambitious individual or group.

The Entropic Star

Wondrous Item, Legendary

The Entropic Star has a total of 5 charges. It regains those charges every day. You can expend one charge to manifest one of the following effects:

  • A pulse of pale white light bursts from the star. Every creature in a 25 foot radius makes a DC 18 Constitution saving throw. A target takes 5d10 radiant damage and becomes blinded on a failed save, or takes half damage on a successful one.
  • A pulse of darkness bursts from the star. Every creature in a 25 foot radius makes a DC 18 Constitution saving throw. A target takes 5d10 necrotic damage and becomes poisoned on a failed save, or takes half damage on a successful one.
  • A pulse of gravitational force bursts from the star. Every creature in a 25 foot radius makes a DC 18 Strength saving throw. A target takes 5d10 bludgeoning damage, falls prone, and is pulled 5 feel closer to the star on a failed save, or takes half damage on a successful one.
  • A pulse of psychic energy bursts from the star. Every creature in a 25 foot radius makes a DC 18 Wisdom saving throw. A target takes 5d10 psychic damage and becomes frightened on a failed save, or takes half damage on a successful one.
  • A corona of plasma erupts from the star. Every creature in a 25 foot radius makes a DC 18 Dexterity saving throw. A target takes 4d10 fire and 4d10 lightning damage on a failed save, or half as much on a successful one.

Alternatively, you can expend all 3 charges to turn the star into a Sphere of Annihilation (DMG page 201) for up to 1 minute. If you do so, if the sphere comes into contact with a planar portal, it reverts into the entropic star instead of any other effect happening. This feature then cannot be used again for 3d4 days.

If a creature dies from damage taken from the entropic star, it and its belongings (besides any magic items) disintegrate.

If you want, you can have the pulses be random instead of chosen by the players for a bit of extra fun – or you can have them cycle in a pattern. Depending on what its origin is for you, it might not be magic at all, not interacting with magic detection or antimagic fields et cetera in the slightest. Perhaps it is psionic in origin, or technological, or something else entirely. Maybe it’s even a small part of something greater, like a power source or a key.

Whatever route you take with it however, I hope you have fun with it. Thanks for reading, and have fun!

Extra Words #3: Happy Holidays

I don’t have much to say today, except for Merry Christmas – or Happy Holidays in general.

It’s been quite some time since I wrote the last personal update – almost 3 months to the day. Since then, I’ve been accepted in my university’s Masters program (starting on March), for which I’m both excited and nervous.

On some more interesting topics, yesterday I DM’d a DnD 5e one-shot for The Kind GM and a few other friends. I might write a review about it, because it was an interesting premise. I’ve also had some more fun with Chris, as I was a guest star in one (and perhaps more) of his videos – which you can find here.

We’ll probably play a few more games throughout the holidays, and we’re thinking of maybe recording a session, be it a TTRPG or some other tabletop game. Would you be interested in seeing something like that? Feel free to let us know. We’re also continuing work on some projects that will remain secret for now – but if you want a taste of our previous work, you can check out the Saboteur, a Rogue archetype for DnD 5e (it’s pay what you want too!).

That’s all for today – thanks for reading, and enjoy the holidays!