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the "hat of disguise" instantly turns any stealth-related mission into one of those wacky HItman missions where you just keep piling bodies in a cupboard and steal their uniforms. I love the hat of disguise.
I will never forget one specific homebrew magic item that a green hag used in one of the campaigns I was in. My Ranger rolled a Nat 20 to identify the ring using Arcana, revealing instantly what it was -- the thing is, the hag appeared to us in the shape of a wholesome halfling grandma kind of character that we met earlier in the session when we visited her cottage. The effect of the ring? "You can take on the shape of the latest creature you killed within the last 24 hours". It broke my heart reading the card describing the effect of the magic item while everyone was waiting for me to explain what it does. It's not often a player gets to add to suspence with deafening *silence* .
My first campaign, session zero, my DM ended it with a reward safe with various items, including a random deck of cards. Everyone was freaking out, but I had an intuition, so I drew a card and threw it, and it turns out he created a magic deck (called a gambit's deck) which basically turns any thrown card into a dagger! Had it till the end of the campaign, and it saved me a few times. Also the only time I've used my gaming set: card proficiency (he let me use it to gain proficiency with the card attacks).
One really hilarious thing I've seen once is during a Curse of Strahd campaign, during the final battle with Strahd, and Strahd was hovering and the party was more or less unable to reach him, then the Rogue shapeshifted into a Bat (its a long story), flew above Strahd, then shapeshifted back to normal, pulled out his Robe of Useful Items and SLAMMED A ROWBOAT INTO STRAHD'S FACE! Not quite as spectacular as the Fortress thing, but the sheer Looney-Tunes-Energy from that moment really stuck with me.
@@Wingdings_man he most likely had a cloak of bat which allows its user to transform into a bat, you can also fly in dim or dark areas and have advantage on dex saves. That’s just a guess tho.
MY favorite magic item is definitely the immovable rod because i was playing a war forged artificer, so i would make them and slowly build them into my skeleton. all i needed was to succeed on one grapple check and they were pinned with next to no chance of escape (I also used it to make people think i was a god by just walking on air)
@Alastair Valyocsik presumably the warforged artificer found a way to rebuild himself in such a way that the rods buttons could be pressed within his body simply by “flexing certain muscles” so to speak.
Our DM came up with something called a Pocket Mimic, it’s basically a Mimic that’s taken the form of something small like a pocket watch, our wizard found one and then processed to throw the poor little guy at a guard and like a rabid Chihuahua begin to bite into the guards arm, that was a crazy Tuesday.
@@stefanomartinelli7344 theoretically yes, but also they'd take time to fully grow wouldn't they? (I always thought of a mimic being able to not shrink, but fit itself into a space generally smaller then it true mass would make you think, kinda like how squids can do)
My wizards mentor has a mimic as his spellbook. It only reveals the text to people it likes and regularly changes the encryption of the spells so other wizards can't copy his spells.
The few times I've introduced a "wand of wonder" to a campaign, I always call it the "Staff of wonder" and describe it as a staff with multiple different screaming faces at the top. And if anyone ever guesses that it's the Wabbajack (in character or meta gaming), the staff will scream out CHEEEEEEESE, give an audible *pop* sound; and then immediately turn into a non-magical cheese wheel. This has happened once. The party was equal parts confused, peeved they lost the item, and laughing hysterically because the old man they got it from was now very clearly sheogorath just messing around in a game setting that had absolutely nothing to do with the elder scrolls series.
@@heinrich8711 yeah, it stems from an idea I had a while back to encourage exploration and "side questing" in my campaigns. I have a habit of making these hyper elaborate and large scale worlds to play in, it's really more like a giant sand box. So I include Easter eggs and rolled events and side missions to encourage exploration from my players.
I actually ran a one-shot dungeon run by Sheogorath. They didn't use the Wabbajack. Basically, it was an item they could cast spells at a higher level, but it would also cause a wild magic surge.
I saw this homebrew the other day called "Ring of the Grammarian" which lets you change or remove one letter in a spell's name, making it an entirely different spell based on context. The example given in the post was changing Charm Person into Chasm Person, summoning a deep pit right under them.
I like it! Char Person sets them on fire Harm Person does physical damage Chart Person makes a map to their location Charm Pets On makes your cat less indifferent toward you
Fold Person.Old Person Cold Person. Mould Person. Disguise elf. Cone of Old. Wall of Horse. So many good options. Me and my group have discussed the idea as well, and it's hilarious.
“The sorcerer turned into a potted plant, everyone is goats, what are we gonna do?” The answer is simple, the goats eat the potted plant in revenge, duh.
I had a game where we recreated "Yu-Gi-Oh" in D&D to some extent. The cards from the Deck of Illusion made it into some sort of magical circulation and became trading cards. People would duel with the illusions, and it was a cool concept overall. We didn't really go too deep into it, but I might just return to it sometime.
I gave my players two very simple homebrewed magic items: the glasses of appraisal and sending ink. You can see the prices of everything around you. That house is 15,000g, each plank is 5 silver, your rogue is worth 450,000g, etc. Then, sending ink that writes a message on the nearest paper to whomever it’s addressed to and can only fill 2 pages. They’re really neat, and a great addition if your players are trying to do a million things that aren’t always combat. A great drawback to the glasses is that they can cause intense disassociation and force the character to *only* see things and people as monetary value if they wear them for too long.
@@spaceblockb5284 absolutely, it’s able to used pretty creatively. Unlike sending stones, you can send an image, or a diary entry, or if your wizard is REALLY smart…. A spell
@@bookbook9495 The ink is like a messaging app in a phone, and those glasses can be used as a detect magic, but if these are in the right hands, it is good stuff. However, if a klepto rogue gets those glasses the party will be wanted *everywhere*.
I had a game once where the dm gave one of our cleric a magical seed that would instantly grow a large tree when thrown onto the ground outside. We were fighting treants that were closing in on us when she decided to throw the seed underneath the treant resulting in what the DM described as a tree getting uppercut by another tree. The best magic items are those that allow people to be more creative in its application.
So that happened in a campaign i was in, accept it was a bean with a random magical effect from a bag, i decided i was going to be cool and catch it in my teeth, unfortunately the random magical effect was spawn a treant where it landed. so thats how i built a high level treant rogue.
@@Atlas_1127 The wand of thing: It has no purpose whatso ever, it doesn't provide or alter anything. But you can certinly change that. Once it is given a purpose however it is forever bound to that purpose.
Bag of Holding has always been my favorite magic times starting from when I did 126d4 piercing damage after I turned my bag inside out and all the daggers I collected in my campaign came flying at the BBEG. My dm hasn’t given me another bag yet :(
Had a Grippli(frogman in pathfinder) Who had to be around water and used one of those to be able to adventure long distances. We ended up getting trapped in a sealed room with a hard BBEG. Was really fast and hard to hit...so i told the group to pull their crossbows and hold their breath and flooded the room. I ended up using some of my frost magic to freeze him in a huge chunk and reopened the bag to get the water back into it.
I, as a DM wouldn't have allowed that, simply because an aimed attack with force behind it is different than just dropping a dagger randomly hoping it does something. I think I would have rolled a 6d20 to see how many hit with the blade side and that's how many d4 you get.
i would have said the daggers fly in random directions, not only at the BBEG, but at the party. 126 attack rolls and each one would hit a random target. . . or use the "mob combat rules" and be like, "x amount of these automatically hit, now i'll roll randomly to see who they hit"
Don't worry the bard is afraid of making his players powerful. Oh no the fighter has 30+ac Well looks like i gotta bring out the big guns. POWER WORD KILL!. or my favorite homebrew trap the hidden trip wire with a potable hole and bag of holding dropped. into it
I was like, "Wait a minute. Scrolls no good because just some feature you could get in another way in tangible form that makes it accessible to anyone (but not really how that works). Potions are awesome, but they literally do exactly that!" Defending this position by saying potions are one-time-use, so they won't break the game is fine, but how is that not identical to how scrolls function?
@@dangerous1580 That is a feature for a particular class (and some ritualists). If the DM is that worried about it, there are controls. Don't provide enough down time; cash; special inks; or whatever to scribe it. When you present the situation for that scroll to be useful, it might be used. If the player chooses to save it to scribe later, that's a player exercising agency. Also, can't scribe spells that aren't on your class list, so not really applicable to scrolls in general. More importantly, don't do this. Wizards scribing scrolls is a class feature. Characters of that class are expected to be able to do it. I've played in three long-term campaigns where the wizard never scribes anything new into the spell book because we simply don't discover appropriate scrolls, so they only ever got new spells on level-ups, like any other caster. Probably because the players never said anything, I think the DMs just over-looked it, and it likely wasn't a deliberate attempt to hamstring the class. But let the wizards have their fun. Their not sorcerers, for Peylor's sake.
@@dangerous1580 Just to add on to this; A fun optional rule I place, is if an attempt is made to copy a spell into their spell book, the scroll counts as being used (regardless of success). Though some DMs prefer to make it so you have to purchase, or steal an opposing spellbook instead (which can be quite enthralling)
I can’t express how much I love the “useless” magic items like the Dread Helm or the Cloak of Billowing. Just seeing players having to get creative with them has been awesome.
when I was playing a rogue my dm gave me a magic dagger that made no noise so you could throw it and if it hit something it wouldn't make a sound. Unfortunately, it also had the minor drawback of glowing bright blue all the time so it pretty much became useless for stealth. We later found out that the dm had simply neglected to mention the inscription on the hilt when we first found it that when read enabled or disabled the glowing allowing it to either be a silent weapon or a makeshift torch instead of less functional than a regular dagger. the entire table exclaimed 'wait. you can turn it off?!' when he haphazardly mentioned a glowing inscription about 6 sessions later.
@@Ilzhain Yeah Im 98% sure that the dagger you have is called Reszur, and it's from Princes of the Apocalypse. Cool dagger, my players never use it other than for stabbing in combat, the sound thing never really comes into play because they hate throwing weapons that aren't easily replaceable, and they all have darkvision.
Nine Lives Stealer is my favorite magic item. As written it's a +2 to attack and damage rolls with a number of charges where if they crit a creature with less than 100 hp and fail a con save it just kills it. This makes it come up so rarely that it's not broken but that once in a blue moon that it does come up your player is gonna feel like a complete badass
Got a fireball necklace from a Yuan-Ti. Bad thing: Entire tavern we frequented was eviscerated and it only had 3 charges (Although to be fair one would still be plenty) Good thing: Used it to help kill a young white dragon and turn a random encounter of goblins into ash in one round. This was supposed to be around 10 goblins and 10 hobgoblins with a hobgoblin captain. The description alone of all the goblins being turned into nothing more than a dark patch on the ground was worth the loss of our favourite tavern.
I recently killed a water elemental with a ladder from the robe of useful items, so I have to agree. Also there is a decent chance that it'll just give you enough money to go and buy a new one, which is the only gambling I can recommend.
Could imagine a cult of chaos, filled with wild magic sourcerers and cultists armed with wands of wonder. The moment there's a combat encounter, it's just instantly overwhelming chaos.
I had a street magician character in a game where most towns were trapped under anti-magic bubbles (fallout from a huge magic war). He used magician style tricks to imitate spells and the like in order to wow the crowds. The one main “spell” that got the crowds going was his ability to set his sword on fire. He had a set of homebrewed spark gloves (they had threads of flint and steel woven into the fingers, allowing him to create sparks by clicking his fingers) The scabbard of his sword was an oil scabbard, which coats your blade with oil... so he’d run his fingertips across the flat of the blade and cause it to ignite. In battle, my DM let me homebrew an action that, if I hit the opponent, I can use my bonus action to ignite the blade as it cuts into them, causing a further 2d8 fire damage (she likened it to a Paladin using Smite), but it could only be done once per short rest as I’d have to clean my sword and resharpen it so the fire didn’t damage it. Ergo, a makeshift Flametongue...
That is actually a really cool and interesting ability! reminds me of a cleric I played, Vistra, who used a homeruled heat metal on a specialized hammer to make the end glowing hot, and apply the damage effect to whoever she hit with it. This is, of course, super broken, but it was made up for the fact that she was a cleric with a wisdom of 7, so it all balanced out and made her a very fun fighty cleric. Also, I should add, balance was not at all a priority in this campaign, as demonstrated by out characters having an army of effectively killer drones (courtesy of Vistra, who was forge domain) and also the deck of many things making an appearance.
@@thundersheild926 (For some reason it YT didn't tell me you'd replied) That does make for an interesting question... Can you use Heat Metal on the head of a weapon that has a wooden handle, such as a warhammer or an axe, and not take damage as the wooden handle wouldn't heat up from the spell... OR if you were wearing forging gloves, would it negate/lower the damage you'd take from the superheated item, and use that weapon to deal extra damage to anything you hit it with, given that it's a concentration spell, etc. I will have to look into using this little combo move in the games I'm in.
@@camedialdamage8180 Well, it wasn't made with real magic. It was all stage tricks, made to LOOK like real magic, in a world where real magic doesn't work in the middle of cities...
Jacob: Give rings and cloaks of protection to the Wizards Me, playing a Bladesinger with Blur and Shield: *Yes, give me the AC items, I definitely need them.*
Yeah; I make sure the squishy players get the AC items first, save items go to the weak-of-will, and whenever there happens to be enough for the whole party, everyone gets em'.
My wizard druid had 8 dex because I messed up when rolling. All my AC is based off of magic armor and special items because I could get merced BY EVERYTHING
I've always loved the Wand of Wonder. My players used it once fighting the vampire guy from the Von Glauss Manor, summoned an angel who just cut the vamp in half, turned to glare at the warlock who summoned him and then disappeared
^^ also, this same cleric had a wand of quoitwil, 100% my favorite item so far. It's just a wand of pranking people, and sometimes it backfires onto the user, it's great
Jacob: *abuses the crap out of the little beholder* Beholder: "I will not tolerate this! I'm out of here!" Other toys: "No, you can't escape this place! He will find you and punish you!" Beholder: *falls off the shelf* Jacob: "Oh... he escaped, lol" *puts the beholder on a lower shelf, devoid of any figurines and toys* Beholder: "Is... Is this solitary confinement???" *internal screaming* Other toys: "We tried to warn him..."
@@anastasijahabarova1533 I've never played, and I watch DnD videos and make characters I want to play one day. **cries in no friends and dnd-is-demonic parents**
@@doubleslashkarma **also cries in no friends** Yeah, I feel that. I wonder what percentage of us watching these channels don't actually play, but wish they could.
First campaign I DM'd, and I went super deep into worldbuilding, complete with homebrew magic items that exist for worldbuilding purposes. There was one, called the Hawkwing Cape, that granted 80 feet of flying speed. My players weren't supposed to get that, but a nat 20 was rolled on persuasion. So yeah. That was fun.
One dude being able to fly at will won't break your game, but it will add a third dimension to your player's thinking, which is so worth it. I love the name of the cape. I would think that you'd need to flap your arms while flying (maybe having them magically transformed into hawk wings) which severely limits options like shooting arrows or blasting with cantrips while out of reach.
@@FlatOnHisFace he put it on his slow, tanky mount, which given the way I wrote it, I decided should work. So this dude basically turned his mount into a fighter jet.
@@teglasiadam6258 It's about the size of a bottle of coke, so you'd need to be serving it to a huge or larger enemy to effectively hide it in their food.
"wanna know my fav item? daern instant fortress" "oh cool you can live in it and stuff" "you can throw it at people" *heavy breathing* "its a ref save or it does 10d10 damage"
My faves: I love the mental image of a bunch of Ioun stones floating around a spellcaster’s head. The robe of useful items is also very... useful. The Horn of Valhalla is probably the best item to add creatures into initiative because it can only be used once per in-game week.
“Snake staff” makes me think of my kobold pc’s great weapon of snake on a stick, I tied a snake to a stick and I poke people with it and the first time I used it I got a nat 20. All shall fear the snake on a stick
In my first ever Pathfinder campaign, my DM let us each have one magic item to start at level 5. I gave my monk the boots of haste. By the end of the campaign, he was the fastest thing on land, lol. My DM had many regrets when my monk took the bad guy's maguffin right out of his hands and was some 300 feet away by the end of the turn, lol.
Add that to a tabaxi with some rogue levels. I did the math and clocked him at 0-60 mph in 6 seconds if he dashed twice in a turn. The DM just stopped having me count squares because he could run around our grid 3-4 times in one turn lol. He was also a kensei monk for the longbow proficiency and I gave him the sharpshooter feat and played him as a hyper mobile sniper that could hit you from 600 feet away and reposition
Same here. My epic level monk has ridiculous speed. 160 feet when boots of haste and sudden speed are active. These boots are one of the best items in pathfinder.
Pathfinder has good structure for character wealth by level, with no one item being worth more than half a character's total suggested wealth. So, a 5th level character should have no more than 10,500gp in a standard setting, with no one item being worth more than 5250gp. Combined this with Pathfinder's approach to bonuses of the same type not stacking, and it's a very balanced and pragmatic approach to loot. (ie; an Amulet of Deflection and a certain kind of Ioun Stone both give an "enhancement" type bonus to AC, so only one can be in effect at once)
I remember we had two immovable rods at one point and I was tasked with sneaking up to a sleeping dragon and trying to lock it in place. I rolled nothing but upper teens and like two nat 20s, all successes, and wedged one directly below its jaw (which was slightly open) and the other threaded between its teeth, thus pinning it in place until it breaks free
Jacob: The immovable rod won’t break your game! My one player who made boots with immovable rods in them so he could fly for free: Now this looks like a job for me
@@Basshead004 i'm just guessing but maybe he activates both so he is still in midair then turns off the foot he wants to move, activates it again and repeat so you're basically walking but really slowly
Dungeon master: adds home brew potion that gives you an extra attack. “Can’t be that bad... right?” Party: hordes them and then gives 7 to the fighter with haste given by the spell caster “...yes”
I have a game going on and the setting is a steam punk industrial era type thing. One of the players magic item is a magnum that's cylinder that's always spinning at the speed of light. If he rolls a 1 it does twenty damage, if he rolls two ones on a his 2d8 (yes) he will do 40 damage. The explanation is that in one of the cartridges it is... The Bullet Of Fate
I love how there's so much variations with magic items: an infinite bag, flaming sword, a crab submarine, an amulet that can just delete someone, a necklace that makes you unkillable, a tower that you can carry, a randomness wand, a sword that fights for you, a "I can do anything" deck of card, a bag of cotton balls, and goggles that let you see in the dark.
I kinda imagine throwing the fortress at Strahd:" what's up Strahd?" Then Strahd catches the whole thing in one hand, bow politely and then throw it back .
My favorite: The Rakdos Riteknife from Guildmaster's Guide to Ravnica. Killing things with it traps their souls in the knife (up to 5 souls). It deals an extra d4 necrotic damage per soul. You can use an action to EAT ONE OR MORE OF THE SOULS and heal 1d10 for each SOUL you EAT. Or you can burn all 5 souls to force an enemy with with less than 75 HP to make CON save or die instantly. Probably the most balanced Legendary magic item in the game, and so flavorful.
This definitely helped give me more options to implement more magic items into my big long running campaign that I’m planning for my players, especially the metal bands I’m definitely going to have quite a few of those in my campaign
The immovable rod is awesome to give a creative player. Also I love things that don't require attunement but let you use a bonus action to do something even if it's dumb (I'm looking at you, cloak of billowing).
"I don't know why I'm singing a song with the same four chords I use for every song" You did it! You broke the music industry down to its base components!
I hear this a lot, but I don't think anyone is really thinking about this. It would only be a two rung ladder, unless you are somehow hanging from the higher rod to reach down and move it. It's not as practical as every thinks.
I like the magic items that have the "They're dumb until they're not" effect. A magic mop that spews out a half a gallon of water everytime you swing it may seem really dumb, that is until the fire genasi captive starts getting a little agitative
I once gave my party a box that shines a small ray of incredibly bright light out of one of its sides as a joke, and then the rogue started using it to temporarily blind his enemies.
I put a Deck of Probable Illusions in my game. There is a small chance (5%) that the creature is summoned instead of being an illusion. This curse is not discoverable using identify (like a curse).
One of my favorites is the pop up tent since it really isnt that big of a deal but it can be used for good roleplay based of what the inside looks like
I remember my dad played a gnome with a blinkdog familiar, and he had a wand of wonder. Whenever he used it, he would always say, "Wand of wonder. Please no blunder," in the squeakiest voice he could. It was a fun one-shot.
A homebrew magic item I made. Not playing DnD so I'll stick to the description, and it might need some balance. The insurance A small golden urn with a gigantic 1 engraved on the lid. up to 10 people can attune to it. Whenever any attuned person that is less than a mile away rolls a nat 1, it fills with 1d100 gold.
@@kaldo_kaldo Yeah, I'd get more specific as to what kind of rolls can trigger the effect, and also put some kind of limiter on it. Could be really great if balanced well.
I'm stealing that :) I don't even need to balance it that much, because in the campaign I play in, we have what we call "The Lottery Hat" that gives, once per day, each character who picks something inside, a random magical item from the list (it disappears at the end of the day, whether or not we used it); IRL we have a real cool hat full of little folded post-it notes so we physically pick things up, it's really fun and gives quite the 'thrill of gambling' except we don't really put us at risk, except when we pick something nasty (which isn't often). At first, the list was full of items from the book, their name coded so we players would only have the physical description, not their real name, so we'd have to either identify them in-game, or discover their effect as we use them and note it down so we'd remember if we later pick it up again. As the campaign went on though, we put in more homebrew items of our invention (most from the DM, but now the players too come up with ideas). I'll ask our DM to add The Insurance in! It's not that OP if people don't know what it is and don't manage to identify it. They'll only realise what it does when somebody makes the correlation between our thief's poor luck and the urn getting full of gold. And it'd disappear at the end of the day, and it might not be picked up again before quite some time... Also we're not very rich anyway, so getting showered in gold once in a while wouldn't harm. (Might be funny if the gold also disappeared at the end of the day... Maybe it does if it's not removed from the urn in time, or isn't spent in the alloted day. Or, maybe the gold doesn't just come from nowhere, so somewhere in the world there is a person, maybe the creator of the urn, who is very angry that their gold is disappearing from their treasure room and starts investigating - maybe by scrying on it and directly see us. Eventually if we use the urn too often, we'd get bounty hunters on us sent to make us pay our debt. Either with our lives or our service; doing a side quest to pay for the money of the Insurance, that'd be hellah fun...)
@@asilnorahc8910 Go ahead ! I might steal that hat myself for my players if we ever manage to get back to playing in the same room weekly, and not online. Have fun with it ^^
a conversation I had with my very first 5e character: DM: "okay, oyu've suceeded on all your checks, so you've figured out that there are enemies behind the door without alerting them." me: "I poke my want of wonder under the door."
Although homebrew, I love the Shield of Heroic Memories from TAZ (the adventure zone) Mirror shield, each creature type you face gets a depiction of that combat on the shield, if you face that creature type again you now have a +1 AC towards that creature type. If you havent faced a type before or faced it before acquiring the shield, you can roll a DC 15 Charisma check to convince the shield you have faced that type before to gain the bonus. Fail this Charisma Check 3 times and the shield returns to it's clear mirror finish, losing all of its heroic memories.
Alternatively, they accidentally adopt a kobold and eventually name the party after the kobold they frequently forget is now following them around. Nat 20 Intimidation. They finally found him again in a magical portal in the town they're in hanging out with a kobold tribe running a fight club under the direction of some metallic dragons.
7:14 that face of what? Then the slow realization of throwing a literal fortress at your enemies like here catch. Ah magic items and alternative uses. Like using the Iron Bands of Bilarro on someone in the water to drown them...
My old dm had a book of magic items, my favorite was jar of newts. A jar of 200 very beffy newts that are ejected into the air. He also had some surprisingly useless items, like an unmovable rock, however it was movable as long as you wernt looking at it
I have a magic item called the Unmighty Sword of Domarr. It's a +2 longsword that has three uses- after the third use, it explodes into a 20ft. radius area with all in the sphere taking 4d6 fire damage automatically.
I once came up with an idea for a magic lamp that sucks up absent players. A present player can rub the lamp and summon an NPC version of the absentee and control them. The drawback is that every time you use it the summoned player pops out of the lamp and uppercuts you.
"Players don't capture their enemies" first session of our new game and my Bard and the Barbarian caught a twig blight and put it in a box, and its now our pet
The random chaos, my friend Tyson, our novice DM gave him a specialized item called the “Ban Hammer” (acquired from a God on a Nat 20 charm roll) this hammer literally had no limits. He teleported to a forest while we were fighting a dragon and lit it on fire with eternal flame, and came back with the whole ass forest and burned us all alive
so glad you mentioned the wand of wonder being able to cast lightning bolt. 'cause the one campaign i was in that had it. it's owner (the paladin) cast lightning bolt with it most of the time. it was insane.
The fortress gave me an idea: a pouch of pebbles where each pebble can suddenly become the size of large stone or even a huge boulder when the command word/phrase is spoken. You could launch one in a sling and speak the command mid-flight, maintaining its trajectory and velocity and crushing its target. The catch? You must specifically point out that you remember to pull the drawstrings tight to shut the pouch whenever you take out a pebble. If the pouch hasn't been closed and the command is spoken, all of the pebbles inside become large, crushing the player.
The throwable fortress sounds so much fun to use, as well like me to just threaten randoms ppl with. Me: "don't make me bring the house down" Or "Imma drop an building on your ass."
I ran a campaign where the players found a magically sealed iron chest with no visible lock; and inside (unknown to them) was an Immovable Rod. They had Knock prepared, but were afraid of drawing a ton of enemies to them, so they decided to just take the whole chest. I thought on a whim, "What if whoever had put the rod into the box last had left it turned on?" That kept them entertained for about half an hour as they tried to figure out what the hell was going on and why the box wouldn't move; and when they did eventually use Knock, it was after they'd broken the floor out from under the chest and left it hanging in midair; so it immediately snapped open and fell to the next floor down.
One of my favorites has always been the Handy Haversack. Honestly even the extradimensional space isn’t all that important to me (though I’d like it all the same), I just love the part where the item you want is always on top.
My favorite magic item, as of right now anyway, is the Cloak of Manta Ray…because it’s a cloak, it increases your swim speed, and it allows you to breathe underwater
IIRC that was the way of things in the older times. Summoned Creatures would go immediately after their summoner's turn, with the oldest summon going first.
I’ve seen a dnd campaign where someone used an immovable rod to pull up through the air, they just kept doing pull ups and then unlocking it and putting it higher into the air and locking agin it again before they fall