Each day we unleash another encounter for Dungeons & Dragons and in each we generally have some item reward at the end. Below are ten of our favorite item rewards, along with the encounters they belong to (and a few new ones).
Be sure to let us know which are your favorite or which you drop into your next session!
10. Scroll of Greater Sign of Ceiling
Look, there’s never a good time for a roof to collapse or for the party to go unprotected from above. In these cases, the Greater Sign of Ceiling can give them the cover they need.
9. The Sweet Smell of Victory
Created by Oliver N. Hale, this special commemorative bottle will contain 3 uses. Once applied in a generous cloud around the player, the perfume has the following effects for 1 hour:
- Advantage on all charisma-based checks (e.g. intimidation) and saving throws
- +1 bonus to all attack rolls and damage rolls
- If an opponent is battling within 5 feet of the affected player for more than 3 turns, the smell of victory is so overwhelming that the opponent becomes frightened.
- Disadvantage on all stealth checks (you are heavily scented, after all)
Make your party work for it a bit by launching them into this encounter.
8. The Helping Hands
A single pair of gloves that, when worn by two different humanoid creatures, allows for a swapping of talents. For example, if you need your paladin to expertly play the lyre, have him slip on one of the gloves while the party’s bard slips on the other and voila: instant musical virtuoso (with one hand, at least). Of course, while the talents are swapped, don’t expect your bard to be impressing anyone musically since they will be sporting a skilled paladin’s hand.
Some other useful talents that could be helpfully shared at the hand-level:
- Sword or knife play
- Picking locks
- Sewing and mending
- Conducting secret handshakes to gain access
- Writing in certain languages
- Using a dragonborn’s claws to scratch that troublesome itch
- Grabbing hold of the edge of a cliff
- Making shadow puppets really, really well
7. Boots of Squeaking
This is one of those item grabs where it works great in some situations, but will require some memory to doff once you’re out of trouble.
When worn, these gaudy rain boots constantly squeak, and like…real loud too. While they are super squeaky, they do provide some benefits:
- Can walk on top of water for a distance of 15 feet
- Movement is not affected by muddy terrain
- Fire damage resistance (so ugly they can’t be burned)
- Water damage resistance (bludgeoning in most campaigns)
But, these boots are not without cons. Read all about them in the encounter here.
6. The Sprig of Mint
This pleasantly-scented wand provides a number of health benefits in addition to dealing some cold damage:
- Emit a 15-foot cone of minty goodness, cutting through any toxic clouds of stenches. Any creature struck by the spell smells “minty fresh” for 1 hour and must make a constitution saving throw. On a failed save, the creature takes 1d6 cold damage.
- While a creature is “minty fresh”, their smell is so alluring that they will need to roll disadvantage on any stealth checks.
- Can cure one creature of poisoning and settle upset stomachs (3 charges per day)
It’s considered a sacred artifact by one particular village and primarily for dragon dental hygiene. Read about it in this encounter here.
5. Semiprecious Slippers
For parties who wandered a bit too far from the main questline and need a way to fast track back to “home”.
When worn and clicked together, the wearer, and anyone within 5’ of the wearer, will be teleported to wherever the user perceives as “home.” This definition of “home” can change, and it depends on where the user feels most like they’re “home” at that particular moment in time.
This magic item can only be used once a day. The slippers cannot teleport the group back to where they were pre-warping (unless that was “home” for somebody else who could don the shoes).
Do note that the stones are only “semiprecious” (e.g. amethyst, topaz, peridot) and not “precious” (e.g. ruby, sapphire, emerald), so these slippers won’t sell for very much if your party tries to pawn them off on a merchant.
If you want a trippy adventure to acquire this fanciful footwear, read the full encounter here.
4. Necklace of -Ire Balls
A failed attempt at creating a necklace of fireballs has resulted in a quirky chain of miscellaneous -ire balls. The necklace has 1d6+3 beads on it. Using an action, a player can detach one of more balls and throw them up to 60 feet away. When the bead reaches the end of its trajectory, roll a d8 to determine its effect:
- Desireball: Target is instantly charmed for the next minute.
- Vampireball-Target is disillusioned into thinking they are a vampire for the next minute. They will use their turn to try and bite a nearby target and take 1d4 psychic damage at the start of every turn where they’re standing in sunlight.
- Choirball-Target will stand in place and break out into song for the next minute until snapped to their senses or dealt damage. At the start of every turn the creature spends singing, all other creatures within 5’ will receive bardic inspiration.
- Tireball-Target will become fatigued and fall asleep at the start of their next turn.
- Retireball-Target will attempt to leave combat and dash away from the point of contact with the Retireball for 1 minute.
- Perspireball-Target will begin to sweat profusely and be blinded by the salty sweat dripping into their eyes.
- Satireball: Target will be unable to move for the next minute and is only able to cast the cantrip Vicious Mockery.
- Spireball: Target is partially skewed on a stone spire that rises from the ground, dealing 1d8 piercing damage. So long as they are pierced, they cannot move and will take an additional 1d8 piercing damage at the start of each of their turns unless they are lifted down or the spire at their feet is broken.
3. The Tin Hat
No longer for conspiracy theorists only, The Tin Hat comes from our favorite NPC, Neville Armstrong. You can read more about why he gives it as a reward in this Dungeons and Dragons encounter.
When the hat is worn, it has a variety of positive and negative effects:
- Provides resistance to psychic damage.
- Provides resistance to any mind control spells like “Charm Person”, “Dominate Person”, or “Suggestion.”
- Forces disadvantage on all charisma-based ability checks: persuasion, intimidation, etc.
- For flavor: If the hat is worn continuously for longer than 24 hours, the character will begin to develop paranoia and think that everything happening around them, no matter how normal or innocuous, is somehow related to a conspiracy. They will become suspicious of everyone, even other party members.
2. Deuces-Wild Daggers
Mostly standard daggers, but with the ability to do some psychic damage as well. The daggers still hit with the 1d4 slashing damage, but on top of it, they unleash the dagger equivalent of Vicious Mockery and tack on another 1d4 psychic damage.
1. Captain’s Belt
We went a long way for this joke and we stand by it. Previously worn by a pirate captain, this belt is ornately decorated with a ship’s wheel in the center. Yes, it’s drivin’ me nuts! Read the full encounter here or read on about the belt itself.
- The wearer is driven into a state of madness equivalent to the length in which they decide to don the belt. If only for a battle, roll on the short-term table. If for a day+ roll on the long-term. If the wearer decides it’s now a part of their personality, roll on the indefinite madness table.
- +2 Charisma when wearing the belt because it is both fashionable and commanding.
- Leadership Ability (single use per long rest if worn for more than a day). For 1 minute, the wearer can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the commander. A creature can benefit from only one Leadership die at a time. This effect ends if the wearer is incapacitated.
So there you have it, 10 of the most ridiculous items that you can drop directly into your next session. No need to come up with creative loot, we’ve got you covered.
Which item would you covet the most? Let us know below!