In D&D, tricks are like traps only weirder and less lethal. They're placed on objects by dungeon inhabitants and ambient magic. A tricked object is triggered when creatures interact with it. Roll d100 on this table for a random Trick Effect (text table under the cut).
01-03. Causes a character to speak and hear speech only in Goblin
04-06. Sprouts a mouth, bites a character, and won’t let go
07-10. Relocates and conceals itself (if found, a lantern appears)
11-13. Imposes order, replacing every d20 roll with a 10 instead of rolling
14-16. Polymorphs a character into a clone of another character
17-19. Projects a powerful magnetic field in a 15-ft. radius
20-22. Creates an extradimensional pit
23-26. Polymorphs into a black cat that characters are frightened by
27-29. Greases held objects, they’re dropped and can’t be picked up
30-32. Causes characters to sprout one additional arm or head
33-35. Taints all that surrounds it with an unidentified smell
36-38. Expels a cloud of thick purple smoke in a 20-ft.-radius sphere
39-41. Shares the senses of an accurate (or inaccurate) scrying sensor
42-44. Grants invisibility
45-47. Creates three illusory duplicates of itself and bounces around
48-50. Casts irresistible dance on the characters
51-53. Engulfs itself in a gelatinous cube that can’t deal damage
54-56. Sows discord, allies incapable of meaningful communication
57-59. When touched, summons a frog and hops 10 feet away
60-62. Produces or dispels magical darkness
63-65. Conjures a snake (if grappled, becomes a staff of the python)
66-68. Changes each character’s creature type to beast or plant
69-71. Casts resilient sphere on the characters
72-75. Binds a character in manacles (if escaped, fine clothes appear)
76-78. Cries and sheds tears, as do objects being worn or carried
79-81. Conjures a feast that is poisoned or free of poison
82-84. Inflates like a balloon, expanding until it is popped
85-87. Casts zone of truth centered on itself
88-90. Freezes a character in a block of ice (AC 13, 20 hp)
91-93. Bestows a vision of the past that involves the object
94-97. Transports characters back in time or into the future
98-100. Fuses two characters together, they move with each other at half speed
A magic item for Dungeons & Dragons fifth edition by @lair-master.
Potion of Big Round Head
Potion, Uncommon
When you drink this potion, you shape-shift into a giant disembodied head for 10 minutes. Your body and equipment are absorbed into your head, and the size of your head changes to Large. Your head is perfectly spherical, and your facial features appear exaggerated and grotesque. While in this form, your only movement option is to roll using your Speed. You can roll through the space of any creature that is at least one size smaller than you. Once on each of your turns, when you roll into a space, you can deal 1d12 Bludgeoning damage to each creature, object, and structure within 5 feet of you.
The bubbles in this potion’s effervescent liquid are shaped like little disembodied heads.
imagine, a non-acidic gelatinous cube. its ooze is like that oxygenated fluid mice can breathe. organisms inside it bob peacefully, harmlessly, inhaling oxygen-rich slime. the cube, in turn, absorbs respiratory byproducts that nourish it. it adjusts its atmosphere to soothe and pacify occupants and intuitively ejects unwilling ones. found in dungeons inhospitable to other life, like passages filled with poison gas, it seeks out adventurers to ferry across those areas, offering a mutually beneficial exchange of sustenance.
A magic item for Dungeons & Dragons fifth edition by @lair-master.
Rod of Luck
Rod, Uncommon (Requires Attunement)
This rod has two properties.
Lucky Charm. When a creature has the rod in its possession and it fails a D20 Test, you can roll 1d8. If you roll an 8, reroll until you roll a 7 or lower. Add the number rolled to the D20 Test, potentially turning it into a success. This property can’t be used again until the next dawn, unless you roll a 7.
Black Cat. While holding the rod, you can take a Magic action to summon a Cat in an unoccupied space within 5 feet of you. The cat vanishes at the next dawn, when it drops to 0 hit points, or when you take a Magic action to dismiss it. The cat is Friendly to you and your allies, obeys your commands, and takes its turns immediately after you on your Initiative count. Should an enemy within 5 feet of the cat roll a 20 on the d20 of a D20 Test, it must reroll the die and use the new roll. Once the cat is summoned, this property can’t be used again until the next dawn.
Bag of Rats
Wondrous item, common
This grayish-brown bag squirms, writhes, and squeaks when held. Inside it are 3d4 rats. The bag weighs 1/2 pound plus 1 pound per rat it contains.
As an action, you can dump the bag's contents out onto the ground, causing a swarm of rats to land in an unoccupied space within 5 feet of you.
Alternatively, as an action, you can draw a rat from the bag and place it in an unoccupied space you can reach.
Rats from the bag are hostile to all creatures, including you.
Cloak of Nine Lives
Wondrous item, uncommon
This cloak has 1d8 + 1 charges. If you fail a death saving throw while wearing it, the cloak loses 1 charge, and you succeed instead. When its last charge is lost, the cloak becomes nonmagical.
A magic item for Dungeons & Dragons fifth edition by @lair-master.
Wand of Painted Bubbles
Wand, Uncommon
This wand has 3 charges and regains 1d3 expended charges daily at dawn.
While holding it, you can take a Magic action to expend 1 charge and create a flying, 1-foot-diameter bubble of any color you choose. It appears in an unoccupied space within 5 feet of you, hovering. As a bonus action, you can move the bubble up to 30 feet. If the bubble moves into the space of a creature or object, or vice versa, the bubble pops.
The creature or object is coated in paint of the bubble’s color, which dries in 10 minutes.
A magic item for Dungeons & Dragons fifth edition by @lair-master
Chaos Razor of Incalculable Devastation
Weapon (Longsword), Uncommon
This magic weapon is crafted from warped flesh and covered in alien eyes that dart and blink. It has the finesse property.
Chaos Slash. The weapon has 3 charges and regains 1d3 expended charges daily at dawn. When you hit with a melee attack using it, you can expend 1 to 3 charges. For each charge you expend, the target takes an extra 2d6 damage. Roll 1d3 to determine the type of this extra damage: 1, Force; 2, Lightning; or 3, Psychic. If you roll damage dice for this extra damage and roll three or more 6s in one damage roll, you trigger Chaos Overload.
Chaos Overload. The weapon explodes and is destroyed. The explosion fills a 30-foot Emanation originating from the weapon. You instantly take 2d6 Force damage, 2d6 Lightning damage, and 2d6 Psychic damage. Each other creature in the area makes a DC 13 Dexterity saving throw. On a failed save, a creature takes 1d6 Force damage, 1d6 Lightning damage, and 1d6 Psychic damage. On a successful save, a creature takes half as much damage.
An uncommon race for Dungeons & Dragons fifth edition by @lair-master.
art by Kristen Perry
Botani Traits
Your botani character has certain unique traits.
Ability Score Increase. Increase one ability score by 2 and increase a different score by 1, or increase three different scores by 1.
Age. Botani reach adulthood at the age of 75 and usually live to be 600 years old.
Alignment. Botani cleave to no one alignment.
Size. Your size is Medium.
Speed. Your walking speed is 30 feet.
Oaken Hide. You have rough, bark-like skin. Your AC can't be less than 16, regardless of what kind of armor you are wearing.
Natural Herbalist. You have proficiency with the herbalism kit.
Deep-Rooted. You have advantage on saving throws against being knocked prone.
Photosynthesis. You finish a short rest in 30 minutes when you rest in direct sunlight.
Blight Averse. When you take necrotic damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
Botani Magic. You know the thorn whip cantrip. When you reach 3rd level, you can cast the goodberry spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Botani Combat Training. You have proficiency with scimitars, whips, and nets.
Languages. You can read, speak, and write Common and one extra language of your choice.