Continuing February’s theme of love, we present to you some nifty new items to incorporate into your campaigns. The first is a set for a charming bard that uses our Item Set Rules and the other two are some Valentine’s Day-inspired consumables that can add some lighthearted holiday fun into your game.
Relics of the Racuous Rake – Item set – Legendary
This magical instrument and accompanying outfit were not created by a grand bard school, but rather by a less refined entertainer who played in seedy taverns and dance halls until the day he died. His skill and popularity were undeniable, but his style was considered a bit obnoxious by his peers.
Serpent of Seduction: This serpent was crafted to play a much larger range of notes than normal instruments of the type, and was often worn on a sling to facilitate the musician’s bawdy hip-thrusting dance moves.
You must be proficient with wind instruments to attune to this item.
The Serpent functions as a ring of spell storing (SRD p.241). You use the instrument as a spellcasting focus to cast any stored spells.
Additionally, the Serpent has 3 charges. You can use an action to expend a charge and play a loud, danceable tune, and each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or they become charmed by you and begin dancing wildly for as long as you play, up to 5 minutes. You must use your action to play the instrument each round to maintain this effect. While charmed this way, a creature can take no actions besides dancing. This effect is similar to the irresistible dance spell, but the effect ends automatically for an affected creature if they are attacked or subjected to a hostile spell. The Serpent regains 1d3 expended charges daily at dawn.
Troubador’s Tunic: This loose silk shirt is cut salaciously low in the front. While wearing the tunic, if you are not wearing any armor, your base AC equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Hat of Gaudy Feathers: This hat generates 1d3 feather tokens (SRD p. 224) each day at dawn, and can have a maximum of 3 feathers at a time. You can pluck the feather tokens from the hat with the same action as it takes to activate them, or you may give them to another character to use later. You know the effect of the tokens before you pluck them. A plucked feather must be used by the next dawn, or it loses its magic and becomes an ordinary feather. The first feather token is always the whip, and the other two are randomly generated (keep results of duplicate whip tokens).
Set benefits: While attuned to two pieces of this set, creatures have disadvantage on saving throws against any effect that would cause them to be charmed by you. You gain an additional flaw from the Entertainer background on page 131 of the PHB or one determined by you and the DM to match events from your character’s life.
While attuned to all three pieces of this set, you gain a +2 to your Charisma score, to a maximum of 24. Additionally, when you expend a charge from the Serpent of Seduction, you can maintain the performance as a bonus action each turn (instead of using your action), and you can choose for friendly creatures within 30 feet of you to not be affected by the ability.
While attuned to the full set, you are deafened if you are ever more than 10 feet away from any piece of the set.
Box of Chocolates – Wondrous item – rare
The box of chocolates is a popular gift among lovers in many cultures. Sometimes, a mage or alchemist will infuse the candies with magical properties for nobles and adventurers to give as more extravagant presents. These magical boxes of candy are often in elaborate boxes that bear warnings such as “You never know!” or “Don’t eat too many!” on the inside of the lid.
A small box is rare and has 1 of each type of candy listed below; a large box is very rare and has 2 of each type. A box found as treasure will be missing 1d4+1 candies.
You should use playing cards or slips of paper to represent the candies below, and have players draw randomly whenever their character eats a candy from the box. An individual character can only be under the effects of 2 candies at once; eating any more than that will cause all effects to end and the character becomes sickened until they complete a long rest. The candies all look different even in a large box, so characters cannot intentionally choose their candy.
For extra fun, if appropriate for their group, a DM could obtain an actual assorted box of chocolates and have players eat the real candy to determine the effect they gain.
Solid Chocolate – The character gains advantage on Strength and Constitution saves and checks, but has disadvantage on Intelligence saves and checks. Feels strong and reckless. This effect lasts for 1d6+1 days.
Caramel – The character gains advantage on Dexterity and Charisma saves and checks, but has disadvantage on Wisdom saves and checks. Feels charming and witty. This effect lasts for 1d6+1 days.
Nougat – The character gains temporary HP equal to 2 times their level each time they take a short or long rest for the next 1d6+1 days.
Fudge – The character gains 3 luck dice. Roll 3 d20’s at the time the candy was eaten and note the results; at any time you may substitute a luck die for another d20 roll before the result of that roll has been determined, expending that die. These dice last until expended for up to 7 days, but both natural 1’s and 2’s on any other d20’s you roll are automatic failures for the next 1d6+1 days.
Truffle – 1d10x10 gp and 2d10x10 sp magically appear in the character’s pockets, overflowing if there is no room.
Peanut – Roll on the wild magic surge table on p. 104 of the PHB any time the character rolls a natural 1 or a natural 20, but replace the 99-00 with the following: “You regain all uses of a class feature, racial ability, or feat that has limited uses, such as sorcery points, rages, superiority dice, inspiration dice, luck dice, or racial spells with limited daily castings. If you do not have an ability that meets this criteria, you may regain an expended spell slot of any level or roll again.” This effect lasts for 1d6+1 days.
Almond – The character is immune all poisons, the poisoned condition, and poison damage for 1d6+1 days.
Walnut – This candy polymorphs the character into a random creature from the table below. This functions similarly to the Wild Shape ability of the druid class in that the target retains its own Intelligence, Wisdom and Charisma scores, and its equipment is worn by the new form if possible; any equipment that the new form can’t wear is merged with it and has no effect until the character leaves the new form. At the end of the first turn after being polymorphed, the character can make a DC 15 Constitution saving throw to end the effect, otherwise, this effect lasts for 1d3+1 days. The character can make another saving throw at the end of each day if they wish.
The DM rolls a d20 and consults the following table. Note that each entry has multiple possible results, the DM chooses the final form.
1: Frog, bat, or other beast of CR 0
2-3: Wolf, large dog, or similar beast of CR 1/4
4-5: Ape (can still use most humanoid equipment)
6-7: Giant Eagle, Brown Bear or similar beast of CR 1
8-9: Allosaurus or similar large beast of CR 2
10-11: Griffon or another monstrosity of CR 2 or 3
12-13: Elephant or similar large beast of CR 4
14-17: Humanoid (roll randomly on the table for the reincarnate spell on page 172 of the SRD)
18-19: Exact duplicate of another character within sight when the chocolate was eaten.
20: Unicorn, Wyvern, Young Dragon, or other celestial, fey, or dragon of CR 5 or 6.
Cherry – The effect is not immediately obvious, but the next 3 times the character makes a request of a single creature and says “please” (or a similar polite term in the language being spoken) within the next 7 days, the creature they are making the request of must make a DC 15 Wisdom save or are subjected to a magical suggestion to fulfill the request, as the 2nd level spell and subject to the same restrictions. The DM should try not to make it too obvious that this effect is magical, but of course the character may figure it out.
Coconut – The character doesn’t need to eat or drink for 1d6+1 days.
Rice Crisp – The character’s voice becomes unnaturally loud. The character can be heard up to 300 feet away if they shout, and has advantage on Charisma (Intimidate checks), but has disadvantage on Dexterity (stealth) checks. This effect lasts for 1d6+1 days.
Orange – The character is immune to all diseases, including magical diseases, for 1d6+1 days. If you are already infected with a disease, the effects of the disease are suppressed for the duration.
Enchanted Roses – Wondrous item – uncommon
The rose has a great deal of symbolism, but is often associated with love and bouquets are given as tokens of affection in many cultures. The rose is also known for healing properties, and some bouquets are enchanted with protective magics by priests of gods and goddesses of love and healing.
Newly created bouquets have 12 roses, a bouquet found as treasure will have 1d6+6 roses remaining. An enchanted bouquet confers no benefit to the first person who obtains it; it must be freely given as a gift to confer its magic (the bouquet can be gifted to another creature after the initial gifting, but lose their magic if ever returned to a previous owner). Once gifted, the roses will not wilt and stay fresh and fragrant for up to 100 years. As long as at least one rose remains, the bearer gains +1 to all saving throws. Additionally, a rose can be pulled from the bouquet and touched to a creature as an action in order to restore 2d6+3 hit points and cure the target of one disease or neutralize one poison affecting it. Once used this way, the rose wilts and becomes non-magical.