5 strange magic items that will be sure to get a laugh in your D&D game

Happy April Fools Day, everybody!

To celebrate the silliest day of the year we’ve decided to put together a list of all the weirdest, wackiest, (though not necessarily useless) items offered up in D&D 5e.

Introducing a few — if not all — of these items for an April Fools one-shot or campaign sessions will be sure to lead to some memorable moments… especially if the Bard happens to get their hands on any of these!

Ring of Contrariness

This magical ring is cursed, making its wearer unable to agree with any idea, statement, or action. Once put on, the ring can be removed only after a remove curse spell is cast upon the individual wearing it. Because of the curse, the wearer will resist any attempts to cast such a spell.

This thing basically turns a party member into a straight up naysayer, which can have some seriously hilarious RP repercussions.

It’s also hard as all hell to get off, too:

Note that contrariness can never be removed from the ring. The wearer will use his own powers, plus those of the ring, to retain it on his finger. The wearer of the ring will never damage himself. If, for example, other characters suggest that the wearer make certain that attacks upon him are well-defended against, or that he should not strike his own head, the ring wearer will agree—possibly attacking or striking at the speaker’s head—because obviously the result must be contrary in this case. If a ring of contrariness turns spells, the cumulative remove curse cast upon the individual wearing it must equal or exceed 100%.

Brooch of Number Numbing

This silver or golden brooch (15% are set with jewels) is used to fasten a cloak or a cape. It magically clouds the mind of anyone conversing with the wearer of the brooch, with the confusion applying only to numbers.

Basically, you can slap this thing onto the local shopkeep (if your Rogue is slight-of-handy enough for it) and then watch him completely fall apart when it comes to negotiations, especially because of this little clause: “The victim does not recognize his inability to remember the values of numbers. While under the influence of the brooch, the victim thinks that all numbers are pretty much the same. He will accept any claim pertaining to numbers and accept almost any financial deal set before him.”

You may be in some trouble after the fact, though, because once the effect wears off the wearer knows exactly what he did or said while under the brooch’s influence.

Cloak of Billowing

Literally the only thing that this Wondrous, common item does is all the wearer to “use a bonus action to make it billow dramatically.”

No bonus to Charisma, no slight levitation. It literally just billows.

So you should probably give every member of your party one.

Wand of Smiles

This wand has three charges, which can each be used to force a humanoid within 30 feet to make a DC 10 Charisma save.

On a fail, they’re forced to smile for 1 minute.

However, if the wand’s last charge is spent and the owner rolls a 1 on a d20, the wand turns into a Wand of Scowls.

We’re sure you can surmise what exactly that wand is used for.

Bag of Beans

What may very well be the most powerful item in D&D 5e.

I’m not kidding — this thing has the ability to (hypothetically) produce 3d4 HUGE ASS PYRAMIDS that the party can just plop down wherever they want.

I mean, that’s only in the off-chance that a 91-99 is rolled on a d100 every time that the bag is used, but it’s not impossible.

A Bard in my own campaign has left about three pyramids in his wake ever since I gave him the damn bag — one of which erupted out of the stomach of a dragon.

The sheer randomness of what these beans erupt into makes for an unforgettable session, but just be careful who you hand the ol’ bag of beans to.

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