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I canât do much, but I can do this. Reblog this to show Tumblr that we need our freedom to post whatever we want.
Diferentes razas de perro en versión guerrera, por Nikita Orlov.
And thusly I have new unique creature NPC's to use.
âYou still think about those stories that scared you when you were little, from time to time.â (Instagram)
This sounds a lot like what I tell my players before every game.
Humans aren't the only people in society â at least according to the law. In the U.S., corporations have been given rights of free speech and religion. Some natural features also have person-like rights. But both of those required changes to the legal system. A new argument has laid a path for artificial intelligence systems to be recognized as people too â without any legislation, court rulings or other revisions to existing law.
Legal scholar Shawn Bayer has shown that anyone can confer legal personhood on a computer system, by putting it in control of a limited liability corporation in the U.S. If that maneuver is upheld in courts, artificial intelligence systems would be able to own property, sue, hire lawyers and enjoy freedom of speech and other protections under the law. In my view, human rights and dignity would suffer as a result.
The corporate loophole
Giving AIs rights similar to humans involves a technical lawyerly maneuver. It starts with one person setting up two limited liability companies and turning over control of each company to a separate autonomous or artificially intelligent system. Then the person would add each company as a member of the other LLC. In the last step, the person would withdraw from both LLCs, leaving each LLC â a corporate entity with legal personhood â governed only by the otherâs AI system.
That process doesnât require the computer system to have any particular level of intelligence or capability. It could just be a sequence of âifâ statements looking, for example, at the stock market and making decisions to buy and sell based on prices falling or rising. It could even be an algorithm that makes decisions randomly, or an emulation of an amoeba.
Reducing human status
Granting human rights to a computer would degrade human dignity. For instance, when Saudi Arabia granted citizenship to a robot called Sophia, human women, including feminist scholars, objected, noting that the robot was given more rights than many Saudi women have.
In certain places, some people might have fewer rights than nonintelligent software and robots. In countries that limit citizensâ rights to free speech, free religious practice and expression of sexuality, corporations â potentially including AI-run companies â could have more rights. That would be an enormous indignity.
The risk doesnât end there: If AI systems became more intelligent than people, humans could be relegated to an inferior role â as workers hired and fired by AI corporate overlords â or even challenged for social dominance.
Artificial intelligence systems could be tasked with law enforcement among human populations â acting as judges, jurors, jailers and even executioners. Warrior robots could similarly be assigned to the military and given power to decide on targets and acceptable collateral damage â even in violation of international humanitarian laws. Most legal systems are not set up to punish robots or otherwise hold them accountable for wrongdoing.
What about voting?
Granting voting rights to systems that can copy themselves would render humansâ votes meaningless. Even without taking that significant step, though, the possibility of AI-controlled corporations with basic human rights poses serious dangers. No current laws would prevent a malevolent AI from operating a corporation that worked to subjugate or exterminate humanity through legal means and political influence. Computer-controlled companies could turn out to be less responsive to public opinion or protests than human-run firms are.
Immortal wealth
Two other aspects of corporations make people even more vulnerable to AI systems with human legal rights: They donât die, and they can give unlimited amounts of money to political candidates and groups.
Artificial intelligences could earn money by exploiting workers, using algorithms to price goods and manage investments, and find new ways to automate key business processes. Over long periods of time, that could add up to enormous earnings â which would never be split up among descendants. That wealth could easily be converted into political power.
Politicians financially backed by algorithmic entities would be able to take on legislative bodies, impeach presidents and help to get figureheads appointed to the Supreme Court. Those human figureheads could be used to expand corporate rights or even establish new rights specific to artificial intelligence systems â expanding the threats to humanity even more.
Read more at:
https://phys.org/news/2018-10-artificial-intelligence-person-law.html#jCp

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Hmm...horror ideas? Yes. Horror ideas.
Trinkets, 27: Interesting baubles, semi magical objects and items touched by mystery.
A disturbing mask made of a single long strip of pliant human skin, stitched into a widening spiral by black thread. Gaps between the stitching allow the wearer to see and breathe through the unsettling visage.
A envelope containing a small calling card bearing the emblem of a silver chess knight. Large bold print flanks the knight reads: âHave Sword â Will Travelâ. A few concise lines informs the reader to contact âPaladinâ at the Carlton Inn, located in a nearby kingdom.
A brass spyglass that triples the range at twice the user can accurately see but always shows a benign, peaceful sight. If there are hostile creatures, they appear as peaceful (goblins appear as deer, or trolls as trees, for example) and dangerous objects or situations appear pleasant and charming.
A sealed glass bottle labeled âDoctor Johnâs Cod Liver Oilâ. The bottle is filled with a clear liquid that is so pure and so strong. Â
A large tin canister filled with dozens of small red and white striped, mint candies that each have the holy symbol of the God of Trickery stamped on one side and assorted meaningful verses from that deityâs holy text on the other. The canisterâs label proclaims in large bold font that the contents are âTestamintsâ and are appropriate for after masses or meals. Itâs unknown whether they are hilarious or blasphemous, which may be the entire point.
A drinking flagon made of minotaur horn. A creature who imbibes any liquid from the horn has vivid dreams of roaming through complex mazes during their next deep sleep.
A crude map of the local area inscribed on a tattered canvas scroll, that bears an âXâ marking an area near where the map was found. There is a list of instructions in the bottom corner of the map: Find the big cracked boulder then go north for 3-4 miles, until you find the hill shaped like a tooth. Then go east for 1-2 miles, until you find the rock shaped like a heart. From there, go south-east for 3-4 miles and youâll find the treasure buried at the foot of the cliff. âNote: It is up to the DM whether or not if the instructions can be followed (The âlandmarksâ might be a code, riddle or simply not exist for example) and if there is anything at the end. The map could easily be a prank, trap, confidence scheme, ambush or the area could already have been stripped of any value by other adventurers.
A one-gallon cask of used coffin nails.
A single iron earring that when worn, allows the bearer to speak the language of Dwarves, but only to say: âI donât actually speak Dwarven. I only know that sentence, and this one explaining it.â The bearer is not granted the ability to understand the language and doesnât comprehend what they just said unless they are already fluent.
A leather wallet containing a full set of certified identification papers denoting that the bearer is a taxpaying merchant of the local kingdom and is allowed to buy sell and transport nonmagical goods anywhere in the realm. The section containing the merchantâs physical description (Height, weight, sex, race, eye, skin and hair colour) is completely blank and could be filled in by anyone with half decent handwriting.
âKeep reading for 90 more trinkets.
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Row, row, row your boat.
Been working on expanding my list of transport battlemaps, featuring vehicles one might often use when preparing a long journey from point A to B. This month I focused on naval transport, starting with small boats like a rowboat, a canoe and a fishermanâs ship slowly building up to larger ships like Schooners and Galleons.
Having one of these at your disposal is especially great when you are playing a campaign where your players have a ship as their actual home base, going from island to island. Played a campaign like that in the past, and even though it ended up being a pretty short lived campaign, Iâve always loved the concept and thought about doing one again in the future.
These maps will all be available for my patrons in HD and as separate files with alpha layers to put on any other background, but I am also having a free giveaway for one of my Instagram followers. All you have to do is follow me on Instagram and like the giveaway post HERE!
For more of my work visit www.crossheadstudios.com
Fantastic for those nautical adventures!
The Deck of Certain Things, or: The Joke Item That Almost Destroyed my Campaign
[by u/astonishingantman / reddit]
âI created this thing over two years ago as a joke item. One of my players became convinced that I was trying to trick them, and that it was a real Deck of Many Things. His paranoia spread, and the party nearly killed each other over it. After some impromptu group therapy, they decided to leave the Deck be and never speak of it again.
So now you get to use it. Have fun!â
Deck of Certain Things
Wondrous Item, Legendary
A set of 10 cards that come in a small box. âDeck of Certain Thingsâ has been crudely carved into the boxâs lid in Common.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use a d10 to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. Each card must be drawn no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining cards fly from the deck and take effect all at once. Once a card is drawn it cannot reappear.
Once all 10 cards have been drawn, a pair of Gloves of Thievery appear in the deck box, along with a note thanking the Deckâs owner for the fun.
The cards are decorated with shoddy-looking artwork, seemingly scribbled with crayon. They are:
Acorn: 3d8 terrified squirrels are transported to your location from elsewhere on the material plane.
Fireworks: Your weapon explodes into a shower of brightly-colored glitter. It reforms in 1 hour.
Prospector: A wooden chest containing 10,000 pieces of counterfeit gold drops at your feet. The coins show a winking jester on both sides.
Liar: For the next 1d12 hours, telling a lie causes your trousers to ignite, dealing 1d6 points of fire damage.
Honey Jar: Summons a friendly sentient bear named Sigmund, who acts as an apothecary, selling the party potions from his backpack. He vanishes after 1d20 minutes.
Wallflower: You instantly succeed on all Insight checks for 24 hours, but fail all Intimidation checks.
Invitation: An imp appears in a burst of smoke, kicks you in the shins, then vanishes.
Nightmare: All items worn on your person, with the exception of undergarments, turn invisible for 1d4 hours.
Quill: A flameskull appears in front of you, delivers a heartfelt soliloquy, then explodes in a pillar of green flame. All creatures within 5 feet must make a Dexterity saving throw or take 2d10 fire damage.
Infant: For the next hour your voice is replaced with the shrill cries of a baby. You are unable to communicate through speech or cast spells with a verbal component.
This is happening.
Random joke magic items
Hereâs a list of random joke items to use for fun in your campaign. Iâd recommend adding them to treasure hoards rather than subbing normal items for them. Anyway here they are:
1. Ace of Spades - An ace of spades from a standard card deck. No matter where you store it on your body, you will always be able to find it in your right sleeve afterwards.
2. Amulet of Extra Amulet Slot - This amulet allows you to gain the benefit from two magical amulets rather than one. It cannot be further enchanted.
3. Amulet of Feather Fall - When worn, this amulet turns into a feather and falls to the ground.
4. Amulet of Unbreaking Bones - Con-man says you canât break any bones. Really, he means otherâs bones. -100% damage against skeletons.
5. Amulet of weather detection - yells that it is or is not raining.
6. Anti-Matches - A box of matches. Striking one will make it begin to drip water from the tip while the match shrivels away. The amount of water a match releases is about enough to fill a tablespoon.
7. Arrow of Euarere - A silver arrow, suspended on a string. It always points to the person holding the string.
8. Arrow of Slaying, The - This magical arrow is capable of killing a creature.
9. Artistâs Bludgeon, The - Inanimate objects hit with this bludgeon will receive no damage; they will however change color.
10. Attentive Guardsmanâs Pike - These ornate and deadly-looking ceremonial pikes are reach weapons and appear to weigh at least 20 lbs, not counting the weight of the fluttering banners that can be unfurled for parade use. Constructed of shadowstuff, they weigh one pound, and inflict only a single point of damage on an attack, being almost entirely for show, although they also have the unique property of remaining in place when set (although unable to support more than 20 lbs), allowing a âresting his eyesâ guardsman to prop it up and leave it standing under its own power, while his hand sags off of it.
11. Attentive Guardsmanâs Tabard - A dozen of these tabards were fashioned for palace guardsmen in the Empire of Sard, 250 miles from the nearest enemy. The bearer is placed under a glamour that causes him to appear alert and awake, even if his eyes are closed and he is snoring lightly.
12. Axe of Big Numbers - This axe shouts âBig numbers baby, come on!â whenever it is swung, but always deals 1 damage or less.
13. Axe of Empathy - Every time you hit something with this +5 greataxe, you get dealt an equal amount of damage. Both you and the thing you hit are then healed the amount of damage dealt by the axe, even if either are dead. The Axe hopes you have learned your lesson.
14. Axe of Pain - The axe is always moaning and groaning with pain.
15. Bag of Faerie Gold - This sack appears to be full of gold coins and jewels. When one attempts to spend them, however, the glamour on them soon vanishes, revealing them to be nothing but leaves and pebbles. Obviously, most shopkeepers will not be happy about this, and no amount of âwe didnât know, I swear!â will change their mind.
16. Bag of Holding - This item functions as a normal backpack, however when attempting to retrieve an item, a calm female voice tells them there is a wait time of 4d10 minutes before they can retrieve their item (actual time is stated time plus 6d6 additional minutes). During this wait, the bag plays either annoying muzak or advertisements for the bagâs creatorâs other products/services. Upon attempting to retrieve an item, there is a chance that the wrong item is retrieved, or that the intended item is simply missing. Obtaining the original item requires an additional 4d10+6d6 minutes and has only a 5% chance of success.
17. Bag of Trading - You can take one thing out of the bag for each object you put in the bag. However, you have no control over what you get, and there are no trade-backs. Past research seems to imply thereâs some sort of correlation to what gets you what, but itâs extremely convoluted and far from understood.
18. Bag of Trick - This bag operates like a Bag of Tricks, except it only works once a week and produces a rat each time it is used.
19. Bag of Unholding - Quite a large backpack but even the smallest item doesnât fit.
20. Bagpipe of Stealth - Grants the user invisibility as long as it is being played.
21. Ball of Eyes - A snow-globe filled with miniature eyeballs. When shaken, it grants the user a blurry, jittery vision of some future event.
22. Banana Walkie-Talkies - There exist two, and only two, of these items in the world. One of which is possessed by a cranky and lonely half-orc. It appears to be an innocuous wooden banana with a coat of faded yellow paint. When an end (doesnât matter which one) is placed against your ear, you can hear a ringing followed by a click and a half-orc yelling at you for waking him up at this ungodly hour. If you drop the banana or âhang up,â the call ends. If you stay and listen, the half-orc will yell at you, call out obscenities, and start going on about his daily problems and mishaps in his love life. Every so often (2% chance/day), the banana will ring while you are sleeping and the half-orc will want to talk to you about his problems.
23. Barrel of Holding - This large wooden barrel measuring â(12/Ď) feet in diameter and 5 feet in height can hold up to 15 cubic feet of matter.
24. Beam Sword of Severed Nerves - A beam sword. It cannot cut anything but nerve strings. Will pass through any other material leaving no harm.
25. Belt of Pants - This belt creates illusory pants on the wearer. The wearer can suppress the illusion at will
26. Belt of Tightening - Every time you put this belt on, all of your clothes permanently shrink a fraction of a millimeter. The effect is compound.
27. Belt of Unbathed Breath - When worn around the waist, allows the user to breathe underwater. Does not function when wet.
28. Boogie Skeleton - This pile of bones is small, such as one that might be obtained from a bird or a toad, though it can look as though it came from any creature. When a song is sung or played in the vicinity of the skeleton, it begins to dance appropriately. As soon as the music stops, it collapses into the pile of bones again. The skeleton, when dancing, can be no larger than Diminutive.
29. Book of Canon - A book that automatically transforms into a copy of the sacred text of any religion, translated into the language the user is most familiar with.
30. Book of Confusion - The letters in this book always appear to be upside down, even if viewed from different directions at the same time. The book is a bad novel about zombies.
31. Book of Curses - When opened, the book verbally berates anyone in the immediate vicinity, calling into question their combat ability, intellect, personal hygiene, lineage and profession of their mothers, and other delightful insults. Once closed the book continues shouting (although it is muffled) until placed inside a bag or some other similar container for 1d4+1 minutes and ignored. Replying to the book in any other way causes the insults to get louder and more childish the more time you spend replying to it.
32. Book of Exalted Deeds - Contains a listing of some of the finest houses ever sold and the specifics of the titles to the properties.
33. Boots of Blinding Speed - The wearerâs speed is doubled, and they are blinded.
34. Boots of Levitation - These boots levitate a few inches off the ground when not worn.
35. Boots of Stylishness - Knee high black boots that are always clean and shiny. They never take in water, thus feet are always dry.
36. Boots of Teleportation - Allows the player to teleport wherever they like, but donât carry the wearer with them when activated; the boots teleport just fine, though.
37. Boots of Walking - The wearer of the boots cannot run, nor can he take a double move action, and takes a -5 to Tumble checks. These boots are made for walkinâ, and thatâs just what theyâll do.
38. Bottle of Air - Itâs a bottle. Full of air. Congratulations.
39. Bottomless Beer Mug - Any liquid poured into this mug treats the bottom as incorporeal, but solid objects donât.
40. Bowl of Comfortable Warmth - Any liquid in the bowl will feel comfortably warm, so icy cold water will feel like itâs a bit over room temperature. Do note, however, that itâs still icy cold water, it just feels warmer.
50. Breastplate of Secret Detection - If the wearer of this breastplate gains a piece of information that is somehow connected to the concealment of a hidden conspiracy or plot, a live and still wet red herring forms on the inside of the armor.
51. Bullying Gloves - At random intervals, these gloves instil the wearer with a near-irresistible urge to hit themselves.
52. Bunyanâs Belt - When worn, causes an enormous, bushy black beard to appear on the wearerâs face.
53. Cape of Resistance - When this item is placed on any living thing it somehow manages to fall off, untie itself, slip past the ownerâs neck entirely, or otherwise avoid being worn.
54. Case of the Litigator - Translates any document placed in the case into legal jargon; non-reversible. Does not confer the ability to understand legal jargon.
55. Cat of Schrodinger - When this cat is not being observed in any way it is both dead and alive. When something observes it, it suddenly becomes either dead or alive with a 50% chance of either.
56. Chair of Steadiness - This chair can be moved but cannot be tipped over by anything less than a DC 35 Strength check.
57. Charles - This small, unremarkable figurine of a gnome refuses to be called anything but Charles. No other name will leave the lips of the speaker. It has no other powers.
58. Chime of Interruption - This instrument can be struck once every round, which takes a standard action. On any round the chime is activated the user may ready one action without spending an action to do so.
59. Chime of Opening - Commonly affixed to or near doors, when pressed it emits a sound on the interior of the ownerâs home to let them know guests have arrived.
60. Chime of Opening (Alternate) - When struck against a solid surface, this chime emits a loud click, and opens along its length, to reveal a tiny compartment adequate to conceal a single âsmokeâ worth of pipeweed or a blowgun needle. When the compartment is closed, it is seamless and can be detected only with a DC 20 Search check. If hit with an instrument such as a small mallet, it chimes.
61. Cloak of Billowing - This black and silver cloak will always billow dramatically behind the wearer, it has no other effects.
62. Cloak of Displacement, Minor - This item appears to be a normal cloak, but when worn by a character its magical properties distort and warp reality. When any attack is made against the wearer the cloak has a 20% chance of falling off, no matter how it is secured.
63. Compacting hammer - The force imparted by it is multiplied, but is spread around the surface of a struck object facing inward.
64. Cymbal of Symbols - This musical instrument enables the user to comprehend dead languages, but only while they are deafened by noise.
65. Dagger of Told Secrets - A simple-looking dagger. If used to backstab someone to death, it will whisper your most embarrassing secret to that person.
66. Dagger of unnatural sharpness - The blade is exceptionally sharp to your touch. It confers no combat bonuses but can be used as a normal dagger for fighting or crafting, but the user seems to always cut himself in minor ways when using it.
67. Dagger of Untold Secrets - A simple looking dagger. If used to backstab someone to death, it will whisper the most embarrassing secret of that person to you.
68. Decanter of Endless Sorrow - A pewter flask that produces limitless alcohol when held to their lips by someone who is troubled. It gets them drunk but they never feel any better.
69. Diadem of Brothaurity - When wearing this headpiece, you are as elegant and well-spoken as a famous diplomat or regent, but you canât stop calling everyone bro.
70. Enchanted Book of Collected Stories - Opening this will cause miniature creatures/people to pour out and perform a chapter from the book much like a theater.
71. Focusing Ring - The digit on which this ring is worn can be viewed in extremely high definition from a great distance.
72. Gloves of Tinkering - Wearing the gloves will make you able to almost repair any broken item. However, you will always end up with pieces from the item that donât seem to fit anywhere.
73. Glowing sword of orc detection - When it gets orc blood on it the sword glows.
74. Good Luck ring - Gives your enemies good luck!
75. Greater Staff of Random Summoning - Summons a random creature at a random place. You could be summoning a giant Ogre on the other side of the globe for all you know.
76. Helm of Awareness, The - The wearer is acutely aware of the fact that they are wearing this helmet and that it has a magical effect. - All you need to do to make this work as a DM is frequently remind the player that the helm is magical while they are wearing it but be evasive about exactly what it does.
77. Hoarderâs Wand - Does nothing but for some reason you think it might be important later in your quest.
78. Hood of Offensive Facades - This hood will change your identity in the eyes of others to the appearance of the person they most personally dislike.
79. Hood Of Worrisome Facades - This hood will change your identity in the eyes of others, however the identity used will be random.
80. Indestructible Notebook of Memories - This otherwise normal notepad of normal notepad size cannot be damaged or destroyed, and anything written in it cannot be obscured or defaced. It also has unlimited pages despite its finite size. However, the data it holds only lasts as long as the writer independently remembers it, and decays in exact proportion to the relevant memories. Remember who and when, but not where? Then the words describing the location in that particular entry are the only ones gone.
81. Intransigent Rod - When the button on this artifact is pressed in, the holderâs opinions solidify and they become impossible to convince.
82. Key to anywhere - opens any door into a closet with a water bucket that falls and hits the playerâs head. Inside this closet is the treasure of true adventurers. If opened with a key, it opens a closetâŚ
83. Lunch Box of Delicious Unfulfillment - This lunch box will hold whatever food you desire. However you will never get full and the food will deliver no nourishment.
84. Mask of Concealment - Hides the wearerâs face and conceals everything from them by blocking their eyes! Bonus points for requiring a strength check or a time limit to expire to be removed.
85. Mattress of Poverty, The - No matter how you fluff this gorgeous, thick, mattress, you will always sleep on the thin part of it.
86. Mug Oâ Dissatisfaction - A mug that always produces a steaming hot cup of coffee or tea when tapped on the bottom. It conjures the opposite of what the tapper prefers, so if you like tea you get coffee and vice versa. Handing the full mug to another person will make the drink in it transform to the opposite of that personâs preferences.
87. Murder Dagger - All damage it would deal is instead replaced by the target being harassed by crows for that many hours.
88. Needle Of Learned Compromise - This needle will create beautiful tattoos of any design, however they hurt a tiny bit more. When used to sew it is entirely normal.
89. Portable Dark Tavern Corner - Consisting of two wooden boards connected by a hinge, this artifact draws those nearby into assuming it is a perfect spot to conduct seedy business.
90. Potion of fire breathing - For the length of time that the potion is in effect, every breath out is on fire, whether you want it to be or not.
91. Potion of Quelchment - Cures thirst when consumed
92. Ring of Fire Detection - becomes warm when placed into Fire.
93. Ring of First Impression - Wearing the ring will make you able to perform a perfect handshake with the hand wearing it.
94. Ring of Stoneskin - Turns your skin, muscles, and organs into stone! Character is now a stationary statue. Canât be reversed until someone takes the ring off.
95. Rope of Entanglement - Becomes entangled when left in a pack
96. Sack of Hive Eggs - Crushing one of the numerous tiny eggs will cause the thoughts of everybody in the proximity to merge. Everybody can hear what you think and you can hear everybody.
97. Shirt of fire protection - this shirt is sopping wet.
98. Shoes of the Restless Traveler - These shoes allow their user to run for miles without feeling fatigue, but if they try to do anything else with it (walk, sit down, jump), they will instantly trip
99. Sword of Parrying - Parries every attack, swinging it yourself will force it to âparryâ your opponentâs weapon/attack even though he/she/it is defenseless.
100. Torch of Night Vision - grants bearer Night Vision while lit.
101. Vorpal Grindstone - It can âsharpenâ any object to become vorpal. Any object.
102. Wand of command - Lets your character be controlled after saying the command word!
103. Wand of Create Wand of Create Wand - Creates a Wand of Create Wand. Consumes original Wand.
104. Wand of Pigeon Summoning - summons 1d20 pigeons everyday. On a 20 it breaks and summons a giant pigeon god (can be the size of Godzilla or like 5 pigeons.) Giant pigeon god should be in the mid 20s for CR, but is uninterested in attacking, and will simply fly away when summoned.
105. Water Hat, The - A small red hat, when worn, causes water to pour from the wearerâs fingers at the speed and pressure of a kitchen faucet at half power.
106. Wineskin of the Eternal Primary - This wineskin never runs out of water, but even the tiniest sip makes you have to go potty, like, super bad. Right now.
@probablybadrpgideas so I found this chart on Reddit and put it on tumblr. This chart replaces all other magic items.
Annnd more fantastic!

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I promised you homebrew items and now youâre getting them. Since there are now Racial Feats I figured why canât an item only be attuned by a specific race? These items are just from the Core races of Dungeons & Dragons. More to come!
These are super neat! Are you going to make some for the Voloâs races?
That is definitely the plan.
Fantastic! I never thought to putting a racial disclaimer to magic items.
(Useless/Surprising) Magical Items
So I was having a lovely conversation with @princeofsparrows about magic and magical items and he sent me several links to very useful lists and tables. Those can be used by any DM to improve the game and set some more fun/challenge into the game without adding enemies or limiting themselves to always better armors and weapons.
My players usually discuss for an hour about the best way to open every door with a single rune on it (even if the rune actually just means âtoiletsâ). So if I give them an omniously glowing fork and they will turn around it for half of the eveningâŚ
We decided to share with you some links with awesome ideas for loot (or your NPC merchants). The links below include (but are not limited to):
Belt of Pants: This belt creates illusory pants on the wearer. The wearer can suppress the illusion at will.
Digging Spoon: This tiny spoon can dig through any substance with a forceful push.
Hungry coin: Â Cursed. Â Will attempt to eat other coins that it comes into contact with. Â Eats 100 coins an hour.
Crossbow of Whispers (Weapon, light crossbow): You can use an action to whisper a message and fire a bolt from this weapon at a target within range. If you hit, the target (and only the target) hears the message.
Scroll of Cure Blindness: Cures blindness when read.
So⌠The List⢠:
Dakhem Uaidâs Big Book of Useless Magic Items - 200 items, some very useful some dangerousâŚ
Alacrityâs Robe of Useful Items - 1 single item but itâs a robe of holding (kinda)
Goblin Punch: d100 Minor Magical Items - as stated in the title.
100 Interesting Magic Items: The first half - 50 items
donjon, 5e Random Generator - Weird Magic Item generator
(1) Reddit -Â 3.5 Or anything. DMs of Reddit! What is one of the weirdest homebrewed items youâve given your players, that they appreciated?
(2) Reddit -Â Hilariously Useless Magical Items - Post your ideas!
RPG.NET - 101 Silly/Useless Magic Items - You need to read through 7 pages of the thread but there are some very nice ideas!
1001 most useless (dungeons and dragons) magical items - There are actually 21 of them on this list but they are really useless. It could be nice to drop something like that on the players so they can have some funâŚ
Now I will let @princeofsparrows to continue. He still has some things to add :)
The great thing about a lot of these items is that, despite their apparent uselessness, as with most things in D&D, an innovative player can find some use for it⌠and I feel it throws a bit of a wrench into the mix. Here are some other honorable mentions:
Rebloging for the screenshots.
Awesome
Item: masterpost of items that could each deserve an entry on this blog
I particularly like the belt...
Magic Weapon: Thoughts & Prayers
A lot of you have probably seen something like this before. If you google âdnd magic itemâ, one of the first things that shows up is a post by @sskyeh (original tweet here) that saysâŚ
âD&D item: twin brass knuckles named Thoughts & Prayers that deal psychic and radiant damage respectivelyâ.
Well, people loved that idea and have made a few different versions:
DnD Beyond version by CheredaRenee
DnD Beyond version by SquirelyDeath
Thoughts & Prayers on the Homebrewery
Thoughtâs and Prayers on the Homebrewery
This is my own spin. Grab the PDF version here.
(P.S., if youâre familiar with Old Norse and Futhark Runes, youâll notice that the engravings on the knuckles are quite appropriate.)
These are a fantastic idea!