Magic Item of the Month: Bag o’ Bones

Each month, we’ll give you a new magic item to use in your 5e game. This month, in the spirit of Halloween, we’re giving you an extra spooky magic item, the bag o’ bones.

Bag o’ Bones
Wondrous Item, Uncommon

This magic bag is just a bag of holding. However, some cruel necromancer filled the bag with 20 skeletons. See the Monster Manual for the skeletons’ statistics. An identify spell reveals this item to be a bag of holding.

When a creature uses their action to put something into or pull something out of the bag, one skeleton climbs out of the bag and attacks the nearest creature (usually whoever opened the bag). On each following round on the skeletons’ initiative count, another skeleton emerges from the bag and attacks the nearest creature. A creature can use their action to close and latch the bag. This prevents any more skeletons from emerging until the bag is opened again.

Once a skeleton comes out of the bag, the total number of skeletons remaining in the bag is reduced. After all 20 skeletons have climbed out, the bag is a regular bag of holding that can be used as normal.

Magic Item of the Month: The Oracle of Gorthmar

Each month (eh, most months?), we’ll give you a new magic item to use in your 5e game. This month, we give you the oracle of Gorthmar, which was most recently featured in our podcast How The Quest Was Won, in the episode “The Wedding of Angelica Bane, Part 9 – The Oracle of Gorthmar”.

The Oracle of Gorthmar
Wondrous Item, Legendary

This object is carved from black stone into the shape of an orc skull with the crown of the head removed, creating a hollow basin to hold liquid.

To activate the oracle, one must sacrifice a humanoid creature in a bloodletting ritual that takes one minute and drains the victim’s blood into the basin in the skull. At the end of this time, the oracle will answer the first question that is asked in its presence. The oracle answers truthfully and directly, providing just enough information to be accurate, usually only a sentence or two. Only the oldest or most magically protected secrets are unknown to the oracle. After the question has been answered, the blood magically drains from the basin.

Magic Item of the Month: Heart Tree Bloom

Each month, we’ll give you a new magic item to use in your 5e game. This month, we give you the heart tree bloom, which was featured in the podcast How The Quest Was Won in the episode “The Heart of the Forest, Part 5 – The Fang of Iron”.

Heart Tree Bloom
Wondrous Item, Common

This small flower is from a heart tree, a magical tree that is connected to the life energy of all the creatures in its forest. When this flower is in your possession and you fail your third death saving throw, the bloom is consumed and that failed death saving throw is turned into a success.

Magic Item of the Month: Tipping Tankard

Each month, we’ll give you a new magic item to use in your 5e game. This month, we give you the tipping tankard.

Tipping Tankard
Wondrous Item, Common

This metal tankard is engraved with dwarven runes around its rim. The tankard can never be knocked over. If it is tipped, it wobbles until it magically rights itself. If it is dropped or thrown, it always lands right side up on its base.

Additionally, once an alcoholic beverage has been poured into the tankard, it cannot be spilled. Even if the tankard is held upside down, the liquid will stay in the inside the tankard. The only way for the drink to leave the tankard is to be consumed.

Magic Item of the Month: Harmonic Crystal

Each month, we’ll give you a new magic item to use in your 5e game. This month, we give you the harmonic crystal.

Harmonic Crystal
Wondrous Item, rarity varies

This rough crystal vibrates ever so slightly. When you take thunder damage, the crystal resonates with the thunder and absorbs the damage up to a number of points determined by the crystal’s rarity. This energy remains stored within the crystal, decreasing its future capacity. After the crystal absorbs its total capacity of thunder damage, it harmlessly shatters. If you take damage that exceeds the capacity of the harmonic crystal, you take the remaining damage that the crystal couldn’t absorb.

Type Damage Capacity Rarity
Lesser harmonic crystal 25 Uncommon
Greater harmonic crystal 50 Rare

Before it is full, a harmonic crystal can be thrown at a creature or object within 20 feet as an action. Treat this throw as a ranged attack with an improvised weapon. If it hits its target, the crystal explodes, releasing the stored thunder energy, and the target takes damage equal to the total amount of thunder damage that the harmonic crystal had previously absorbed.

Magic Item of the Month: Frightful Mask

Each month, we’ll give you a new magic item to use in your 5e game. This month, we give you the frightful mask.


Frightful Mask
Wondrous Item, uncommon (requires attunement)

This mask has three charges. When you are wearing it, you can use an action to expend 1 charge to cast fear (save DC 15). The mask regains 1d3 expended charges daily at midnight.

Also, when you are wearing the mask, you have advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Persuasion) checks.

Magic Item of the Month: Dowsing Rod

Each month, we’ll give you a new magic item to use in your 5e game. This month, we give you the dowsing rod.

Dowsing Rod
Rod, uncommon (requires attunement by a spellcaster)

This rod has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: detect magic (1 charge), find traps (2 charges), or locate object (2 charges).

The rod regains 1d6 + 1 expended charges every day at dawn. If you expend the last charge, roll a d20. On a 1, the rod splits down the middle and is destroyed.

Magic Item of the Month: Arrows of Teleportation

Each month, we’ll give you a new magic item to use in your 5e game. This month, we give you the arrows of teleportation.

Arrows of Teleportation
Weapon (arrow or crossbow bolt), rare

This magical ammunition always comes in a set of two. On a hit, the first arrow of the pair embeds itself in the target. If within 1 minute the second arrow strikes another creature, an object, or a surface, the target struck by the first arrow teleports adjacent to the second target (no save). Creatures or objects of Gargantuan size cannot be teleported by the arrows of teleportation.In addition to the teleportation effect, the arrows deal damage as normal.

If the first attack misses its intended target, the DM will decide whether the arrow still strikes an eligible target. If the second arrow misses, the DM decides where it lands. Because the second arrow need only strike a surface, the teleportation effect occurs whether the second attack hits or misses the intended target.

If both attacks are successful and the target is teleported, both arrows are consumed and disappear. If the first arrow does not hit an eligible target, 1 minute later this arrow teleports back to be adjacent to its partner arrow, so the arrows of teleportation can never be lost, only used or destroyed. If the first arrow hits an eligible target, but the second arrow is never used, or if one of the arrows is broken, both arrows disappear. 

There also exist bolts of teleportation, that have the the same enchantment as arrows of teleportation but are fired from crossbows.