this post was submitted on 13 Oct 2025
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[–] Darkard@lemmy.world 115 points 1 week ago (1 children)

Scroll of summon wisp.

When used nothing appears, but you gain a speech impediment for 1d6 days.

[–] Wizard_Pope@lemmy.world 55 points 1 week ago (8 children)

Owo what a tewwible cuwse to put on youwselwf..

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[–] jimmux@programming.dev 86 points 1 week ago (2 children)

Bag of Communal Holding

Content is shared with all other bags of communal holding in existence. Sometimes retrieving objects involves awkward hand contact if someone else is using their bag at the same time.

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[–] thebardingreen@lemmy.starlightkel.xyz 83 points 1 week ago (1 children)

A potion of True Healing... heals 1d8+2 damage, recipient MUST truthfully answer the next question they are asked. Sell the characters 6, but don't tell them about the truth serum. Let them figure it out on their own.

Boots of Elvenkind... except Elves can hear you.

A bag of holding that contains infinite clowns. Every time it is opened, 1d4 clowns come out. The clowns are useless in combat and attempt to distract, annoy and mock the holder. While this could be used as a distraction, the clowns will follow the holder, drawing attention to them. You could create a table for what kind of clowns you get (mime clowns, pie throwing clowns, balloon animal clowns, magician clowns, etc). The clowns will wander off after 1d6 minutes. Where the clowns go and what they are (Illusions? Demons?) is unknown.

[–] De_Narm@lemmy.world 45 points 1 week ago* (last edited 1 week ago) (10 children)

There's so much role playing potential in the ability to create a giant mob of clowns at will by repeatedly opening and closing the bag. You almost don't need anything else!

Spawn them as a distraction!

Use them to hide!

Plug any entry or hallway at will!

Build yourself a mountain of clowns to scale any wall!

Never starve again with their endless supply of pies! (Eaten fresh off your face.)

Use their weight to bring down any air-/ship!

Air drop them on your enemies! (Assuming they have a weight and are bound by gravity, they do damage - all you need is a bit of levitation, a tower, airship or a ceiling to hang from.)

Just crush your entire party by spawning hundreds of them in a closed room!

The possibilities are truly endless.

[–] sirblastalot@ttrpg.network 1 points 5 days ago

Herd them ahead of you to clear traps

[–] thebardingreen@lemmy.starlightkel.xyz 26 points 1 week ago (1 children)

As a diabolical GM, I can think of so many ways to make these strategies backfire. :D

[–] De_Narm@lemmy.world 19 points 1 week ago* (last edited 1 week ago)

That's half the fun! Sometimes, the true clown you spawn is yourself.

[–] Stamets@lemmy.dbzer0.com 22 points 1 week ago (7 children)

I can't see any of these working as intended. Clowns don't subscribe to reality

Spawn them as a distraction!

Some of them cause a big distraction that accidentally points directly towards those you don't want to be seen.

Use them to hide!

One of them will look giant and big to hide you while the others honk and gesture/point behind, clearly showing where you are.

Build yourself a mountain of clowns to scale any wall!

Crabs in a bucket. None will let you climb. You must stay to hear their jokes...

Never starve again with their endless supply of pies!

Shaving cream pies. Ain't nobody got time to bake 30 coconut creams

Use their weight to bring down any air-/ship

They all blow up helium balloons to help it float. Unless you want it to float in which case their balloons turn into bowling balls at the last second with a big shrug.

Air drop them on their enemies!

See balloons

Just crush your entire party by spawning hundreds of them in a closed room!

Clown car logic. You're all "crushed" but it's just extremely difficult terrain.

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[–] y0kai@lemmy.dbzer0.com 47 points 1 week ago* (last edited 1 week ago) (7 children)

I have two I will be using in my next campaign:

Ring of attunement: Provides 1 extra attunement slot. (Requires attunement)

Event Staff: This staff allows the wielder to gain unquestioned entry into any "employees only" areas or zones otherwise off-limits to the public. Anyone (including actual staff or other officials) who sees the wielder in one of these areas will assume they are a known employee or other official who is granted special access to the area. Unfortunately, they will all also view the wielder as the least competent and least trustworthy employee or official with the organization. Any actions taken in the area are likely to be closely watched and highly scrutinized by any observer who would know better.

ETA: One from the current campaign in which I am a player character. Our DM thought of this one:

Bullet of Healing:

This magical bullet can be loaded into any firearm. Whomever is shot by this bullet first receives 1d6 piercing damage followed by 1d10 healing. If the initial damage causes recipient's HP to fall below 0 before the bullet's healing effects begin, they will fall unconscious and will not gain any healing effect from the bullet. Instead, one death save is automatically passed.

[–] thebardingreen@lemmy.starlightkel.xyz 1 points 2 days ago (1 children)

I'm actually running an old west horror / conspiracies game I wouldn't have thought of if you hadn't shared that magic bullet. I have my players organized and everything. I adapted the healing bullet you described. I wanted to share these magic bullets I created for it (GURPS rules).

https://docs.google.com/document/d/1O5G-D_WOAMRNq1f3Ev2Ytz4HxTYQXS7SaPlzgIJVZYk/edit?usp=sharing

[–] y0kai@lemmy.dbzer0.com 2 points 2 days ago

damn haha 8 pages of different bullets! That's pretty awesome, thanks for sharing

[–] thebardingreen@lemmy.starlightkel.xyz 13 points 1 week ago* (last edited 1 week ago)

That bullet of healing is awesome. Would be great for a supernatural Wild West game. Which, is I think what I want to run next now.

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[–] Atlas_@lemmy.world 46 points 1 week ago

Potion of Water Breathing: DOES NOT RETAIN AIR BREATHING

[–] SkyezOpen@lemmy.world 41 points 1 week ago (6 children)

Bag of folding.

A bag of holding except anything stored in it comes out folded in half.

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[–] _stranger_@lemmy.world 35 points 1 week ago* (last edited 1 week ago) (1 children)

Sweaty Sword:

Really good sword, strong steel. The handle is wrapped in living leather harvested from the palms of a cursed pervert. It's always slightly warmer than your hand and it exudes a sticky substance that enhances grip. Smells like corn.

Survival Stew Balls:

A fried ball of...food. It's rock hard, slightly too big to hold with one hand easily, completely impermeable, and covered in a flaky, delicate panko breaded crust. To eat, boil one in 5 gallons of water to produce a pot of stew. The flavor is different for every ball. Never cook two in the same pot at the same time. Wash the pot thoroughly within 6 hours after removing from heat. especially if it's made of iron. Under no circumstances are you to reheat the left overs.

Emergency Shews:

Bubble gum that turns into one time use sandals. Once the flavor runs out, you have 30 seconds before the gum expands into shoes. The sizes seem to have been printed on the gum but they've long since faded or rubbed off. Durian flavor.

Dead Cat Bounce:

A black bottle with a cat eye painted on it. If you drink the contents and die due to falling from a great height, you will be revived immediately and launched with equivalent force in a random direction.

[–] SkaveRat@discuss.tchncs.de 16 points 1 week ago (1 children)

Survival Stew Balls:

A fried ball of…food. It’s rock hard, slightly too big to hold with one hand easily, completely impermeable, and covered in a flaky, delicate panko breaded crust. To eat, boil one in 5 gallons of water to produce a pot of stew. The flavor is different for every ball. Never cook two in the same pot at the same time. Wash the pot thoroughly within 6 hours after removing from heat. especially if it’s made of iron. Under no circumstances are you to reheat the left overs.

that's some stuff you find in the lunch room of an SCP facility

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[–] jjjalljs@ttrpg.network 33 points 1 week ago (1 children)

Ring of protection. Grants everyone around you protection in a fairly large radius. Might be useful for long range combat, maybe. Might also be useful to navigating certain environmental hazards.

Boots of Flying. They can fly, but only have a carry weight of a few pounds. If you're more than say ten pounds, the little wings flap but gain no altitude. They are not autonomous. Might be useful in condunction with other magics to reduce weight.

Gauntlets of Ogre Might. Do not affect strength. They do tell you the odds of nearby ogres taking particular actions. They might do this, they might do that, and so on.

Hammer of Striking. Social bonuses when organizing labor. Combat bonuses only when near many allies.

Boots of Haste. Gain extra actions but large penalties to all checks. Haste makes waste. May be useful if combined with large bonuses or fixed outcomes (eg: DND diviner wizard).

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[–] ivanafterall@lemmy.world 32 points 1 week ago (8 children)

Cape of (Refugee) Flight: you gain the power to fly for your life.

Screaming Cloak of Invisibility: you're invisible, but the cloak constantly screams, "HE'S OVER HERE!!!" and tries to give away your location.

The Tax Axe: raises both your taxes and your target's with every swing.

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[–] WorldsDumbestMan@lemmy.today 30 points 1 week ago (1 children)

Sword of charisma: But it attracts bugs for some reason.

Amulet of protection: Stops heals too.

Boots of speed: Brakes not included.

Wand of light: Slightly radioactive.

Potion of restoration: Removes buffs as well, kills undead.

[–] dumples@midwest.social 19 points 1 week ago (1 children)

There was an older barbarian subclass that was immune to magic including beneficial magic. It was dumb and wonderful

[–] Bombastion@lemmy.blahaj.zone 27 points 1 week ago (1 children)

Wand of Fireball: has a medium chance of shooting a stream of cinnamon whiskey.

[–] MonkeMischief@lemmy.today 16 points 1 week ago* (last edited 1 week ago)

Imagine if they rolled the whiskey thing whenever they tried to use it. Then at the local tavern "SHOTS! SHOTS! SHOTS! SHOTS!"

(Dice clatter)

TPK.

[–] Atlas_@lemmy.world 25 points 1 week ago (7 children)

Cube of instant castle: Say the keyword 'open' to transform this cube into a '200x'200 castle. The transformation happens instantly, and if you're caught in the area of effect, be prepared to get smashed. The cube is hard of hearing.

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[–] stingpie@lemmy.world 24 points 1 week ago (2 children)

Periapt of health: this is a small vial with a red liquid inside attached to a small chain. While wearing this, all diseases that you would otherwise contract enter the small vial instead. If the vial is broken, the closest creature will immediately contract all diseases contained within.

Deck of many things (used): the previous owners of this deck got all that they could have wished for. The remaining cards might not be the best.

Ring of mind shielding: the creator of this ring was a bit over-zealous. Along with the usual effects, this ring will censor violence, sex, and other uncouth things.

Cloak of the bat: along with the usual effects, wearing this cloak will also make you speak bat. You will only be able to produce high-pitched squeaks.

Portable hole: this portable hole is bottomless! Anything that falls down the hole is lost forever.

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[–] No_Money_Just_Change@feddit.org 24 points 1 week ago

Leaky alchemy jug.
Whenever you use this jug roll a d100. This is how many percent of your choosen liquid are replaced by mayonnaise.

[–] dream_weasel@sh.itjust.works 24 points 1 week ago (3 children)

Bag for holding:

It's a bag of holding but instead of occupying a bag slot it must be kept in the main hand.

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[–] agent_nycto@lemmy.world 24 points 1 week ago (2 children)

Helm of Invincibility: you are invincible, but only to people who have Vince in their name, e.g. Vince, Vincent, some other name with Vince

[–] ace_garp@lemmy.world 12 points 1 week ago

It is I Vincenzo The Dragon Smiter, prepare to die!

Donk.

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[–] Broadfern@lemmy.world 21 points 1 week ago

Bag of holding with a preexisting hoarding problem

Can’t-trip - only works when you don’t want it to

Book of spells, but you have to spell out letter by letter each time you cast

[–] MonkeMischief@lemmy.today 20 points 1 week ago* (last edited 1 week ago)

Band of Gorilla Repair: Once per day, can repair anything, or rather, will summon 1d4 (can be modified depending on the size of the job) massive gorillas who show up seemingly out of nowhere whenever anything near the wearer breaks or is heavily damaged. The gorillas can repair anything.

Those not expecting to see a bunch of repair-happy gorillas must make a fear check.

These mysterious gorillas are actually friendly and fix whatever thing was broken, but beware, their patience quickly runs out for anybody intentionally causing disrepair or destruction in their presence!

Yeah, it works just like this!

[–] MouseKeyboard@ttrpg.network 19 points 1 week ago

Circlet of human perfection, but the creator had a really niche fetish.

[–] PoopBuffet@lemmy.world 19 points 1 week ago (1 children)

I have a spreadsheet full of these somewhere. The 2 that my players got that I remember them using are:

Emperors armor: +3 full plate armor with no strength or armor proficiency requirement. When you look at yourself or in a mirror you see yourself in full plate armor, but to everyone else you are naked and if anyone tells you that you are naked the armor and all your possessions cease to exist. My player made it the shopping district in the heart of the city before someone told him.

Staff of disintegrating: when activated, it disintegrates. The player that got this one saved it for a boss fight. He found it hilarious though.

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[–] WoolyNelson@lemmy.world 19 points 1 week ago (1 children)

Arrows of Accuracy: These arrows will always hit. Starting from the target, then out from that point, the hit roll is checked against defenses.

If nobody is hit, the arrow strikes the firer.

[–] yermaw@sh.itjust.works 15 points 1 week ago (1 children)

Can just imagine the arrow running around like a terrifying game of duck duck goose

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[–] xylogx@lemmy.world 17 points 1 week ago (2 children)

Wand of Wonder What This Does

A regular wand of wonder that comes with a gambling addiction.

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[–] yakko@feddit.uk 16 points 1 week ago (1 children)

Wand of wishes. It's great, but it will respond to any speaker in the vicinity

[–] outhouseperilous@lemmy.dbzer0.com 11 points 1 week ago (1 children)

Wand of wishes, but gives you what you actually want right now.

Yeah, you need a bridge, but you're fatigued, so on some level what you really want is a hot bath and a warm bed; maybe some soup.

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[–] Sunsofold@lemmings.world 16 points 1 week ago

Bead of (Uncomfortable) Nourishment: Standard effect, but must be taken nasally. Oral absorption may cause permanent magical flatus.

[–] Pat_Riot@lemmy.today 16 points 1 week ago (2 children)

Bag of holding, but everything that goes in comes out a crocheted plushie version.

[–] Stamets@lemmy.dbzer0.com 31 points 1 week ago (1 children)

I just thought of the most evil shit you could do with this.

They buy the bag and it comes preloaded with a couple lil crocheted trinkets that are cutesy and like grandma made it for adventurers. A lil mealkit, a ration pack, a lil sword and shield but also a doll. As they slowly start to realize what the bag does they remember the doll and start freaking out about what if it was a person who went in there to hide and got turned and we gotta fix 'em! Ends up being a whole quest line to unfuck the bag, the bag items and specifically this doll. At the very end they undo the doll and it turns into a wooden doll. Then when laughter/disappointment just getting to the right point, have the doll talk. Get the joke of it being a doll and they get the expectation they wanted of it being a living being they saved.

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[–] Red_October@piefed.world 14 points 1 week ago (3 children)

Immovable Rod: Only one end of the rod is fixed in space, the other end swings freely.

[–] AMoistGrandpa@lemmy.ca 10 points 1 week ago (1 children)

Immovable Rod: when activated, it becomes fixed in its position in space, ignoring the motion of the planet. The moment it's activated, it flies off into the sky or through the earth depending on the time of day, destroying everything in its path.

Potentially extremely useful with a lot of planning, once.

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[–] Derpykat5@ttrpg.network 13 points 1 week ago (3 children)

Not quite the same, but a Paladin in a campaign I was in once bought a Shield of Missile Attraction for cheap because the shopkeep thought it was cursed.

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[–] MrNesser@lemmy.world 13 points 1 week ago* (last edited 1 week ago) (5 children)

Broom of Flying Yes its a broom that allows you to fly

No one ever said anything about landing The broom cannot come down lower than 30 feet from the ground. Dismounting will stop the broom and allow you to pick it up, as long as your concious from the fall

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[–] Baggie@lemmy.zip 12 points 1 week ago

Sword with fire enchantment, fire has no regulator and cannot be turned off.

[–] uberfreeza@lemmy.world 11 points 1 week ago (5 children)

I gifted my party a sapient dagger. It was really good too. It was a 1d6 but let you attack again, but rolling a 5 or less on the die makes you insane because the dagger insults the user so badly for missing. If it happened 12 times, the character died. They used it from level 3 or 4 through the end of the campaign at level 18, since there was no cap on how often you could attack again.

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[–] How_do_I_computah@lemmy.world 11 points 1 week ago (1 children)

Caltrops of Seeking. Drawn to metal and increase chance to damage/hit metal boots.

They stick together though and must be manually placed one by one over an extended period of time.

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[–] Postmortal_Pop@lemmy.world 11 points 1 week ago (4 children)

Flawed bag of holding - it's a bag of holding, but the dimensions inside are normal bag sized.

Movable rod - an immovable rod, but it can only resist up to 10lbs

Bed of comfort - it's comfortable, just not the way you were hoping.

Vorple blade - it's exactly what it is, but it's too dull to cut and sharpening it would damage the enchantment.

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