Wondrous Wednesday: Robe of Useless Items (D&D5E)
Back in Dragon magazine issue #156 (April 1990), John M. Maxstadt had an article called "Yet Even More [Gods Forbid] Outrages From the Mages." The name refers to his article in issue #144 (April 1989) called "Still More Outrages from the Mages," but where it 1989 article had joke spells, the 1990 article had joke magic items.
While most of the items are pure humor material (such as the ring of spell storing which just spells the word "storing" out loud when activated), some of them had more gamable content. One of these, my personal favorite, was the robe of useless items.
The normal robe of useful items is a good low-level reward for adventurers: a magic robe that can produce mundane items that characters might find useful that they frequently forget to buy when shopping. Or, items that can't be bought, like a door that automatically installs itself. To the best of my knowledge, this item first appeared in the AD&D 1st edition Dungeon Master's Guide (1979) on page 150, and has been repeated in every edition since.
The item's gimmick appeals to a certain type of D&D gamer: the kind of player who envisions a character who puzzles their way out of tight situations. For those characters, the utility of an item that produces other items is obvious. The robe is popular enough that many variants have been posted online.
And that also explains the appeal of the robe of useless items. It's basically another variant, albeit with items whose utility is not yet apparent. In any case, my take on the concept can be seen below. It draws on Mr. Maxstadt's original, but I've made modifications – humor changes with the times.
- Rubber dagger and glass shield (matched set)
- Paper lantern (filled and lit) that generates light (as per the cantrip) for one round before being consumed at the start of your next turn
- Cracked glass mirror (you receive disadvantage on your next ability check, saving throw, or attack roll)
- 10-foot pole (made of balsa wood)
- Brittle twine (50-feet, rolled into a ball)
- Sack (can hold up to 5 pounds of gear before tearing)
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