The One Loot Table To Rule Them All
The One Loot Table To Rule Them All
3
D100 Roll Name
21 - 30 Garotte Wire
31 - 40 Draining Dagger
41 - 50 Bonesaw
51 - 55 Brandistock
56 - 60 Double Spear
66 - 70 Grandfather's Broadsword
71 - 75 Great Spear
86 - 90 Hidden Daggers
93 Dagger
94 Handaxe
95 Light Hammer
96 Mace
97 Light Crossbow
98 Shortbow
Boomerang Sword
Glaive
Elven Sword
Ornate Rapier
1d20 Ammunition +1
Crystal Sword
Edible Greatsword
Glaive
Townshend's Cudgel
Giant Boomerang
Boomerang of Retrieval
Shurikens
Silver Bullets
Snakeskin Scimitar
Teakwood Quarterstaff
Double Axe
Frosted Dagger
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Hello guys!
Please use filter
Item view to sort this
to your choosing!
Oily Rags
Pickle
Ancient Sword
Andar Gem
Beaver Pelts
Belt
Blank Scroll
Blanket
Blood-Soaked Book
Blue Scarf
Bone Dice
Bone Fragments
Bone Needle
Broken Sword
Candle
Chalk
Cloth Scrap
Cloth-of-gold Vestments
Comb
Cooking Pot
Copper Acorns
Copper Chalice
Crowbar
Crude Box
Crude Pipe
Dead Fey
Deer Bust
Dice (6 Sided)
Dinosaur Bacon
Dried Flower
Dust Ruby
Electrum Bracer
Leather Ball
Empty Vial
Fine Cheese
Fishing Tackle
Flesh Shield
Fool's Gold
Fragrant Torches
Garlic
Gem
Gem of Azurite
Glass Sphere
Glittering Glass
Glitternight Dust
Glow Stone
Goat Jerky
Gold Bracelet
Gold Locket
Hammer
Hand Mirror
Hematite
Holy Bones
Holy Book
Holy Symbol
Honey
Honeysuckle Potion
Hope Chest
Ink
Iron Buckle
Iron Earring
Iron Nail
Iron Spike
Iron Torc
Jerked Meats
Knee Breeches
Lantern
Lead Coins
Leather Quiver
Leather Satchel
Magnifying Glass
Malachite Gem
Man Mask
Mechanical Mice
Mistletoe
Moss Agate Gem
Net
Obsidian Gem
Oil
Old Hat
Old Pouch
Old Saddlebag
Old Wheelbarrow
Parchment
Pick Axe
Playing Cards
Potpourri
Rhodochrosite Gem
River Stone
Rope
Saw
Scroll Case
Silk Handkerchief
Silver Ewer
Small Mirror
Soap
Steel Chain
Steel Lockbox
Threatening Probe
Tin Cup
Tinderbox
Tobacco
Torch
Turquoise Gem
Unreadable Note
Used Whetstone
Vanishing Ring
Walking Stick
Wasplight Lantern
Waterskin
Whistle
Wolf Pelt
Wooden Board
Wooden Spike
Wormrose Incense
Wormscrape
Raisins
Club
Quarterstaff
Sickle
Thunderstone Amulet
Soup Ladel
Farming Hoe
Boat Oar
Wooden Mop
Farming Pitchfork
Fishing Harpoon
Silver Chalice
Silver-tipped Quill
Smuggler's Dagger
Marbles
Dead Rat
Hourglass
Garotte Wire
Two-Sided Die
Mudbrick Chocolate
Pie Bombs
Bale of Furs
Dehydrated Homunculi
Draining Dagger
Malachite Bracelet
Bookstand
Bountiful Spade
Dire Barnacle
Firestone Gem
Nymph Statuette
Old Boot
Phoenix Egg
Piglet
Poison Dagger
Poisoned Throwing Needles
Ancient Tome
Aquamarine Necklace
Bedroll
Bloodstone
Bonesaw
Brandistock
Brass Knuckles
Carnelian Gemstone
Cat Pendant
Cestus
Chalcedony Gemstone
Chicken Eggs
Citrine Gemstone
Classy Shirt
Climbing Harness
Cloth Doll
Clothier's Dye
Cockatrice Statue
Copper Bars
Copper Necklace
Cow
Crystal Vase
Dart
Dead Warrior
Door Rubble
Double Spear
Dragon Banner
Drow Medallion
Dwarven Compass
Echo Crystal
Electrum Rose
Electrum Sheet
Elephant Tusks
Field Tent
Flask Bandolier
Flask Belt
Frying Pan
Fur Basket
Glass Window
Glowing Crystal
Golden Horn
Golden Orb
Great Spear
Hand Harp
Hemp Rope
Hidden Daggers
Holy Symbol
Holy Water
Iol Gem
Iron Flask
Ivory Dress
Ivory Mice
Jade Fountain
Jade Pendant
Jallak's Shield
Jasper Gem
Jewel Wood
Knife Vest
Leviathan Organ
Lich Skull
Malivar's Wardrobe
Mammoth Sword
Masquerade Mask
Matroshka Seeds
Medicinal Herbs
Mineral Oil
Moonstone
Moonstone Sheath
Onyx Gemstone
Orb Of Venom
Orcish Cookbook
Potion of Healing
Pouch
Sardonyx Gemstone
Scythe
Shandon Gem
Skydrop Gem
Spade
Sunstone Gem
Tchazar Gem
Tobacco Cask
Tome of Clear Thought
Tome of Understanding
Tourmaline Chain
Unusable Scroll
Usk Brandy
Vial of Antitoxin
Waterstar Gem
Ziose Gemstone
Zircon Gemstone
Raven Statue
Replica Castle
Reversible Robes
Sledge Hammer
Dagger
Greatclub
Handaxe
Javelin
Light Hammer
Mace
Spear
Woodcutter's Axe
Acid (Vial)
Abacus
Light Crossbow
Dart
Shortbow
Sling
Boomerang
Combat Boomerang
Boomerang Sword
Glaive
Elven Sword
Priest Skeleton
Royal Documents
Silver Hand Mirror
Fungus Spores
Stabby String
Burning Oil
Pendulum
Amethyst
Bagpipe of Invisibility
Blank Contract
Devil Salts
Neverfull Waterskin
Obsidian Dolphin
Ornate Abacus
Ornate Rapier
Porcelain Discs
1d20 Ammunition +1
Adamantine Armor
Alchemy Jug
Allmagic Scrolls
Amber Gemstone
Amethyst Drinking Cup
Ancient Coins
Ancient Mummy
Animal Figurines
Anthracite Chair
Armageddon Diorama
Astrologer's Chart
Aumurille's Chest
Bag of Holding
Bag of Saffron
Bat Sack
Battle Banner
Behir Horn
Bird Cage
Black Lotus Pollen
Blood Waterskin
Boots of Elvenkind
Bracers of Archery
Bracers of Binding
Brass Mug
Bronze Caltrops
Bronze Crown
Brooch of Shielding
Broom of Flying
Ceramic Jars
Chess Set
Chrysoberyl Gem
Clàrsach Harp
Companion Cube
Coral Circlet
Crayon Torches
Crystal Sword
Dagger of Slicing
Debt of a Soul
Deck of Cards
Dragon Balm
Dragon Statuette
Druid's Magnet
Drums of Endurance
Duergar Compass
Dust of Appearance
Dust of Dispelling
Edible Greatsword
Enchanted Apple
Exploding Rations
Fundial
Garnet Gemstone
Giant-King's Necklace
Giant's Arrow
Glaive
Globe of Invulnerability
Gloves of Slapping
God Ring
Gold Bracelet
Gold Ring
Golden Arrows
Golden Tablet
Greataxe of Blindness
Hero Dolls
Immovable Rod
Ivory Statuette
Jade Buttons
Jade Statue
Jade Telescope
Jet Brooch
Kazoo of Intimidation
Lava Rocks
Lucky Coin
Meal Table
Medallion of Courage
Minting Tools
Mithral Armor
Moonbar Gemstone
Moss Earplugs
Pearl
Pouch of Mushrooms
Silk Robe
Silver Necklace
Sphene Gem
Spinel Necklace
Tapestry
Townshend's Cudgel
Water Opal
Raven Pen
Ricochet Sling
Troglodyte Egg
Giant Boomerang
Boomerang of Retrieval
Puppet Theater
Quicksilver Surprise
Rabbit's Foot
Griffon Bomb
Gnome Bomb
Elven Bomb
Dwarven Bomb
Dryad Bomb
Gnome Timepiece
Crab Crown
Curse Doll
Navigational Calculator
Obsidian Charm
Owlbear Costume
Phoenix Choker
1d20 Ammunition +2
Adamant Leaf
Alexandrite Emerald
Amulet of Health
Aphrodisiac Root
Aquamarine
Arbalest
Architect's Underwear of
Confidence
Armor +1
Armor of Resistance
Armor of Vulnerability
Arrow-catching Shield
Arval's Soundpiece
Backpack of Effortlessness
Bad Coin
Bag of Ash
Bag of Beans
Belt of Dwarvenkind
Berserker Axe
Black Opal
Black Pearl
Blacksalt’s Luckmaker
Bleeding Rock
Blindfold of Reading
Blood Scabbard
Bolt of Chaos
Bone Stylus
Booming Scepter
Boots of Feral Leaping
Boots of Levitation
Boots of Speed
Bottle
Bottle Stopper
Bracers of Defense
Buckler of Friendship
Bullet Bag
Canary Diamond
Ceremonial Dagger
Chimera's Mantel
Cinder Glove
Collapsible Rod
Countdown Cutlass
Cowardly Blade
Crate of Chaos Mushrooms
Crystal Prism
Dagger of Bleeding
Digiridoom
Dowsing Compass
Dowsing Rod
Dreaming Nightfeather
Elixir of Madness
Embroidered Gloves
Emerald
Extra-Dimensional Flask
Eye Patch
Filthy Bucket
Fire Blanket
Fire Opal
Fire Opal Chain
Flail of Flagellation
Frostbite Lilly
Gauntlets
Girdle of Femininity/Masculinity
Gold Circlet
Gold Idol
Harp
Headband of Enslavement
Helm of Confusion
Hyperstone
Javelin of Explosions
Jeweled Anklet
Lost Diamond
Magmatic Elixir
Mantle Set
Masterpiece Painting
Mongrel Collar
Music Box
Necromancer's Saddle
Nightmare Pipeweed
Obsidian Statuette
Olivewood Staff
Opal
Ornate Longsword
Pearl Necklace
Peridot Gemstone
Philter of Blave
Platinum Bracelet
Prism of Paranoia
Rafting Cloak
Ring Mail of Three Wishes
Ring of Contrariness
Rod of Rulership
Shield of Bashing
Silver Chalice
Star Ruby
Star Sapphire
Stones of Ruin
Sun Gem
Sword of Bleeding
Telescoping Glaive
Tome of Alchemy
Topaz
Uncut Diamond
War Mask
Wellwizard's Teacups
Whispering Bauble
Yellow Sapphire
Maester Sword
Gale Boomerang
Power Treads
Pregnancy Figure
Ring of Ghosts
Blood Scroll
Essence Extractor
Helpless Bandage
Ill-Fated Necklace
Polymorphed Adventurers
Potions
1d20 Ammunition +3
Anderson's Medallion
Animated Rope
Animated Shield
Armor +2
Bag of Devouring
Bardweave Parisol
Black Obelisk
Black Sapphire
Blink Dagger
Bloodied Harp
Buzzing Buckler
Candle of Invocation
Companion Rings
Crown of Fingers
Crystal Pyramid
Cursed Eye
Diamond
Donkey Legs
Earthbreaker Totem
Encyclopedia Approximatus
Fulcrum Ring
Gladiator's Prizeblade
Gold Crown
Gold Statuette
Harkol's Agonizing
Instruments
Heavenly Armor
Jacinth
King's Tears
Links of Truth
Mother's Love
Mysterious Dwarven Club
Hammer
Nevermore Seed
Platinum Ring
Potion of Lycanthropy
Immunization
Powder of Piercing
Remnant
Rogue Stone
Ruby
Sarcophagus
Stick of Rage
Sunfire Chakrams
Sunfire Shurikens
Thunderhead Bolts
Winged Eye
Quelling Axe
Reanimation Bomb
Pyramid Model
Ring of Sustenance
Perpetual Tree
Apparatus of Kwalish
Armor +3
Armor of Invulnerability
Bronze Halo
Copper Halo
Eternity Armor
Golden Halo
Hallowed Skin
Observer's Ring
Pocket Tornado
Seaglass Earring
Silver Halo
Smoldering Cloak
Solarion
Thaxton's Hammer
Vial #2
Rust-Dust Bomb
Sack of Flower Bulbs
Sales Receipt
Salve of Silence
Satchel
Satyr Pipes
Sausages
Screaming Arrows
Scroll Case
Self-Incinerating Pellets
Service Record
Shadoweave Armor
Sharkskin Armour
Sharpening Stone
Shrunken Head
Shurikens
Silver Brooch
Silver Bullets
Silver Ore
Silver Spoons
Silver Statuettes
Skeleton Key
Skull Idol
Slave Order
Smoke of Deceit
Aeger's Hide
Smoking Box
Smoking Pipe
Smuggler's Boots
Smuggler's Coat
Snail Dye
Snakeskin Scimitar
Sortida Compass
Special Syrup
Spider-Silk Rope
Staff of Eulosus
Staff of Force
Stem-Stone
Sting
Straw Broom
Stuffed Falcon
Sunrod Quiver
Talking Toad
Tasty Cake
Tattoo Kit
Teak Mask
Teakwood Quarterstaff
The Scalpel
Thunder Pommel
Tigerseye Ring
Tiny Phantasm
Totem Pole
Treasure Map I
Treasure Map II
Triple Harness
Troll Horn
Troll Oboe
Troll-Rubber Boots
Undead Knife
Underworld Currency
Unicorn Pipes
Urn of Shadows
Vials of Oil
Visikus
Wand Chamber
Wand of Eye-Poking
Warning Box
Waterskin of Inexplicable
Amelioration
Weapon Cabinet
Whalebone Scrimshaw
Wolfsbane
Worldly Tortoise
Yggdrasil Leaf
Zombie Dust
Zulabar's Fist-Stick
Peg Leg
Prick Axe
Terrible Thermometer
Double Axe
Soul Stealer
Insanity Blade
Tracking Dagger
Dice Mace
Belt of Fattening
Thirsty Cup
Susej Cup
Morph Blade
Charm of Frost
Sword of Frost
Axe of Blood
Lucky Coin
Wand of Pillows
Gravedigger
Giggle Water
Entangled Coins
Blood Amulet
Drunkard's Hat
Key Dagger
Psyche of Strife
Adamantine Dust
Adventurer's Robe
Leather Armor
Padded Armor
Studded Armor
Hide Armor
Breastplate Armor
Plate Armor
Splint Armor
Shield
Albruin
Algernon's Cloak
Ammo Belt
Alchemist's Fire
Silver Ring
Sharpening Sheath
Frosted Dagger
Devil's Disk
Ring of Contrariness
Bag of Hurling
Hello guys!
Please use filter
view to sort this Description Est. Value
to your choosing!
Three oily rags in an old wicker basket.
0.2 gp
On the floor, you find a single pickle wrapped in an oily paper bag. It has a strong
distinct smell, but otherwise seems like a normal pickle. 0.05 gp
A used, slightly rusted double-bladed sword.
2 gp
Andar is hard and durable, yielding translucent gems that flash green-red or brown-
red when properly faceted. 15 gp
A round translucent white gemstone with a ring of striped brown through its center.
10 gp
A large barrel of pickled eels. The barrel can be re-used, but it's unlikely the smell of
pickled eel will ever truly be washed out. 5 gp
A newly crafted barrel filled with iron nails. Might be difficult for the players to get
this around if they don't have a cart. 5 gp
A string of eight beaver pelts.
1 gp
An old leather belt.
0.15 gp
An ornate black velvet mask sitched with silver thread.
25 gp
A blank scroll. It could have any spell in the world on it, eventually. The possibilities
are endless. 0.5 gp
A thick woolen blanket. Something like this is perfect for wrapping up during those
long cold nights spent staring at a cave wall. 0.35 gp
A blood-stained dress which, despite being found in ruins which have lain
undisturbed for centuries, is still a vibrant, stunning blue. 2 gp
A blood-soaked book; a partially written history about a long-lost keep on the
borderlands. The last written page is done in a different hand, and is scrawled with 5 gp
“The rules have changed!” in large, bold letters. Roughly a third of the book (of 100
A smallhas
pages) quartz
beengemstone
used. shaped in a bevelled square. It is transparent pale blue in
color. 10 gp
A finely woven blue wool scarf.
1 gp
A butter churn made of bone slats, bound with hoops of silver. A scrimshaw scene
depicting a crowd of human villagers beating a Halfling with shovels and hoes 0.5 gp
wraps around it.
A pair of engraved bone dice.
25 gp
Bits of bone from an unknown creature.
0 gp
A long needle carved out of bone.
0.25 gp
This is simply a regular sword that has been partially broken, in combat or however.
Most people would just get rid of it, but maybe this sword has a nice hilt or 0.5 gp
sentimental value.
Six red wax candles.
0.01 gp
A carved ox bone female figure statue on a wooden base. The statue is 16" in height.
25 gp
A small piece of chalk used to draw on any hard surface.
0.05 gp
An old scrap of cloth from a shirt or sheet of some kind.
0 gp
These holy garments are made of silk interwoven with gold threads.
25 gp
A small wooden comb.
0.2 gp
A cast iron cooking pot. It smells like it was last used for soup.
0.2 gp
Heavy, solid copper acorns with perfect natural detail.
1 gp
A small copper chalice with a silver filigree.
25 gp
Using a crowbar grants advantage to Strength checks where the crowbar’s leverage
can be applied. 2 gp
A wooden box. Carved by someone who has had no formal training in woodworking,
and it shows. 0.15 gp
A crudely carved wooden holy symbol.
0.5 gp
A crudely carved wooden pipe.
0.15 gp
Metal box of unidentifiable powder.
0.5 gp
A long-dead fey, dried and petrified as a trophy and hanging from ceiling.
5 gp
The mounted head of a deer, it's impossibly massive horns have broken in places.
5 gp
A one-gallon cask of Demon’s Vale Wine; a fiery red wine known to be made from
hot peppers. 10 gp
A six sided dice. Probably used in some silly tabletop game.
0.15 gp
18 dried rashers of meat, possibly the largest rashers you have ever seen. They are
wrapped in a sheep bladder cloth which has been labelled "THUNDERER MEAT" in 10 gp
large, rough handwriting.
Hanging from a drying rack are two large Dire Bat wings. It is unclear how long they
have been seperated from the rest of the bat, but they are in good condition and 2 gp
could potentially be used as a crafting material.
A disk of finely polished stone. On one side, the Elvish rune for death is inscribed in
blackest obsidian. Upon the other, the Dwarven rune for life is inscribed in the 4 gp
palest ivory.
The party finds a complete set of bronze and carved stone weight training
equipment issued to the 4th army of some Ancient Empire. There is an inscription 20 gp
in one of the weights that reads "Dost thou even lift, brother?"
A flower that has been dried out to preserve it.
0 gp
A ruby the size of a man’s fist which sparkles and gleams with the promise of untold
wealth in the faintest of lights, but which crumbles to dust upon the lightest touch. 0 gp
An archer’s bracer of leather and electrum.
2.5 gp
A leather ball stuffed with chicken feathers. On a DC 15 peception check the player
can find an electrum ring amongst the feathers. 3.5 gp
An empty vial, just waiting to be filled with something more valuable than itself.
0.35 gp
This simple agate gem has translucent circles of white dotted around its surface
which bring to mind the image of an eye. 10 gp
A life sized copper statue of a fat cat with amber eyes that purrs when stroked.
Curiously, it does not detect as magic. 5 gp
A 5’ diameter wheel of fine, aged cheese
0.5 gp
Useful for catching fish.
1 gp
A small wooden shield bound in human skin bearing a tattoo that appears to be
some sort of map. The skin is held in place with a rim of beaten copper. 7 gp
A carved steel striker and a piece of shaped flint that allows the user to start a fire.
0.3 gp
A handheld water pan with a number of chunks of pyrite in it, otherwise known as
"Fool's Gold". You might be able to convince someone that these nuggets are real 0.5 gp
gold, but not for very long.
A bag containing 1d8 torches infused with pleasant fragrances. This may have been
owned by a tanner, to cover the overwhelming stench of tannin that is used in the 4 gp
leathermaking process.
A wizard called Frolee appears to have mass produced a five page guide to
mustaches and beards. It has a unique, hairy cover made out of bearskin. 2 gp
A wreath of eight garlic buds.
0.2 gp
A teal gem.
1 gp
A small Azurite gem. It is opaque and a deep mottled blue in colour.
10 gp
A 14 inch diameter sealed glass sphere containing water and an ornamental fish.
3 gp
A sparkling handful of raw gems.
0.01 gp
This is a tiny jar of glitternight dust. (a narcotic)
3 gp
A small green stone that gives off a feint light that's practically imperceptable in
anything other than pitch black darkness. It could be used as a marker or a light 2 gp
source in a pinch.
A pound of goat jerky.
0.2 gp
A small gold bracelet. It's design is plain so as to be appropriate for anyone.
25 gp
A charming golden locket with a painted portrait inside.
25 gp
A crosspeen hammer forged from steel. It has a gently crowned flat face that has
been hardened and tempered for toughness. The handle is hand carved ash, flame 1 gp
treated and oiled.
2 gp
A rather dull gray-black hematite gem with the remains of a necklace fasten on its
back. 10 gp
A reliquary containing the bones of an ancient holy man
0 gp
An old tome, written for the clergy of Pelor. It has a stiff leather dust jacket which
has been worn down on the spine and a broken clasp once used to attach a chain 4 gp
An ornate block of ice carved into an ancient holy symbol. The carving has a subtle
taint of magic to it, but it's not exactly clear what prevents it from melting. 400 gp
A wooden holy symbol.
0.25 gp
A quart of honey.
1 gp
A small, crystal vial of a clear, viscous liquid that smells strongly of honeysuckle.
4 gp
A delicately carved hope chest of polished cherry wood. The box contains nothing
but a remarkably fine, gray sand drawn from some unknown locale. Beneath the 10 gp
new moon, this sand glows a faint blue.
Inhalation herbs & essences provide natural healing remedies for all manner of
symptoms such as headaches, colds and flu. 0.2 gp
A vial of black ink, for use with a quill.
0.6 gp
An iron belt buckle that's beginning to rust.
0.03 gp
An iron earring. Missing it's twin.
0.1 gp
A large iron nail, useful for fixing things together.
0.03 gp
A large iron spike, useful for fixing heavy items together.
0.35 gp
An iron torc with six small silver figurines: A hare, a horse, a spear, a wolf’s head, a
simple circle, and an oak tree. 9 gp
Whale ivory leg prosthetic
5 gp
A jar containing six eyeballs (2 human, 1 goblin, 1 ogre, 1 worg, and 1 hawk) in a
clear liquid. 2 gp
½ of jerked meat
0.1 gp
A 35 lb keg of iron nails
2 gp
A pair of bear fur knee breeches, slightly worn from having been used when horse
riding. 1 gp
A slightly rusty old lantern with a glass casing.
A gem of lapis lazuli, dark blue in colour with light yellow flecks.
10 gp
A large pile of coal. Two small, rough diamonds are hidden near the bottom. (20gp,
25 gp)
Satchel of gold painted lead coins.
0.1 gp
A bright red hooded cape sized for a child, spattered with dried blood.
1 gp
Lynx eye is a specific type of labradorite (a feldspar gemstone). Labradorite as a
class of stones is pale to dark gray and has patches of colored reflections. This 10 gp
"flash" is most commonly blue but can be of all shades. "Green Flash" labradorite is
Lynx
calledeye
lynxis eye
a special
in thetype of labradorite. It is pale to dark grey and has patches of
Realms.
coloured reflections. This "flash" is most commonly blue but can be of all shades. 10 gp
"Green Flash" labradorite is called Lynx Eye in the local regions.
Someone used this to get married
10 gp
2 gp
A large malachite gem. It is striated light and dark green across its polished surface.
10 gp
A mask carved to look like the face of a man, but which has been fitted for
something wholly other. 1 gp
Mechanical mice which run through the walls of an ancient keep. They have done so
for longer than written record can attest. They seem to be a benign presence –
lacking even the slightest pestilent qualities of their flesh-and-blood counterparts –
D3 sprigs
and of mistletoe
have become an accepted presence here. Who their creator was, how they are
10 gp
fueled, and what purpose they serve (if any) are mysteries which may never be
solved.
A beautiful moss agate gem. It is a translucent pink with a mossy gray texture.
10 gp
An unused fishing net made out of spun mammoth hairs.
0.5 gp
A small opaque black gem.
10 gp
A flask of oil suitable for use in a lantern.
0.5 gp
A ragged old hat with a moth eaten brim.
0.03 gp
An old pouch. Works as any pouch might, but it has a hole in it.
0.15 gp
Father’s old round shield, beneath the boss is the sigil of ______, valiant conduct by
the bearer may draw the eye of the God. 1 gp
A rotten saddlebag with a few coins spilling out. The copper coins have some
verdigris and the silver coins are badly tarnished. 2 gp
A rotting wheelbarrow holding 167 torches.
1.6 gp
A spare bit of parchment.
0.35 gp
A straight wooden handle with a curved iron pick useful for breaking up rocky
surfaces or hard earth. It would not make for an effecitve weapon, but without the 2 gp
head the handle would make for a rudimentary club.
A classic 52 card set of playing cards.
0.5 gp
A fragrant bowl of potpourri.
0.05 gp
This rhodochrosite gem is a light pink colour and shaped to resemble a small heart.
10 gp
A stone that has been worn down to a smooth finish. Probably from a river bed.
0 gp
100’ of rope
0.3 gp
1 gp
This silk handkerchief is embroidered with a pale pink pattern.
25 gp
A large jug with a wide mouth coated in silver.
25 gp
A slightly dirty mirror set in a painted wooden frame.
25 gp
Some fresh, waxy soap. It smells faintly of lavender.
0.15 gp
that says encouraging things like "Everything's GREAT!" and "Your body
temperature is squarely within normal human range!"
A steel chain measuring 1 foot long.
0.75 gp
10 gp
Has no function, but glows and vibrates in a way that suggests it could be used for
distributing extreme pain.
Translucent brown with a bright golden center.
10 gp
A tin drinking cup.
0.1 gp
A full tinderbox.
0.15 gp
A small amount of tobacco wrapped in a large soft leaf.
0.15 gp
A short stick with oil-soaked cloth wrapped around one end so it can burn as a
torch. 0.2 gp
Turquoise is an opaque aqua stone with darker mottling, and is found in the more
arid reaches of the Realms. Horsemen will often place a sliver of this stone in a 10 gp
horse's harness as a sign of good luck.
A paper note that's been left on a damp floor. It's completely illegible.
0 gp
An old whetstone and a half-used vial of oil. The stone itself is ever-so-slightly worn
into a curve from years of use, but it will be decades before it's wear renders it 0.15 gp
useless.
0 gp
A wooden walking stick.
0.15 gp
A dozen glow wasps in a round wire cage with handle. Equal to a torch light at night.
Require food and water daily.
A waterskin made from a sheep's bladder.
0.2 gp
A weighted dice.
0.5 gp
A small wooden whistle.
0.5 gp
A grey and white wolf pelt.
0.5 gp
A weather worn wooden board, inscribed with patterns which make it clear that it
was once used for a game whose rules have long since been lost to time.
A long wooden spike, used to fix soft items together or kill vampires while they
sleep. 0.15 gp
An old dead rat. It has begun to decay, and eminates an unpleasant smell.
0 gp
The Garrote Wire can only be used on a medium or small creature while the user
has advantage on the attack roll. On hit, the target takes 1d4 slashing damage and is 2 gp
grappled. Until the grapple ends, the target cannot breath and begins to choke, and
the user has advantage on attack rolls against it.
This perculiar dice is made out of copper and has two sides. Engraved on one side is
the portrait of a long forgotten ruler, on the other is an ornate two headed chimera. 1 gp
Useful for making decisions. Doesn't roll well.
Well, it's brown, but that doesn't necessarily make it chocolate. Still, at least its
sweet. In an unusual and repugnant way. 1 gp
Someone has managed to cram all the stench of an Ogre into one reeking bottle.
Why? The world may never know. No human should ever willingly apply this to 0.5 gp
their body or attire.
Three jet black spheres, about the size of an apple, that smell distinctly of cooked
pastry. 20 gp
A large bale of rare furs.
40 gp
A dried out and preserved homunculus. This one is a winged humanoid creature, similar to a
small gargoyles or tiny demon. It's eye have been replaced with beads and it is stiff and 20 gp
unmoving.
A simple silver dagger with a blood line that runs down the center of the blade to
drain its victim’s blood. 5 gp
A thin malachite bracelet with a silver clasp.
6 gp
A 5 ft. tall book stand in maple-wood, the front of which is carved into the likeness
of three intertwined foxes. 6 gp
Three vicious little mollusks (1hp, Armour 1) that explode in a 2m blast (d8) when
killed.
This gem normally looks like quartz, but if allowed to absorb heat will change in
color to resemble a bright orange garnet. When smashed against something, it is
drained of color and will light that thing on fire
An age-worn ivory figurine, which, nonetheless, bears an uncanny resemblance to a
young woman the characters have just met.
A foot-high bronze statuette of a pair of entwined nymphs, dancing.
8 gp
An old boot filled with chunks/flakes of silver-bearing quartz ore.
50 gp
An unhafted axe head of exceptional craftsmanship. It’s faces are inlaid with a
faience scene showing a crowd of human villagers throwing a Halfling down a well. 50 gp
An ivory and copper smoking pipe with stale tobacco inside.
4 gp
A wooden leg, carved to appear as a standing leopard with green agate eyes.
(Agates: 4gp each; the whole leg, with eyes: 10gp) 10 gp
"Phoenix Egg" from a peddler in the City of Brass. After consulting with a few
scholars, he later found that (at least in my world lore) Phoenixes are born of primal
energy and not hatched, and that he had in fact purchased a very large jar of
A piglet.
Alchemist's Fire.
A large, leather-bound tome has a large illustrated potion vial stitched into the front
cover. Above the illustration, written in Dwarven is the title; "The Art of 20 gp
Potionmaking". Further examination reveals this to be a comprehensive guide to
A necklace patterened
potionmaking with
written by Agni Mani.
a Dwarf calledThese ornamental
Zygmunt Brigge. stones were usually found
in desert regions. In the Realms, the name applies specifically only to black tektite 20 gp
material.
A detailed account of an adventurer who lived in an Kobold tribe for a number of
years. You get a sense that there may have been some embellishment at some 10 gp
points, but it is otherwise an interesting examination of their general nature.
A tome whose pages have been yellowed with age and used to press metallic leaves
of gold, silver, platinum, brass, copper, and bronze. 20 gp
A thick copper necklace set with a small aquamarine.
7 gp
A sheepskin bedroll.
1 gp
This dark red-brown heliotrope can sometimes be mistaken for a Stone of
Invisibility but this one bears no overt magical powers. 50 gp
The bonesaw was used to amputate body parts after the skin had already been cut
through with the amputation knife. 15 gp
This peculiar spear-like weapon is popular among travelers and law enforcement.
The brandistock's three-pronged head is retractable, which renders it 10 gp
indistinguishable from a quarterstaff (unless closely inspected). Extending the
A brassischamber
blades pot in which
instantaneous, has been
but pulling hidden
them 3 pieces you
back requires of rosy quartz.an action.
to spend
12 gp
A set of brass knuckles. Used, but in good condition.
0.5 gp
A tower shield of bronze, cast into the likeness of a chimera’s heads and enameled
to provide the appropriate colors. +3 AC, Strength 17, Stealth Disadvantage. 85 gp
This is an opaque orange gemstone set in a small brooch.
50 gp
An old pyromancy tome from Carthus containing pyromancies crafted for battle. It
gives the impression it might have fallen through from a different plane of existence. 25 gp
A carved wooden mantle, meant to be mounted above a fireplace, crafted of ash-
wood and stained a medium brown. The left side is carved in images of demons and 65 gp
flames, the right in images of angels and air. The top is carved into an idyllic forest
An electrum
theme and haspendant
a moonshaped
above like a curled-up
the left cat.a sun above the right.
corner and 6 gp
A reinforced gauntlet which protects the knuckles and transforms mere punches
into lethal blows. This weapon cannot be disarmed. It takes an action to don or doff 0.5 gp
a cestus.
This pale white gemstone has a waxy luster and is slightly translucent.
50 gp
A dozen chicken eggs; hollowed out and filled with white flour.
0.6 gp
Rabbit-fur mittens and hat sized for a child.
1 gp
An apple-green gemstone consisting of a variety of chalcedony that contains nickel.
50 gp
This golden gem has been expertly worked into an oval but has long since fallen out
of whatever ring or brooch it was carved for. 50 gp
A leather bag containing an embroidered black silk shirt with eight silver buttons.
8 gp
A leather vest with climbing gear: 12 iron pitons, a hammer, 50’ of silk rope, a
grappling hook, a set of bronze crampons, thick leather gloves, and a leather 32 gp
harness seat..
A cloak of griffon feathers set on black velvet.
60 gp
A child’s cloth doll with a small silver brooch pinned to it in the shape of a butterfly.
4 gp
A small cask of yellow clothiers’ dye.
8 gp
A life-sized copper and silver statuette of a cockatrice.
17 gp
This book appears to be a phrasebook for those looking to learn the basics of the
Orcish language. It has an entire section of swear words, which is most amusing. 10 gp
The book seems to have an effect on anyone using the phrase book to speak in Black
Four bars
Speech. of copper.
They become prone to shouting louder and louder the less they are
8 gp
understood. Nobody knows why this is; the book is not magical in the slightest.
A copper necklace set with a small amulet shaped into a symbol representing the
sun. 2 gp
A copper tongue scraper
4 gp
A cow. It's a real hoofer.
10 gp
A large crystal vase, silver trimmed, with a dozen dead roses and some stagnant
water within. 15 gp
1d20 normal bone darts. They resemble fletched knitting needles, about 1 foot in
length. Not used often by themselves, but rather as ammunition in a blowgun. Can 0.8 gp
be dipped in poison and used as an effective delivery device.
The skeletal remains of a long-dead warrior, wearing a suit of plate armor which
still glistens as if it had been polished yesterday. The name of every warrior to ever
don the armor has been inscribed upon the front and back of the chest plate,
The remnants
covering nearlyofevery
a massive door
inch of of stonewith
its surface which has been
precisely smashed
written, intorunes.
black rubble.
A A
magic
carefulmouth which
inspection ofhad
the once
armor adorned the door
will reveal remains
that there intact.room
remains As theforPCs
onedraw
last
near
name. it will issue its warning: “Disturb not this chamber, lest the world suffer.”
The doublethe
Whatever spear is awas
mouth polearm
set tocomprising of a–wooden
guard is gone haft with
the chamber beyond a short
the thrusting
broken
blade at either
door is empty. end. It can be used in one or two hands like a spear, but in the hands 5 gp
of a master both heads can be used effectively. If you use the Double Weapon Master
A battle
feat pennant,
to make triangularattack
an additional in shape,
withof a black spear,
a double dragoniton red1d6
deals silk.piercing
The staffdamage.
is a
silver-tipped lance. (Pennant: 30gp, Lance: 25gp) 55 gp
A large copper shield, embossed with a copper dragon’s head. “Elvalynte” is
inscribed on the interior in a flowing script. (34gp)
An electrum drow house-medallion bearing the image of a crimson scorpion with
the house name inscribed on the back in the drow tongue (House Ulrather). 20 gp
A finely crafted compass of gold and silver, decorated and labelled with ornate,
dwarven and draconic runes. Once every 1d4 hours it randomly changes the
cardinal direction to which its arrow points.
A dwarven holy symbol in silver; shaped into a flaming war-hammer set against an
anvil-shaped backdrop. 55 gp
A prismatic crystal which echoes back – in a deep, melodious voice – every word
which is said around it two seconds after it has been said.
A detailed rose, with petals and thorns, constructed of silver and electrum.
40 gp
A large (18”x28”), rectangular electrum sheet with ancient writing on it. The
writing, if deciphered, is a brief history of a powerful magical item known as the 75 gp
House of Winds, with several clues as to where the item may have been lost
A collection
fourteen of six elephant
hundred years ago.tusks.
The House of Winds is described as an ornate mithril
64 gp
helm of legendary power.
A small wooden case holding four pairs of fairy wings.
20 gp
A large, ornate field tent such as a lord would have, room for 12 persons
Fire Agate is the name given to chalcedony which contains thin lines of iridescent
goethite. When properly cut, the iridescence displays red, brown, gold, and green 30 gp
hues, and the finest specimens are partly translucent.
A bandolier holding 8 silver flasks (empty (x3), brandy (x2), acid (x1), ogre blood
(x1), gold dust (x1, value of gold: 12gp). (Flasks: 3gp each, bandolier: 5gp, ogre 12 gp
blood (to alchemist): 12gp, acid: 10gp, brandy:
Utility belt of flasks
A ceremonial short spear; ash wood with an iron point. Seven red and three blue
dyed vulture feathers are attached to the head of the spear. The iron is fluted to 3 gp
whistle through the air, if thrown.
A life sized ivory carving of a chicken.
20 gp
A frost giant necklace of silver upon which are pierced 17 human-sized hands. All of
them appear to be the right hand of their former owner. 55 gp
A heavy cast iron frying pan. This can be used for frying, searing, browning and
whacking people over the head! It has the remnants of this morning's breakfast 0.1 gp
smeared around it's rim. Damage is doubled when wielder has proficiency with
A wicker basket with a pair of mink furs within.
cooking.
20 gp
A small colored-glass window pane depicting the crowning of the first king.
10 gp
A miniature crystal – small enough to lie upon the outstretched finger of a halfling
child – glows softly, and pulses whenever an object colored red is brought near.
An eight inch golden horn, likely more of a ceremonial object than of any real value
as an instrument. 70 gp
A roughly beaten golden orb, roughly 10 inches in diameter. The orb is etched with
the likeness of an orcish skull with an axe embedded in it. This was used by an 72 gp
orcish chieftain as his “royal orb”.
A golden signet ring, origin unknown.
60 gp
A grandfather’s broadsword, plain but quality. An unknown script runs along the
inner side of the scabbard. 20 gp
This mighty spear is favoured by centaurs.
75 gp
A simple hand axe and belt sheath. The axehead is inlaid with dwarvish runes which
reference the high quality of items made by Tomu Aethmalk, the blacksmith who 5 gp
crafted the axe.
Silver hand sized harp
Seven lengths of extremely thick, 30’ long, hemp rope, such as that used for
catapults. 35 gp
Concealed punching dagger-bracer
200 gp
A dozen quality daggers in a rolled up rug.
24 gp
A broken holy sword, inscribed with the name of a legendary Paladin.
20 gp
The holy symbol of a god long thought dead and gone.
A decorative fountain, crafted elegantly from a single block of jade and decorated
with gold leaf, in which the water flows in the wrong direction.
A small, white jade pendant without necklace. The pendant depicts a unicorn
rampant with a cracked back leg. 10 gp
A small steel shield, triangular, emblazoned with a griffon device in red on a field of
gray. This battered shield is inscribed on the interior with the words: “May this 7 gp
shield be your protection in battle, Jallak. Honor the Galbrand name.”
Jasper is an opaque quartz found in reds, browns, and blacks. Very rare specimens
are blue or have bands of blue against the other colours. Jasper can be crushed and 50 gp
used in making potions and magical devices which protect against poison.
A 6’ stack of 1” x 8” x 12’ planks of rare, scented jewel wood
A large tome filled with over one hundred recipes for wild boar, goose, and venison;
written by Kilan Wester, a former royal chef (retired). 95 gp
Knife vest – holds 1d12 knives!
A large tome which details advanced techniques in the field of potion making. It's
dust cover is a little tatty but the pages inside have kept well and it still has plenty of 30 gp
life left in it.
Fossilized skull of lich-arcane power source
A large bronze wardrobe, banded in steel, which contains Violet Fungi (hp 15) and a
human body with rotting noble’s clothing, a rusty dagger, and a thin platinum 75 gp
bracelet set with a moonstone.
This tome has been bound in iron plates, giving the sense that it could take a real
beating if needed. It's been well kept, however, and inscribed in the front is the title, 30 gp
"Mallius Metallius" with the subtitle, "A Layman's Guide to Metallurgy".
A sword of truly mammoth proportions. Resting within a chamber more than thirty
meters long, the sword stretches from one end to the other. Whatever creature was 0 gp
meant to wield this mighty weapon would truly stagger the imagination of a dragon.
A mithril-headed branding-iron bearing the sigil of the Manticora Trading House.
100 gp
A typical manual of bodily health provides the reader with valuable information
regarding preventative medicine, basic first aid, and proper muscle toning. 10 gp
A typical Manual of Gainful Exercise provides the reader with a strictly regimented
routine of daily stretches and tests designed to increase muscle bulk. 10 gp
A typical manual of quickness of action provides the reader with a wide variety of
tips and pointers regarding the motion and coordination of one's hands and feet. 10 gp
This small tome is much in demand by people from many walks of life, including
A masquerade
rogues wishingmask craftedtheir
to improve of leather and peacock
slight-of-hand and feathers.
paladins wanting to perfect
12 gp
their thrust and parry.
With an elegant hinged case of black onyx, the characters find a set of masterwork
gaming darts. Although useless for combat, the darts will give a +2 skill check bonus
to anyone using them to play a game of darts (due to their superb balance and
Within a wooden box carved with pastoral scenes lies a leather purse, and within
construction).
the purse are a handful of seeds. If these seeds are planted, they will take root and 100 gp
grow into plants of unnatural shape, hue, and life unlike anything seen upon this
A cabinet
world, andcontaining
operating24by glass jars
utterly of various
alien medicinal herbs
principles.
60 gp
2 oz bottle of mineral oil
4 gp
Moonstone is an opaque, white feldspar gem polished to a bluish sheen. Old legends
say that the sight of a moonstone would cause a lycanthrope to revert to his animal 50 gp
form. Whether or not this is true is unknown as anyone close enough to find out
apparently hasn't lived to tell the tale. However moonstones have been used in
spells that effect this particular curse.
A dagger sheath of bronze, set with a small moonstone.
10 gp
A bestiary!
2 gp
This gemstone has opaque bands of black and white across it's surface.
50 gp
Orb of venom-Applies to all of user attacks. Target takes an additional 1d4 poison
damage on their next turn.
This appears to be a cookbook written by an unnamed Orc. It has some insightful
notes on how best to cook Owlbear and a rather unpleasant section on what spices 5 gp
go well with human flesh.
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points.
Drinking or administering a potion takes an action. 50 gp
A cloth or leather pouch that can hold up to 20 sling bullets or 50 blowgun needles,
among other things. 0.5 gp
A large carry pouch made from the skin of a monkey. Inside are 1d6 Potions of
Healing. 50 gp
Bands of white-yellow sard cross the surface of this dark onyx gemstone.
50 gp
This weapon is inspired by the common farming implement used to cut swaths of
grown hay, but it has a straight handle and a heavier blade. Despite its humble 0.5 gp
origins, the scythe is recognized as a symbol of death in many cultures because of its
A relatively
use small compendium of information about healing tonics.
in reaping.
20 gp
Shandon is another name for natrolite; its slender, colorless crystals yield tiny
faceted gems used often in veils and robes in order to capture the beading effect of 90 gp
water glistening upon the material.
Skydrop is the common name given to clear or lightly colored tektite material;
fragments of glass of celestial (meteoric) origin, found in the vast shifting sands of 40 gp
Anauroch and other deserts.
A spade is a simple tool designed for digging soil, the head can be made of any
material that can hold its shape, but is most frequently made of metal to facilitate 2gp
cutting into soil.
Star Diopside is the most prized form of a hard, durable gemstone that is rarely
found in attractive colours. It is usually too dark for beauty, however mountain and 95 gp
streambed-pebble crystals of a pale green hue make attractive stones such as
This gemstone
diopside. Whenisa agem
polished pink
is found sphere.
that When
is darker viewed
green at be
it can a specific angle
cut in such with a so
a fashion
source of light an asterism (star-effect) is visible across it's surface. 50 gp
to produce four- or six-rayed stars.
Sunstone is a feldspar jem, closely related to moonstone, and more properly known
as oligoclase. Sunstone can be colorless or faintly greenish and of facet grade, but 50 gp
most common by far is its softer (cabochon) variety. This yields gemstones that
Tchazar is the
have bright redcommon
or orangename given(minute
spangles to aragonite, a straw-yellow
crystals) suspended gemstone
in a nearlyfound in
elongated,
colorless background in a parallel fashion, giving the whole a rich goldenskilled
prism-shaped crystal form. It is soft and fragile, and requires or redish 50 gp
cutting
brown to yield faceted gems..
color.
The Recipes and Ruminations of One Dradeel of Tethir is a book with food recipes
from Dradeel. Even a casual look will inform the reader that he was a wizard with 10 gp
an addled mind.
This tatty old tome is missing a number of pages, leaving whatever the third rule of
Poisoncraft was completely unknown. Hopefully you'll manage with the first two, 40 gp
unlike whomever owned this book before you.
A small cedar cask of dwarven pipe tobacco.
25 gp
A typical Tome of Clear Thought contains a collection of esoteric and scholarly
literature, often involving obscure mathematical or algebraic formulae or the 40 gp
occasional reference to inter-planar biology..
A typical Tome of Understanding contains a sober, if dry analysis of legal battles,
historic events, government policies, philosophical treatises and theories of magic 10 gp
and metaphysics.
A delicate silver chain set with a tourmaline.
28 gp
This gemstone has not yet been finished, but even in its unpolished state it's bright
cyan gleam is arresting to the eye. 35 gp
A tattered, and sadly unusable, scroll fragment, inscribed with a spell unknown to
any living mage. 5 gp
A five gallon cask of usk brandy.
80 gp
A creature that drinks this vial of liquid gains advantage on saving throws against
poison for 1 hour. It confers no benefit to undead or constructs. 50 gp
Waterstar is also called achroite or colourless tourmaline and is rare in the Realms.
This stone is riddled with flaws and inclusions and hence only a small portion is fit 80 gp
for cutting.
A set of wooden wind chimes which plays a different tune depending upon the
direction of the wind which disturbs it. 0.5 gp
Ziose is the name given by sages to a particular facet-grade variety of ziosite; a rare
mineral that yields cut stones that flash three vivid hues depending on how the light 60 gp
catches them; purple, blue, and red, or purple, green, and red. Very large (fist- or
Zircon is a brownish
foot-sized) gems are crystal found
found and arein igneous
prized for (volcanic) rocks. and
use in pendants Zircon attains its pale
brooches.
blue shade with heating and cutting (usually facet-cut). 50 gp
A silver-headed heavy mace, the head of which is shaped into the likeness of a ram’s
head. 90 gp
Random monster taxidermy
This large sledge hammer has been cast entirely out of steel. There is a small symbol
of a rat moulded into the hammer head, above Dwarvish lettering that indicates the 2 gp
weight.
A simple steel dagger with an oak handle and matching leather sheath.
2 gp
A huge wooden greatclub, made from an old oak branch that has been carved and
sanded into the shape of a large nail, with the narrower end wrapped in leather as a 0.2 gp
crude handle.
A straight wooden handle with a basic steel axe head on one end. It has been
balanced well enough to use as a throwing axe. 5 gp
A long thin shaft armed with a leaf-shaped head. It has a tassled based, to allow the
javelineer to retrieve it after it has been thrown. 0.5 gp
A small sledge hammer with a haft made of wood about one and a half feet long.
2 gp
This mace is essentially just a wooden shaft with a flanged iron head mounted on
the end. 5 gp
One of man's earliest weapons, dating back to the most primitive of times. A simple
wooden pole with a steel spearhead on the end. 1 gp
A simple handaxe made from a smooth tree branch and a sharp piece of knapped
flint. 0.8 gp
A woodcutter's tool of choice for felling trees. Its formidable weight and uneven
balancing make it a slow, inefficient weapon. 1 gp
A round glass container filled with a clear liquid. It has a paper label indicating in
common that it contains acid, and to warning not to accidentally break the glass. 25 gp
A basic wooden abacus, designed for merchants and treasurers. It comes with a
simple latched case to protect the counting beads from damage. 2 gp
An ash crossbow with a wooden shaft. This crossbow has been designed for smaller,
foot long bolts, and is a comfortable ranged weapon for any sized creature. 25 gp
A small, easy to conceal missile weapon. They might not do a lot of damage on their
own but when your opponent has three of these embedded in their face before they 0.05 gp
can get within 10 feet of you they might reconsider the fight.
A small bow used by travelers and adventurers alike for protection. It doesn't do a
lot of damage, but it can be used to attack foes from a distance. 25 gp
A basic a leather strap with a pouch for holding the missile. The weapon is held by
both ends of the strap and twirled around the wielder's head. Note: Always be 0.1 gp
careful not to knock yourself out.
The legendary sword once owned by the Goblin hero "Stink", who was also known
as the "Hero of Thyme" after he slew a greedy Human merchant and stole a wagon 100 gp
of expensive cooking spices. The sword itself appears to be ornate and magical in
This throwing
nature weapon
from afar, was handled
but when originallyitused by that
is clear forest-dwelling
it is simply aOrcs to hunt
clever game.
replica Its
made
unique shape allows it tothat
return 1 gp
out of gypsum and mud has after
been being thrown.
painted.
This combat boomering does not resembe the conventional "V" shape of a normal
boomerang and instead has more of a "tick mark" shape. One end has a smaller wing 2 gp
which is both thicker and carefully reinforced with metal studs. It can be used as
A curved
both sword
a ranged favoredasby
weapon lizardmen.
expected, butItcan
canalso
be used
be usedto attack directly
in close or can
quarters as abe
club.
thrown like a boomerang. 5 gp
A three bladed disk which can either be used in melee or as a thrown weapon. The
circular handle is made from dark wood and has the design of an owl's head in the 25 gp
middle.
The ornamentation that adorns this blade is a traditional elven design. It's forged
from a very durable and rust-proof metal. 20 gp
A human skeleton in rotted priest’s robes wearing a ring and necklace. (Electrum
ring: 4gp Silver necklace: 3gp)
A goblin skull that has been dipped in molten copper. (1gp)
1 gp
If worn on a hand, the entire arm will vanish. It will return after 24 hours have
elapsed. Roll a d10: 1 - tattoo on arm, 2 - arm injured, 3 - gained a ring, probably a
wedding ring, 4 - ring missing, 5-10 - nothing special. It will have a similar effect on
Collection of documents with traces of royal bloodlines
legs.
A silver hand mirror with mother-of-pearl backing.
28 gp
A popular Goblin trap; a 50 ft length of neatly coiled wire that has nails welded onto
it at regular intervals. The resulting product can be used either by running it across 20 gp
the floor or by intertwining it along a fence or wall.
A dusty scroll which contains a political essay written by a witch called Virginia
Woolfsblood. The essay delves into the systemic oppression of witches and 30 gp
advocates for the magical education and liberation of women in general.
A common, bright purple gemstone.
50 gp
A wind instrument consisting of a reed melody pipe and from one to five drones
with air supplied continuously either by a bag with valve-stopped mouth tube or by
bellows. The bag itself is patterned in red and blue.
A contract with blank parts. Can be modified into any sort of deal you wish. The first
party to break the contract is blasted with a beam from above (d12, ignore armour)
and the contract dissolves into shredded parchment.
Awakens any creature from sleep or unconsciousness, but they flail and scream in
terror for a few seconds first. They have no memory of this afterwards.
Neverfull Waterskin (It's always half empty.)
200 gp
An obsidian figurine of a dolphin which is always wet to the touch.
Within a rotten pouch found upon the body of a long dead soldier is a parchment
with an unbroken seal. If the seal is broken and the message read, it warns its
Liquid Max
would-be recipient to guard against an eminent betrayal.
An abacus with counting beads made of ivory, silver, gold, and vitrified eye balls. Amount
120 gp
Acid..............8
ounces
A rapier in an ornate, electrum-trimmed steel scabbard worked in swirl-patterns. Oil.................1
65 gp
quart
Basic
One hundred and sixteen 3” white porcelain discs, each has a 1 ounce knob of poison...1/2
electrum embedded in its center ounce
You have a bonus to attack and damage rolls made with this piece of magic Vinegar........2
ammunition. The bonus is determined by the rarity of the ammunition. Once it hit a gallons
25 gp
target, the ammunition is no longer magical. Value listed is for individual units. Beer...........4
This suit of armor is reinforced with adamantine, one of the hardest substances in gallons
existence. While you're wearing it, any critical hit against you becomes a normal hit. 500
Water,gpfresh...8
gallons
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds Honey..........1
whether full or empty. Sloshing sounds can be heard from within the jug when it is 6,000 gp
gallon
shaken, even if the jug is empty. You can use an action and name one liquid from the Water, salt....12
These piecestoofcause
table below unweatherd, thick
the jug to parchment
produce are lined
the chosen byAfterward,
liquid. a thin string youof can
gold
woven into the paper. To anyone who cannot read magic, they are always blankThe
and gallons
150 gp
uncork the jug as an action and pour that liquid out, up to 2 gallons per minute.
featureless. However, someone whocan canproduce
read magic realizes thatliquid
theseyouscrolls can Mayonnaise.....2
maximum
An amber amount
gemstone of liquid
of waterythe jug depends on the named.
contain
Once thespell charges—of
jugpetrified
starts producingANYagold
type colouring.
of spell,
liquid,
It hasthan
rather
it can't produce
beenjust
polished
Arcane.
a different
soPaladins,
one,
that you can
or more of gallons
see a small leaf suspended inside. 100 gp
Wine...........1
Clerics, and Druids, rejoice! Two charges of the
one that has reached its maximum, until the next dawn. spell must be spent to write one to
the scroll, and some scrolls might be found with magic already written to them. gallon
These scrolls, once written to, can be cast free of charge—but the scroll is consumed
in the process. Store those odd utility spells on Allmagic Scrolls, and never waste an
unused daily charge again!
gallon
Water, salt....12
gallons
Mayonnaise.....2
gallons
Wine...........1
gallon
An ornate cup fashioned out of a deep purple Amethyst. This material was probably
chosen as many believe it to prevent intoxication. 100 gp
While wearing this amulet, you are hidden from divination magic. You can't be
targeted by such magic or perceived through magical scrying sensors. 20,000 gp
A cache of ancient coins left from the elder days of the world and made by a
civilization utterly alien to the values of today: They are carved from bloodstone, 50 gp
moonstone, and jacinth – with unknown faces and unreadable runes decorating
Ancient gold cube – quite encumbering.
their surface.
200 gp
An ancient mummy which was given full burial rites and laid within a stately
sarcophagus. Arranged on five pedestals around the sarcophagus are the canopic 0 gp
jars in which the mummy’s vital organs were placed. Although the mummy is not of
A collection
the undead, case holding
opening thesefifty
jarsspent wandsthat
will reveal – crafted by the
its organs finest craftsman
continue and
to function: The
enchanted by the mightiest wizards of a bygone age, but now reduced to mere 40 gp
heart beats, the lungs fill with air and empty again, and so forth.
wood, bone, and glass.
A small box of turquoise animal figurines.
250 gp
In this room of the dungeon, there is an elaborate arm chair carved entirely of a
single piece of coal. It has been inlaid with silver runes that age has rendered 80 gp
unreadable.
A tiny diorama made of oak and silver, depicting a prophecy of the last days of the
world in vivid detail. 80 gp
A very large scroll tube containing the plans for many of the ancient war engines of
Armentarious. 100 gp
An astrologer’s chart, inscribed with the finest instruments and the greatest
precision upon a vellum which is both supple and expensive. Close inspection by 100 gp
those with the proper knowledge, however, reveals that these charts were
A miniature golden
constructed aroundchest with tiny
an entirely emeralds
different nightlining
sky –theand,top that trace
possibly, out a mage’s
a calendrical d8 Creature
sigil. The chest is crafted in exquisite detail. (This
system and length of year unlike anything known upon this world. is the material component of a 175 gp
Weasel
“Secret Chest” (from the spell of the same name) for the ruthless lady-mage 2 Giant rat
This bag has
Aumurille, who an interior
will likely space
wantconsiderably
it back....) larger than its outside dimensions, 3 Badger
roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 4,000 gp
4 Boar
pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, 5 Panther
A small bagofofits
regardless saffron.
contents.It can be used to
Retrieving anflavor the parties
item from the bagtravel rations,
requires but is If the
an action.
probably more valuable as a trade good. 622 gp
Giant
bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are badger
scattered
This ordinaryin the Astral
gray clothPlane. If the bag
bag appears toisbeturned
empty.inside out, its
Reaching contents
inside the bag,spillhowever,
forth, 7 Dire wolf
unharmed, but the bag must be put right before it can be used
reveals the presence of a small, fuzzy object. You can use an action to pull the fuzzy again. Breathing 900
8 gp Giant elk
creatures
object from inside
the bagtheand
bag throw
can survive
it up to up20tofeet.
a number
Whenof theminutes equal to
object lands, 10 divided
it transforms
by the
Witch’s number
Mad of
Sack creatures
of Bats – (minimum
releases 1
swarm minute),
of bats after
into a creature you determine by rolling a d8 and consulting the table that which time they begin to
suffocate. 300 gp
corresponds to the bag’s color. The creature vanishes at the next dawn or whenait is
Placing a bag of holding inside an extradimensional space created by
Heward's
reduced handy
tobattle haversack,
0 hit banner,
points. The portable
creature hole,
is or similar
friendly to you item
andinstantly destroys both
your companions, and it
A famous
items and opens a gate tolong
the lost,
Astralsmells
Plane. badly
The gate originates where the onemoves
item
acts on your turn. You can use a bonus action to command how the creature 200 gp
was placed inside the other. Any creature within 10 feet of
and what action it takes on its next turn, or to give it general orders, such as to the gate is sucked
through
attack it toenemies.
your a random In location
the absenceon the of Astral
such Plane. the
orders, Thecreature
gate thenacts
closes.
in hasThe gate is
a fashion
A pair of
one-way dark
only leather
and can'tboots
be upon which
reopened. a curious gnomish mechanism been
appropriate
fastened around. to itsThere
nature. is Once
a smallthree
leverfuzzy
on theobjects
side have
of thebeen
anklepulled from the
that, when bag,
toggled, 300 gp
the bag cannot be used again until the next dawn.
extends on each boot a set of sharp mountaineering claws. The boots are sized for
A stoppered
medium behir horn
humanoid containing
but the mechanism 300 itself
gp worth
would of powdered electrum
be easy enough for a blacksmith
300 gp
to scale up or down.
A dark, water-worn leather belt embossed with an intricate seascape all around its
girth. It has a polished golden buckle, as well as the name “Jadmek” carved into the 220 gp
front. It confers a +2 bonus to all Use Rope checks, as well as a +2 bonus to
An antique golden
knowledge of anything bird maritime.
cage with an Anyelectrum
encounter filigree.
with pirates or seafaring
250 gp
merchants might prove interesting if the NPCs spot this belt.
Four half-pound bricks of compressed Black Lotus pollen
400 gp
A 1’ x 3’ bronze plate bearing the ancient, and secret recipe for Black Mountain Stout
The word “STYX” is sewn into the inner headband of this cap.
1,000 gp
4 ceramic canopic jars, holding the stomach, intestines, lungs, and liver of a long-ago
monarch. Each has a golden lid with a likeness of a paunchy, hook-nosed man with 80 gp
pale skin and a squint.
A large, boxed chess set. All the pieces are small, dead pixies somehow sealed within
glass. 150 gp
Chrysoberyl is a hard, transparent, green gem which is usually facet-cut. It is said
that Chrysoberyl has ties to the outer planes and hence its use with battling 100 gp
demonic possession and the undead.
A clà rsach harp in the style of the northern barbarians, but crafted with an elegance
which suggests the decadence of a great civilization. Its strings are almost too fine to 375 gp
be perceived with the naked eye, and when they are played they resonate with the
A normal
force looking
of a full black cloak with a high collar. When activated it gives off small
orchestra.
puffs of black smoke that help obscure the wearer. 250 gp
A Companion Cube: It was created by a wizard who had stuck himself in a tower to
show complete dedication to his studies. However, after several decades he became
so lonely that he chose to make a friend... literally. Using what little non-component
A dark crimson
materials he hadCoral
layinggemstone
around hisfitted into he
tower, a golden
created circlet.
a small cube and gave it
100 gp
sentience. It was able to communicate telepathically with anyone who made a link
with theof
This set cube. Unfortunately,
12 torches the wizard
burn different eventually
colors. There are died
twoand setsthe
of cube becameBlue,
Red, Yellow,
lonely. Unable to travel and
Green, Orange and Purple torches. find a new friend, the cube simply sat there and waited 50 gp
for anyone to come along. Anyone seeing the cube would be compelled to be with
the cube
When andthis
used have it in will
sword theirdeliver
possession. Upon
1 instant hitholding
for maxthe cube, they
damage, wouldbonuses.
including feel the
need
Once to keep
used, it sword
the with them at allinto
shatters times, and protect
crystal it as if it within
shards. Anyone were their own child.
one square must 40 gp
Little by little,
roll reflex the 1d4
or take connection
damagebetween
from shard thepieces.
cube and it's possessor would grow, until
Dagger
the twoof slicing
would be–inseparable.
ignores armor bonus
An ancient deck of cards with five suits – clovers, swords, clubs, hearts, and dragons.
50 gp
The skeletal remains of a long-dead warrior, wearing a suit of plate armor which
has long since tarnished. The name of every warrior to ever die by the last wearer’s
hand has been inscribed upon the front and back of the chest plate, covering nearly
Dragon balm
every inch – reduced
of its surface heat
withdamage
chaotically written, black runes.
A statuette of a dragon, forged from the finest mithril, which responds to yes or no
questions which are posed to it in draconic. The answers given may appear 400 gp
prophetic or oracular, but are actually random.
A wood chip which acts as a magnet, despite its non-metallic nature.
Once per day, give +10ft to movement, and +1 to attack and damage rolls to all
allies.
This compass is carved out of heavy, hard Petrebony (a wood that grows in caves). A
brass needle sits in the center. However, this compass' needle points East, not 135 gp
North. There are no markings on its surface.
Stack of 4, user covers 20ft radius in magic dust that shows anything that is hidden
or dispellable.
Magical dust that makes anyone cough and sneeze (combat)
stack of 4, user covers 20ft radius in magic dust that shows anything that is hidden
or dispellable.
Works like a normal greatsword. Great tasting and low in calories! Regenerates 6
inches per day. 400 gp
Eldritch flint & steel – 10’ reach – blinding/minor burns
An elegant carved comb of oak, engraved with the name Aethelren and decorated
with twin dragons. Elsewhere, a similar comb of ash, engraved with the name 60 gp
Ilthorien and decorated with twin unicorns, can be found.
This magical mason jar is made of uneven, lumpy, blue-green glass with a copper
lid. No matter what is placed in this transparent jar, it will always appear to be 800 gp
empty from the outside--so long as the lid is on. On the lid is pressed “calasse,” Elven
A
forpurple-colored apple.
“clean.” It cannot (This
hold moreenchanted applevolume.
than its actual has all the properties of a potion of
Cure Light Wounds. 50gp) 50 gp
Exploding gold coins (Looks legit. Should avoid contact with real gold coins for
safety...)
Exploding rations – breathe weapon 1d6 hours for 1 use of color theme type
These appear to be normal Gnomish fireworks (although even those might seem
unique and valuable to anyone unfamiliar with Gnomish ingenuity) but when they 30 gp
are eventually set off they spell out giant obscenities across the night's sky. It seems,
A
infinely made that
retrospect, 10’ xthey
12’ wool floor been
may have rug. The center
created by of the rugangry
a rather depicts a scene
Gnome. of siege
Sadly,
warfare. A Halfling 100 gp
whomever created is
thebeing flung over
fireworks a citythey
and who wallwere
by a originally
trebuchet.intended for will
forever
Half-fullremain
flask ofanightmare
mystery. ale – 1 sip = 1d4 hours fear check per hour; full measure
= 1d4 hours horrifying hallucinations vs DC save for early retirement
A pair of steel flasks, sealed with wax bearing the symbol of St. Cuthbert. (Holy
water, 25 gp each)
A sundial which runs backwards.
Garnet is a general class of crystals ranging from deep red to violet in colour. a
typical cut for this rare isometric gem is 12 to 24 sides, with the very rare 36 sides 100 gp
being known from time to time. it is rumored a 48-sided garnet exists although none
Giant-King’s
have ever beenplatinum
able tonecklace with
track down itscrimson
location.diamond worn by dragon
A huge arrow, with a steel tip and copper wire inlaid spirally down the shaft. To a
medium or large creature, it behaves just like a javelin. However, when thrown, it 80 gp
whistles loudly.
This is a short pole-arm resembling a Fauchard or Guan do, with an additional spike
for thrusting. It deals slashing damage when wielded in one hand and piercing 5 gp
damage when wielded in two hands.
Globe of Invulnerability (It's a snowglobe. Not even the gods themselves can destroy
it.)
Gloves that improve a skill but will randomly force the user to slap an ally/NPC
during conversations at the DM's discretion.
This paint provides no protection, but grants 10 to disguise. The only way it works,
however, is if the wearer is wearing no clothes, and covered head to toe in the stuff.
It's hilarious when a disguise check fails, and they realize they are staring at a naked
Ring
Gnome.of a god
A golden bracelet.
250 gp
A small gold ring set with bloodstones.
250 gp
A quiver of golden arrows, They are devoid of supernatural properties, but despite
their unusual composition will perform as normal arrows would.
A tablet of pure gold, inscribed with the core rites and beliefs of a venerable
religion. Careful study of this tablet, however, will reveal subtle – but important –
differences between these ancient practices and the current practices of the religion
This is a large greataxe, with a steel shaft and silver floating blade much like the
in question.
Telescoping Glaive. 0 gp
A small, heart-shaped token carved out of rose-colored sandstone, holding the mad
soul of a princess who was trapped there by a sorcerer many centuries ago. Her
body remains in the hidden royal sepulchers of her homeland, perfectly preserved
These startmagic.
by ancient getting made after the party does something particularly heroic. Little
cloth dolls that look like party members, when squeezed, the caster spouts
illusionary flames, the cleric spouts prayers "Praise Avandra!", the fighter has kung-
Horn Coral,
fu action which
where heis also called
swings night coral, is a deep black coral, similar to angel's
his sword.
skin save for its solid color. It is incredibly difficult to work with, and is used in 100 gp
jewelry as a polished twig or branch of material, or is cut cabochon.
This flat iron rod has a button on one end. You can use an action to press the button,
which causes the rod to become magically fixed in place. Until you or another
creature uses an action to push the button again, the rod doesn't move, even if it is
A carvedgravity.
defying sculpture
Theofrod
jungle animals
can hold on8,000
up to an ivory tusk.of weight. More weight causes
pounds
250 gp
the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength
check,
A smallmoving the of
collection fixed rod up
antique to buttons.
Jade 10 feet on a success.
100 gp
A Weather-worn jade statue depicting a desert beast known only to the people of
the far south. 300 gp
A telescope of jade and banded with bloodstone. A character looking through the
telescope sees not the world around them, but a strange, alien panorama which –
nonetheless – follows the motions of the telescope.
A deep black brooch set with a Jet gemstone. Rumor suggests a brooch of this nature
helps prevent the evil eye. 100 gp
Jewel encrusted sarcophagus – mummy inside
When this Kazoo is played, it grants +2 to Intimidation checks. A +3 if the player has
a kazoo in the room.
A large snow globe, with a study base of polished oak, depicting a small farmhouse
in the midst of a forest clearing. Shaking the globe causes the snow to gently fall, and
as it does miniature figures exit the house and begin performing chores about the
Rocks stuffed
farmyard. Thewith lavareturn to the house as the last flake falls.
figures
This is a rack of weapons, armor, books, wands, whatever you desire. It holds
anywhere from 3-6 items, each usually magical in nature. Each can be examined 0 gp
visually and by a Detect Magic spell. However, as soon as one is touched, the others
The Longsword of to
disappear—never Balanced Sums.
be found again.Functions
Multipleexactly like a generic
items cannot +2 Longsword...
be removed at once.
except
Optionallywhen you crit miss.
a password couldThen it heals
dispel the target
the magic, for half
allowing its max
all items tohit
bepoints.
removed.
You must have this item with you for 24 hours for it to become attuned to you. Once
attuned, you may choose the result any time it is flipped, regardless of who actually
flips it. Possible commands include heads, tails, and edge.
Once an encounter, the player can choose to roll a d20 and use that as their base AC
instead of 10. Player must take the value of the roll.
Litmus magic paper: This paper can be used as a standard action by rubbing it on an
object. It either detects no magic and can be used again, or changed color and
brightness to reflect the school(s) and strengths of magic on the object.
A stone table in the midst of the wilderness which is, nevertheless, always filled
with a fresh meal whenever travelers come across it.
Once per day, swift. remove AC of target granted by armor, last one turn. user takes
penalty to AC equal to target for same duration.
This magical book has no discernable writings on the outside, or on any page. As
soon as it is opened up, ask the player for the first three skills that come to mind. As 950 gp
soon as they tell you, the first page of the book becomes a table of contents with
A merchant’s
three leather
chapters. case containing
The names a selection
of the chapters are theofthree
twenty well-made
skills daggers of
they mentioned.
varying 80 gp
Turningdesigns.
to the page of a skill chapter causes the book to disappear in a colored burst
of light—and
A set leaves
of dies and the user
hammers forwith a permanent
minting the king's+1 rank to said skill. If their ranks
coinage.
are maxed out, the book is wasted. 400 gp
Mithril is a light, flexible metal. A mithral chain shirt or breastplate can be worn
under normal clothes. If the armor normally imposes disadvantage on Dexterity 800 gp
(Stealth) checks or has a Strength requirement, the mithral version of the armor
Moonbar
doesn't. is a pearly white, opaque gemstone, usually pale blue with green and gold
mottling. Related in type to fire and black opals, but is only slightly more common. 375 gp
Two peanut-sized balls of moss sit atop gnarled wooden knobs. Placing one of them
in each ear causes total deafness—or total hearing protection, whichever your 45 gp
preference. The player cannot hear anything, and must succeed on a DC 16 Will save
Pearls
to speakconsist of layers
a single of aragonite
sentence agonizingly
comprehensibly. formed
However, around
they a bit ofimmune
are totally grit or other
to all
irritant inside oysters and other mollusks. The resulting pearl has a rich, deep 100 gp
sonic attacks and songs and can fall asleep extremely well. The earplugs can be
luster.
removed Most of the pearls in the realms are white, however there are varieties that
at will.
A large
are muchcarry
morepouch
rare made from
such as the skin
rainbow andofblack.
a monkey. Inside are 1d6 Potions of
Greater Healing. 300 gp
A small brown pouch that smells faintly musty. Inside it are 1d4 colourful
mushrooms that are unrecognizable, even to a particularly knowledgeable 0 gp
alchemist or naturist. If determined, a painstaking delve through a herbalists library
A silver
might ring, encrusted
identify with a small
the mushrooms topaz. Upon
as "sub-space wearing itinona their
mushrooms" madlyfinger, thediary
written
wearer 20 gp
of a manfeels incredibly
claiming to be strong andking
a deposed confident.
called However,
Cooper. entering combat, their
confidence immediately dissipates, leaving them terrified.
This sentient dagger attempts to help anytime it's owner tries to sneak by whistling
inconspicuously. For some reason it seems to have been discarded. 300 gp
A long silk robe with golden embroidery.
250 gp
This silver necklace has a gemstone pendant.
250 gp
Sphene is a soft, brittle gemstone (and, like scapra, easily worked by unskilled
cutters) of various yellow to green shades, the most prized of these being a fine 225 gp
emerald green.
A spun leather necklace of deep green Spinel beads.
100 gp
A large, well-made tapestry depicting a local duke.
250 gp
The Rhinoclean helm is a large iron cap with visor shaped like the head of a certain
kind of beetle. The helm's wearer has advantage on bull rushes and can stand up
from being prone once on each of its turns without expending movement.
The Rhinocles helm is a large iron cap with visor shaped like the head of a certain
kind of beetle. The helm's wearer has advantage on bull rushes and can stand up
from being prone once on each of its turns without expending movement.
A multi colored rectangular Tourmaline gemstone.
100 gp
Townshend's Crudgels was invented by its namesake, Peter "Unknown"
Townshend, a traveling bard who wished his lute to both give beauty and take it 38 gp
away (preferably with a good old fashioned thrashing). His lute design, later copied
Water
by some Opal is aadmirers,
of his colourless, clear
was opal with
a simple oak alute,
playreinforced
of colour. with
It is rare andshell,
an iron valuable
to in
the Realms, 350 gp
maintain thewhere it is usedofinthe
soft vibration scrying
sounddevices.
against the wooden interior, and to give the
lute the strength
A potion to cracka open
vial containing sweet. anhoney-smelling
orc's skull withgolden
a well syrup.
placed There
blow. is a label on
This
the vial written in common, which reads "Potion of Deception". as a lute, it is
weapon functions both as a lute and a weapon. When used 1,000 gp
considered to be a lute and does not require a separate proficiency bonus to play.
However,
A pearlescentif thegreen
user potion
rolls a critical
in a glass miss
vialwith
thatthe weapon
seems (a 1playfully
to swirl on an attack
whenroll) the
started
lute may become slightly damaged and will require the user to spend an hour to
at. 400 gp
retune it. If the instrument is not returned, whenever the instrument is played, the
A pairisof
user pole mountedon
disadvantaged fans
themade
Performof giant raven
check. Thisfeathers
weapon can also be used as a
bard's spellcasting focus.
A pen made from a raven’s feather. Through some magical means it writes
continuously from an inexhaustible supply of golden ink upon whatever piece of
parchment may be near by.
Ricochet-sling – up to 4 targets (d4 for targets, attack roll each; first attack fail
causes ricochet to end [unless a tie, in the case of a tie to AC the ricochet continues])
20 gp
A silver ring inlaid with a trasluscent pearl. There is an inscription in Elvish which
reads, "To Elabella, perhaps now you will find your mirror less engrossing." 80 gp
A brown and red flecked egg, about the size of a loaf of bread, that gives off a rancid
scent. 50 gp
This massive boomerang requires two hands by medium sized humanoids. This
may have been specially designed for an ogre, or giant. It has sharp metal blades 50 gp
that run down the side of each wing. The blades on the inner curves make it a bit
This
trickyotherwise
to wield. normal looking boomerang has a sense of arcana deep within it's
dark oak core. Researching it's history will reveal that this is, in fact, one of many 180 gp
created by a local wizard who was frustrated at being unable to throw a normal
An elegant puppet
boomerang in suchtheater. Although
a way that its wood
it returned is brightly polished and the red of its
naturally.
satin curtains is bright and fresh, the hand-painted sign upon its front (reading “The
Wondrous Show of Punch and Judy” in carnival lettering) is chipped and faded. If
In
theacurtains
worn and decaying
are opened wall of mud
(using a set bricks,
of finelya woven
single black
pulleybrick
ropes– polished
which lieand
inside
perfectly preserved
the theater), – stands
the puppets out ininstark
– stored contrast.compartment
a concealed If the brick is“backstage”
pried out and
– will
broken
come toopen,
life it will
and revealelaborate
perform a quicksilver
shows core.
of their own volition.
A lucky rabbit’s foot which hangs from a golden chain. Although separated from the
rest of the rabbit, the foot magically lives on: It will respond to touch, bleed if
injured, and so forth.
This ring imbues the wearer +1 on all saves.
A small metal tin which has been carefully labelled. Instructions are included on the
inside of the lid, "Smear on bare skin to grow a natural defence." The paste inside is 200 gp
white and gritty. It smells like coconut.
A metallic egg-shaped weapon which, when thrown, sprouts magical wings and
hovers above it's intended target.
An ornate, egg-shaped device made with cast bronze. There is a pin in the top of the
device with an etched note indicating the following: PULL THYS PINNE AND WAITE
TENNE COUNTS BEFORRE BOOME. When the pin is pulled, an urgent ticking sound
An orange-yellow
begins to eminate shell
from with small claw-like protrusions. This appears more to have
the device.
been grown rather than constructed.
A so-called "Dryad Bomb", called such because when thrown it creates a mess of
magically grown tangles and vines. Appears to be a glowing orange orb surrounded
by a series of vines and roots.
A magical time-keeping device produced by a Gnomish artisan. Opening this circular
locket allows you to check the current time based on where a delicate hand is 150 gp
pointing. On one half of the circular face is an ornate night's sky with a crescent
A bookindicating
moon detailing midnight.
the generalOn process of learning
the other half is a ablue
language,
sky, withfrom both asun
a bright practical
and theoretical angle. Written by a talented linguist called Chompsky the Gnome.as 200 gp
indicating mid-day. It's unclear how the magic has been infused with the device,
no
One of the most famous plays in the works of the famous Orcish bard; Villamthe
arcane presence is detectable, but pulling the silver panel off the back of
locket simply It
Spearshaker. exposes
tells thea number of delicate,
story of two ticking
starcrossed gears.
lovers Gnome
whose magicare
familes is locked in 180 gp
compicated.
a bitter rivalry. They attempt to run away together, only to end up eaten by an ogre.
A sequel
The ogre to theproceeds
then original play bymost
to eat the famous Orcish
of the two bard;families,
feuding Villam Speakshaker.
all of the side
Romeot and Julio (or at least, what's left of them) are ressurected as shambling 175 gp
characters and in a number of early renditions of the play a few members of the
zombies
audience in
asservice
well. A to a wealthy
note to merchant.
budding TheTry
directors: playnot
ends
to withan
cast the merchant
actual ogre as the
Whenever an
attempting to arrow
extractisafired
poundin of
theflesh
vicinity
fromofRomeot
this amulet’s
to paywearer,
for a debtit will strike
before the
getting
ogre.
amulet wearer
eaten alive by the two zombies. Their final moments of the play are spent lovingly
feeding each other
A plain wooden his bloody
spoon entrails.
that appears to have been used in many, many meals. The
spoon comes in a stained walnut box with two brass hinges and a brass hook on the
front. No other markings are present. [Any markings made on the box or spoon will
Provides
disappear+2 inAC
24 when
hours.worn, butitself
The box attracts the attention
is magical in natureof crabs, who
and will willany
alter come from
spoon
nearby
made toandthecling
sametosizetheofwearer
the Spoon of Cooking to become a duplicate of the Spoon of
Cooking.]
Anything significant that happens to the doll happens to you, beneficial or harmful.
A staff that could change into a hammer and give him extra strength while it was in
that mode.
A gear-driven ships navigational calculator enclosed in a jewelwood box.
5,000 gp
The silver hilt of a sword with a grip of black leather. The blade is missing, or never
existed to begin with. One night per year, however, on the eve of the new year, the 1,000 gp
hilt is possessed of a ghostly blade – allowing it to perform its duties as a sword
A charm
once of twisted black obsidian. Touching the charm unleashes strange, ghostly
more.
visions from a strange and alien world – utterly different in every particular, but
eerily similar to our own world in its broad scope and form.
An owlbear costume. Gives the wearer a +10 to disguise when attempting to
disguise as an Owlbear.
Ash of phoenix in necklace choker – instant revive to wearer (takes 10 rounds/1
minute)
Potion 3: Phoenix Restorative. The next time the drinker is reduced to 0 hit points,
they deal area fire damage, and return to full health, only happens once. The player
has
You no special
have knowledge
a bonus to attackthis
andisdamage
true, butrolls
the made
flavorwith
of the draught
this burns
piece of magic their
throat but leaves them feeling oddly optimistic. Fire damage
ammunition. The bonus is determined by the rarity of the ammunition. Once dealt should be based
it hit a
on circumstance, but if you 100 gp
target, the ammunition is nocan get away
longer withValue
magical. lots, it'd
listedbeisthe
formost fun. units.
individual
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce.
You can use an action to throw the bead up to 60 feet. The bead explodes on impact 960 gp
and is destroyed. Each creature within a 10-foot radius of where the bead landed
A large
must tome bound
succeed on a DCin 15
thick bison-hide
Dexterity that
saving is a common-orcish
throw or take 5d4 force language
damage.primer, as
A sphere
well as a primer on orcish culture. The author of the primer, Darius Woodherd, 90 gp
of transparent force then encloses the area for 1 minute. Any creature that failed the
seems
save to is
and have added a lot
completely of information
within thefrom
areaTree on orcishinside
is trapped heraldrythis and politics,
sphere. as well.
Creatures that
A large,
Darius nearly
spent unbreakable leaf of
theAdamant.
succeeded onalmost twenty
the save, or areyears amongst
partially within orcs
the of the
area, arenorth,
pushed and eventually
away from the 200 gp
married
center ofantheorc before
sphere being
until theykilled a score
are no longer of inside
years ago in a breathable
it. Only rival tribe’sair
ambush.
can pass
through the sphere's wall. No attack or other effect can. An enclosed creature can
use its action to push against the sphere's wall, moving the sphere up to half the
creature's walking speed. The sphere can be picked up, and it's magic causes it to
weigh only 1 pound, regardless of the weight of creatures inside.
A transparent dark green Alexandrite emerald.
500 gp
This amulet is a golden disk on a chain. It usually bears the image of a lion or other
powerful animal. 8,000 gp
Miniature golden replica of ancient mythical temple – location map inside
30 gp
Animated pet rock – capable of killing people!
250 gp
A tiny toy soldier which marches ceaselessly back and forth – eternally vigilant and
pissed off if anyone disturbs. 300 gp
A dirty canvas bag containing twenty pounds of an aphrodisiac root.
400 gp
Aquamarine is a hard, transparent form of beryl, blue-green in colour. These sought
after gems are found primarily among the tribes that roam the tundra. 500 gp
A large arbalest/bolt thrower. It is disassembled and crated for shipping. It requires
four strong men to lift. When reassembled, it hurls a 5’ bolt for 2d12 damage. 3,000 gp
dlO Damage
This loincloth causes the wearer to have extremely elevated self confidence. As a 1......Acid
result, they get +2 on Bluff Diplomacy and Intimidate checks, and -2 on Listen 500 gp
2......Cold
Search Spot and Appraise checks, they also tend to make reckless decisions more 3......Fire
You have a +1 bonus to AC while wearing this armor.
often.
4......Force
1,500 gp
5......Lightning
This is a set of Studded Leather Armour that has been enchanted with the spirit of a 6......Necrotic
long dead barbarian warrior. Once per day it allows the user to channel it's rageful 300 gp
7......Poison
spirit. 8......Psychic
You have resistance to one type of damage while you wear this armor. The DM 9......Radiant
chooses the type or determines it randomly from the options below. 6,000 gp
10.....Thunder
While wearing this armor, you have resistance to one of the following damage types:
bludgeoning, piercing, or slashing. The DM chooses the type or determines it
randomly. Curse. This armor is cursed, a fact that is revealed only when an identify
You
spellgain
is casta +2
onbonus to ACor
the armor against ranged
you attune to attacks while
it. Attuning toyou
the wield
armorthis shield.
curses youThis
until
bonus is in addition to the shield's normal bonus to AC. In addition, whenever an 6,000 gp
you are targeted by the remove curse spell or similar magic: removing the armor
attacker
fails to end makes a ranged
the very
curse. attack
While against
cursed you ahave
target within 5 feet
vulnerability to of
two you, the
youthree
can use
Created
your by the
reaction old
to become and
thevery crotchety
target of the(notwizard
attack Arval long
instead. ago,ofthis hollow silver
damage type associated with the armor the one to which it grants
box the size of a deck of playing cards has a rotating dial on top, as well as a button.resistance). 1,800 gp
When the button is pressed, a single target of the wielder's choice is linked with the
Halves the weightBy
device magically. of then
anything placed
rotating theinside of it.
dial, the userNothing larger
can alter his than the voice
target's backpack
by up
can fit inside the backpack. 1,000 gp
to 100%. That is to say the target can be either muted or doubled in volume, and
anywhere
A coin thatin between.
always comesA will save DC
up tails. 30 isitrequired
Placing anywhere to tails
resistside
thedown
effect.causes it to
flip itself over after 1 round. It takes 50 pounds of pressure to prevent this flip. 600 gp
1d6 angel feathers aura of good; razor sharp; stronger than steel (can be used as d8 Creature
weapon like dagger) 1 Rat
The Bag of Ash acts like a jar of infinite water, except it just makes a grey, sooty ash. 2 Creature
d8 Owl
3 gp
600
1 Mastiff
Jackal
4 Ape
2 Goat
Inside this heavy cloth bag are 3d4 dry beans. The bag weights 1/2 pound plus 1/4 5
3 Giant
BaboonGoat
pound for each bean it contains. 6 Giant
4 Axe BeakBoar
7 Black
5 Lion Bear
This ordinary rust coloured cloth bag appears to be empty. Reaching inside the bag, 8 Giant
Brown
however, reveals the presence of a small, fuzzy object. You can use an action to pull 6
3,000 gp Bear
the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it Weasel
transforms into a creature you determine by rolling a d8 and consulting the table 7 Giant Hyena
that corresponds to the bag’s color. The creature vanishes at the next dawn or when 8 Tiger
it is reduced to 0 hit points. The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature
moves and what action it takes on its next turn, or to give it general orders, such as
to attack your enemies. In the absence of such orders, the creature acts in a fashion
appropriate to its nature. Once three fuzzy objects have been pulled from the bag,
the bag cannot be used again until the next dawn.
1 Jackal
2 Ape
3 Baboon
4 Axe Beak
5 Black Bear
6 Giant
Weasel
This ordinary tan cloth bag appears to be empty. Reaching inside the bag, however, 7 Giant Hyena
reveals the presence of a small, fuzzy object. You can use an action to pull the fuzzy 6,480 gp
8 Tiger
object from the bag and throw it up to 20 feet. When the object lands, it transforms
Ballistic Fist Hammer
into a creature (Hammer
you determine bywith each
rolling side
a d8 andacting as ballistic
consulting fists from
the table that Fallout
series)
corresponds to the bag’s color. The creature vanishes at the next dawn or when it is
reduced to 0 hit points.
Despite appearing to beThe creature
a normal is friendly
dagger, to younot
even those and your
able to companions,
recognise theand it
acts on your turn. You can use a bonus action to command
presence of magic can tell that there is something imbued in the unassuming how the creature moves
metal 2,000 gp
and what action
hilt and blade. it takes on its next turn, or to give it general orders, such as to
attack
To your enemies.
all intents In the absence
and purposes of suchaorders,
this resembles the creature
Belt of Fire acts inand
Giant Stength, a fashion
it
appropriate
certainly to its nature. Once three fuzzy objects have been pulled from the bag, 1,000 gp
When appraised it transpires that this blade was buried with a banshee anditit's
does have a giant's strength enchantment on it; unfortunately, the was
the bag
spirit cannot
accidentally
has be
somehow used
made with again
beenthe until
absorbed. the
strengthNow next
of a babydawn.
fire giant.
whomever uses Fire
the giant
daggerbabies
carrieshave
the risk
While wearing
roughly the same thisstrength
belt, youasgain the following
an average humanbenefits:
man. Your Constitution score
that its spirit will be unleashed.
increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) 6,000 gp
checks made to interact with dwarves.
While wearing
In addition, thisattuned
while belt, your Strength
to the score
belt, you havechanges to 21. Ifchance
a 50 percent your Strength
each dayisat
already 13,000 gp
dawn of growing a full beard if you're capable of growing one, or a visibly thicker
equal
beard to or greater
if you alreadytothan
have 21, the item has no effect on you.
one.
You gain +1 bonus attack and damage rolls made with this magic weapon. In
If
addition, while you are attunedthe
you aren't a dwarf, you gain to following
this weapon additional
your hitbenefits while wearing
point maximum the
increased
belt: You have advantage on
by 1 for each level you have attained. saving throws against poison, and you have resistance
againstthis
Shake poison damage.
lantern Youyou
well and haveget
darkvision
2d4 hoursout of to a range
light. of 60
It takes feet. Youaction
a standard can speak,
to
read,
shakeandthe write
lanternDwarvish.
and requires 8 hours to 'recharge'. 100 gp
Black Opal has a greenish hue with black mottling and gold flecks. Usually found in
ancient hot springs, the gem is tumbled smooth and cut cabochon. The phrase in the 1,000 gp
north "Black as an opal" is used as a subtle form of praise for kind-hearted rogues
A dark
and theblue-black
like. Pearl.
500 gp
A worn coin with notched edges.
200 gp
A hard, roughly cut piece of basalt rock which bleeds when pressure is applies to it.
300 gp
Allows comprehension of all written languages. Unfortunately, said comprehension
is only granted when the blindfold is worn over the eyes - meaning you cannot see 100 gp
to read anything. Perhaps your group can find a work around?
Semi-reliable Blindfold of Trap Awareness, sends shivers down the wearer’s spine
when traps are near – or at random times.
A scabbard stained the dark color of rust.
3,000 gp
A silver ring with a transparent blue-white sapphire.
1,000 gp
A silver ring with a Blue Spinel gemstone embedded on it.
500 gp
Crossbow bolt of chaos – 1 random effect on hit
Bone crushing mace – critical renders limb useless; two handed by any smaller than
large
Write the name of your antagonist in your flesh and he will leave you be. Causes one
hit point of damage for every letter inscribed in the bearer's flesh. Lasts until the
damage is healed.
An elegant, decorative hand held scepter made of bronze and small jewels. You can
hear a mild humming resonance when held to your ear. 500 gp
Plain leather boots, tattered and worn, but glistening with a soft white light similar
to the sunlight reflecting off freshly fallen snow. 1,500 gp
While you wear these boots, you can use an action to cast the levitate spell on
yourself at will. 4,000 gp
While you wear these boots, you can use a bonus action and click the boots' heels
together. If you do, the boots double your walking speed, and any creature that 4,000 gp
makes an opportunity attack against you has disadvantage on the attack roll. If you 1 Character
Once per day,
click your restores
heels together4d2 HP.This
again, you goes up to
end the 4d4 When
effect. at 5, 6d4
theat 10, 8d4
boots' at 15 and
property has suddenly
10d4 at 20. Cannot use during Combat
been used for a total of 10 minutes, the magic ceases to function until you finish a remembers that
long they've been
This rest.
bottle stinks before it's even been opened. The stench of it's contents will lying about who
protect whomever can stomach to wear it from almost any wandering predators. 200 gp
they are the
It's very difficult to get said stench out of adventuring gear, however. Potency may whole time, and
A reusable
vary bottle but
on weather, corkitembossed with
should ward ofgold leaf and
predators forset with amethysts.
at least a day or two. are actually
750 gp
someone else
While this bowl is filled with water, you can use an action to speak the bowl's entirely.
command word and summon a water elemental, as if you had cast the conjure 8,000 gp
2 Character
elemental spell. The bowl can't be used this way again can cast a
While wearing
until the theseThe
next dawn. bracers,
bowlyou gain a1 +2
is about footbonus to AC ifand
in diameter youhalf
are as
wearing noweighs
deep. It armor random cantrip
and using no shield. 6,000 gp
spell at will.
3 pounds and holds about 3 gallons.
While a fire burns in this brass brazier, you can use an action to speak the brazier's 3 Character
command word and summon a fire elemental, as if you had cast the conjure can Wish
8,000 gp the
elemental spell. The brazier can't be used this way again until the next dawn. death of one
This buckler has been enchanted with the power to protect you and your allies. being, but will
also die.
4 Character
A small bag containing 58 clay sling bullets. Each bullet has a 12 gp opal hidden can access their
inside. 696
braingp by
unscrewing the
A diamond of incredible beauty which slowly shifts its color from the purest white
top of
250 gptheir skull.
to canary to blue to black and back again.
5 Character's
These three chickens have been trained to check for traps, unfortunately they are mouth lets out
not very good at it. Once released, each chicken will roam a dungeon at 30 feet a 0.2 gp
light, illuminating
round and will walk in the direction of any nearby traps. If there are no nearby 5 ft. in front of
This
traps,isthey
a ceremonial
will walk dagger made of electrum
in the direction with a black
that the players pearl
imagine in it's
there pommel.
to be traps (they the Character
750 gp it's
whenever
are prone to getting caught up in the moment). Each chicken will accidentally set off
any open.
Thistrap
Cloak it is
is feasible for it to set
woven together fromoffthe
andfur
beofkilled
a lionbyand
thegoat
trap.over
Thethe
chicken have
skin of a 6 Character is
name tags and are called Dara, Demi
serpent. It bears the emblem of house Chimera.and Miki. 5,000 gp
unknowingly
A left-handed glove. It remains warm regardless of atmosphere, and is almost inducted into a
painfully hot to be touched with. secret
150 gpsociety.
7 Character
Cursed. Anything who puts on this circlet is sent into an irreversible state of misery for 1d4 can speak with
hours. 400 gp fowl,
domestic
but they tend to
This rope coils itself after 10 rounds of being uncoiled, regardless of what is lie togp
them.
happening to it. It will undo all knots and will wind itself up around one end (always 800
8 Character
the same end). This process always takes 1 round. sees dead
1’, 10’, or 20’ – any size you need!
people
500 gp who
bother them a
A large sword with jewels that sequentially light up after activation. After the last lot.
jewel is lit, the sword will explode! 3,000 gp
9 Character’s
party learns the
A normal, if not well-crafted looking shortsword. There is a sigil of a chicken on the 50minute
bottom of the pommel. gp ritual to
summon the
character. (Just
a pentagram,
nothing fancy)
10 Roll again,
effect behaves
like an STI.
11 Character
can summon a
bother them a
lot.
9 Character’s
party learns the
5 minute ritual to
summon the
This wooden crate is about 60cm by 60cm by 40cm, with 'Chaos Mushrooms' character. (Just
burned into the lid in Sylvan. It fizzes with a faint magical aura, and smells delicious a pentagram,
2,000 gp
nothing fancy)
A set of Armor Spikes made out of thick, sharp silver. They can be attached to full or 10 Roll again,
half-plate, and behave like normal armor spikes. However, they grow faintly in total 650
effectgpbehaves
darkness - - enough for the wearer to see 5 ft, or for another person to see the like an STI.
Crystal prism
wearer (d20
from up x 10
to 50 gp)
ft away. 11 gp Character
200
can summon a
Demonic themed tarot/playing cards – extra planar repercussions based on game demon, but only
played; tarot tales come true has a 10%
chance of
DC save to avoid bleeding damage controlling it.
(Demons
notoriously hate
A preserved Minotaur head, old but still retaining most detail. The skin is old and anyone who
decrepit, yet both the horns have been dipped in molten gold. When donned, this 2,400 gp
summons them)
helmet magically causes the wearer to appear as a living minotaur—as well as 12 Character
A long, Hollow
protecting woodenagainst
the wearer rod with a narrow
critical hits. opening at stats
The user's one end, andthe
remain a wider
same,one at
the other. and the player only appears to be a minotaur (+4 on intimidate checks). can resurrect
250 gp
however, once per year.
Like a regular compass, except with multiple needles each pointing toward different 13 Character
useful things, such as: north, the nearest source of fresh water, the strongest nearby forgets how to
evil aura, nearest large concentration of gold, nearest civilization (exact definition of read and write.
Object of secret
civilization may door
vary detection/lay out visualization
by user), and nearest storm. Needles lengthen and shorten as But will also be
the object gets closer or further away. able to cast read
A set of golden combs shapes as dragons, each set with red garnets as the eyes. magic at will.
14 gp
750 Character
becomes a
Trained rat in wooden cage – sniffs out gold in exchange for treats. One trail ration dragon in a
per sniff. human form with
the same stats
A long, black feather with violet iridescence. The shaft glows softly white in as they had
moonlight. 1,500 gp
before, but has
Upon taking a single sip of this potion, you are afflicted with some form of madness. forgotten how to
Roll 1d6. On a 1-3 you are afflicted with a short-term madness (DMG p. 259); on a 4- polymorph.
100 gp
5 you are afflicted with a long-term madness (DMG p. 260); on a 6 you are afflicted 15 Roll again,
An embroidered
with an indefiniteglove set designed
madness.(DMG p.for human
260). sized hands,
The remainder ofeach with loses
the elixir jewelits
chips. the effect is
2,500
twice gp
as strong.
magical properties, becoming merely a foul tasting liquid.
(Twice as fast,
An Emerald is a brilliant green beryl, cleaved along straight box like lines, with twice as much,
rectangular cutting in the finished gem. Emeralds are often connected with health, 1,000
etc.)
gp
and so are used ornamentally for such a purpose. 16 Character
Extra dimensional flask – holds 1 gallon
can concentrate
to have
An eye patch with a mock eye set in blue sapphire and moonstone. background
2,500
musicgp play for
them. (DC 15)
A small wooden box with a silver embossed flame on the lid. Inside is a pipe-shape concentration,
horn that spouts a tiny flame that can not be snuffed. The box is not flammable. 350
1d20gp rounds.
17 Character
A filthy bucket, bolted to the floor, ¾ full of urine, containing silver coins, rings and
thinks
820 gpmagic is
necklaces.
actually
A heavy rug that has been kept rolled up. When unrolled, it reveals that the surface impossible, and
of the rug is permanently on fire. When rolled back up the fire disappears. won't accept it.
Refers to it as
This Fire Opal is a translucent fiery red colour and is set within a broken brooch. It "witchcraft" and
takes no effort to wedge it out. 1,000 gp
"nonsense"
18 Character
loses 1d2 feet in
height, their
clothes & armor
amazingly still fit.
19 Character is
now much more
comfortable
actually
impossible, and
won't accept it.
Refers to it as
"witchcraft" and
"nonsense"
18 Character
A fine gold chain set with a fire opal. loses gp1d2 feet in
2,500
height, their
This imposing, three-headed flail has a +2 bonus to attack and damage rolls. Any clothes & armor
creature that takes damage from this flail may immediately make a saving throw amazingly still fit.
against any one ongoing effect that is affecting them. 19 Character is
A pure white lily that becomes rigid when picked. Its petals are icy cold and shatter now much more
like glass if mishandled. 150 gp
comfortable
around the
The curse of the gauntlets was that no magic would ever help you, beneficial or (un)dead than
baneful and anything you were in contact with would lose its magical properties the living.
while you're touching it. found out the contact one when visiting flying mage's 20 Any casted
Six giant
tower. temple
I was candles.
no longer Each isthere,
welcome 6’ tall,but
1’ thick, and weighs
with certain 100the
classes lbs.gloves
They are
are pretty
made
of fine white wax, rolled in gold dust, and set with emeralds. (320 gps each) magicgp
1,920 that
sweet even considering the downside. Oh also the curse had a very specific trigger, affects the
the
Thegauntlets couldofonly
cursed Girdle be removed
Femininity if you cast remove
and Masculinity, curse
a rare yet on them and
oft-discussed then had
magical Character
aitem,
chaotic neutral halfling pull them off of you with the intention of
is wrought with a most powerful magic. Anyone unfortunate enough to secure stealing them. 200 gp them to
causes
even if you hacked your arms off and then had regeneration cast on
it around their waist instantly finds their gender to be transformed. It is said thatyou your hands
be soaked in
would
not fiftygrow
A gold circlet
yearsback
set with
with
past, the gauntlets
four courton
aquamarines.
a nameless them.
jester was beheaded for presenting the girdle lamp gp
2,500 oil.
as a gift to Duke Lobelahn's lover. 21 The next
A small gold idol. sword that hits
the Character
750 gp
receives a
Gold plated idols – possession = death penalty permanent +1
160
bonus.gp
22 Character
http://www.dandwiki.com/wiki/Grog_of_Susbtantial_Whimsy_%283.5e_Equipment%29can no longer kill
anything.
Thunder Hammer – deafening or stunned, DC save, 40’ radius 23 Character’s
middle name
becomes
A carved harp of exotic wood with an ivory inlay and zircon gems. “Wonder Noodle”
750 gp always
and must
say their full
Description needed. name when
asked.
At the end of a long rest, a Bard attuned to this item may perform a dancing ritual 24 When
while wearing it. That bard makes a Performance check. Each creature that watches Character is
the whole ritual performance may replace their result for one attack roll, ability angry, their hair
Helm –orcherubic
check, infantwith
saving throw embellishment,
the result ofemits confusion
the bard's spell at wil
performance check. The ritual erupts into a cold
performance takes 5 minutes to complete. flame.
25 Character
A 'God-Helmet' that explained the universe when you put it on. It usually just fried gains a grog
your brain though, small chance of enlightenment or instant death. addiction, if they
A hollow glass sphere of surprising proportions – nearly three meters across. If it is don't consume
broken those nearby will catch the barest scent of alien perfumes, hinting at strange one once
1,000 gp per
lands belonging to the ancient time when the sphere was first forged and air week, they take
Once per day
trapped within it.this item grants one extra attack for it's user. -1 to all ability
scores,
increasing by
5x range, normal range 5x dmg, 2xs range = 4xs dmg, 3xs range = 3xs dmg, etc… - one each day
explodes & destroyed after use except at 5xs or 4xs range without grog.
26 Can exist
A jeweled anklet.
comfortably
2,500 gp in
harsh
A sizeable cut diamond with bluish tint. environments for
500 gp
10 minutes/day
27 Every week,
the Character
must sacrifice an
enemy or gain a
-1 penalty to all
ability scores
and saves,
increasing by 1
every day that
without grog.
26 Can exist
comfortably in
harsh
environments for
10 minutes/day
27 Every week,
A viscous potion in a clear glass bottle. It is uncomfortably hot to hold, and glows a the Character
faint orange in darkness. 150
mustgp sacrifice an
enemy or gain a
Self-guided grappling hook - +10 to ranged attack roll for aiming
-1 penalty to all
ability scores
Near-Empty-Ever-Full One Arrow Quiver – always only 1 arrow, will reappear after and saves,
being shot. increasing by 1
every day that
An embroidered silk and velvet mantle set with numerous moonstones. an enemy isn't
2,500 gp A
sacrificed.
special sacrificial
An old painting, a lot treasure by a painter of some renoun. dagger
2,500 gpappears
in the
A black leather collar, stiff from wear and riddled with bite marks. Character's
inventory
75 gp and
cannot be used
An ornate golden music box. for anything but
2,500 gp blow. It
a killing
is also bound to
Black leather saddle with streaks of red through the leather itself. A small amount of the Character.
black smoke emanates from the saddle when it is holding still. 2,000 gp
28 At the start
A common looking pipeweed, which smells only a little sweeter than the most of every
common varieties. Close inspection reveals occasional black burrs mixed among the encounter
150 gp the
leaves. Character must
An obsidian statuette of a demon with a golden inlay and fittings. succeed a DC
750 gp save or
10 Will
roll for a new
A very heavy, hard staff engrained with beautiful swirling, natural patterns across alignment.
the wood. It has a large diameter and is slightly tapered to be thicker at one end. It 4,000 gp
29 Character’s
can be used like a normal quarterstaff, except at 1d8 damage. However, in the hands organs will never
A
oftranslucent
a Druid or apale blue Opal
5th-level withthe
Ranger, green and
staff's goldentip
thicker mottling.
can be lit at-will like a Sunrod fail, even
1,000 gp if
of any color. The wielder is also capable of easily distinguishing any non-natural removed.
(magical) trees, seems
This longsword and cantospeak Entishmade
have been (so long
moreasfor
they could
show already
than speak
for use. It is Elvish).
silver- 30 Roll again,
plated steel and has a jet gemstone set inside the hilt. 750 gp living
the next
thing the
A small, leather-bound book filled with prophecies. All of them will be found to be Character
true, but the last of them is dated just a few weeks ago. 150 gp
touches also
A necklace string of small pink pearls. receives the
effect.gp
2,500
31 Character's
A circular Peridot of rich green colouring with milky inclusions. dream semi-
500 gp in
manifest
reality. (Like
A viscous, golden liquid inside of a corked glass vial. warped
1,000 gptrees, or
obscurely built
A platinum bracelet set with a sapphire. buildings. At
DMs discretion)
2,500 gp
32 Character
A large carry pouch made from the skin of a monkey. Inside are 1d6 Potions of gains
Superior Healing. 750 gp
Thaumaphilia,
an intense
This cursed item hovers just behind whoever it is attuned to, generating startling fascination with
sounds and lights at random intervals. A character attuned to the Prism of Paranoia magic.
cannot sleep or benefit from long or short rests, but has +10 to passive Perception. 33 Flowers
An cherrywood cloak that repels water perfectly.
growgp
550 out of the
spots where the
Character walks.
34 Character
seemingly ‘walks
on air’ and is
permanently 5
inches above all
solid surfaces.
35 Character
Thaumaphilia,
an intense
fascination with
magic.
33 Flowers
grow out of the
spots where the
This armor is Leather Armor with heavy rings sewn into it. The rings help reinforce Character walks.
the armor against blows from swords and axes. Three rings across the chest are 1,500 gp
34 Character
made of brilliant gold that sheds dim light similar to daybreak. seemingly ‘walks
on air’ and is
permanently 5
You can use an action to present the rod and command obedience from each inches above all
creature of your choice that you can see within 120 feet of you. Each target must solid surfaces.
succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While 35 Character
A tough metal
charmed in thisshield
way, with a large stud
the creature in the
regards center.
you as its trusted leader. If harmed by becomes
you or your companions, or commanded to do something contrary to its nature, a pregnant. Does
target ceases to be charmed in this not matter what
A simple but finely made silver andway.
gold The rod can't be used again until the next
brooch. sex, if any, the
dawn. 750 gp is. 01-
Character
49% = boy, 50-
A silver chalice set with moonstones.
98%gp
750 girl, 99-
100% other. Will
A light silver platter, 6 inches in diameter, etched with ornate feathers. be a clone of the
1,250 gp & a
Character
normal nine
You gain a +1 bonus to attack and damage rolls with this magical weapon, and it month
deals an additional 1d8 poison damage. The damage increases by 1d8 if the target is 5,000 gp
pregnancy.
a Monstrosity or Beast. Morning
This Morningstar is made of solid wrought steel, with a heavy spiked head. It
sickness
3,200 gp &
behaves like ahas
This weapon normal Morningstar,
7 spikes except
hidden within thewithin
Barb at60ft
theofend
Evilofand
theUndead
pike. Ascreatures
a ranged severe mood
and within
attack, you an
can hour of
launch Dawn.
a In
single any
spikeof
atthese
a cases,
target, the
each head
having glows
a like
range of the tip of aft.
100/200
A translucent ruby with aa Morningstar
white star-shaped center. swings apply as
Sunrod, and itspikes
Each of these becomesdeal 1d8 piercing +2 which
damage. stuns Morning
Every for 1d4+1 atrnds
dawn,onthis
a Critical.
weapon DM sees
1,000 gp fit.
Fortitudeall
regrows saves vsspikes.
of it's stun, with a DC equal to the player's attack roll. Cannot be used
by 36 One of the
StarEvil creatures.
Sapphire is a precious variation of the sapphire, however is more translucent, Character's
with a white star highlighted in its center. A star sapphire has been known to 1,000 gp
permanent
ornament devices which protect against magic. effects or injuries
A simple leather pouch filled with 4 small runestones. are cured! If they
5 gp
don't have one,
This round and polished stone glows with a fierce light and seems to dispel the re-roll for one.
shadows around you. 37 gp
500 Character's
bones turn to
A sharp one-sided blade that is slightly curved. wood, and can
live off sunlight.
When they go up
This is a magical Glaive, with an ornately decorated shaft made of solid (but light) an age
steel. The blade is made of silver, and floats near the end unattached to the shaft. 1,400 gpgroup,
they go up a size
Three keywords act on this weapon: anda, sinta, and pahta (long, short, and closed, category as well
This large Anda
in Elven). basinishas thebloodstains permanently
longest extent, ingrained
and the weapon inas
acts it.aAny liquid placed
two-handed in
glaive.
the Clegane Bowl immediately turns into Potion of Greater Hype. When consumed, a as receiving the
Sinta makes the weapon shorten and behave as a one-handed axe, and pahta penalties of
dose of this
shortens the potion
weapon doubles
to the Strength
throwing-axe score
size. The ofblade
the user
also for 1 hour,
changes up toand
shape a
This wrought-iron
maximum band is pitted and stained as if by acid. Between the two thorns aging.
position tooffit30 Strength.
these
band,weapon
a crude styles. 100
formed by the lump of silver on its head suggests the image of a skull 38 gp Character
against a black field, perhaps the symbol of Myrkul, Lord of Bones. can cast a
A large tome, bound in leather and clasped with gold. A closer inspection of this random
volume will reveal that each page is perfectly preserved dragon scale which has 200 gp cantrip
spell at will.
been inscribed with the black blood of a fiend. The book describes the four spirits 39 Can Rage
A yellow facetorpiment,
(quicksilver, cut Topazsalgemstone.
ammoniac, sulfur) and seven bodies (gold, silver, iron, 1/daygp(effect
500
quicksilver, lead, tin, copper) of traditional alchemy. does not stack,
An uncut chunk of raw diamond. It is easily the size of a dwarf’s fist and is likely roll again).
worth a substantial sum to the right jewel maker. 1,000 gp turns
Character
green and
A wand with runic inscriptions that have been scratched out and rewritten several extremely
times 250 gp
muscle-y.
Character will rip
through their
armour making it
worthless unless
they get it
repaired.
40 Character’s
body becomes
does not stack,
roll again).
Character turns
green and
extremely
muscle-y.
A black and white painted Oakwood wand, with card suits painted down the length Character will rip
of the wand beyond the handle. through
250 gp their
armour making it
This mask has been painted gold and appears to be a ceremonial mask worn to worthless unless
battle. 750
they gp
get it
repaired.
A pair of elegantly decorated teacups that always feel warm to the touch. If filled 40 Character’s
with any liquid, it will somehow seep through invisible cracks in the cup. 500 gp
body becomes
A glass orb with a small slit opening, braced by fine grey metal. an orangutan.
(no stat
150 gp change)
41 Character
A transparent fiery yellow or yellow· green Sapphire. forgets a random
1,000 gp
language.
42 Character
A foul smelling liquid that shifts between bright red and burgundy as it swirls realizes the
around it's flask. 3,500 gp
meaning of life,
A shiny silver sword with a purple hilt. There are three orange pommels at the but is unable to
center of the hilt that each resembles a triangle, placed together so they create a tell anyone else.
larger triangle as a group. The guard is shaped like two outstretched wings and They are also
This
alongoddly-shaped weapon
the blade of this swordlooks like it might
are etchings be made
in Elvish thatof roc’s
read feathers,
"The Blade bound
of Evil's hunted by cults
together and strengthened by magic. There is a small emerald set in the weapon’s 900
(andgp maybe
Bane". Looking into the history of this sword will tell of an order of Maesters who,
vertex
upon amidst gilded furnishings that marktheit as a weapon of some distinction. gods) so that
A potion vial containing a purple concoction, labelled simply "Ooze". The bubbling,it
growing weary of merely recording passage of history, decided to make
they won't even
themselves.
slimy fluid is dark purple with emerald accretions on the side. It smells like butyric 900 gp
have the
acid (vomit) and tastes worse. knowledge, or
Grants the following, +2 fort saves, +2 reflex saves, +2 will saves
might have it
extracted out of
The tiny figurine of a fertility goddess, carved from a rare, fist-sized pearl. Found them.
deep beneath the surface of the earth, for two weeks after it is brought to the 43 Character
surface any woman touching the figurines will become pregnant. After the two week sprouts a tree on
Ring
period of has
Ghosts: the wearer
expired, of the
the figure willring
nevercanwork
see and
againcommunicate with the
(or until returned to ghost of
its original their head.
any intelligent being
spot for 1d12 months). that has died in the past 24 hours within a 1 mile radius. After Extends lifespan
the 24 hours, the ghost disappears. The ghosts are only visible and audible to the x5000. Tree will
A scroll that
wearer, when signed
but remain with blood
intangible. would
Also, the enter
ghosts thearen't
likely participant into an assassin
very cooperative if the grow until too
ranking system.
players killed Upon the scroll was also an arrow that always pointed to the
them. heavy for
assassin that was a rank above you. The goal is to reach rank 1 for a single wish
Extract
howeverthe theconsciousness of aapacified
only way to gain rank is or willing
to kill being to be
the assassin stored
above you.within.
The RankTheis person,
consciousness can be injected into the still warm body of a dead being,
infamous and well paid for their trade so strong assassins are always waiting for giving thema enveloping them
arank
newopening.
body to inhabit. and taking root.
A person bandaged with this item will be unable to do anything for themselves and Person will
will rely on others for everything. They will not remove the bandage until the become
wound is healed. immobile tree.
The wearer of this necklace has a general feeling that he is safe. The opposite is, in Retains
fact, the case. Any time something bad happens to the group, the wearer of this personality and
necklace bears the brunt of the misfortune
A damp rag which carries a faint musty smell. speech.
44 Lung
capacity
The potions are a polymorphed group of famous heroes transformed into oozes. enlarges
Anyone with the ability to communicate telepathically are able to speak with them harmlessly. Can
(and probably help them get back to normal). hold breath for
You have a bonus to attack and damage rolls made with this piece of magic 20 minutes.
ammunition. The bonus is determined by the rarity of the ammunition. Once it hit a 400 gp
45 Roll for new
target, the ammunition is no longer magical. Value listed is for individual units. god.
An arrow of slaying is a magic weapon meant to slay a particular kind of creature.
Some are more focused than others; for example, there are both arrows of dragon 46 gp
600 Character
slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, thinks "They" are
While
or group wearing this amulet,
associated with anyou canof
arrow use an action
slaying takestodamage
name a from
location
the that youthe
arrow, are after him.
familiar 160,000 gp "They"
creaturewith
muston another
make a DCplane of existence.
17 Constitution Thenthrow,
saving make ataking
DC 15anIntelligence
extra 6d10check. Whoever
On a successful
piercing damagecheck, you cast
on a failed theorplane
save, shift
half as muchspell. On damage
extra a failureon
, you and each one.
a successful are.
creature and object within 15 feet of you travel to a random destination.
Once an arrow of slaying deals its extra damage to a creature, it becomes a 47 Character's
Roll a dlOO. arrow.
nonmagical On a 1-Other
60, you travel
types to a random
of magic location
ammunition ofon
thisthe plane
kind yousuch
exist, named. On
as bolts face has the
aof61- 100, meant
slaying you travel
for atocrossbow,
a randomly determined
though arrows plane of existence.
are most common. Value listed is for same properties
each arrow. as catnip. (A cat
allergy may be
included at DMs
discretion)
45 Roll for new
god.
46 Character
thinks "They" are
after him.
Whoever "They"
are.
These two amulets are enchanted as a pair and both must be worn at the same time 47 Character's
for the enchantment to work. Anything wearing it cannot be considered as food. 1,000 gp
face has the
Once per day, you can remove AC of target granted by armor, last until end of your same properties
next turn. User takes -2 to AC for same duration. (I think lasting until the end of as catnip.
400 gp (A cat
combat might be a bit op, also I have named it after Hans Christian Anderson allergy may be
Smart 50’it rope
because makes– obeys simple
me thing commands,
of the Emperor'sanimated like snake
New Clothes) included at DMs
50gp
discretion)
48 Arcane
While holding this shield, you can speak its command word as a bonus action to markings
cause it to animate. The shield leaps into the air and hovers in your space to protect 6,000 gp
(Explosive
you as if you were wielding it, leaving your hands free. The shield remains animated Runes) appear
You1have
for a +2until
minute, bonusyoutouse
AC awhile
bonuswearing
action this armor.
to end this effect, or until you are on skin
6,000 gp
incapacitated or die, at which point the shield falls to the ground or into your hand if permanently,
you
Whenhave
youone free.
take off this ring and it transports you to where you first put it on and cannot be
disappears. 9,000
removedgp even if
the skin is.
This bag superficially resembles a bag of holding but is a feeding orifice for a 49 Character
gigantic extradimensional creature. Turning the bag inside out closes the orifice. 10,000 gp
falls madly in
The extradimensional creature attached to the bag can sense whatever is placed love with random
A beautiful,
inside vibrantly
the bag. Animalcolorful cloth parasol
or vegetable with a wholly
matter placed light wooden handle.
in the bag The object
is devoured and
feels delicate and weightless. party gp
1,500 member.
lost forever. When part of a living creature is placed in the bag, as happens when DC 25 to get
someone reaches
While wearing thisinside it, there
belt, your is a 50score
Strength percent chance
changes to that
25. Ifthe creature
your is pulled
Strength is over themselves,
inside
already the bag. A creature inside the bag can use its action to try to escape with a 24,000
can onlygp make
successful
equal to orDC 15 Strength
greater than 25,check.
the itemAnother
has nocreature
effect oncan use its action to reach into
you. save 1/month.
the bagwearing
While to pull athis
creature out, Strength
belt, your doing so scorewith achanges
successful DC If20your
to 23. Strength check
Strength is 50 Character’s
(provided
already it isn't pulled inside the bag first). Any creature that starts its turn inside 19,000 gp
dreams are
the bag
equal toisordevoured, its body
greater than destroyed.
23, the item has Inanimate
no effect on objects
you. can be stored in the bag,
While replaced with
which wearing
can holdthis belt,foot
a cubic your ofStrength score changes
such material. However, toonce
23. Ifeach
yourday,
Strength is
the bag
already visionsgp
19,000 of
swallows any objects inside it and spits them out into another plane of existence.
equal to determines
or greater than 23, the item hasIfno effect drinking a
The DM the time and plane. the bag on you. or torn, it is destroyed,
is pierced
A plain,
and unadorned
anything blackwithin
contained obelisk.
it isIf transported
brought above to aground
random and into the
location onopen, the
the Astral particular drink in
obelisk will draw down a near-constant barrage of lightning to itself – even if the 17,500 gp
a particular
Plane.
sky is clear. tavern.
A translucent lustrous black Sapphire with glowing highlights. 51 Character
5,000 gp
becomes aware
Twice per day, whomever users this dagger can instantly teleport up to 30 ft in any of how to
direction. Cannot be used if you were attacked since your last turn. process
7,000 gp opiates
d20
and meth.Alignment
An old looking brass harp that has only 3 strings left. The strings are flecked with 1-2.....Chaotic
52 Character's
rust, or so it seems. Holding it gives you a feeling of cold anxiety. Evil
2,500
stomachgp now
3-4.....Chaotic
functions
The wearer of the boots gains water-walking, with a twist. On any body of salt Neutral
similarly to a bag
water, the boots generate a 30 ft. radius of dry, walkable sand beneath the wearer. 5-7.....Chaotic
of holding.
Which means several party members could benefit from the effect. They functioned Good
53 When the
Brazier of infinite
for an hour imps.
per day, but 1d4 impshave
it didn't spawn every
to be 24 hours. If they are not killed by the
continuous. 8-9.....Neutral
Character
500 gp is
time the brazier spawns a new set, the previous imps die and vanish. Evil
asleep, their
A wooden buckler with a burned-in sigil of a bee on the shield face. It vibrates 10-11...Neutral
consciousness
ferociously when struck. 12-13...Neutral
2,500
leavesgptheir body
Good
in the shape of
This slender taper is dedicated to a deity and shares that deity's alignment. The 14-15...Lawful
their favourite
candle's alignment can be detected with the detect evil and good spell. The DM 8,400
Evil
mundanegp animal
chooses the god and associated alignment or determines the alignment randomly. 16-17...Lawful
to fuddle about.
Two rings, user
The candle's mayisopt
magic to takewhen
activated damagethefor the other
candle is lit, person wearingan
which requires theaction.
ring Neutral
54 Character's
1,000 gp
After burning for 4 hours, the candle is destroyed. You can snuff it out early for use 18-20...Lawful
shadow does not
at a laterof
A crown time. Deduct
severed, the time itfingers.
mummified burnedEach
in increments
finger bears of 1three
minute from rings.
jeweled the Good
do the same
candle's total burn time. While lit, the candle sheds dim light in a 30-foot radius. Any 2,200
thing gp
as the
creature within that light whose alignment matches that of the candle makes attack Character. It is
rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid the same size,
in the light whose alignment matches the candle's can cast 1st-level spells he or she and does not
has prepared without expending spell slots, though the spell's effect is as if cast with leave no matter
a 1st-level slot. Alternatively, when you light the candle for the first time, you can what time of day.
cast the gate spell with it. Doing so destroys the candle. 55 Character is
haunted by
nightmares of a
lost island that
mundane animal
to fuddle about.
54 Character's
shadow does not
do the same
thing as the
Character. It is
A finely-crafted, clear crystal pyramid with no noticeable impurities. the same size,
and does not
leave no matter
Allows a blind user to see but at a cost. (will at random cause you to attack others) what time of day.
55 Character is
A set of dark blue rings, which rotate freely against each other, but cannot be haunted by
separated. nightmares
0 gp of a
lost island that
Diamond is a hard clear gem which can be clear blue-white, rich blue, yelow or pink. holds
The hardest of all the gemstones, and among the most valuable. Diamonds are 5,000 gp
extraordinarily
usually found in northern mountains by underground races, and then traded to the improbable
These
surfacewooden
world. donkey legs can be attached to anything (but are not strong enough animals.
to carry literally anything). Once attached, the thing will follow you around like a 56 Colourful
loyal donkey. For example, you can attach them to a heavy statue and then have it bubbles come
A thick
walk shaft
itself outofofwood with totemic
the dungeon. carvings.
Donkey It has
legs are a slightas
as strong gradual spike shape,
two donkeys!
being thinner and sharper at one end, and thick and flat at the other. out ofgp
1,500 the
Character's
In the laboratory, vault, or home of the famed (and thought long dead) Eldhand the mouth instead of
Scholar sits a small glass box. Across the lid is a grid of very tiny holes for air. The 0 gp but the
words,
box contains a pink, slimy slug admidst some wet sawdust. A tag on the box reads words come out
A large, unmarked
“Eldhand.” The bugblue tome.
can be Every
killed page
easily, inside
like is blank.
any slug. However, placing the slug near of the
500 gpbubbles
one's nose or mouth allows it to crawl up into the player's brain. The player will go when they pop.
into a coma
A plain, forring
heavy 3d4ofhours
darkand, upon
metal. awakening,
It seems will find
occasionally that the voice of Eldhand
heavy. Cannot cast
the Scholar can be heard inside their head. He is quite sarcastic, pessimistic, and spellsgp
2,000 with verbal
usually upset that someone so “pea-brained” ended up finding him. However, he can components.
behigh
A convinced
quality,toperfectly
give helpbalanced
in scholarly matters—granting
gladius that is excessivelythecomfortable
host +6 on all
to wield. 57 Character's
Knowledge Arcana,
The blade only seemsKnowledge
to sharpenHistory,
with use. and Spellcraft checks. He is reluctant to give 4,000
gender gpswitches
out help unless you have proven yourself a more than worthy host. But he is at night. Were-
A jeweledwilling
generally gold crown of superb
to help quality.
in exchange for your player eating some odd or expensive gender.
food item (plums, goat cheese, and Ruby Port liquor tend to be his favorites). 7,500 gp
58 If the
A solid gold jewelry box with a platinum filigree. Character
punches
7,500 gp an ally,
they forget who
A small gold statuette of a man, set with rubies. the Character is.
7,500 gp
59 Character
switches ears
A cloth tool-roll that contains six needles of varying thickness. A melody is with the next
embroidered on the inside of the roll. 500 gp
race they come
A set of enhanced, heavenly armor. Powerful enough to protect and shield a hero on into contact with.
his journey through the the world, or even beyond the Gates of Hell itself. These (Ears will
armors are made for the most faithful and divine mortals and angels alike. shrink/grow
A bejeweled
While ivory
wearing thisdrinking horn
armor, you with
gain gold
a +2 filigree.
bonus to AC, you have advantage on all proportionally for
7,500 gp
all involved)
saving throws against effects caused by fiends, and it creates an aura in a 5-foot
radius around fiery
you. Fiends 60 Any casted
A transparent orange in thevariety
gem aura have disadvantage on saving throws.
of Zircon. magic that
5,000 gp
affects the
An ornate game board made of jade, with 40 solid gold playing pieces. Character
causes
7,500 gpa wild
surge.
King's Tears are very rare and are sometimes called frozen tears. Clear, teardrop- 61 Character
shaped, smooth surfaced, and totally unbreakable so far by any means. These stones 5,000 gp climb
can easily
are said to be the crystallized tears of long-dead necromancer kings. In each gem trees like a cat,
Plain,
can bebut
seenexceptionally clean
that which the chainmail
weeping kingthat feels
loved longlight,
ago.and always
Their true cold.
nature is or a monkey.
1,250 gp
62 Character
unknown but suffice it to say that sages prize these gems above all others
develops
A gold-rimmed cobalt locket inscribed with draconic runes. Inside is a small
replaceable portrait. Thaumaphobia,
1,250 gp
an intense fear
of magic.
63 Wave of
force emits from
Character, 1d4
damage in cone
in direction
Character faces.
64 Character's
can easily climb
trees like a cat,
or a monkey.
62 Character
develops
Thaumaphobia,
an intense fear
A mysterious ornamental club hammer of dwarf origin, only someone with of magic.
extensive knowledge of weapons or magic (Eg. Blacksmith, Enchanter, etc) can 2,700
63 Wavegp of
discover its true meaning. force emits from
This fiber necklace contains beads that separate several teeth from a variety of Character, 1d4
creatures. All together, it can support up to 7 teeth. 5,000
damage gp in cone
in direction
A small pouch of tiny dry seeds that leave black soot on your fingers and smell of
Character
350 gp faces.
pungent incense.
64 Character's
This is a small brass whistle, shaped like the head of a horse and stained with age. age fluctuates ±
When the whistle is blown an extremely high-pitched note is emitted, summoning a 4,600 gp each
20 years
magical steed that serves just like a Heavy Warhorse. It will stay until the whistle is day.
A thick,again—at
blown velvety flower
whichpetal
time of pastel pink and
it unsummons. flecks ofifred.
However, the It leaves
horse a fragrant,
is slain, its body 65 Character's
pleasant dust onthe
your fingertips. 200
breathgpis a light
disappears, and whistle will never emit a sound again.
flurry of snow.
A jeweled platinum ring. 66 Character
7,500 gp
cannot exit
A thickthis
green potion in a small clear bottle. Closer purple
examination through the
Inside strangely shaped vial swirls a blackish liquid.reveals silverit will
When used
particles same way they
1000gp
randomlysuspended in the
and instantly liquid.the user to a free spot up to 50 feet away. This
teleport
entered.
includes through walls, into pits and between floors. However the potion will not
work if you are otherwise prevented from teleporting either by Dimensional 67 Character
shackles or other by means. can cast a
random cantrip
A large carry pouch made from the skin of a monkey. Inside are 1d6 Potions of level spell
Superior Healing. 1,000 gp at will.
68 Character
A gray powder that when thrown vastly increases speed and creates many small lays an egg
holes in the target (regardless
1,000 gp of
gender). (What
"The handle was made of black leathers which connected two chains down to the kind is DMs
head of a cylinder-shaped flail head. The head was like a cage that had interlocking 40,000
choice.)gp
strips of steel with spikes pointing outwards at every link. Inside, it contained a 69 Character
A small, shifting,
brilliant blue lightrainbow coloured,
that hummed irridecent
which gemstone.
grew with The
intensity fluidspun."
when shades of colour no longer
appear almost liquid under normal sunlight, it is truly a beautiful sight to behold. 5,000 gp gives
off any indication
Rogue stones are extremely rare and are used for the gemjump spell, hence one of that they are
Ruby
the is a sought
most pink toafter
blood-red
gems colored gemstone, a variety of the mineral corundum.
in the Realms. alive (or
5,000 gp
undead). Is not
A painted gold child's sarcophagus. It is empty, but itself valuable. detected by
7,500
detectgp life or
detect undead.
A set of golden cups, each set with emeralds. 70 Character
7,500 gp
gains a random
A knotted and well-worn walking stick with living vines that grow from it. There are language.
druidic symbols for everlasting life etched near the handle. 71 Ifgp
2,500 the
Character hears
A dull, rather drab looking rapier inhabited with the intelligence of a hyper- their name, they
particular grammarian. petrify for 2d4
rounds.
A carved, thumb-width stick of great sturdiness. Holding it fills you with a furious 72 gp Character's
urge to break it. 500
presence causes
A set of two Chakrams, one copper and the other bronze, both wrapped with old holy symbols to
leather handles. Each deals 1d6 damage and an additional +2 Fire damage, when glow red.
2,300 gp
either thrown or swung in melee. If a Chakram is thrown and hits, it returns to the Including
This is a bag
thrower's of shurikens,
hand by magicalmade
means.of Treated
flat bronze blades
as an with
exotic a large1.5lbs
weapon. copper ball set in
each mundane ones.
the center. They are very heavy, and suffer a -2 to attack rolls. However, once they 600
73 gp When the
are thrown, they explode upon touching anything substantial and deal 4d6 Fire Character is
A heavy,within
damage simple10platinum torch that
feet. Survivors will not
within ignite
20 feet areunder normal
deafened for circumstances.
1d6 rounds. 0.5lb teleported, they
8,000 gp
each cannot take any
gear (clothing
and equipment)
with them.
74 Character
gains one time
use of spell
equal to Cha
modifier. (Use
Including
mundane ones.
73 When the
Character is
teleported, they
cannot take any
A circular shield with an amber edge, and covered in a lustrous, gold-colored metal. gear (clothing
On the face of the shield is a depiction of a man destroying a dragon while the and equipment)
1,500 gp
dragon destroys the man, as in an ouroboros. with them.
Obviously mystical arrows of superior make. They have a metallic shaft etched with 74 Character
elegant marks of clouds and storms, and always glow with a pale shimmer. The 150
gainsgpone time
markings occasionally gleam with bright light. A full set is 13 arrows or bolts. use of spell
This extremely tiny Beholder creature has wings in addition to its ten eyed equal to Cha
tentacles. It is made of delicate glass that is finely stained. Any arcane spellcaster 6,400 gp
modifier. (Use
can activate it, as can any creature that succeeds on a DC 20 Use Magic Device skill modifier for DC)
A simple
check. white
When pearlescent
activated, ring.
it will comeCurse: Lose
to life 1d4
in all max health oncethat
respects—except per itday. The
is tethered
effect stacks each day. Once worn, this ring cannot be removed. Any attempt to 750 gpCharacter
to the mind of the activator. It cannot attack, move objects, or affect the physical gains a grog
remove
setting the
in ring
any sees
way. it reappear
However, it canafter
fly aupfew
to seconds.
100 ft awayAnyatattempt
a speed to
ofcircumvent
10 ft per the
This axe
curse by appears
removing tothe
be ring
like any
fingerother
sees felling axe, on
it appear butawhen usedfinger.
different it willIfunerringly
the wearer cut addiction, if they
round.
down The activator
anyevery
tree with can
one now
swing. see
Its as though
formidable their head
weight were
and the
uneven eye, and
balancing can ONLY
make it 7,000
don't gp
consume
removes
see what finger,
the eye would the curse ends. Should they fail to get the curse
see. This means the original PC is temporarily “blinded.” removed
abefore
slow, inefficient weapon. one once per
The eyetheir health
can be
Re-animation falls below
deactived
bomb at any0 time
they from
become anyan undeadwithin
distance thrall. 100 ft. However, as
week, they take
soon as it is deactived, it turns back to delicate glass—wherever it was. Thus -1 to all ability
deactivating it before flying it back is not recommended. scores,
A miniature model of a pyramid, which glows a faint blue. If a deceased creature of
increasing by
Diminutive or Fine size is placed beneath the pyramid, they will be reincarnated in
one each day
1d20 hours. The pyramid can manifest this ability once per lunar month.
Ring of Sustenance – require no food/water/rations without grog.
76 Fireflies
swarm the
The sapling of a young tree. Within a few minutes it will have grown into a wizened Character at
oak. A few moments more and the tree slowly fades from existence as a young night, and does
seedling pushes up from the ground and begins the cycle anew. not gain bonus
Garnet is a general class of crystals ranging from deep red to violet in colour. a for hiding
typical cut for this rare isometric gem is 12 to 24 sides, with the very rare 36 sides 10,000 gp in
darkness. (No
being known from time to time. This may be the only 48 sided garnet in existance.
An penalties either)
andapparatus
as such it of Kwalish
is highly appears to be a large, sealed iron barrel, but it has a secret
prized.
catch that opens a hatch in one end. Inside, a character finds ten levers. The levers 10,000 gp
77 Character
perform various functions, including extending or retracting the legs, tail, pincers cannot enter a
Apple of thecovering
and feelers, God’s – gain
andrandom ability
uncovering theof 1 god aspect
portholes, at risk
moving theofapparatus,
save vs death, then
snapping room without
random forbidden fruit side effect; ability is 1 per day/50% chance success 5,000 gp
announcing their
its pincers, opening and closing its magically-lit "eyes", rising and sinking in water,
and presence
You opening
have a +3orbonus
closing
tothe
AC hatch. When activated
while wearing the apparatus looks like a giant
this armor. 78 Character
lobster. 24,000 gp
can cast a
You have resistance to nonmagical damage while you wear this armor. Additionally, random cantrip
you can use an action to make yourself immune to nonmagical damage for 10 spell atgpwill.
18,000
minutes or until you are no longer wearing the armor. Once this special action is 79 Character
A longitsteel
used, can'tblade with
be used an amber
again edge
until the anddawn.
next lustrous golden hilt. When first becomes soluble
discovered, the blade is without detail, but is filled with runes as members of other 3,000 gp
in rainfall.
races volunteer their blood as tribute to the blade's cause. (Drinking liquids
While wearing this belt, your Strength score changes to 27. If your Strength is is harmless)
already 36,000 gp
80 Character
equal to or greater than 27, the item has no effect on you. now owes their
While wearing this belt, your Strength score changes to 29. If your Strength is
already life to someone
45,000 gp
equal to or greater than 29, the item has no effect on you. who won’t be
This greatsword belongs to the current mortal champion of Vingaret, the goddess of born for
vengeance. Once per day, the attuned champion can choose to have one attack with 50,000 gp
centuries.
Bloodgaze deal an extra 1D10 damage to the target if the target was the last 81 Character
Gives insane
creature buffs,the
to attack will eventually
champion. turn
This you into
damage one of whatever
increases it's namesake
to 2D10 when the is. sprouts a 3 ft
champion reaches 7th level and to 3D10 when the champion reaches 15th level. prehensile
Gives insane buffs, will eventually turn you into one of whatever it's namesake is. monkey tail.
82 Character
perform any
Gives insane buffs, will eventually turn you into one of whatever it's namesake is. action without
announcing their
name.
83 Character
does not age
while asleep.
Increase life
span by 1/3.
84 Character
teleports 1 mile;
prehensile
monkey tail.
82 Character
perform any
action without
announcing their
name.
A small brass flame-shaped charm on a black cord. The center of the flame is 83 Character
overlaid with platinum and is visible in darkness. Holding it in your hands fills you 2,000 gp
does not age
with a tingling sense of ambition and an urge to act. while asleep.
A flattened bronze halo that hovers behind the bearer's head. It spins rapidly when
the bearer exhibits great presence of mind. Increase
1,000 gp life
span by 1/3.
A commanding cloak of authority, used to hide whole legions of armies against the 84 Character
Starwizards of the astral planes. teleports 1 mile;
stone replica
A copper band with a scale-pattern etched into it. At the top of the bracelet is a appears in their
broken inset where a platinum decoration used to be. 0 gp
place.
A copper gauntlet that never greens. The bearer feels a sense of influence and 85 Roll again,
importance. the effect
1,500 gp is
twice as strong.
Nigh-unbreakable golemsteel armor enchanted to withstand nearly any strike. (Twice as long,
If a ranged attack targets a friendly creature besides yourself within five feet radius, twice as much,
you can move them and take the shot to negate the damage and effects instead; if etc.)
A necklace
they of large
are within a 10gold-and-platinum prayer
feet radius, use your beads, 12 beads in all. They project a
reaction. 86 Character's
feeling of safety and austere silence. 1,000 gp
clothes change
A thick, flesh-like leather vest adorned with occult symbols and human teeth. Parts randomly when
of it are ragged with wear, and it feels clammy to the touch. attacked.
5,000 gp
(Armour is not
This ring is set with a hemispherical glass eyeball that looks around when it is worn. affected)
It functions as an alternative eye for the user and is not affected by magic. 9,000 gp
87 Character's
breath becomes
Two disks of hardened quicksilver laying atop one another. If they are separated, a combustible.
tornado springs up between them – anchored on each end to a disk. 88 Last
creature killed by
Bottle with a liquid with rainbow colors. When you drink it you automatically
succeed on death saving throws for one hour. Character is
reanimated, and
A single, elegant seaglass colored earring made of clear glasslike material. Its exact hunts the
shape changes slowly over time, shifting from one watery artful shape to another. 5,000 gp
Character.
89 Character
A small silver ring shaped from the circle of Captain Wellby's hat. becomes aware
2,000
that atgpdeath,
they are
A black and crimson cloak with tattered edges that are ever-glowing as it were on
resurrected
2,000 gp with
fire on moments ago.
opposite
A simple, sturdy longsword with a broad blade. There is a shining sun sigil at the alignment.
crossguard. The blade shines as if reflecting sunlight, even in the dimmest rooms. 10,000 gp
90 Character
becomes very
This warhammer belonged to a famous dwarven general known as Thaxton the talented at
Fierce. It grants a +1 bonus to attack and damage rolls, as well as Intimidation making whittled
checks, to the user. If the user is a dwarf, this bonus is increased to +2. spoons.
The Book of Kaza is a famed tome written by the lich, Kaza. It is said to deal with the 91 Character
darkest secrets of necromancy, though the pages appear to be blank when you look 4,500 gp
realizes that the
at it. Kaza was destroyed during the upheaval of Nethril's final days. How it has
"The Box universe was
come to itsofpresent
Do Want" whichafter
location made soanyone looking
many years into the box
is anyone's desire whatever it
guess.
was that I put inside of it. A rock? The shopkeeper wants it so badly they're willing born in a huge
to pay their entire fortune. A spoon? The tavern keeper is willing to give you his explosion. Is
This legendary eyeball, said to have once been that of a gynosphinx, has the
daughter. allowed to start
capability to scry at a radius of around 1000 miles. To use it, one must attune to it 30,000 gp
religion.
and to do so, one must gouge out one of their own eyes and replace it with the Eye of 92 Character
Vial #2 contains
Far Seeing speculumia,
(similar to the eyeaofslightly
vecna).greenish opaque liquid that when drunk can juggle
suddenly causes a cloud of smoke and summons an exact copy of whoever drank it. anything they
The new person is completely the same as the drinker and will actually think that he can lift.
Rust-dust
is the one whoBombdrank
– metallic eating
the drink, dust
the sudden cloud of smoke will prevent anyone 93 Character
witnessing the situation from being able to tell which one is the original person.
becomes
addicted to
casting the last
spell they
casted, and
really enjoys
casting it
whenever they
get the chance,
religion.
92 Character
can juggle
anything they
can lift.
93 Character
becomes
A sack of prized flower bulbs addicted to
casting the last
spell they
Receipt for delivery of slaves casted, and
really enjoys
Salve of Silence – armor improving sound nullifier casting it
whenever they
get the chance,
When used (worn), this seemingly golden crown turns to sand and falls to the or an excuse.
ground where it reforms into a crown. Any gold, silver, or copper item it is placed 94 Character
near will also gain this property. A coin would only turn to sand when it was being cannot enter a
A thick
used leatheretc
(spent), satchel containing an adventurer's’ kit: 6 wax candles, two pieces of building
white chalk, two pieces of red chalk, a small bag of (100) clay marbles, a whistle, 10 gp without
being invited.
four pieces of charcoal, three large sacks, six iron pitons, a hammer, a tinderbox 95 Deludes
Silver pan/satyr
with flint pipes/flute
and steel, 2 empty copper vials, a chunk of coal, and three large sheets of Character into
paper. believing the
Package of d6 sausages grog functions as
indicated by a
second die roll
A quarry of 20 Screaming Arrows – intimidate/fear check (no save).
96 Character
Nigh-indestructible scroll case – leviathan ivory, jewel encrusted, demon paintings no longer has
on side – scraps of scroll inside muscles. (But
can do
Without a successful Arcana check of 25, this scroll appears to be a Scroll of everything
Comprehend Language. When used, however a DC save must be made or the user without them.)
will be unable to speak anything but gibberish for 1d20 days. 97 Everyday
Summons a moose. when the
Character enters
A 40’ coil of rare sea shells strung on a silken cord combat,
Character's
sweat becomes
extra planar/dimensional transport/escape to pocket dimension with a minor water
scrying/teleportation stone/orb elemental. 3d6
rounds, 50%
A scroll detailing the bound service of two men-at-arms sworn to six months of chance of being
service. hostile.
Shadoweave armor is woven with darkness imbued into its silk. +6 armor +6 max Dissipates at
bonus midnight.
98 Any liquid
Studded leather armor made from sharkskin set with iron disks. consumed now
100 gp the
produces
effect of the grog
A high quality sharpening stone to the Character.
99 Character
explodes and
Shrunken head with command word – 1 ray spell per hour
dies,
bwahahahaha.
A leather string holding 11 silver shuriken. Will negates.
12 gp
(DC 10)
100 Character
A large signet ring of gold, worked with a unicorn crest. Any commoner who dons suddenly recalls
the ring will suddenly discover its metal heated to unbearable levels – causing one a past life where
hit point of damage per round. However, anyone with noble blood (however slight), they were a
A
orsilver brooch
destined depicting
to become a mage’s
a noble tower.
at some (This
point could
in the be a pass
future, who for magical
does wards
the same willat destitute
the mage’s 12 gp beggar
suffer only tower, at the DM’s
a momentary flashdiscretion.)
of pain (with an accompanying 1 hp of damage). They who died, with
will find that the unicorn crest has reshaped itself to their own heraldry, which has no one to miss
also been branded in miniature form upon the back of the finger. From this point them.
forward, they can put on or remove the ring at will without any further ill effects. 101 Character
teleports to
where they had
visited 24 hours
ago.
102 Character's
100 Character
suddenly recalls
a past life where
they were a
destitute beggar
who died, with
A pouch filled with 13 silver sling bullets. Each bullet is engraved with the holy no one to miss
symbol of Pelor. them.
10 gp
101 Character
A large chunk of raw silver ore. teleports to
5 gp they had
where
visited 24 hours
A set of 8 silver spoons. ago.
2 gp
102 Character's
A set of five small silver statuettes (each about 2” tall) consisting of a cat, an owl, a touch brings
falcon, a horse and a griffon. wilting
45 gp flowers
back to life.
Two six-fingered gloves, along with a matching seven-fingered glove. The set is 103 Character
made of supple black leather, and stitched with fine, silver thread. can cast Detect
Stupid at will.
A single, platinum skeleton-key on a platinum ring. The key is finely crafted, with a (doing
delicate design etched in elvish characters along the length and across the bow. 37 gp so might
only detect the
Key chain with multiple types of ‘skeleton keys’ Character)
104 Character
can become a
Gold dipped idol of several skulls mount.
600
105 gpCharacter
becomes a
A bearer-order allowing the possessor to take ownership of a dozen slaves from dehydrated
Zoealage the flesh-monger water salesmen.
One time use only, grants perfect hide and move silently rolls to all allies. effect is (just add water!)
lost if moved within 10ft of enemy (3 sp per can)
106 Character
This heavy and thick bear hide is all that remains of the fabled Aeger. Several grows cat ears,
hundred years ago, the Aeger, a giant bear, terrorized hundreds of small villages up 9,000 gp a
and gains
and down the Sword Coast. The bear was invulnerable to fire, cold, or acid. Finally dislike of water.
A
thelong, narrow
young men wooden
and women box of
containing forty, ½banded
several villages lb rollstogether,
of qualityforming
smoking leaf.
a militia Character also
almost two hundred people strong. The Aeger was surrounded and finally slain. likes fish.
Less
A six than a dozen
foot long villagers
smoking pipesurvived,
made of and they
ivory, carveda the
possibly Aeger's
narwhal hidecarved
horn, amongst
to look 107 Whenever
themselves. Out of one
like a twisting serpent. of the pieces this armor was created. the Character is
struck with
Smugglers boots – great for hiding a concealed backup dagger or wand magic, the
surrounding 50 ft
area shifts as
A hooded cloak with a dozen inside pockets. though it were
the opposite time
A 1 quart jar of rare purple snail dye. of day. (actual
time does not
change)
A scimitar with a gold and snakeskin hilt set with a citrine. 108 Character
100 gp bodily
can expel
gasses as a free
Four pairs of snow serpent fur felt stockings action from the
20 gp
pores of their
A cursed fishing pole made of blackened ash. It will never catch a fish – although, if skin, and
one attempts to use it unbaited, they will succeed in catching skeleton fish. conceal
themselves
Brass dungeon compass, runic markings, always points to nearest exit. within their 5 ft.
square. No effect
on any adjacent
A two gallon stone ware jug containing hallucinogenic tree sap syrup squares.
20 gp
109 Character
can explode at
will, reducing HP
to 0. Explosion
deals 1 point of
damage per hit
point in a 20 ft.
area. Each time
reduces max HP
themselves
within their 5 ft.
square. No effect
on any adjacent
squares.
109 Character
can explode at
Giant spider silk rope – sticks to most surfaces (including oiled gloves)
will, reducing HP
to 0. Explosion
once per day, standard. lifts target into air for 3 rounds. Enemy can make a reflex deals 1 point of
save each round to get out DC 10+User level. Deals 1d8 after 1 round, then 2d8, and damage per hit
3d8 if they cannot get out after 3 rounds point in a 20 ft.
once per day, standard. push target 10 ft the direction they are facing. once per day. area. Each time
If target is pushed into another creature, they deal 1d20 damage. to each other. If reduces max HP
target is pushed into object, they take 1d20. Target can make a fort save against the by 2 and
A pairgoes
push, of blue enameled
against users steel spikedmod
1d20+will gauntlets. The palms of both gauntlets are disintegrates any
designed to display the Cambersome family crest, a stylized ‘C’ shaped into the 90 gp
non magical
likeness of a coiled serpent.
Pebble that transforms into whatever inorganic substance it last touched. Currently possessions
the leather of your pouch. including armour
and weapons.
Monster presence detecting weapon (Hobbit – Sting, Orcs/Goblins) 110 Roll again,
effect can be
brewed into a
Thirty storm giant minted gold coins, each is the size of a dinner plate and weighs magical potion.
17 lbs. The image stuck on the coins shows a giant hand flicking a human off a table. (Ingredients are
A horn fashioned from the translucent bone of a storm giant. Those who put their DMs choice)
ear to the horn hear it whisper the sounds of an unknown village square. Whether 111 Moonlight
the village which they hear is – or was – a real place is a mystery which may never makes the
A straw
be broom
solved. (Twin horn in village square allows communication between the two). character look
like a
decomposing
A stuffed falcon, tattered with age, with black onyx eyes. (Onyx value: 5gp each) corpse.
112 Character's
A short quiver holding 3 sunrods. sneeze is now a
gust
6 gpof wind.
113 To
Battle Fury-grants the feat Cleave Character,
"Something pulls
at your heart
Tactical defense stick… strings, you feel
as though you
Enchanted talking toad – polymorphed noble – knowledge of multiple regions, need to give the
religions & other worldly strangeness next person you
see all of your
A well-sealed cake box with intact cake money."
114 Character's
next temporary
Ritualistic tattooing kit effect (other than
the grog)
A cracked mask of teak wood, colored in (chipped) blue and red paint depicting the becomes
face of a fairy (4sp) permanent (and
cannot be
An ornately carved quarterstaff of teakwood. The end is carved into the likeness of a removed).
dragon’s head, with (painted red) flame issuing from its mouth and the butt end 5 gpRoll again,
115
carved into an entwining serpent-like tail. (5gp) the effect is
Each day this blade draws no blood it becomes heavier to bear. twice as strong.
(Twice as fast,
A plain mirror with a frame of pale ashwood. Whenever someone looks in the twice as much,
mirror, however, they perceive an elven face in place of their own. etc.)
116 Character
A famous (or forgotten) tapestry depicting the Fall of Erian. The figures upon the sprouts a singing
tapestry move and change, re-enacting – in an artistically abstracted form – the venus fly trap on
legendary battle over the course of half an hour. their shoulder
that sings when
the Character is
happy.
117 Casting
spells now will
always cause a
wild surge.
118 Character
(Twice as fast,
twice as much,
etc.)
116 Character
sprouts a singing
venus fly trap on
their shoulder
Functions as a normal helmet other than the fact that it turns the user's head that sings when
invisible. the Character is
An an ordinary candle lamp with a glass surround and handle. happy.
117 Casting
1,000 gp
spells now will
The neverburning torch. A jet black torch, with an inscription in gold upon its side: always cause a
“Only in your hour of darkest need will I light.” All attempts – magical or otherwise – wild surge.
to light the torch will fail, but if the character carrying the torch ever finds himself 118 Character
Scalpel
upon the capable ofdeath,
brink of cuttingtheany substance
torch will flare to life. gains a valve
that has a coin
slot attached to
Found on the corpse of an enemy from the realm of chaos.
it. The Character
can insert the
If the user of this throwing axe manages a critical hit, it will sever an appendage. – valve anywhere,
critical = appendage severed deposit the
number of gp for
When embedded in the hilt of a weapon. -deal and additional 1d6 lightning damage a grog, and it will
on attacks with an odd 1d20 roll dispense it!
119 Doors that
You find a barrel filled with broken crockery. Near the bottom is a mouse nest in
the Character
200 gp
which, amidst the tangled mouse fur, lays a silver ring set with a polished tigerseye.
opens sigh.
A floating mass of swirling colours the size of a penny. It follows your every 120 Whenever
command and leaves a multicolour trail across any surface it touches. Cannot the Character is
physically interact in any other way. affected by any
Box of ‘Top Secret Battle Monkeys’ sort of magic,
the fabled land-
shark learns
A pinewood totem pole of the northern barbarians, bearing six faces (from top to their current
bottom): a hawk, a demon, an elk, a man, a fox, and a white dragon. The hawk has a
location.
silver feather on the left side of its face (8gp), the demon has a gold nose-ring (6gp),
A token/key designed to deactivate 121 Character
the elk has copper antlers (4gp), theall
mantraps
haswithin the eyes
electrum dungeon,
(3gp requires
each), theactivation
fox has a
at security box in secret depths of deepest part of dungeon gains memories
black onyx nose (15gp), and the dragon has ivory teeth (30 teeth worth 1gp each).
The of a past life of
Piecepole is fifteen feet
of Legendary tall and
weapon weighs
& map with200 pounds.
possible (4.57m,for
locations 90.7kg)
other pieces an insanely
powerful epic
wizard.
A peg leg inscribed with a pirate’s treasure map. The map is either false or its Specifically
treasure has long since been plundered. If you wish to provide the PCs with a true when that epic
map, then one may be found in the hollow compartment within the leg. wizard went to
Triple ‘barreled’ crossbow
the future to (kill,
maim, higher,
A leather harness bearing three short quivers (sized for quarrels, rather than talk to, have fun
arrows). The first holds a dozen red-fletched quarrels, the second a dozen green 5 gpgive an
with,
fletched quarrels, and the third has a dozen white fletched quarrels. item to, warn,
When blown, any trolls within a mile or so will approach the players perform an
action around, or
An oboe-like musical instrument made from a troll’s femur. spite) their future
life (the
Character) the
Troll-rubber boots. next day.
122 A women
walks up to the
Knife of a god of undeath. It turned whoever owned it immediately undead. Character, and
proclaims that
Underworld Currency – lead coins; purple rocks/crystals, fairy dust, dragon scales, she is the
dna globules (rocks/capsules with runic understanding of specific creatures), tally Character's wife
bones, soul traps/crystals (regardless of
gender).
(Children at
DM's discretion.)
123 Whenever
the Character
sings, a wave
expels out and
fills the
122 A women
walks up to the
Character, and
proclaims that
she is the
Character's wife
(regardless of
A set of panpipes carved from the bones of a unicorn. When played, they do not gender).
make the slightest sound. (Children at
DM's discretion.)
This leather-bound recipe book appears to be aimed at adventurers who aren't 123 Whenever
satified with merely fighting monsters and taking their treasure. It features a mixed 40 gp
the Character
selection of recipies, with side-notes on how best to prepare the remains of each sings, a wave
A bowl full
creature of golden
included. apples Dragon
"Braized found inLiver
the midst of ruins "Eye
and Onions", which ofhave long beenSoup",
the Beholder left
desolate and uninhabited. They are quite edible expels out and
"Rust Monster Jerky" and "Gelatinous Cube Jelly"and
areunspoiled.
particular If they are taken
standouts. fills the
beyond the ruins, they will lose their golden sheen and appear – in all respects – as
Urn of shadows-starts
normal, red apples. So with nothey
long as charges, userwithin
remain can grant allies however,
the ruins, 10HP, or deal
they10
are immediate 10 ft
damage to enemies. gains additional
golden, and will not age or rot. uses for every 2 creatures that die within 40ft area with
radius of holder blossoming
Seventy-three clay vials of oil (1 pint each). flowers,
75 gp
regardless of the
This dagger belonged to the great druid, Marcek, a wise and cunning elf who fell Character's
only to the fiery Wyrm, Brazzemel, during his quest to reclaim the lost Eladrin spell singing ability.
tomes. Marcek inherited this dagger from his master and mentor, Garbasen the 124 Character
Wand Chamber
Sage, who – fashioned
crafted to look
it with ancient like a magic.
Eladrin scroll case, it contains
Covered 1d12
in etched slots
runes andto jewels,
hold agrees with
wands – think
this dagger of ita as
holds a circular
legendary bandolier
history and afor your everyday
powerful wizard
magic core. everything, even
if it doesn't make
A wand of eye poking, four charges. It will unerringly poke out the eye of a target sense, or is
creature within arm’s reach. contradictory.
Box with runic markings for destroy/to be destroyed containing cursed object Character’s
personal beliefs
are unaffected.
Water damaged ledger – hidden location 125 Character
gains a grog
addiction, if they
A sheep's bladder waterskin. It is lined with a suedelike fabric which has been don't consume
beautifully stiched with the image of a stag's head. 600 gp per
one once
week, they take
A weapons cabinet, unlocked and immovable, containing: 12 score arrows
-1
94togp all ability
(1gp/score), 40 javelins (1gp each), 120 crossbow bolts (1sp/each), and a short
bow (30gp). scores,
An elaborate, whalebone scrimshaw carving of intertwined orbs, each showing the increasing by
legend of creation story of one of the seven civilized religions, roughly 10” in 45 gp
one each day
diameter. without grog.
A cane of the purest white ivory, decorated with ruins unknown to modern scholars, 126 The
and topped with a handle of polished amber. Trapped within the amber is a strange Character slowly,
creature unlike any the PCs have ever seen before. painlessly, and
A small ball of white marble – roughly three inches across – which hovers in the air
inconveniently
until it is touched or disturbed, at which point it falls to the floor and ceases to
turns to stone
exhibit any supernatural properties.
D8 springs of wolfsbane from the fingers
and toes
inwards. 1 limb
A small tortoise (STR 2, DEX 1, WIL 6, 1hp, Armour 1) that knows the way to per minute turn
anywhere you ask, but gets there very slowly. to stone. Can be
removed by a
A large, wrought-iron sign crafted to read: “Beware of Wyvern” in a bold script. remove
70 gp curse.
(Or reversed
A leaf from the great tree Yggdrasil. with a stone to
flesh.)
127 The
A small, brown glass jar, sealed with wax, with a gray dust inside. A white label is Character
affixed to the jar, and reads: “Zombie Dust” in a shaky script. (It is zombie dust.) 3 gp
suddenly
becomes aware
A trolls hand mounted on a three foot rod. It will grasp objects or make a fist. of a nearby
Commands: Grabit, Leggo, Fist. dragon treasure
horde, the only
problem is that
the dragon
knows that the
Character
knows.
128 Character
gains once per
127 The
Character
suddenly
becomes aware
of a nearby
dragon treasure
You'll never know if the owner willingly parted with this prosthetic. You do know horde, the only
that it makes an effective cudgel. problem is that
the dragon
A pick axe has a curved iron head that is useful for breaking up rocky surfaces. A knows that the
prick axe has an uncomfortable knobbly handle and the axe head constantly falls off. Character
knows.
This thermometer has a long, silver blade and a pommeled wooden handle. "Come 128 Character
here, monster! I just want to take your temperature!" gains once per
A normal hand axe, only there's two of them. day use of spell
equal
10 gpto Cha
modifier. (Use
This appears to be a common cloth sack about 2 feet by 4 feet in size. modifier for DC)
500
129 gpCharacter
gains another
personality
800 gp that
presents itself
A legendary longsword that glows a dark red when a creature dies within 10 feet of when the
the blade. Character
10,000 gp
sleeps. (roll for
alignment of
1,200
other gp
personality.)
130 Roll again,
1,400 gp
the next living
thing the
Character
touches also
receives the
effect.
131 Character
becomes a
were-unicorn.
132 Character
grows a beard, 2
ft long,
permanent. If it's
removed in
anyway, it grows
back overnight.
133 Character
naturally attracts
bears, 60%
chance of being
friendly, but will
not fight for him.
134 Character
attracts floating
animated hands.
(Tend to steal
possessions and
hold them)
135 Character
gains a halo, and
will be revealed
with a detect
good spell,
regardless of
alignment or true
nature.
136 Character
attracts the
undead and it's
necromancers,
friendly or not.
hold them)
135 Character
gains a halo, and
will be revealed
with a detect
good spell,
regardless of
alignment or true
nature.
136 Character
attracts the
undead and it's
necromancers,
friendly or not.
(Usually not)
137 Character
becomes
animated. (Takes
damage
normally)
A bronze circle held by a red ribbon. 138 Character
gains
reoccurring
A simple straw hat. amnesia
30 gp for 1d6
hours at the
same time each
day as the time
when the grog
was consumed.
139 Character
realizes the
A tall mirror in ornate silvery frame with perfectly reflecting surface. The exact location of
ornaments depicting faceless humanoids locked in battle. 15,000 gp
a particular
This is a small jar of Adamantine dust, most likely the end result of exposing a Drow flower that
item to the light of day. It seems the previous owner wasn't quite ready to let go of becomes
1 gp the
it. Character's
This blade belonged to Dabbar, a long dead servant of Bhaal that exercised control newest
over his minions in the most brutal of ways. In addition to strengthening the mind 3,500 gp (The
obsession.
against the guile of others, the sword absorbs life energy from an opponent with flower can be
This
each robe has been
successful hit, specially enchanted
healing the to meet
user. Dabbar the eclectic
considered it a needs
failureofofthe
his officers if magical or not.)
adventuring mage.battle
Asideinfrom 600 gp
he returned from less protecting
than perfectthe wearer
health, from
and various
as the forms
rest of of crushing
the company 140 Character’s
damage,
watched, it also provides
he would protection from the basilisk's petrying gaze and
The breastplate
polymorphing andadminister
powers shoulder beatings until
of rival protectors
mages. As with
fully
of this healed.
armor
other arerobes,
such madetheof leather that has
Adventurer's
body becomes
been stiffened by being boiled in oil. The rest of the armor is made of softer and an
10ostrich.
gp (no
Robe can only be worn by those engaged in the wizardly profession. stat change, can
more flexible materials.
Padded armor consists of quilted layers of cloth and batting. manipulate
5 gp with
things
feathers)
Made from tough but flexible leather, studded leather is reinforced with close-set 141 Character
rivets or spikes. 45 gp
becomes a rock
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian and roll
tribes, evil humanoids, and other folk who lack access to the tools and materials enthusiast,
10 gp and
needed to create better armor. always tries to
This armor consists of a fitted metal chest piece worn with supple leather. Although get the nearest
it leaves the legs and arms relatively unprotected, this armor provides good 400
bardgp to play
protection for the wearer's vital organs while leaving the wearer relatively Freebird.
Half plate consists of shaped metal plates that cover most of the wearer's body. It
unencumbered. 142 Character
does not include leg protection beyond simple greaves that are attached with 750 gp
becomes a
leather straps. hermaphroditic
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or
leather. This armor offers modest protection to the wearer's upper body and allows version
50 gp of their
the sound of the rings rubbing against one another to be muffled by outer layers. race. (if already
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather so, re-roll.)
covered with overlapping pieces of metal, much like the scales of a fish. The suit 50 gp
143 Whenever
includes gauntlets. the Character is
alone, they
painfully
transform into an
strange bird-like
thing. The
Character
instantaneously
reverts to normal
becomes a
hermaphroditic
version of their
race. (if already
so, re-roll.)
143 Whenever
the Character is
This armor is leather armor with heavy rings sewn into it. The rings help reinforce alone, they
the armor against blows from swords and axes. Ring mail is inferior to chain mail, 30 gp
painfully
and it's usually worn only by those who can't afford better armor. transform into an
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of
strange
1,500 gp bird-like
plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of
thing. The
padding underneath the armor. Buckles and straps distribute the weight over the
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn
body. Character
underneath the mail to prevent chafing and to cushion the impact of blows. The suit 75 gp
instantaneously
includes gauntlets. reverts to normal
This armor is made of narrow vertical strips of metal riveted to a backing of leather if another person
that is worn over cloth padding. Flexible chain mail protects the joints. 200 gp
or creature goes
near them or
A shield is made from wood or metal and is carried in one hand. sees
10 gpthem.
144 Character
This enchanted statuette depicts the swirling form of an air elemental. When stood won't stop talking
close, you can feel a cooling breeze swirling around the statuette. about
450 gpthe old
days during the
Basalin was a large man, rumored, far from his hearing, to be a werebear. He long war. "You don't
wielded the bastard sword Albruin in the protection of his village, slaying giant 2,000
know gpman, you
spiders that plagued the area. The sword protected him from their poison and also weren't there."
Algernon's
allowed himcloak is invisible
to see imbued with
Red magical
Wizardsproperties such that
who controlled somethe
of wearer will
the more seem
fantastic "This gp
reminds
to shine with an inner glow. 1,750
variants. The reason for their enmity is unknown. me of that one
This shoulder belt is ideally suited for holding sling bullets, darts, arrows or bolts. time, back in
Nam..."
200 gp
145 Character
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw now worships a
this flask up to 20 feet, shattering it on impact. Make a ranged attack against a 50 gp god.
Norse
creature or object, treating the alchemist's fire as an improvised weapon. On a hit, 146 Character's
A simple
the targetsilver
takesring
1d4that
fire bears
damagenoat
inscription oreach
the start of identifying marks
of its turns. on it's surface.
A creature can end mouth
10 gp becomes
this damage by using its action to make a DC 10 Dexterity check to extinguish the a set of 4
flames.
A dagger sheath of hardened leather, set with a number of cheap decorative stones. tentacles 2 ft
Any dagger kept within this sheath is automatically sharpened as if it were a fresh long.gp
200
blade. 147 Character
A simple dagger with a blue hilt. The blade is almost always covered in frost. has an intense
25 gpto narrate
need
their
A wide, leather hat, garnished with gold-inlaid thread and exotic bird feathers. Very actions/feelings
Vogue. 1,050 gp
and
Concave disk of black glass, 2 feet wide, made from obsidian. Etched with Infernal surroundings.
symbols. 148 Character
9,000 gp
can
communicate
feelings through
physical contact.
149 Character
becomes a
compulsive
skinny dipper.
Any water they
swim in is
treated as holy.
(or evil,
depending on
alignment)
150 Character’s
dreams are
replaced with
visions of killing
someone they
haven’t met yet.
151 Character
becomes aware
of a mundane
object of their
choice, and will
treated as holy.
(or evil,
depending on
alignment)
150 Character’s
dreams are
replaced with
visions of killing
someone they
haven’t met yet.
151 Character
becomes aware
of a mundane
object of their
choice, and will
only ever be
comfortable with
the object being
around.
152 Whenever
the Character
falls more than
20 ft. they make
a 6 foot whole in
the ground in the
shape of their
body when they
land. Falling
damage applies
normally.
153 Whenever
the Character
hears the
laughter of
children, they
painfully
transform into a
troll, and revert
when they’re
struck.
154 Character
knows the
birthday of
anyone they
touch.
155 Character is
haunted by the
ghost of their
childhood saber
toothed walrus.
156 Roses
replace the
Character's hair.
They grow at the
normal rate of
hair, and
blossom when in
season, giving
the Character a
temporary +1 to
CHA.
157 Any fires set
by the Character
attract the
undead like
moths to a
flame, whether
they're friendly or
not. (10% of
being friendly)
158 Character
the Character a
temporary +1 to
CHA.
157 Any fires set
by the Character
attract the
undead like
moths to a
flame, whether
they're friendly or
not. (10% of
being friendly)
158 Character
grows a hairy
tail, 3 ft long.
Objects smaller
than the
Character’s hand
can be stored in
the tail.
159 Character
appears to be an
old black and
white cartoon.
160 Any casted
magic that
affects the
Character
causes a wild
surge.
161 Characters
suffer from acute
paranoia
whenever they
hear their name.
162 When
Character strikes
an enemy, they
rotate 180
degrees, and are
considered
flatfooted the
first time it
happens.
163 Character
finds a kitten in
their pocket. The
Character falls
instantly in love
with the kitten as
though under a
charm effect, no
saves. Anyone
who sees the
kitten is
distracted for
1d4 rounds,
even if they've
seen the kitten
before.
Afterwards, they
make a DC 13
fortitude save or
be distracted for
another 1d4
rounds.
164 Character
has eyes in the
back of their
head. Can only
use one pair at a
seen the kitten
before.
Afterwards, they
make a DC 13
fortitude save or
be distracted for
another 1d4
rounds.
164 Character
has eyes in the
back of their
head. Can only
use one pair at a
time.
165 Character
apologizes
profusely every
time they attack
and/or kill
something. Will
otherwise feel
the same way
about fighting as
before the effect.
166 Character
gains
lycanthropy.
(Were-wolf)
167 For the next
1d6 weeks,
every time the
Character
removes any
head gear, a
large white rabbit
appears from it.
It is a normal
rabbit. 01-50%
Male, 51-100%
Female. They
will mate and
produce
offspring
normally.
168 Character
lays an egg
(regardless of
gender). (What
kind is DMs
choice.)
169 If the
Character hears
their name, they
swap places with
whoever said it.
170 Character
gains a random
language.
171 Character
becomes
severely
prejudice against
(DM's choice).
172 Everyone
will only
acknowledge the
Character as a
myth.
173 Character
naturally attracts
dire animals
171 Character
becomes
severely
prejudice against
(DM's choice).
172 Everyone
will only
acknowledge the
Character as a
myth.
173 Character
naturally attracts
dire animals
(DMs choice
each time.) 50%
of being friendly.
174 Character
gains once per
day use of a
spell equal to
Cha modifier.
(Use modifier for
DC)
175 Character
gains a grog
addiction, if they
don't consume
one once per
week, they take
-1 to all ability
scores,
increasing by
one each day
without grog.
176 Character's
mouth no longer
opens when they
talk, but words
and sounds still
come out as
normal.
177 Character
becomes
addicted to the
last substance
they consumed
before the grog.
178 Character
can cast a
random cantrip
spell at will.
179 Character
compulsively
uses internet
slangs
regardless of
situation. (Tea
Bagging, Spawn
Camping,
H4X0Rz and the
like)
180 Character
realizes they’re
an escaped
slave who’s
owner is tracking
them.
181 Character
becomes the last
surviving
member of an
Camping,
H4X0Rz and the
like)
180 Character
realizes they’re
an escaped
slave who’s
owner is tracking
them.
181 Character
becomes the last
surviving
member of an
endangered
species. (That
strangely
enough has the
exact same
characteristics
as the race they
were before the
grog, other than
appearance)
182 Character
hears 1d4 voices
in their head.
183 Character
grows another
set of arms.
184 Character
loses their
physical depth,
and becomes 2
dimensional.
Character's
surface is always
facing the
observer (even if
there are
multiple ones).
Cannot slip into
cracks, and does
not gain any
bonuses.
Whatever
Character holds
also becomes 2
dimensional.
185 Roll again,
the effect is
twice as strong.
(Twice as long,
twice as much,
etc.)
186 A hat
appears on the
Character's
head. If it is
removed,
another hat
appears under it.
There can never
be a point where
the Character is
not wearing a
hat. Each hat
can be sold for 3
cp.
187 Character's
finger nails
dispense
removed,
another hat
appears under it.
There can never
be a point where
the Character is
not wearing a
hat. Each hat
can be sold for 3
cp.
187 Character's
finger nails
dispense
magical ink, and
can be used to
scribe spells
with.
188 Roll 1d12,
at that time of
day, the
Character emits
a powerful beam
of light that has
no effect other
than alerting
absolutely
everything that
can see it to your
presence at that
moment.
189 Character
gains a D20 of
Destiny, which
the Character
can consult at-
will in-game.
190 Character
becomes very
talented at
tomfoolery.
191 Character
learns recipe of
random meal,
gains the
ingredients to
prepare it, and
will not be
satisfied until
they make the
meal in a decent
kitchen.
192 Character
gains +30 to
balance when
they are
completely
naked. If
touched with
anything
(including rain)
the effect is
negated.
193 Any object
that's less than 1
pound within 10
ft of the
Character begins
to orbit around
them. When the
Character moves
more than 10 ft
anything
(including rain)
the effect is
negated.
193 Any object
that's less than 1
pound within 10
ft of the
Character begins
to orbit around
them. When the
Character moves
more than 10 ft
away from the
original spot of
the object, they
stop and return
to where they
were.
194 Character
hiccups
butterflies. 2d4
butterflies per
round for 2d4
rounds when
caught flatfooted
(or surprised).
195 The
Character’s feet
cannot smell,
and gets
occasionally
complimented
for it regardless
of the situation.
NPCs are
unaware of any
compliments
they give.
196 Character is
able to kill
stones with
birds.
197 Any food
the Character
cooks is able to
speak.
198 Any liquid
consumed now
produces the
effect of the grog
to the Character.
199 Character's
brain is
bombarded by
stupidity.
Intelligence save
DC 10 or the
Character's head
explodes. (If
Character
survives, they
can tell terrible
jokes as a swift
action, and
causes sentient
creatures to
make a DC 17
will save or be
stuck 1d4/level
rounds
Character's head
explodes. (If
Character
survives, they
can tell terrible
jokes as a swift
action, and
causes sentient
creatures to
make a DC 17
will save or be
stuck 1d4/level
rounds
pondering how
dumb it is.
Creatures are
considered
staggered.)
200 Character
suddenly recalls
all of the circus
training they
received as a
circus elephant
in a past life.
201 Everytime
Character snaps
their fingers, a
biscuit appears
before them. It's
a normal biscuit.
Max 1d4/lvl
biscuits per day.
202 Character
grows an afro
that can be used
as a backpack.
203 Character
cannot become
non-magically
dirty.
204 Character's
presence boils
any kind of eggs
if within 30 ft, no
matter what.
(stay away from
hens)
205 Character's
hands and
forearms are
immune to acid.
206 Character
can make a DC
23 will save to
grow mustache
out of sheer
force of will.
207 Character's
neck, arms, and
legs become
incorporeal, but
their head,
hands, feet and
body do not.
208 Roll for new
alignment.
209 Character
no longer has
weight.
Automatically
neck, arms, and
legs become
incorporeal, but
their head,
hands, feet and
body do not.
208 Roll for new
alignment.
209 Character
no longer has
weight.
Automatically
fails bull rush
and trip saves. Is
otherwise
unaffected. (i.e.
falling damage,
load carried.)
210 Roll again,
effect can be
synthesized into
a poison.
(Ingredients are
DMs choice)
211 Next
profanity used by
Character
becomes a
living, vile entity.
212 Character
believes
anything shiny
can be used as
money.
213 Character's
skull becomes
diamond. (does
not affect their
ability to live or
grow)
214 Character is
allergic to the
opposite gender.
215 Roll again,
the effect is
twice as strong.
(Twice as fast,
twice as much,
etc.)
216 Character's
skin is burned by
moonlight. 1d4
dmg/round
217 Character
naturally attracts
deinonychus'
(raptors). 40%
chance of being
hungry.
218 Character is
always right
about the best
choice for the
interior decor of
any room.
219 Character
cannot be killed
with rope.
220 Any casted
magic that
hungry.
218 Character is
always right
about the best
choice for the
interior decor of
any room.
219 Character
cannot be killed
with rope.
220 Any casted
magic that
affects the
Character
causes an
extremely
blasphemous
tattoo to appear.
221 Character's
soul can leave
their body and
haunt any
inanimate
objects
(weapons,
lamps), but is
fatigued when
they return to
their body.
222 Character is
nourished by
grass instead of
food. (All other
foods make
them vomit.)
223 With
exception to the
eyes and brain,
the Character
begins to
harmlessly
decompose. (Is
not undead, no
longer eats)
224 Character
can shoot any
thin elongated
object as arrows.
Character takes
a -4 to attack
bonus when
using them.
225 Character
gains a grog
addiction, if they
don't consume
one once per
week, they take
-1 to all ability
scores,
increasing by
one each day
without grog.
226 Character’s
body parts are
replaced with
fake ones.
(Character has
an urge to go
find their original
-1 to all ability
scores,
increasing by
one each day
without grog.
226 Character’s
body parts are
replaced with
fake ones.
(Character has
an urge to go
find their original
body)
227 Character
can summon the
undead. 40%
chance of
controlling it.
Anything
summoned
disappears at
midnight.
228 Character is
turned into an
ooze the same
size and shape,
for 1 full
hour/day.
(Character's
equipment
becomes ooze
goo, but reverts
to normal when
the Character
does as well.)
229 Character's
heart becomes
clockwork. It
must be wound
every 24 hours
or else it stops. If
it stops,
Character's hit
points drop to -1,
and are restored
to full if it's
rewound.
230 Roll again,
the next living
thing the
Character
touches also
receives the
effect.
231 Character's
hair becomes a
very large
powdered white
wig. Character
also gains a
gavel.
232 Character
teleports 1d20
years into the
past, in the same
spot. The same
amount of years
later, they walk
into the bar and
watch
wig. Character
also gains a
gavel.
232 Character
teleports 1d20
years into the
past, in the same
spot. The same
amount of years
later, they walk
into the bar and
watch
themselves
disappear.
233 Character
enjoys a good
game of chess
with only mirrors
as their
opponent.
234 Everyone
no longer can
take the
Character
seriously.
235 The only
male name the
Character is able
to pronounce is
Gary.
236 Character's
touch can drain
hit points, but
loses the same
amount.
237 Character is
awake and alert
the instant they
wake up,
regardless of
how many hours
they slept. Can
also never be
hungover.
238 Character
can cast a
random cantrip
spell at will.
239 Character
becomes
perverted, and
stares at other
character's
unmentionables
quite blatantly.
240 Character’s
body becomes a
panda. (no stat
change)
241 Character
attempts to
devour kobolds
on sight.
242 Character
constantly
sounds like a
grandma, using
the terms
"pooky" and
"schnookums"
change)
241 Character
attempts to
devour kobolds
on sight.
242 Character
constantly
sounds like a
grandma, using
the terms
"pooky" and
"schnookums"
regardless of the
situation.
Character
pinches cheeks
too.
243 Once per
day, the
Character can
transform a
segment of wall
into a door.
244 Within 5 ft of
the Character is
always 10
degrees colder.
245 Character
now worships a
Greek god.
246 Character
will become
addicted to the
next substance
they consume.
247 Character
becomes a
were-saxophone
player.
248 Character
gains devil
horns, and will
be revealed with
a detect evil
spell, regardless
of alignment or
true nature.
249 Character
gains fangs, but
not a bite attack.
250 Character’s
dreams are
replaced with
visions of being
a hunted animal
running from
poachers.
251 Gain pet
rock familiar.
252 Character
can speak with
plants once per
week.
(equivalent to
succeeding a
Gather
Information or
Knowledge
nature of 15 DC)
253 Character's
hands double in
rock familiar.
252 Character
can speak with
plants once per
week.
(equivalent to
succeeding a
Gather
Information or
Knowledge
nature of 15 DC)
253 Character's
hands double in
size, and can
use weapons
one size
category larger
than the
Character with
no penalties.
254 Character
becomes
extremely
trusting of a
random base
race.
255 Character
learns to brew
diet healing
potions. (doesn't
actually heal)
256 Character's
backpack
disappears, and
can just pull out
items from
behind their
back, as long as
they can carry it.
257 Character
can use and
throw vegetables
to cast bolts of
magic missile.
Each vegetable
is one bolt.
(treated as spell,
not thrown
object)
258 Character
switches eyes
with the next
creature with
eyes they come
into contact with.
(Eyes will
shrink/grow
proportionally for
all involved)
259 Character
grows a second
head that has a
separate
personality.
260 Any casted
magic that
affects the
Character
causes a wild
surge.
261 Character
all involved)
259 Character
grows a second
head that has a
separate
personality.
260 Any casted
magic that
affects the
Character
causes a wild
surge.
261 Character
can not exist any
further away
than 50 ft. of a
random party
member.
262 People with
magic naturally
distrust the
Character.
263 Character's
bones become
unbreakeable.
But will take
damage
normally.
264 Whenever
the Character
receives a
critical with a
weapon, the
weapon breaks.
(after taking
damage)
265 Character's
jaw splits in two,
but can talk
normally.
266 Character is
only seen as a
silhouette.
267 Every hour,
Character has a
30% chance of
falling asleep.
Character can
be woken up
normally, or will
otherwise sleep
for 8 hours.
268 Character
finds their own
baby. (What kind
is DMs choice.)
269 When the
Character leaves
the ground, they
become twice as
heavy. (Take
twice as much
fall damage)
270 Character
gains a random
language.
271 Character's
palms and
fingers become
immune to fire.
272 It rains
the ground, they
become twice as
heavy. (Take
twice as much
fall damage)
270 Character
gains a random
language.
271 Character's
palms and
fingers become
immune to fire.
272 It rains
outdoors
whenever the
Character is sad.
273 Character
passes out for
1d4 rounds
whenever they
cast/hit by a
spell.
274 Character
gains once per
day use of a
spell equal to
Cha modifier.
(Use modifier for
DC)
275 Character
gains a grog
addiction, if they
don't consume
one once per
week, they take
-1 to all ability
scores,
increasing by
one each day
without grog.
276 If an insect
comes in contact
with a Character,
it's size becomes
the same size
category of the
Character, and it
becomes dire.
277 The
Character's eyes
move together to
become one big
eye.
278 Character
can cast a
random cantrip
spell at will.
279 Character
gains a Tortoise
mount.
280 Character
recently took an
inviolable vow
but can’t quite
remember it.
(DMs choice)
281 Character
becomes a
were-human.
(even if they're
human, they turn
gains a Tortoise
mount.
280 Character
recently took an
inviolable vow
but can’t quite
remember it.
(DMs choice)
281 Character
becomes a
were-human.
(even if they're
human, they turn
into a different
human)
282 You come
down with a
nasty infection
from the
Solanum
disease.
(Zombies!)
283 2d8 of
Character's teeth
turn to gold. Can
be sold 2 gp
each. (but must
yank them out
first)
284 Character
believes
everyone is an
imposter of
themselves.
285 Roll again,
the effect is
twice as strong.
(Twice as long,
twice as much,
etc.)
286 Everything
in the world
becomes aware
of who the
Character is.
287 Character
gains a
prehensile
tongue that can
extend out 5 ft.
288 Character
develops an
intense fear of
trees; they might
be treants.
289 Character
can run up walls
and other flat
surfaces, but if
they stop or
change direction,
they will fall.
290 Character
has a
remarkable
knack for
teaching
monkeys sign
language.
291 Character
gains sylvan as
surfaces, but if
they stop or
change direction,
they will fall.
290 Character
has a
remarkable
knack for
teaching
monkeys sign
language.
291 Character
gains sylvan as
a language.
292 Whenever
the Character
witnesses a spell
being casted,
they must
succeed a DC
10 + spell level
Will save or roll
for a new
alignment.
293 Character
becomes
addicted to
casting the last
spell they
casted, and
really enjoys
casting it
whenever they
get the chance,
or an excuse.
294 Character
can summon
doors that when
opened, lead to
a random plane.
They, however,
cannot summon
the doors when
in a plane other
than the material
plane.
295 At the start
of every
encounter the
Character must
succeed a DC
10 Will save or
roll for a new
alignment.
296 Character's
bones can be
played like a
xylophone.
297 Relatively
shallow bodies
of water split in a
dry path
whenever the
Character walks
through them.
298 Character
enjoys a good
meal of brains.
They also gain
very small
memories from
297 Relatively
shallow bodies
of water split in a
dry path
whenever the
Character walks
through them.
298 Character
enjoys a good
meal of brains.
They also gain
very small
memories from
the brains they
consume, and
can make a
Knowledge
brains check
(+10 normal DC)
instead of any
normal
knowledge
check.
299 Character's
personal space
collapses in on
itself and
implodes around
the Character.
Strength save
DC 10 or
Character is
crushed. (If
Character
survives,
Character can
no longer be
crushed by any
circumstance.)
300 Character
suddenly recalls
a past life where
they were a
wizard’s familiar.
301 Character
gives birth to a
clutch of (DMs
choice).
302 Character
can increase the
length of any
hair by pulling on
it.
303 Character
becomes the
central deity of a
religious cult and
gains followers.
The cult can be
based on
anything the
Character
desires, (I.e.
adventure,
treasure,
muffins...etc.)
304 Character is
only nourished
by alcohol. (All
other foods
make them
The cult can be
based on
anything the
Character
desires, (I.e.
adventure,
treasure,
muffins...etc.)
304 Character is
only nourished
by alcohol. (All
other foods
make them
vomit. Will
become drunk
as normal.)
305 Character's
belly button can
open to a 1 cubic
foot pouch of
holding.
306 Character's
breath is always
a visible smoke.
(can fill a room
over time)
307 Character
can spend a full
round action to
succeed a DC
25 + HD of
creature
concentration
check, to knock
out one enemy.
308 Character is
invincible to all
magic, but only
while asleep.
309 Character
irrationally hates
fungi. (stomps
on them when
they see them)
310 Roll again,
effect can be
alchemized into
a salve.
(Ingredients are
DMs choice)
311 Character is
knocked prone
whenever they
hear their name.
312 A
doppelganger of
the Character is
instantly created
5 ft away from
them. The
creature pays its
humble respect
and wanders off
to see the world.
313 Any shadow
puppet the
player makes
becomes a
harmless living
shadow of
whatever it was.
5 ft away from
them. The
creature pays its
humble respect
and wanders off
to see the world.
313 Any shadow
puppet the
player makes
becomes a
harmless living
shadow of
whatever it was.
314 Whatever
the Character
says appears in
words that float
around their
head for a little
while.
315 Roll again,
the effect is
twice as strong.
(Twice as fast,
twice as much,
etc.)
316 Character
loses 50 lbs.
317 Character
can no longer
answer a
question
truthfully.
318 Character
will never
remember their
name.
319 Character’s
pockets are now
popular hangout
spots for pocket
gnomes.
320 Any casted
magic that
affects the
Character
causes birds to
swoop down and
groom them.
(Like a crocodile)
321 Character's
internal organs
implode and
compress into
one super organ.
Character looks
only like skin and
bones now. (is
otherwise
unaffected.)
322 Character
shoots out
fireworks (works
as dancing
lights) whenever
they're struck.
323 Character
gains a small
doom butt
familiar.
324 Character's
otherwise
unaffected.)
322 Character
shoots out
fireworks (works
as dancing
lights) whenever
they're struck.
323 Character
gains a small
doom butt
familiar.
324 Character's
blood becomes
pancake batter.
325 Character
gains a grog
addiction, if they
don't consume
one once per
week, they take
-1 to all ability
scores,
increasing by
one each day
without grog.
326 Character
will now age
backwards.
(from how old
they are now.)
327 Character
can no longer
see a random
party member
328 Character's
hair stands
straight up as if
electrically
charged. It
frizzes and
discharges
electricity.
Character's
handshake is
shocking and
static electricity
sparks appear
on the
Character's body
now and then.
(Harmless, but
can get annoying
to be around.)
329 Character
can’t help but
smile and quietly
giggle to
themselves at
the misfortune of
others.
330 Roll again,
the next living
thing the
Character
touches also
receives the
effect.
331 Character
becomes
irrationally
the misfortune of
others.
330 Roll again,
the next living
thing the
Character
touches also
receives the
effect.
331 Character
becomes
irrationally
prejudice of a
random base
race.
332 Everytime
the Character
levels up, they
have a choice of
switching to a
different class of
the new level.
333 Character
becomes a
were-badger.
334 Whenever
the Character
witnesses a spell
being casted,
they must
succeed a DC
10 Will save or
roll for a new
alignment.
335 Within 5 ft of
the Character is
always 10
degrees hotter.
336 Character
can whistle
obnoxiously
loudly.
337 When the
Character snaps
their fingers, a
small…
Rarity Weight Category
Mundane 1 Treasure
Mundane 3 Weapon
Mundane 35 Treasure
Mundane 40 Treasure
Mundane 20 Treasure
Mundane 1 Treasure
Mundane 2 Treasure
Mundane 1 Book
Mundane 1 Treasure
Mundane 1 Treasure
Mundane 3 Treasure
Mundane 2 Treasure
Mundane 2 Treasure
Mundane 1 Treasure
Mundane 1 Treasure
Mundane 1 Treasure
Mundane 2 Treasure
Mundane 7 Treasure
Mundane 10 Treasure
Mundane 4 Treasure
Mundane n/a Treasure
Mundane 1 Armor
Mundane 2 Treasure
Mundane 4 Treasure
Mundane 6 Armor
Mundane 1 Treasure
Mundane 2 Treasure
Mundane 1 Book
Mundane 8 Treasure
Mundane 1 Treasure
Mundane 2 Treasure
Mundane 1 Book
Uncommon 2 Treasure
Mundane 30 Treasure
Mundane 2 Treasure
Mundane 1 Treasure
Mundane n/a Treasure
Mundane 2 Treasure
Mundane 1 Treasure
Mundane 35 Treasure
Mundane 2 Treasure
Mundane Treasure
Mundane 1 Treasure
Mundane 4 Treasure
Mundane 1 Treasure
Mundane 1 Treasure
Mundane Treasure
Mundane Treasure
Mundane n/a Treasure
Mundane 3 Treasure
Mundane Armor
Mundane Treasure
Mundane 10 Treasure
Mundane 1 Treasure
Mundane 4 Treasure
Mundane 1 Treasure
Mundane 1 Treasure
Mundane 4 Treasure
Mundane n/a Treasure
Mundane 1 Treasure
Mundane 10 Treasure
Mundane 1 Treasure
Mundane Treasure
Mundane 3 Treasure
Mundane Treasure
Mundane n/a Treasure
Mundane Treasure
Mundane 2 Weapon
Mundane 4 Weapon
Mundane 2 Weapon
Mundane 1 Weapon
Mundane 4 Weapon
Mundane 6 Weapon
Mundane 2 Weapon
Mundane 6 Weapon
Mundane 4 Weapon
Mundane 1 Treasure
Mundane 1 Weapon
Mundane 1 Treasure
Common 20 Treasure
Common 2 Treasure
Common 1 Weapon
Common 30 Treasure
Common Treasure
Common Treasure
Common Treasure
Common Treasure
Common Treasure
Common Treasure
Common Treasure
Common 1 Weapon
Common Weapon
Common 1 Book
Common 1 Treasure
Common 1 Book
Common 1 Book
Common 8 Weapon
Common 4 Weapon
Common 1 Weapon
Common 18 Armor
Common 1 Book
Common 1 Treasure
Common 1 Book
Common 4 Treasure
Common 2 Treasure
Common 80 Armor
Common Treasure
Common 5 Weapon
Common Treasure
Common Shield
Common Treasure
Common Wondrous Item
Common 1 Treasure
Common Treasure
Common 14 Treasure
Common Treasure
Common Treasure
Common Treasure
Common Armor
Common 4 Weapon
Common Treasure
Common Treasure
Common 4 Weapon
Common Treasure
Common 5 Treasure
Common 1 Treasure
Common Treasure
Common 8 Weapon
Common 2 Weapon
Common Treasure
Common Treasure
Common Treasure
Common Treasure
Common 2 Weapon
Common 1 Weapon
Common 3 Weapon
Common Treasure
Common Potion
Common 1 Book
Common Potion
Common 2 Treasure
Common Treasure
Common Treasure
Common Armor
Common Book
Common Armor
Common Treasure
Common Treasure
Common Treasure
Common 1 Book
Common Treasure
Common Treasure
Common 1 Book
Common Treasure
Common 1 Book
Common 1 Book
Common 1 Book
Common Treasure
Common Treasure
Common 1 Treasure
Common Treasure
Common 1 Book
Common 2 Book
Common 5 Weapon
Common 1 Book
Common 4 Weapon
Common 1 Book
Common 1 Book
Common 2 Treasure
Common 1 Book
Common 1 Book
Common Treasure
Common 1 Mundane
Common 6 Weapon
Common Treasure
Common Treasure
Common Treasure
Common 1 Weapon
Common 10 Weapon
Common 2 Weapon
Common 2 Weapon
Common 2 Weapon
Common 4 Weapon
Common 3 Weapon
Common 2 Weapon
Common 7 Weapon
Common 5 Weapon
Common 2 Weapon
Common 2 Weapon
Common 1 Weapon
Common 2 Weapon
Common 2 Weapon
Common 3 Weapon
Common 3 Weapon
Common Treasure
Common Treasure
Common 5 Trap
Common 1 Trap
Common 1 Book
Uncommon Treasure
Uncommon 40 Treasure
Uncommon 1 Treasure
Uncommon 1 Treasure
Uncommon 60 Treasure
Uncommon 20 Treasure
Uncommon 1 Book
d8 Creature
1 Weasel Uncommon 5 Treasure
2 Giant rat
3 Badger
Uncommon 15 Wondrous Item
4 Boar
5 Panther
6 Giant Uncommon n/a Treasure
badger
7 Dire wolf
8 Giant elk Uncommon 0.5 Wondrous Item
Uncommon 10 Treasure
Uncommon 4 Treasure
Uncommon 1
Uncommon 10 Treasure
Uncommon 2 Treasure
Uncommon 1 Treasure
Uncommon 1 Treasure
Uncommon 1 Treasure
Uncommon 1 Treasure
Uncommon 6 Treasure
Uncommon 1 Treasure
Uncommon 40 Treasure
Uncommon 20 Treasure
Uncommon 3 Treasure
Uncommon 80 Treasure
Uncommon 3 Weapon
Uncommon 1 Weapon
Uncommon 60 Armor
Uncommon Potion
Uncommon Treasure
Uncommon n/a
Uncommon 1
Uncommon Trap
Uncommon Treasure
Uncommon Treasure
Uncommon Treasure
Uncommon 2 Treasure
Uncommon 2
Uncommon 4 Weapon
Uncommon Armor
Uncommon Treasure
Uncommon Treasure
Uncommon 7 Weapon
Uncommon Treasure
Uncommon Treasure
Uncommon Rod
Uncommon 2 Treasure
Uncommon Treasure
Uncommon Treasure
Uncommon Treasure
Uncommon Treasure
Uncommon Treasure
Uncommon 300
Uncommon 5 Weapon
Uncommon 2 Book
Uncommon 22 Weapon
Uncommon 5 Treasure
Uncommon 20 - 60 Armor
Uncommon n/a
Uncommon 1 Weapon
Uncommon 4 Treasure
Uncommon 20 Treasure
Uncommon 1 Armor
Uncommon Armor
Uncommon n/a Treasure
Uncommon 4 Weapon
Uncommon Treasure
Uncommon Weapon
Uncommon 2 Treasure
Uncommon 4 Weapon
Uncommon 2 Weapon
Uncommon Treasure
Uncommon Treasure
Uncommon 1 Book
Uncommon 1 Book
Uncommon 1 Book
Rare Treasure
Rare 1 Weapon
Rare Potion
Rare 1 Book
Rare 3 Treasure
Rare 20 Treasure
Rare 65 Armor
Rare 6 Armor
Rare n/a
Rare 2 Container
Rare 7 Weapon
Rare 2 Weapon
Rare 5 Weapon
Rare 4 Weapon
Rare 1 Weapon
Language: Common
1d4 Piercing, Finesse, Light
For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an
additional 5 feet.
These acorns drop from the oak-like trees that sprout on the graves of Copper Dragons. They
can be lethal when falling, often embedding themselves in the ground.
Provides +2 AC
Language: Common
These convincing rocks are actually made of a river-tumbled glassy stone that is said
to form from the aftermath of elemental turmoil.
Provides dim-light for a 5 foot radius.
Language: Common
When unstoppered underwater, this item causes an inky cloud to fill a 10′ cubic area which lasts for the
duration of the room. It effectively renders all characters and monsters in the area obscured from ranged
attacks.
A Lantern provides bright light within a radius of 10 squares. The light lasts 8 hours
per pint of oil.
Enough to last for 48 hours. As an action, you can splash the oil in this flask onto a creature within 5 feet of
you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or
object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes
any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the
burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the
surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area
or ends its turn in the area. A creature can take this damage only once per turn.
Every day, player loses 1d4 of any small object stored in the pouch.
Language: Dwarven
Language: Common
Language: Common
Language: Common
Language: Common
Language: Common
Language: Common
Language: Common
Language: Common
Language: Dwarven
Language: Orc
You regain 2d4 + 2 hit points when you drink these potions. The potion's red liquid
glimmers when agitated.
Language: Common
Due to it's storied history, the sword provides a +2 on any charisma based check when
dealing with Goblins. If any attempt to use the sword as a weapon is made, it will
break and can
1d4 Bludgeoning not be (Range:
- Thrown repaired.30/90)
Special: Does not require direct line of sight, due to a curved trajectory.
If the attack misses, the weapon returns to the thrower's position and can be caught
with a free action.
1d6 Bludgeoning - Thrown (Range: 30/90) Martial Weapon
Special: Does not require direct line of sight, due to a curved trajectory. Expertise
1d6 Slashing - Thrown (Range: 30/90) Martial Weapon
Special: Does not require direct line of sight, due to a curved trajectory. Expertise
1d4 Slashing - Finesse - Light - Thrown (Range: 30/60) Martial Weapon
Special: The weapon returns to the thrower's position after an attack and can be
caught with a free action. Expertise
Language: Common
Renders the user invisible whilst the bagpipes are being played. Requires Attunement
Language: Common
The mountaineering claws provide a +2 circumstance bonus to climb checks. This bonus can be used in
addition to a Climber's Kit.
Potent poison. Very valuable to...the right people.
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and
your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three Requires Attunement
times the normal distance, though you can't jump farther than your remaining movement would allow.
Requires Attunement
lower damage by 5 points, increase spell failure to 75% and give the wearer a +5 penalty to THACO. Since
they are cursed, they can't be unequiped without a Remove Curse spell or the services of a priest
Requires Attunement
It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while
carrying over 200 pounds.
While wearing this cap underwater you can speak its command word as an action to create a bubble of air
arround your head. It allows you to breathing normally underwater. This bubble stays with you until you
speak the command word again, the cap is removed or you are no longer underwater.
Add your proficiency bonus to all Performance (Charisma) checks made when playing the harp.
Speak the command word to activate the cloak and receive advantage on your next
stealth roll. The wearer can only benefit from the effect once. It lasts for up to 6
seconds.
Requires Attunement
1d4 Piercing - Finesse, Light - Range: 20/60
You regain 4d4 + 4 hit points when you drink this potion.
The potion's red liquid glimmers when agitated.
If eaten, each mushroom will increase the consumer's size to one greater than it
currently is for an hour.
The drinker of the potion perceives that they are an amazing liar. They believe that every bluff,
diplomacy, and intimidation check they make for the next 1d4 hours succeeds, whether it does
or not.
1d4 rounds after drinking this potion target produces the illusions of his/her innards becoming
outards for 1d6 minutes. The illusion is entirely intangible, but nonetheless real looking.
This ring will appear to be a Ring of Good Luck without an appraise check of 25. It actually
imbues the wearer -1 on all saves and is not removable for a full day without removing the
enchantment.
The wearer of this ring is unable to see themselves or anything they are carrying.
Smearing Shell Paste lotion on your bare skin will cause an exoskeleton to grow for
1d4 hours. This exoskeleton increases your AC by 1.
Allows any natural speaker of a language to be considered an "instructor" of that
language. Language: Common
Any creature that touches the spoon must make a DC 12 Charisma save or be dominated by the spoon for
1d2 hours. The spoon then urges the creature to make the most delicious meal they can from the
immediately available ingredients.
Martial Weapon
1d8+4 Slashing - Versatile (1d10+4) Expertise
Requires Attunement
Grants a +2 circumstance check on speaking orcish, knowledge of orcish history and heraldry, and on
diplomacy checks with orcs. Language: Common
The leaf is extremely durable; no amount of force applied to the leaf is able to break it and it can only be
damaged by Piercing or Slashing with a weapon.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is
already 19 or higher. Requires Attunement.
Spend a bonus action to have the rock attack anything within 25 feet of the pet owner, can only be used
every other turn (the rock needs to return to its owner!). Deals 1d4+1 bludgeoning damage.
Requires Attunement
On a critical hit, it'll scream like her. It hasn't happened yet, but I imagine it'll either force the target to
make a will save or be feared, or possibly drop to zero hit points.
While wearing this belt, your Strength score changes to 10. If your Strength is already
equal to or greater than 10, the item has no effect on you. Requires Attunement
Requires Attunement
Requires Attunement
Cursed.
See DMG page 155. Requires Attunement
This coin will always come up heads. It takes on the appearance of any other coinage it is mixed in with,
but retains its notched edges.
Any blade which is placed within the scabbard will emerge covered in a sheen of blood.
Speaking directly into the scepter causes your voice to amplify so that it can be heard for 300 ft around for
one minute. It requires 8 hours to build up its potency again.
When you wear these boots you can instill your leaps with incredible bursts of power. As a bonus action,
you can attempt to leap. Make a DC16 Strength check: if you are successful, you can leap either 15 feet
vertically or 20 feet horizontally. On a failure, you are knocked prone where you stand.
Requires Attunement
Requires Attunement
Requires Attunement
While wearing this cloak and attuned to it, you gain fire resistance. In addition you can use your action to
exhale fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking
7d8 fire damage on a failed save, or half as much damage on a successful one. Once you use this ability, you Requires Attunement
cannot do so again until you take a short rest.
Rubbing the fingertips of this glove together creates flames that can ignite easily flammable objects.
Holding a creature with it causes painful burns that will blister the skin, and unarmed strikes with this
glove deal an additional 1 fire damage.
Each time an attack roll with the Countdown Cutlass succeeds, one of the 10 gemstones illuminates. Upon a
successful hit with 10 stones illuminated (the 11th hit), the item explodes, dealing 4d8 fire damage in a 10-
foot radius centered around the cutlass. The cutlass is consumed and cannot be remade.
Damage: 1d6+1 slashing (considered magical). If the wielder receives a critical hit, faces imminent death,
or is subjected to a fear effect, the sword falls to pieces.
The box contains 1d10+4 'Chaos Mushrooms', which are considered a delecacy at Fey dinner parties. If a
creature eats one of the Chaos Mushrooms, they must roll on the Wild Magic Surge table (PHB, p104) and
are subject to the result. Each mushroom eaten requires a seperate roll.
1d6, Finesse, blowing into the narrow end of the rod creates a circle of silence within 10 feet for as long as
the note is sustained.
Holding this feather at night will allow you to fly with a speed of 60 feet, as long as your eyes are closed.
The feather ignites in sunlight.
Cursed.
When the flame ignites an object, the fire cannot be doused by any other method than returning the flame
to the pipe. When the fire runs out of fuel, it will reduce to a candle-like flame and remain indefinitely.
1d8 Bludgeoning - Two-Handed
If kept intact, this flower will refrigerate any container smaller than a 6x6x6 cube for up to one week. The
six petals may be plucked and crushed, creating a sheen of ice in a 10 foot radius. If used over water, this
will freeze 3 inches thick.
Whenever this diamond is sought, it has a DC 12 to be found. If it is not found, it is in the ethereal plane,
and remains there for 30 minutes until reappearing.
When you drink this potion, make a constitution saving throw with a DC of 14. If you fail the save, you
painfully vomit the substance, and suffer 2d6 fire damage. Otherwise, you gain the ability to breath fire for
ten minutes. Breathing on enemies deals 2d6 + your current level in damage to foes in a 15 foot line, and
ignites flammable objects.
While wearing this collar, you are unable to speak. At most, you may utter grunts and yelps like a dog.
You can use an action to place this saddle on the corpse or skeleton of a Large creature and animate it as
an undead mount. The undead creature's bones shift as necessary to create something similar to a
warhorse skeleton (MM 273), which follows your mental commands as long as you are riding it. The effect
lasts until you remove the saddle, or until the next dawn. When the effect ends, the undead creature
crumbles this
Smoking intopipeweed
dust. causes a brief feeling of relaxation and elation. A few minutes in, however, the
experience falls into terror. The smoker will hallucinate that they are being pursued by a nightmarish
figment that is never fully visible. The pursuer will never actually reach them, but if the smoker fails a
wisdom check of DC 15, they will be compelled to flee in a random direction for ten minutes.
Language: Elvish
After drinking the potion, you are compelled to speak first in every conversation and become unable to say
anything which is not a deliberate and blatant lie. You believe the lies yourself [and reality itself can alter
in minor ways, as determined by the DM, to reflect what you say. Your lies cannot place yourself or any
other creature in immediate physical harm]. For the duration of the effect, you automatically succeed on
saving throws against any spell or effect which would compel you to speak the truth. These effects last for 1
hour.
You regain 8d4 + 8 hit points when you drink this potion.
The potion's red liquid glimmers when agitated.
This cloak may be spread like a blanket over open water. When it is, it can support up to 300 lbs as a raft,
staying perfectly buoyant and supportive even in moderately choppy conditions.
When you are hit by a melee or ranged attack while wearing this armor, you can use your reaction to wish
that you hadn't been hit. The attack deals no damage, but the armor class provided by the armor decreases Requires Attunement
by 1. After the third wish, the armor's rings vanish and it becomes nonmagical leather armor.
Cursed. Once attuned, the wearer of this ring cannot take it off and is forced to disagree with any idea,
statement or action. On top of that, the wearer is also forced to resist any attempt to remove the curse. Requires Attunement
Requires Attunement
When running to a target from at least 20 feet. The target must make a Constitution saving throw of 14 or
be knocked prone. Following attacks would then have advantage.
Anything placed on this platter has no weight whatsoever. The item must be fully supported by the platter
and regains its weight over 1 second after leaving the platter
Requires attunement by a druid. A pouch of stone runes that predict the worst event that will happen
before the next full moon. Using the runes makes the events it predicts more likely to happen.
Properties of a torch.
The creature must a Constitution saving throw of 14 or take an addition 1d6. The creature makes this
check every turn until succeeded
Upon attunement this ring changes it's wearer's appearance to that of a Zombie. Requires "Remove Curse"
to remove. Requires Attunement
Language: Common
Upon invoking the activation word, the wand will create a random effect. d20: 1-5: You or a target is made
clean. 6-10: Glowing orbs dance around you as the dancing lights spell. 11-15: Conjures 1d4 loaves of warm
bread. 16-19: The wand releases 20 gallons of pure, cool water. 20: The wand unfolded into a thin effigy of
a man, who will serve you for 1 hour. Its strength is 6 and has 1 hp.
Allows the user to cast the spell Prestidigitation without the need of somatic or visual components on any
object within 25 feet. The staff has 5 charges that refill completely every morning.
When held, the teacups will fill with hot, pleasant tea. If a pleasant conversation ensues, the teacups will
refill up to three times. If someone holding the cups tells a lie, the tea will seep through invisible cracks.
A user may speak into this bauble for up to one minute. After this period, anyone who places the bauble to
their ear will hear the message. The message can be replayed multiple times, until a new message is
purposefully spoken into it.
User gains 1d2 HP per level and will regenerate 1d2HP per round.
The effect is lost the next time the drinker goes to the toilet.
Requires Attunement
Requires Attunement
Requires Attunement
As a reaction, you may open this parasol to defend you, provided it is easily reachable on your character.
When you make a dexterity save, you may use your reaction to open the magical parasol, giving you
resistance to all damage. If you suffer more than 10 damage after this resistance, the parasol is damaged
and can no longer protect you. It can be repaired with a sewing kit or a proficient tailor.
Requires Attunement
Requires Attunement
Requires Attunement
Adds no armor. If you are the victim of a ranged attacked, you may use your reaction to increase your AC
by +1. If you choose to do this, and the attack fails to hit you, the projectile is deflected by your shield, and
bursts into a cloud of angry bees that will seek the attacker and sting it relentlessly, causing 1d6 poison
damage at the beginning of each of their turns for one minute, or until you recall the bees. The victim also
suffers disadvantage on attack rolls and can no longer maintain concentration.
Requires Attunement
If a creature focuses on the item for at least 30 seconds, the creature sees a glimpse of a historical event in
extraplanar history and takes 1d4 Int (psychic) damage. The image changes every 30 seconds of
concentration and the creature takes 1d4 Int (psychic damage) for every event seen.
May attack the player while not connected. (The player has to lack at least one eye)
Donning this ring will spawn a replica of you with inverse motivations. The replica will have dark blue eyes,
and will seek to ruin you. The ring cannot come off as long as the clone survives, and you always know the
direction of the clone.
You may use your action to plant this into any reasonably soft ground. If the totem takes 15 bludgeoning
damage (from being forcibly smashed deeper into the ground), it will trigger an earthquake, causing 4d12
thunder damage to all ground-bound targets within 200 feet. Constructs and buildings are considered
vulnerable. Targets within 10 feet of the totem are unaffected.
Speak any subject to its spine and roll 1d4. On a 4, the reader is given a couple pages of accurate and
detailed information on the subject (more accurate and detailed the most specific you are). All other rolls
provides the user with approximate information, with regular errors. Regardless of accuracy, it's always
written in a condescending tone.
Mundane in most respects--except when pinched hard from the sides, it will refuse to move. It does not need
to be worn for this to take effect.
1d8, +1 to hit. Whenever you kill a foe in combat, the blade gains an additional +1 slashing damage on a
hit, up to 10 total bonus damage. If the wielder is reduced to 0 hit points, the blade dulls and loses its
damage bonus in exchange for a -1 damage penalty. The bonus damage then accrues normally by slaying
foes.
While humming the melody inscribed in the roll, the needles will move very slowly and very accurately
according to the user's will. It would not be possible to cause bodily harm to an unrestrained creature by
using these.
Grants 13 AC +Dex. If the bearer tells a lie, the armor will fall into hundreds of metal rings. If the lie is
Requires
redeemed,attunement by someone
the armor will of female
reassemble itself. sex. While wearing this magical item, the wearer gains the
following benefits:
Whenever the wearer has to make a death saving throw, they can roll a 1d4 and add the rolled number to
the total. This bonus is 1d4+2 if the wearer is pregnant. The wearer can choose to turn a death saving
throw roll into a critical success, but the locket's magic then fades for one full year. The locket can be
restored if specifically targeted by a Greater Restoration spell after one month. The wearer has advantage
on Charisma-based skill checks and saving throws against individuals of early childhood.
Each tooth has a type and a property. As a ritual, you can expend one tooth to gain its property for 24
hours or until a new ritual has been performed. Constructs, Oozes, and Plants are unaffected by this item.
Undead whose essence you sap grant you a tooth with the type that it possessed in life rather than undeath.
*Aberrations: You can magically transmit simple messages and images to any creature within 120 ft. that
can understand a Language. This form of telepathy doesn't allow the receiving creature to telepathically
respond.
Glows when a mimic is near and occasionally at random.
InstantlyYour
*Beasts: kills hit
disguised mimics, forces
point maximum undisguised
increases mimicsequal
by an amount to return to hidden
to twice form.
your level.
1d3 Bludgeoning Damage.
*Celestials: As an action, you can touch a target and remove any curse, disease, poison, blindness, or
[Before itcondition.
deafness is discovered what this item does, the PC knows that it does 1d3 Bludgeoning Damage and glows
sometimes, other effects are still present yet the PC is not to be aware of them until true meaning is
discovered]Your breath weapon gains a recharge of 6 and its damage die is increased to d8.
*Dragons:
Requires Attunement
*Elemental: You choose acid, cold, fire, lightning, poison, or thunder and gain resistance to that element.
Throwing these seeds causes shadowy ravens to appear from thin air to invade a 15 ft area. The ravens
create a cloud ofa inky
*Fey: Touching soot that
creature, grants fullknow
you magically coverthe
to the affectedcurrent
creature's area. The affectedstate.
emotional targets alsotarget
If the take 2d6
fails a
damage
Charismaatsaving
the beginning of each
throw, you turn each
also know turn insidealignment.
the creature's the area. Lasts 1 minute,
Celestials, theand
Fiends, pouch contains 5
Undead
handfuls.
automatically fail the saving throw.
*Fiends: You gain advantage on saving throws against Spells and other magical effects.
*Giants: Your Strength score is 21. This property has no effect on you if your Strength is already 21 or
higher
Placingwithout this
the petal necklace.
over a wound causes it to meld with flesh, restoring half of the subject's maximum hit
points. The recipient's skin color will permanently change to a pastel pink wherever this is applied.
*Humanoids: You become proficient in any two skills. Your proficiency bonus is doubled for any ability
check you make that uses either of the chosen proficiencies.
*Monstrosities: You gain Darkvision 60 Ft. and Tremorsense 60 Ft. In addition, you gain a keen sense of
hearing and smelling which grants you advantage on Wisdom (Perception) checks that rely on hearing or
smell.
Drinking this potion will prevent you from being cursed with lycanthropy.
Effective for one day.
You regain 10d4 + 10 hit points when you drink this potion.
The potion's red liquid glimmers when agitated.
You have a + 1 bonus to attack and damage rolls made with this magic weapon.
When you roll a 20 on a weapon attack with Remnant, you may conjure forth a frost giant from a mist that
flows out from the blue light in the head of this weapon. The creature appears in the same space you are in,
using its height to leave the user room to move. If he cannot fit in the space, the creature refuses to be Requires Attunement
summoned.
After your turn ends, The creature immediately takes it's initiative. The creature hears what commands
you have, but acts on it's own and is capable of making it's own decisions. After it's turn is over, the
creature remains until the start of your next turn before returning to mist and binding itself to Remnant
once more. Once this ability is used, it cannot be used again until you complete a short rest.
1d6. The vines that grow from the staff will aid the wielder, allowing you to grapple a target with a 10 foot
reach, with a +4 bonus. You may also lash a target with the vines, like a whip (you don't need proficiency),
dealing 1d6 damage at 10 feet. The staff increases the prosperity of plant life within 25 feet by twenty fold.
Acts as a +1 sword vs any creature speaking with poor grammar construction. On a successful hit, the
creature must save or begin using immaculate grammar (spelling gets a bump too), after which the sword
attacks the creature as a mundane weapon. Shocks the wielder for 1 hp damage each time he or she uses
poor grammar.
Holding this stick fills you with an insurmountable urge to try to break it. You must use your action and
make a DC 22 Strength check to attempt to break it. If you fail, you throw the stick 20 feet in a random
direction. If you succeed, your strength score becomes 20 for 24 hours, and you enter a Rage, as the
Barbarian trait.
A willing creature holding this item may choose to ignite it at will. When you do, you are consumed by a
brilliant white flame and you lose all of your remaining hit points, and then suffer damage equal to your
maximum hit points. Up to 3 targets within 50 feet each take radiant damage equal to 1d10 damage per
character level that you have, plus half of your maximum hit points, or half that amount on a successful
Dexterity save (DC17). The torch becomes mundane after this effect takes place.
Grants +2 AC when equipped. While carried, it grants immunity to fear effects, and you have advantage on
Charisma skill checks to inspire others. If the shield is struck with Dragonfire, the bearer is enveloped with
amber scales, grants resistance to fire damage, increases size by 1 category, and grants a fly speed of 60 for
as long as you remain in combat.
Whether inside or outdoors, these arrows grant +1 to attack as long as the sky is not clear. A full round
after an arrow is launched, a bolt of lightning will strike the arrow, dealing 4d12 lightning damage to
anything in its space. You must be outside on a clouded day for the latter effect to occur.
Requires Attunement
Requires Attunement
CHA +2 Whenever you cast a spell, roll a d20. On a 20, that spell will be cast as a 10th level spell. A spell slot
of the lowest castable level is expended as a result.
INT +2 You may add 1d20 to any dice roll you make. A bolt of lightning then strikes you, dealing lightning
damage equal to the result of the roll. This can only be done once per dice roll.
1/ Day: Creatures within a 30 feet radius, including the user, are granted the effects of greater invisibility,
Grants the wearer
and cannot a feeling
be detected of safety that
by Truesight they become
and other instantly
means of reveal, addicted to. WearingFaithful
e.g. Mordenkainen's it for a full day
Hound.
creates
Chargesaarefeeling of dependency,
restored at dusk. requiring a DC 12 wisdom save to overcome and remove the bracelet.
Attempting to do so makes the user panicked and sickened and fearful of the dangers of the world. The DC
increases by 2 for each day that they bracelet is worn. After a week, the bearer will look sickly and lose
their will to eat. After a month, they will become dark and boney, and begin to develop scarring, and their
features will become shifted and demonic. This transition continues until they resemble a waifish demonic
STR +2 You may point at a creature and give it a command. The command must be phrased as helping you
figure.
or helping another person to complete a task. If the target has less than 10 intelligence, it obeys you. If its
Intelligence
The wearer of is 10
thisorbracelet
higher, is
it immortal
makes a DCin 17
theWisdom
physicalsave orno
sense, follows
amountyour
ofcommand. You may
harm will cause themdotothis to
die.
any number of targets, but if one of them fails to listen to you, the effect may break on all others (roll 1d2,
success on 1).
Heavy Armor | AC 20 | Str 20 | Stealth: Disadvantage
WIS +2 You may choose one target within ten feet to be encapsulated in an opaque sphere of white force.
The target must have 100 or less current HP. When a target is captured in a sphere, a bead on the necklace
will turn platinum. Once inside the sphere, time ceases to pass within it, effectively preserving the captive
indefinitely. The captives can be released at will.
Grants 12 AC +Dex. Undead creatures revere the bearer of this garment, and will not attack you, unless
they are in threat of being destroyed. A good-aligned character wearing this vest will become nauseous,
and suffers fitful nightmares on any night after this has been worn, preventing them from benefitting from
a long rest.
Requires Attunement
The attuned bearer of this earring may cast the "Control Water" spell once per day, using Charisma as
their modifier. The bearer may also take an aqueous form once per day, becoming immune to nonmagical
damage, gaining a swim speed of 60 ft, and may effuse through pinhole openings for up to 1 minute.
DEX +2 Activate to slip between dimensions - for one minute you can choose to be invisible, ghostly or fully
real. You can move through objects at will, and can still affect the material world.
If an attack would strike you in combat, you may use your reaction to become a cloud of thick, black smoke,
and may move up to 15 feet without provoking attacks of opportunity. You must complete a short rest
before using this ability again. If you suffer 10 or more fire damage from any source, the feature becomes
available again.
1d8, +1d6 fire, +1d6 radiant. As a bonus action, you may hold the sword above your head, under a clear,
bright day in order to charge the sword with power. Doing so increases the fire and radiant damage of the
weapon to 2d6 for one minute. The blade also emits a bright light in 60 feet at will.
Language: Abyssal
Inserting this eye into one of your own eyes lots gives the ability to scry at will twice
(or thrice) a day. If it is used more than that, your vision in that eye will start to fade Requires Attunement
and you will suffer exhaustion.
Light Armor
Armor Class: 12 + Dex Modifier
Medium Armor
Armor Class: 12 + Dex Modifier (max 2)
Provides +15% resistance to fire, cold, and acid Requires Attunement
Render's it's wearer immune to confusion
When used the candle on this lantern does not burn down and the luminosity of the lantern is far beyond
what a simple hooded lantern should be capable of. Once lit, the lantern slowly grows in light level until it is
dangerous to look at directly. It also slowly comes to consciousness, as if being roused from a deep sleep.
After an hour, the lantern is fully sapient and can parlay with the party. It has a deep desire to burn
everything flammable (and can do so), but may be tempered with the promise of being kept alight for
longer.
For the first 30 minutes it provides light at a range of 60/90 ft. This grows by 30 ft for every 30 minutes
after. If left on for more than 3 hours the lantern becomes so hot it will set fire to anything flammable in a 5
foot range. It can be extinguished with a command word written on the base of the lantern.
Cursed
Allows the reader to prepare meals from most common monsters without poisoning
themselves. Language: Common
When any liquid is poured into this waterskin it is instantly purified of disease, poison
or other potentially harmful contaminents.
1d4 Piercing - Simple - Light
Cursed
Putting on this belt causes the user to gain 200lb over the period of a short rest.
All liquid poured into this cup drains from it as if there was a hole in the bottom.
Turns any liquid that is poured into this cup into Elven wine.
This blade can switching between piecing, slashing and bludgeoning damage as a
bonus action.
grants water-walking abilities, but requires concentration. Anything that disrupts a
concentration spell disrupts the charm. 10 ft radius of ice
a bag that makes all coins in it appear as platinum. Coins revert to original form 5
minutes after being taken out of bag. Can not hold more than 50 coins. This means
you do not actually gain any profit from using the bag, but you can trick people
Allows you to stop time. However, if you ever let go of the clock while time is stopped
it will shatter, restoring time but freezing the user
1d6 slashing damage, 1d6 chill damage. Freezes/Slows enemies hit, upon death
enemy turns to ice and shatters, damaging all nearby enemies for 1d4 chill damage.
No effect on fire or ice enemies
crimson red axe that deals 1d6 slashing damage and 1d6 bludgeoning damage. Each
hit restores +1 hp to wielding regardless of damage dealt
At any time, if the users says "Floomp" a pillow will magically appear. After the eighth
pillow apparates, they start simply teleporting to the user in order.
1d4 Bludgeoning
Attack with advantage and 1d10 against undead enemies
a spinning top that causes all creatures that can see it, including the person spinning
it, to become mesmerized by it and will do nothing but stand in place and stare at it
until it stops spinning and falls. This effect is technically psionic
small vial of liquid that when drunk makes the drinker continuously giggle for 1 hour.
When that wears off they hiccup for 1 hour
Two coins, when flipped at close to the same time will always land the same way, no
matter how far apart they are
A bronze ring that houses magical protection. It alerts the wearer of fire by etchings
becoming red and glowing when fire is within a 10 foot radius, even behind walls Requires Attunement
This amulet is constantly covered in blood. Any attempt to wash the blood off is
unsuccessful, and the amulet must be wrapped in a waterproof cloth to prevent
anything it is kept in frow slowly becoming drenched in blood.
The wearer of this hat always knows the direction to the nearest alcholic beverage. Requires Attunement
Appears to be a silvered 1d4 dagger with some cuts running up it’s spine. But when
the blade is inserted into a lock, it acts as the correct key
Rusty key
Anyone whoring containing
looks into the 100 rusty
mirror willkeys, for any
see their given
own lock,reflection.
perfect one of theHowever,
keys will open
when
the first character takes a glimpse on someone else's image, they will see ahow
said lock. You just have to keep going until you find it. 1d100 to figure out many
horrifying
visage of a powerfulkeys the player
monster has toflayer,
(lich, mind try before
etc.),they
likelysucceed.
to be found in the complex
where the Psyche is located. This effect is commanded by a demonic intelligence
imprisoned in the shiny surface, and will occur in a manner to cause maximum
confusion, mistrust and likely infighting to bands of adventurers. It's very easy to
shatter the mirror, however all the fragments will have the same tendency to
occasionally show your best friend as a rotting undead - only to you.
1d8+2 Slashing - Versatile (1d10+2) Martial Weapon
Heals the wielder 1 hit point every time it hits the target. Makes wielder immune to
charm and domination status effects. Expertise
AC: 11 + Dex Modifier
Disadvantage on Stealth
+ 1 bonus vs. petrification & polymorph
Light Armor
Armor Class: 11 + Dex Modifier
Light Armor
Armor Class: 11 + Dex Modifier
Disadvantage on Stealth
Light Armor
Armor Class: 12 + Dex Modifier
Medium Armor
Armor Class: 12 + Dex Modifier (max 2)
Medium Armor
Armor Class: 14 + Dex Modifier (max 2)
Medium Armor
Armor Class: 15 + Dex Modifier (max 2)
Disadvantage on Stealth
Medium Armor
Armor Class: 13 + Dex Modifier (max 2)
Medium Armor
Armor Class: 14 + Dex Modifier (max 2)
Disadvantage on Stealth
Heavy Armor
Armor Class: 14
Disadvantage on Stealth
Heavy Armor
Armour Class: 18 Strength: 15
Disadvantage on Stealth
Heavy Armor
Armour Class: 16 Strength: 13
Disadvantage on Stealth
Heavy Armor
Armour Class: 17 Strength: 15
Disadvantage on Stealth
Wielding a shield increases your Armor Class by 2. You can benefit from only one
shield at a time.
When filled with water from the River Styx it becomes a beacon for desperate pleas
from
Puttingmortals.
the hatIf on
there
causes
is a mortal
theDoes
wearer
creature
1d4to+2gain
cold
that
2damage
CHA
is in and
a desperate
becomessituation
bound toanywhere
the hat's
on the Material
thrall. The
Planewearer
the disk
willcan
notform
give atheconnection
hat to anyone
with that
else willingly.
mortal to create a
Tapping the hat will cause anyone contract.
within 10' of the wearer to notice how
If a contract is made with that exceptionally
creature, itroguish
is boundthebyhat
Asmodeus'
is. will, and the user of
Any Acrobatics/Athletics thechecks
disk may
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a 10% chance of causing
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Travelthe through
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the 2 CHA
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character
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the Disk
look as good again.
This magical § Reveal a secret to the mortal. You must spend a spell slot
anytoidea,
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higheris cursed,
level themaking its the
spell slot wearer
moreunable to agree
information canwith
be discovered.
statement, or§action. Once attuned, the Disk
ring cana be removed only after a Remove
Curse spell is cast Cast
upona thespell through the
individual wearing to target
it. Because create that
of the cure, is within
the wearer50'will
of Requires Attunement
the desperate mortal
resist any attempts to cast such a spell.
After a contract
Whenever is made
the name of anwith
itema mortal, youiscan
in the again.
bad use the
spoken disk30
within to ft,
contact
the bagthat mortal
violently
ejects it at the speaker.
Author Rarity Number
Uberbeard 1
Unknown 1
PlatypusPal 1
Baldur's Gate 1
DMG 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
DMG 1
Uberbeard 1
PHB 1
Uberbeard 1
Unknown 1
DMG 1
Uberbeard 1
Unknown 1
DMG 1
Uberbeard 1
Uberbeard 1
D&D Wiki 1
PHB 1
DMG 1
Uberbeard 1
Uberbeard 1
DMG 1
Uberbeard 1
Uberbeard 1
/
1
u/gimme_some_sunshine
DMG 1
PHB 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Unknown 1
Unknown 1
Unknown 1
Unknown 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Unknown 1
Unknown 1
Uberbeard 1
Unknown 1
PlatypusPal 1
Uberbeard 1
Uberbeard 1
DMG 1
Unknown 1
Uberbeard 1
PHB 1
Unknown 1
PHB 1
Uberbeard 1
Uberbeard 1
PlatypusPal 1
Uberbeard 1
Uberbeard 1
DMG 1
Uberbeard 1
/
1
u/gimme_some_sunshine
1
DMG 1
DMG 1
PHB 1
Uberbeard 1
DMG 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
1
Uberbeard 1
DMG 1
Uberbeard 1
Uberbeard 1
BGII 1
Baldur's Gate 1
Uberbeard 1
DMG 1
1
DMG 1
Uberbeard 1
DMG 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
DMG 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
DMG 1
DMG 1
DMG 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
DMG 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
DMG 1
Uberbeard 1
Uberbeard 1
/u/SPYROHAWK 1
Uberbeard 1
Uberbeard 1
PHB 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
BOTW 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Uberbeard 1
Unknown 1
Unknown 1
Uberbeard 1
Uberbeard 1
PHB 1
u/LeBlondes 1
Uberbeard 1
Fable II 1
Unknown 2
Uberbeard 2
Uberbeard 2
2
2
Uberbeard 2
Baldur's Gate 2
Uberbeard 2
PlatypusPal 2
PlatypusPal 2
PHB 2
DMG 2
D&D Wiki 2
D&D Wiki 2
D&D Wiki 2
PlatypusPal 2
DMG 2
Uberbeard 2
D&D Wiki 2
DMG 2
2
DMG 2
DMG 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
D&D Wiki 2
D&D Wiki 2
2
2
BGII 2
D&D Wiki 2
2
Uberbeard 2
D&D Wiki 2
Uberbeard 2
Uberbeard 2
BGII 2
BGII 2
Baldur's Gate 2
2
PlatypusPal 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
BGII 2
BGII 2
BGII 2
DMG 2
PlatypusPal 2
DMG 2
BGII 2
PHB 2
PHB 2
Uberbeard 2
DMG 2
D&D Wiki 2
Uberbeard 2
BGII 2
BGII 2
D&D Wiki 2
BGII 2
DMG 2
BGII 2
BGII 2
BGII 2
Uberbeard 2
Uberbeard 2
BGII 2
BGII 2
Uberbeard 2
PHB 2
BGII 2
BGII 2
DMG 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
PHB 2
Uberbeard 2
PHB 2
PHB 2
PHB 2
PHB 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
D&D Wiki 2
Uberbeard 2
2
2
Uberbeard 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
Uberbeard 2
/u/dustybullets 3
Unknown 3
DMG 3
DMG 3
DMG 3
/u/LittleDizzleDaGusha 3
DMG 3
DMG 3
DMG 3
PlatypusPal 3
PlatypusPal 3
PlatypusPal 3
PlatypusPal 3
DMG 3
PlatypusPal 3
PlatypusPal 3
PlatypusPal 3
PlatypusPal 3
PlatypusPal 3
DMG 3
Uberbeard 3
DMG 3
PlatypusPal 3
Uberbeard 3
Uberbeard 3
Uberbeard 3
/u/LittleDizzleDaGusha 3
DMG 3
PlatypusPal 3
PlatypusPal 3
DMG 3
DMG 3
DMG 3
DMG 3
BGII 3
DMG 3
DMG 3
DMG 3
DMG 3
DMG 3
3
3
DMG 3
AdamLapka 3
PlatypusPal 3
DMG 3
PlatypusPal 3
PlatypusPal 3
/u/LittleDizzleDaGusha 3
3
Uberbeard 3
/u/LittleDizzleDaGusha 3
Uberbeard 3
PlatypusPal 3
DMG 3
/u/LittleDizzleDaGusha 3
D&D Wiki 3
DMG 3
DMG 3
/u/LittleDizzleDaGusha 3
BGII 3
DMG 3
DMG 3
DMG 3
/u/LittleDizzleDaGusha 3
3
3
/u/LittleDizzleDaGusha 3
DMG 3
BGII 3
/u/LittleDizzleDaGusha 3
DMG 3
Uberbeard 3
Uberbeard 3
Jacos 3
Uberbeard 3
DMG 3
DMG 3
BGII 3
DMG 3
DMG 3
Scribnibbler21 3
Scribnibbler21 3
DMG 3
D&D Wiki 3
BGII 3
Unknown 3
Sherwood Bosco 3
Uberbeard 3
D&D Wiki 3
Uberbeard 3
Uberbeard 3
Uberbeard 3
Uberbeard 3
Uberbeard 3
Uberbeard 3
Uberbeard 3
Uberbeard 3
Uberbeard 3
Uberbeard 3
/u/Bloka2au 4
Uberbeard 4
PlatypusPal 4
DMG 4
DMG 4
PlatypusPal 4
PlatypusPal 4
DMG 4
DMG 4
PlatypusPal 4
Uberbeard 4
PlatypusPal 4
PlatypusPal 4
DMG 4
PlatypusPal 4
AtomicArchitect 4
DMG 4
PlatypusPal 4
DMG 4
DMG 4
DMG 4
/u/LittleDizzleDaGusha 4
PlatypusPal 4
Uberbeard 4
PlatypusPal 4
PlatypusPal 4
DMG 4
DMG 4
DMG 4
PlatypusPal 4
/u/Silanoch 4
Uberbeard 4
DMG 4
DMG 4
DMG 4
PlatypusPal 4
DMG 4
DMG 4
/
4
u/gimme_some_sunshine
Uberbeard 4
DMG 4
DMG 4
PlatypusPal 4
/
4
u/gimme_some_sunshine
/
u/gimme_some_sunshine 4
via Matt Mercer
DMG 4
DMG 4
PlatypusPal 4
DMG 4
DMG 4
DMG 4
DMG 4
DMG 4
Fin Fen 4
/
4
u/gimme_some_sunshine
/
4
u/gimme_some_sunshine
/u/Ragatan 4
/u/LittleDizzleDaGusha 4
/u/LittleDizzleDaGusha 4
/
4
u/gimme_some_sunshine
DMG 4
/
4
u/gimme_some_sunshine
D&D Wiki 4
DMG 4
DMG 4
DMG 4
/
u/gimme_some_sunshine 4
PlatypusPal 4
DMG 4
DMG 4
Scribnibbler21 4
/
4
u/gimme_some_sunshine
Baldur's Gate 4
DMG 4
DMG 4
PlatypusPal 4
DMG 4
Scribnibbler21 4
DMG 4
/
4
u/gimme_some_sunshine
/
4
u/gimme_some_sunshine
DMG 4
DMG 4
/
4
u/gimme_some_sunshine
DMG 4
/ 4
u/gimme_some_sunshine
/
4
u/gimme_some_sunshine
DMG 4
/u/LittleDizzleDaGusha 4
DMG 4
DMG 4
PlatypusPal 4
DMG 4
DMG 4
/ 4
u/gimme_some_sunshine
DMG 4
Uberbeard 4
Scribnibbler21 4
/
4
u/gimme_some_sunshine
/
4
u/gimme_some_sunshine
2nd Ed. 4
Brendan M 4
DMG 4
DMG 4
/
4
u/gimme_some_sunshine
Fin Fen 4
/u/LittleDizzleDaGusha 4
DMG 4
DMG 4
/u/Euphorbus11 4
BGII 4
Brendan M 4
/u/LittleDizzleDaGusha 4
Scribnibbler21 4
BG 4
PlatypusPal 4
DMG 4
/
4
u/gimme_some_sunshine
/
4
u/gimme_some_sunshine
DMG 4
/
4
u/gimme_some_sunshine
/
4
u/gimme_some_sunshine
DMG 4
Unknown 4
Uberbeard 4
D&D Wiki 4
Uberbeard 4
DOTA2 4
PlatypusPal 5
DangerousPuhson 5
DMG 5
DMG 5
DMG 5
PlatypusPal 5
PlatypusPal 5
PlatypusPal 5
DMG 5
DMG 5
Uberbeard 5
DMG 5
/ 5
u/gimme_some_sunshine
DMG 5
DMG 5
DMG 5
PlatypusPal 5
DMG 5
/
u/gimme_some_sunshine 5
/
u/gimme_some_sunshine 5
DMG 5
5
5
asdf3011 5
/
5
u/gimme_some_sunshine
DMG 5
/u/SPYROHAWK 5
/
5
u/gimme_some_sunshine
/u/LittleDizzleDaGusha 5
/u/BardicFire 5
/
5
u/gimme_some_sunshine
/
5
u/gimme_some_sunshine
DMG 5
DMG 5
DMG 5
/
5
u/gimme_some_sunshine
DMG 5
DMG 5
DMG 5
BGII 5
/
5
u/gimme_some_sunshine
/u/BrainBlowX 5
Kokkusu 5
Fin Fen 5
/
5
u/gimme_some_sunshine
/u/LittleDizzleDaGusha 5
/
5
u/gimme_some_sunshine
DMG 5
D&D Wiki 5
D&D Wiki 5
Uberbeard 5
asdf3011 5
Fin Fen 5
BGII 5
DMG 5
DMG 5
DMG 5
/
5
u/gimme_some_sunshine
Jeff C 5
/
u/gimme_some_sunshine 5
/u/LittleDizzleDaGusha 5
/u/LittleDizzleDaGusha 5
/
5
u/gimme_some_sunshine
/
5
u/gimme_some_sunshine
/
5
u/gimme_some_sunshine
/u/LittleDizzleDaGusha 5
Uberbeard 5
DOTA2 5
BGII 6
DMG 6
PlatypusPal 6
DMG 6
DMG 6
/
u/gimme_some_sunshine 6
DMG 6
DMG 6
Scribnibbler21 6
PlatypusPal 6
PlatypusPal 6
PlatypusPal 6
/
6
u/gimme_some_sunshine
/
6
u/gimme_some_sunshine
u/giratina2648 6
/
6
u/gimme_some_sunshine
/
6
u/gimme_some_sunshine
u/giratina2648 6
/
6
u/gimme_some_sunshine
/ 6
u/gimme_some_sunshine
PlatypusPal 6
/
6
u/gimme_some_sunshine
/
6
u/gimme_some_sunshine
/
6
u/gimme_some_sunshine
/
u/gimme_some_sunshine 6
Scribnibbler21 6
BGII 6
PlatypusPal 6
J 6
4
1
1
PlatypusPal 2
PlatypusPal 2
Baldur's Gate II 3
2
3
PlatypusPal 3
3
3
Uberbeard 3
PlatypusPal 3
3
2
Uberbeard 2
DOTA 4
3
Uberbeard 1
Uberbeard 1
Uberbeard 2
Uberbeard 2
William Orfanakos 3
William Orfanakos 4
William Orfanakos 6
William Orfanakos 4
William Orfanakos 4
2
2
Gooch_Ticklr 2
u/DngnMaster 2
Rutin75 5
Baldur's Gate II 1
Baldur's Gate II 4
Baldur's Gate II 3
PHB 2
PHB 2
PHB 2
PHB 2
PHB 2
PHB 2
PHB 2
PHB 2
PHB 2
PHB 2
PHB 2
PHB 2
PHB 2
Baldur's Gate II 3
Baldur's Gate II 4
Baldur's Gate II 4
Baldur's Gate II 2
PHB 2
Uberbeard 2
PlatypusPal 2
Arctiquaza 2
Lizardmaaaaan 4
Lizardmaaaaan 5
Uberbeard 4
100
100
100
100
100
100
100
100
100
100
100
100
100
100
100
100
100
Timestamp Name Description
Despite appearing to be a normal dagger, even those not able to recog
11/22/2016 23:02:22 Banshee Spirit Dagger When appraised it transpires that this blade was buried with a banshe
Nigh-unbreakable golemsteel armor enchanted to withstand nearly a
8/6/2016 16:22:23 Eternity Armor If a ranged attack targets a friendly creature besides yourself within fi
8/6/2016 15:25:55 Ring of Dubious Might A silver ring, encrusted with a small topaz. Upo
8/6/2016 14:58:04 Cloak of the Shadow GeneA commanding cloak of authority, used to hide whole legions of armie
8/6/2016 13:58:23 The Eye of Far Seeing (re This legendary eyeball, said to have once been t
8/6/2016 13:13:52 Animated Shield While holding this shield, you can speak its command word as a bonu
1/24/2017 2:36:30 Stern Sword of Grammar A dull, rather drab looking rapier inhabited with the intelligence of
3/28/2018 19:40:35 Remnant "The handle was made of black leathers which co
3/28/2018 19:41:47 Necklace of the Fang PactThis fiber necklace contains beads that separate
3/28/2018 21:03:15 Cloak of Partial Shadow A normal looking black cloak with a high collar.
1/12/2019 10:13:49 Psyche of Strife A tall mirror in ornate silvery frame with perfe
1/13/2019 5:54:03 adf Test
9/22/2019 16:26:05 Frosted Dagger A simple dagger with a blue hilt. The blade is
A wide, leather hat, garnished with gold-inlaid thread and exotic bird
10/23/2019 18:56:38 Exceptionally Roguish Ha
10/23/2019 18:59:37 Devil's Disk Concave disk of black glass, 2 feet wide, made
On a critical hit, it'll scream like her. It hasn't happened yet, but /u/Silanoch
Jacos
1/ Day: Creatures within a 30 feet radius, including the user, are granted the effects of greater invisibility, and cannot be
Charges are restored at dusk. u/giratina2648
Inserting this eye into one of your own eyes lots gives the ability Jt
When you wear these boots you can instill your leaps with incredi
/u/gimme_some_sunshine via Matt Mercer
While wearing
You can use an this amulet,
action youthis
to place cansaddle
use anon
action to sap or
the corpse theskel
remaining essence from a creature that has been brought to
/u/gimme_some_sunshine
Each tooth has a type and a property. As a ritual, you can expend one tooth to gain its property for 24 hours or until a ne
The creature must a Constitution saving throw of 14 or take an aBrendan M
*Aberrations: You can magically transmit simple messages and images to any creature within 120 ft. that can understan
When running
*Beasts: to point
Your hit a target from at least
maximum 20 feet.
increases by The target must
an amount Brendan
equal to M level.
twice your
*Celestials: As an 1d10+4
The box contains action, you can Mushrooms',
'Chaos touch a targetwhich
and remove any curse,
are considered disease, poison, blindness, or deafness condition.
/u/Ragatan
*Dragons: Your breath weapon gains a recharge of 6 and its damage die is increased to d8.
Heavy, Reach, Two-Handed Requires Attunement Fin Fen
*Elemental: You choose acid, cold, fire, lightning, poison, or thunder and gain resistance to that element.
You have a + 1 bonus to attack and damageResponder
rolls made with this magic weapon.
*Fey: Touching a creature, you magically Requires
know Attunement
the
updated creature's
this Fin Fen
current emotional state. If the target fails a Charisma savin
value.
The Flail Head sheds dim light in a 10-foot radius.
*Fiends: You gain advantage on saving throws against Spells and other magical effects.
Requires Attunement Fin Fen
When you roll a 20 on a weapon attack with Remnant, you may conjure forth a frost giant from a mist that flows out from
*Giants: Your Strength score is 21. This property has no effect on you if your Strength is already 21 or higher without th
After your turn ends, The creature immediately
Requires takes
Attunement
it's initiative.
FinThe
Fencreature hears what commands you have, but ac
*Humanoids: You become proficient in any two skills. Your proficiency bonus is doubled for any ability check you make
Speak the command word to activate the cloak and receive advantag
AdamLapka
Anyone who looks into the mirror will see their own perfect refleRutin75
When filled with water from the River Styx it becomes a beacon for desperate pleas from mortals. If there is a mortal cre
If a contract
Putting is made with the
thatwearer
creature, it is bound
2 CHA by
andAsmodeus' will, and the hat's
user of the disk
The may do will
the following thin
+2 cold the hat
damage on causes
§ Travel through
to gain
the Disk to the mortal
becomes Arctiquaza
for up to
bound to the thrall. wearer not give the h
Tapping the hat will cause anyone within 10' of the wearer to 10 minutes
notice how exceptionally roguish the hat is.
§ Pass objects
Any Acrobatics/Athletics through
checks madetheby
Disk
the wearer have a 10% chance of causing the hat to fall off. Losing the hat mea
§ Reveal a secret to the mortal. You must spend a spell slot to obtain this secret. The higher level the spell s
Lizardmaaaaan
§ Cast a spell through the Disk to a target create that is within 50' of the desperate mortal
After a contract is made with a mortal, you can use the disk to contact that mortal again.
Lizardmaaaaan
5
D100 Roll Name
21 - 30 Anderson's Medallion
31 - 40 Animated Shield
41 - 50 Armor +2
51 - 55 Bag of Devouring
56 - 60 Bardweave Parisol
76 - 80 Black Obelisk
81 - 85 Bloodied Harp
91 Buzzing Buckler
92 Candle of Invocation
93 Earthbreaker Totem
94 Encyclopedia Approximatus
95 Harkol's Agonizing Instruments
96 Links of Truth
97 Mother's Love
99 Stick of Rage
Quelling Axe
Psyche of Strife
Filter Value
Loot Table Calculator
Lowest: 0
Highest: 500000
While wearing this amulet, you can use an action to name a location that you are
familiar with on another plane of existence. Then make a DC 15 Intelligence check. 160000
On a successful check, you cast the plane shift spell. On a failure , you and each
These
creature two amulets
and objectare enchanted
within 15 feet as of ayou
pair and both
travel must bedestination.
to a random worn at the same time
for 1000
Roll a dlOO. On a 1- 60, you travel to a random location on the plane you as
the enchantment to work. Anything wearing it cannot be considered food. On
named.
aOnce
61- per
100,day,
youyou
travel to a randomly determined plane of existence.
can remove AC of target granted by armor, last until end of your
next turn. User takes -2 to AC for same duration. (I think lasting until the end of 400
combat might be a bit op, also I have named it after Hans Christian Anderson
While
because holding
it makesthismeshield,
thingyou canEmperor's
of the speak its command
New Clothes) word as a bonus action to
cause it to animate. The shield leaps into the air and hovers in your space to protect 6000
you as if you were wielding it, leaving your hands free. The shield remains animated
You1have
for minute,a +2until
bonus you touse
AC awhile
bonus wearing
action this armor.
to end this effect, or until you are
6000
incapacitated or die, at which point the shield falls to the ground or into your hand if
you
Thishave one free.
bag superficially resembles a bag of holding but is a feeding orifice for a
gigantic extradimensional creature. Turning the bag inside out closes the orifice. 10000
The extradimensional creature attached to the bag can sense whatever is placed
A beautiful,
inside the bag.vibrantly
Animalcolorful cloth parasol
or vegetable with a wholly
matter placed light wooden handle.
in the bag The object
is devoured and
feels delicateWhenand weightless. 1500
lost forever. part of a living creature is placed in the bag, as happens when
someone reaches
While wearing thisinside it, there
belt, your is a 50score
Strength percent chance
changes to that
25. Ifthe creature
your is pulled
Strength is
inside
already the bag. A creature inside the bag can use its action to try to escape with a 24000
successful
equal to orDC 15 Strength
greater than 25,check.
the itemAnother
has nocreature
effect on can use its action to reach into
you.
the bag to pull a creature out, doing so with
While wearing this belt, your Strength score changes to 23. a successful DC If20your
Strength check
Strength is
(provided it isn't pulled inside the bag first). Any creature that starts its turn inside
already 19000
the bag
equal toisordevoured,
greater than its body destroyed.
23, the item has Inanimate
no effect on objects
you. can be stored in the bag,
While
which wearing
can holdthis belt,foot
a cubic your ofStrength score changes
such material. However, toonce
23. Ifeach
yourday,
Strength is
the bag
already
swallows any objects inside it and spits them out into another plane of existence. 19000
equal
The DM to determines
or greater than 23, the
the time anditem
plane.hasIfno effect
the bag on you. or torn, it is destroyed,
is pierced
A plain,
and unadorned
anything containedblackwithin
obelisk.it isIf transported
brought above to aground
random and into the
location onopen, the
the Astral
obelisk 17500
Plane. will draw down a near-constant barrage of lightning to itself – even if the
sky is clear.
An old looking brass harp that has only 3 strings left. The strings are flecked with
rust, or so it seems. Holding it gives you a feeling of cold anxiety. 2500
Brazier of infinite imps. 1d4 imps spawn every 24 hours. If they are not killed by the
time the brazier spawns a new set, the previous imps die and vanish. 500
A wooden buckler with a burned-in sigil of a bee on the shield face. It vibrates
ferociously when struck. 2500
This slender taper is dedicated to a deity and shares that deity's alignment. The
candle's alignment can be detected with the detect evil and good spell. The DM 8400
chooses the god and associated alignment or determines the alignment randomly.
A
Thethick shaft of
candle's wood
magic is with totemic
activated whencarvings. It has
the candle is alit,slight
whichgradual spike
requires an shape,
action.
being thinner and sharper at one end, and thick and flat at the other. 1500
After burning for 4 hours, the candle is destroyed. You can snuff it out early for use
at a laterunmarked
A large, time. Deduct
bluethe timeEvery
tome. it burned
page in increments
inside is blank.of 1 minute from the
candle's total burn time. While lit, the candle sheds dim light in a 30-foot radius. Any 500
creature within that light whose alignment matches that of the candle makes attack
rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid
in the light whose alignment matches the candle's can cast 1st-level spells he or she
has prepared without expending spell slots, though the spell's effect is as if cast with
a 1st-level slot. Alternatively, when you light the candle for the first time, you can
cast the gate spell with it. Doing so destroys the candle.
A cloth tool-roll that contains six needles of varying thickness. A melody is
embroidered on the inside of the roll. 500
Plain, but exceptionally clean chainmail that feels light, and always cold.
1250
A gold-rimmed cobalt locket inscribed with draconic runes. Inside is a small
replaceable portrait. 1250
This fiber necklace contains beads that separate several teeth from a variety of
creatures. All together, it can support up to 7 teeth. 5000
A carved, thumb-width stick of great sturdiness. Holding it fills you with a furious
urge to break it. 500
A heavy, simple platinum torch that will not ignite under normal circumstances.
8000
A circular shield with an amber edge, and covered in a lustrous, gold-colored metal.
On the face of the shield is a depiction of a man destroying a dragon while the 1500
dragon destroys the man, as in an ouroboros.
This axe appears to be like any other felling axe, but when used it will unerringly cut
down any tree with one swing. Its formidable weight and uneven balancing make it 7000
a slow, inefficient weapon.
A tall mirror in ornate silvery frame with perfectly reflecting surface. The
ornaments depicting faceless humanoids locked in battle. 15000
d8 Creature
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant
badger
7 Dire wolf
8 Giant elk
Filter Rarity Filter Category
PlatypusPal 5
DMG 5
DMG 5
/
u/gimme_some_sunshin 5
e
Requires Attunement DMG 5
PlatypusPal 5
/
u/gimme_some_sunshin 5
e
5
/
u/gimme_some_sunshin 5
e
Requires Attunement DMG 5
/
u/gimme_some_sunshin 5
e
/u/BardicFire 5
/
u/gimme_some_sunshin 5
e
/
u/gimme_some_sunshin 5
e
/u/BrainBlowX 5
Rutin75 5