Minor Magic Items, 8 (d100)

Also known as not-quite-wondrous items, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts, these objects are essentially cantrips and weak magic spells in physical form. Useful for more than just combat, these items create light, entertain, clean, play music, flavor food, heat, cool, warn, inform and generally raise the quality of life for their bearers. They can act as unique world building items, magic shop filler objects, barter and trade goods as well as ingredients to create or upgrade stronger magic items or enchantments.

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d100 Result

1

Negatron Cloak: A rich purple cloak with gold trim, woven from a strange anti-magic fabric that does its best to absorb weak arcane effects. The wielder adds 1d4 to the result of any saving throws he makes against level 1 spells and cantrips.

2

Second-Light Lantern: A curious lantern with numerous panels and covers that can be shifted as an action equivalent to attacking, to function as a bullseye or hooded lantern. Objects such as these are often carried by scholars and spies who often need the finest possible detail without revealing themselves to others. When filled with oil and lit, the lantern sheds a spectrum of illumination known as Second-Light, which is only visible to creatures with darkvision, causing them to see the full range of colors in things illuminated by it. Normally creatures with darkvision can’t discern color in darkness, only shades of gray. Alternatively, the panels can be shifted to shed a still more specialized Second-light, visible only to those who are touching the lantern’s handle.

3

Portraiture Gremlin: A small cold iron box trimmed in silver containing a tiny ethereal goblinoid looking fey sitting on a miniature chair surrounded by dabs of pigments. The box has a switch that when pressed strikes the gremlin on the head with a tiny hammer. Whenever the gremlin is struck like this it rapidly paints whatever it sees out of the small porthole at the front of the box. It takes an action equivalent to attacking for the bearer to aim the box and trigger the switch after which the gremlin takes 1 minute to finish the picture (The bearer does not need to continue pointing the box at the subject) and the result is a perfectly accurate painting, albeit miniature (About a 3 inch square). When found, the gremlin comes with enough pigments for 2d4+2 paintings. Each subsequent painting requires fine quality pigments worth at least 2 gold pieces each. The box can hold 10 paintings worth of pigments and it takes one minute to carefully funnel more paints to the gremlin.

4

Quenching Acid: A large, curved brass oil lamp detailed with fine glyph of restoration and power. The vessel contains a rare substance known as Quenching Acid, which can only be scavenged from the crumbling, remnants of the fledgling kingdom known once called Fallgrim. If applied to a lethal weapon of any variety or construction, regardless of how chipped, warped or rusted it is, by some miracle the Quenching Acid restores it and imbues it with power. The contents of the lamp can be slowly poured over one magical or mundane, melee or ranged weapon or up to 10 pieces of ammunition over a one-minute period. The weapon sizzles and smokes with an acrid stench as the caustic solution scours away all traces of rust, rot and ruin. If the weapon was damaged or broken, it is now considered perfectly made and is far more lethal than it was before. The quenched weapon now permanently scores a critical hit on a roll of 19 or 20.

5

Hearthstone. A rustic, red brick that feels pleasantly warm and smell like good stew and fresh bread. The bearer always knows the direction to a firepit, hearth, stove or fireplace where a fire has been lit at least in some way every day for the past 30 days.

6

Goblin Claw: A detached decrepit goblin hand that has three fingers extended. As an action equivalent to attacking or casting a spell, the bearer can hold the claw and speak aloud one wish. In response, one finger of the goblin claw contracts and one goblin appears within 60 feet of the bearer. This goblin is completely loyal to the being who made the wish and will attempt to fulfill the wish to the best of its ability until the task is complete, the goblin drops to zero hit points or until 1 year passes, at which point the goblin will disappear leaving nothing behind. Once all fingers have contracted the Goblin Claw disintegrates and the item is destroyed. —Note: If your game doesn’t have statistics for a goblin, use a Commoner or a Civilian instead.

7

Truly Portable Ram: A marvel of gnomish artifice, this battering ram functions just as well as a mundane portable ram but has been enchanted to only weigh half a pound. Furthermore, as an action equivalent to attacking or casting a spell, the bearer can fold the ram in on itself several times until it becomes a 6-inch cube. Another action of the same type is required to unfold the ram for use.

8

Dryad’s Key: A lush, green leaf with a bug-bitten, key-like tooth at the bottom of its stem. While holding the leaf, the bearer can speak its command word and place it into or against a tree, turning it like a key and creating a magical link between the tree and another one at any distance, on the same plane of existence. The bearer must have seen or touched the destination tree at least once before and both plants must be at least as tall as the bearer. Until the end of the bearer’s next turn any creature can step into the key-touched tree and exit from the destination plant by using five feet of movement. Once the leaf has been used in this way, it withers and becomes a nonmagical leaf.

9

Letter-Lift Paper: A pad of light tissue paper contains 4d6 sheets all enchanted with a subtle magic. When a sheet of paper is pressed to a written page, such as a book or letter, and left there for six seconds, it transfers a perfect copy of the text onto the thin paper. The copy would never pass for the original, but preserves details such as handwriting, which allows a forger to study the writing at length later on.

10

Antagonistic Alchemist’s Accoutrement: A heavy lead wand shot with veins of gold as if a natural philosopher had partially succeeded at transmuting the dull, worthless metal into its pure lustrous, treasured counterpart. The implement retains a portion of the transformation magic used upon it and can be used as a spellcasting focus with the added bonus of occasional repeating the transmutation effect on an unsuspecting victim. Whenever the wielder lands a critical hit with a spell attack roll that deals damage, small portions of the target’s body are transmuted into droplets of pure gold. The equivalent of one gold coin per point of hit point damage dealt by the critical hit (In total, to a maximum limit of the amount of hit points the target has remaining), tumbles out of the target’s body and falls to the ground in small nuggets to be collected after the fight. —Note: DM’s can change the effect to function on the first time per day the wielder lands a critical hit if they feel their players will get distracted trying to abuse the effect to get rich rather than treating it as a fun, novel wand.

11

Transmuter’s Ring: A lead band, the work of a talented-but-lazy alchemist. In attempting to create a philosopher’s stone, she got this far and called it a day. Once per day, the bearer can activate the ring as an action equivalent to an attack of opportunity, to turn himself into solid gold for one hour. From the bearer’s perspective, no time will pass and the effect cannot be ended early short of using dispelling or curse breaking magic on the statue. As the statue, the bearer is considered a magical object and indestructible by non-magical means but spells, magical effects and magic weapons treat the statue as pure gold, a weak metal. If the creature does become damaged while turned into a statue, he suffers from similar deformities when he reverts to his original state.

12

Zombie Drops: A squat, rectangular tin box containing 2d6+2 hard green pills the shape of raisins or (More accurately) shriveled nuggets of dead flesh. They emit a faint sulfurous stench but the outer surface tastes of nothing. If swallowed, the creature’s skin turns grey, rots and peels and their eyes sink and darken over the course of one minute. Afterwards they physically appear as a zombie for 3d4 hours and whenever they are targeted by a magical effect of any kind they are considered a living creature or an undead, whichever is most beneficial at the time. Unintelligent undead will not attack them and the consumer gains advantage on any check made to pass themselves off as an undead. Intelligent undead are not immediately aware that the consumer is actually alive. While under the effects of the drops, a creature’s speed is reduced by half and whenever they are injured by radiant damage, they suffer additional radiant damage equivalent to a shortsword (1d6)

13

Mending Stones: A leather tool pouch containing a collection of (3d4+1) smooth, round stones emblazoned with the sigil of Moradin glowing softly with the inner light of a forge. The bearer can activate one of the stones by touching it to a broken object and speaking the word “Mend” in Dwarvish. The stone then flares as bright as a hot forge and will repair any breaks or tears in a single object smaller than a five foot cube, such as a cracked anvil, broken door, rent armor or torn cloak. As long as the breaks or tears are no longer than five feet in any dimension, it is mended, leaving no trace of the former damage. If the area is larger, such as a large crumbling wall of crumbling masonry the stone only repairs a single five-foot cubed area. The stones can physically repair a magic item or construct, but the can’t restore magic to such an object. The stones can be used to repair animated constructs which restores the equivalent of three daggers worth of hit points (3d4). Each Mending Stone can only be used once, after activation the warmth and light within it permanently fades away.

14

Paladin’s Placebo: A sealed glass vial containing a thick Roll on "Random Colour Table" oil-like potion. A single drop taken orally of this medicine will satisfy any craving for any drug or substance the user is addicted to and perfectly suppress any withdrawal symptoms from said narcotics. If consumed, the elixir also helps to clear the drinker’s body of the drug’s lingering effects and one dose counts as a full 24 hour period of detoxing for the purposes of overcoming an addiction. Paladin’s Placebo enforces this sobriety without fail and for 24 hours after consuming a dose the drinker cannot become intoxicated by any means and feels no physical or mental effects from consuming drugs or alcohol (See note). When first found the vial contains 5d20+5 doses worth of the potion. Knowledgeable PC’s are aware that Paladin’s Placebo was invented by a former herbalist drug dealer that was coached by a paladin to quit their habit and change their life around. Ironically, the supply of the drug is tightly controlled by the Paladin order. —Note: The wielder is still suffers from poison damage and can gain the poisoned condition. The wielder can still die as a result of consuming too much of a drug or alcohol and may in fact be more prone to it as they are unable to properly judge how much they have already taken.

15

SkullCap: A strange object that seems to be half hat and half funnel. The shape of the lower rim clearly shows where the hat may rest over the ears, but the top spreads open into a copper funnel. If this cap is placed on the head of a dead humanoid and a keg of wine or ale is poured down the funnel, the spirit of the deceased will return and answer one question (The spirit will answer truthfully though unclearly, as if inebriated). The corpse must still have a skull and mouth and can’t be undead. There is a 1 in 20 chance upon each use that the cap will split asunder and so be destroyed.

16

Chest of Preserving: A sturdy travel chest with multiple handholds designed to be easily carried or strapped into a wagon. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. Food and other perishable items do not age or decay while inside the Chest of Preserving. The chest has a strong but nonmagical lock, which can be picked with thieves’ tools. Smashing the lock or any other part of the chest renders it nonmagical.

17

The Devil’s Dice: A pair of six sided dice made from the knucklebones of sinners and pipped with the ichor of fiends. Once per day when the bearer makes an attack roll, ability check or saving throw, he can utter a request for profane support at a cost of a lien on his being and adds 2d6 to the roll. Once this is done an infernal mark appears somewhere noticeable on the bearer’s body (Typically the hands and face) symbolizing the deal with the devil. The lien is equal to the result of the 2d6 in days and the mark disappears at the end of the bargain. If the bearer is already marked, the deal is extended by that many days. While the wilder is marked, he suffers disadvantage on death saving throws and if he dies, his body and equipment is consumed in black flame leaving a greasy char and his soul becomes owned by the devil and cannot be raised from the dead or resurrected by any means. While marked, the bearer has disadvantage on attack rolls against fiends and on saving throws against their spells and special abilities.

18

Daimonori: An occult pendant that is hot to the touch, a heat that seeps into your core and fills you with a new confidence. You’re unsure if this power is entirely your own, but its intoxicating lure is seemingly beyond your power to resist. Whenever the bearer casts a spell that does damage, he increases the result of one of the spell’s damage rolls by 1.

19

Potion of Animal Friendship: A sealed glass vial containing a sludgy solution that when shaken, reveals various chunks and bits from different animals. Sniffing at the contents, you are alarmed to find that its odor is even less appetizing than the off-putting presentation. If consumed, the drinker gains advantage on any ability checks to interact socially with beasts and they understand the drinker’s words empathically, though they cannot speak back. These effects last for one hour and there are 2d4+2 doses of the potion when found

20

Ring of Minor Telekinesis: A brass ring set with a clear piece of quartz crudely chipped into the shape of a human hand. When not worn and someone attempts to pick it up, the band seems to leap into the creature’s hand at the last moment and if flinging itself into their grasp. The bearer can use an action equivalent to attacking to call on the ring’s power to create an invisible hand of telekinetic force that can manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The hand cannot be created or move farther than 30 feet from the bearer and it cannot attack, activate magical items or carry more than 10 pounds. The hand lasts for 1 minute, until dismissed by the bearer or if it is ever more than 30 feet away from the bearer.

21

Wand of Binding: A heavy wand of black iron. Observer’s eyes are immediately drawn to the end of the instrument, which has been meticulously fashioned into the shape of a manacle. On the wielder’s turn if he has not moved yet, he can activate the wand as part of casting a spell, which causes his speed to become 0 until the end of his turn. When the wand is activated as part of casting a spell that reduces the target’s movement speed or imposes the grapple, restrained or paralyzed condition, all creatures targeted by the spell subtract 1d4 from the spell’s first saving throw.

22

Liandry’s Torment: A mask seemingly made of porcelain but does not shatter when impacted, its origins unknown. The covering is extremely cold to the touch, and as it’s pulled over the bearer’s face, the pupils of his eyes slowly expand until nothing but blackness remains. The object empowers the bearer’s targeted magic and whenever the bearer hits a creature with a spell attack, the victim burns briefly with a dark flame, suffering a dagger’s worth of necrotic damage (1d4) in addition to the spell’s effects. If the spell target’s multiple creatures, each creature hit with a spell attack suffers this damage and if the bearer lands multiple spell attacks upon a single target, the necrotic damage is compounded.

23

Righteous Glory: A beautiful winged helm of burnished gold with a light and open design, allowing it to be used by martial mages. Whenever the bearer casts a spell of 1st-level or higher, he regains hit points equal to the level of the spell slot expended. The bearer must be proficient in light armor in order to attune to the helm and benefit from its power. The bearer must wear the helm for at least one hour in order to attune to it.

24

Tear of the Goddess: A deep blue sapphire pendant, encased within blue glass, shaped like a teardrop. The object is overflowing with emotional energy and should the bearer hold it against his bear skin and concentrate on it he alternates wildly between wanting to shed tears of joy and grief, as if the jewel is the pinnacle of both. The Tear contains 1 charge that replenishes each day at dawn. Whenever the bearer scores a natural 1 or 20 on a spell attack roll, he may choose to activate the pendant, expending the charge and regaining the spell slot used to cast the spell. Furthermore whenever a creature is forced to make a saving throw against one of the bearer’s spells and scores a natural 1 or 20, he may choose to activate the pendant, expending the charge and regaining the spell slot used to cast the spell.

25

Eldritch Elixir: A leaded glass vial filled the ichor of an elder being whose eldritch form is maddening to behold. When sipped, aberrant corruption floods the drinker’s body, spawning an unnatural mutation. The drinker feels a momentary flare of agonizing pain somewhere on his person as a ten-foot-long tentacle bursts forth from the site, bypassing armor and clothing. The sinuous tentacle is heavily muscled like a long dry tongue covered in irregular blemishes, unnatural mottled coloring, small patches of hair and misshapen areas of perfectly smooth or heavily calloused skin. The abnormal limb is prehensile and can stretch out to ten feet allowing the drinker to grab and hold (But not wield) objects, initiate grapples, shoves or other combat maneuvers and deliver touch attacks or spells that have a range of touch, all with the increased reach. The limb can even be swung with force as an unarmed attack the drinker is considered proficient with that deals as much damage as a club with a reach of ten feet. The tentacle last for one hour before retracting back into the drinker’s body. When found the vial contains 1d3+1 sips of the ichor.

26

Guardwell’s Alarming Caltrops: A thick, reinforced leather bag of otherwise unassuming caltrops that would be indistinguishable from their more common counterparts were it not for the tiny flecks of sapphire dust embedded in the metal and a whisper-soft hum identify their nature. These twisted spiked were developed to not only slow intruders but to announce their presence as well. Whenever a creature steps on them, the caltrops let out a loud bang that can be heard up to 100 feet away. The sound of the noise is diminished by solid barriers such as walls or doors. A creature within ten feet of the caltrops can utter the command word found on their leather bag to cause them to all fling themselves back into the sack so they can be used elsewhere. Retrieving the caltrops this way takes an action equivalent to attacking or casting a spell.

27

Hush Money: A small coin pouch containing 2d4+2 gold coins that appear to be ordinary bit of currency on the surface, but feature a pair of lips with a finger held up to them as if shushing the viewer. As an action equivalent to attacking or casting a spell, the bearer can take out a coin and toss or flip it upwards and catch it to mute the area. For the next minute, no sound can be created within or pass through a 20-foot-radius sphere centered on where the bearer flipped the coin. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Once used, the coin’s golden sheen fades to a dull silver color and it cannot be used again.

28

Belt of the Monkey: A metal belt made of silver monkeys locked arm in arm with tiny pieces of jade in the primate’s eyes. The bearer feels the tickling urge to treat the world as a playground by swinging on objects, climbing trees, and scaling buildings. As an action equivalent to drawing a weapon, the bearer can command the belt to animate, transforming it into a prehensile tail under the bearer’s control. While it cannot be used to wield weapons or shields, the tail can retrieve small, stowed objects carried on his person then hold and manipulate them about as well as the bearer’s normal limbs (Though any activity requiring fingers is beyond the tail’s capabilities). The bearer can command the tail to return to its belt form as an action equivalent to drawing a weapon.

29

Gauntlets of Titangrip: A pair of hefty mitts made of a secretive dwarven iron alloy and are carved with runes on the backhand and palms. The knuckles are embellished with stout talons. The gauntlets greatly enhance the bearer’s grip, allowing him to wrestle with creatures twice his size and win. When worn, the bearer counts as one size larger than he is for the purposes of grappling, including initiating, maintaining or resisting a grapple check. Whenever the bearer makes a grapple check, he can roll 1d4 and add the number rolled to the grapple check.

30

Rod of the Grave Titan: A leaden rod wrapped in the leathery skin of an undead giant. At each end of the implement is an inverted pyramid with skull motifs carved into it. Twice per day as an action equivalent to attacking, the wielder can choose an undead creature within 60 feet and cause them to grow to titanic proportions. The undead and everything it is wearing and carrying doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category (From medium to large for example) and while enlarged it has advantage on skill checks and saving throws that rely on strength. The undead’s weapons also grow to match its new size and while enlarged, the creature’s melee attacks deal a dagger’s worth of additional damage (1d4). These effects last for one minute before the undead and its equipment shrink back to normal size. The bearer can end this effect early at any time and the effect also ends if the bearer is no longer holding the rod.

31

Honeyed Mourning Cloth: A thin black scarf made of silk, embroidered in gold thread with a hexagon pattern that lines one edge. It smells strongly of flowers and fresh honey, and leaves a sweet residue when handled. When draped over an object, the Honeyed Mourning Cloth renders it completely silent. The silenced object must be completely covered to be affected, but the cloth can muffle everything from a blaring warhorn to a small animal’s heartbeat. The scarf is 3 feet long and 1 foot wide.

32

Empty Dance Card: An antique paper dance card in excellent condition, printed with twelve dances and spaces for a lady to record the men she has promised each one to. Linework flowers and the silhouettes of a dancing couple decorate the margins. A short length of ribbon is tied through a hole at one corner, then knotted at the end to form a bracelet loop. Looking through the hole of the dance card reveals thin silver chains connecting people who have made physical contact with each other in the past fortnight. The mess of chains this creates in populated areas can make distinguishing individual links difficult, but possible if two people are standing close together.

33

Figurine of Wondrous Power (Polar Bear): A carved bone statuette of an artic bear small enough to fit in a pocket. When the item is available to be activated, the figuring is cloaked in a detailed illusion causing it to look and feel stunningly realistic. During this time the miniature bear ripples with muscle under its soft white fur. Its black nose is like a small lump of pure coal, the eyes obsidian beads. One paw after another (Each the size of a serving dish in its active form) lift lazily and thumps unto the illusionary ice it stands on. When the white bear stands and opens its dark mouth, you feel the terrifying presence of a pure savage wearing the coat of an angel. As an action equivalent to attacking or casting a spell, the bearer can speak the command word and throw the figurine to a point on the ground within 30 feet and the object grows into a full-sized polar bear if there is room for it to do so. The beast is friendly to the bearer and his companions. It understands the bearer`s languages and obeys his spoken commands. Should the bearer issue no commands, the creature defends itself but takes no other actions. The bear reverts back to its statuette form after ten minutes and changes back early if it drops to 0 hit points or if the bearer uses an action equivalent to attacking to speak the command word while touching it. Once the figurine has been activated in this way, it cannot be used again until a number have days have passed equal to the amount of hit points the polar bear was missing from its hit point total plus 1. —Note: If the bear was missing 10 hit points it can’t be used again until 11 days had passed. If the polar bear was reduced to 0 hit points, it cannot be used again until a number of days equal to its full hit point total plus one.

34

Deathoscope: A collapsible brass spyglass with no lenses. Looking at a corpse through this implement will show a color indicating how long the creature has been dead. White = Not dead. Purple = Less than one hour. Blue = 1-24 hours dead. Green = 1-365 days dead. Yellow = 1-10 years dead. Orange = 10-100 years dead. Red = More than 100 years.

35

Phamea’s Pocket Steed: A small brass whistle, shaped like the head of a horse and stained with age. When the whistle is blown an extremely high-pitched note is emitted, summoning a magical steed that serves just like a trained warhorse. It will stay until the whistle is blown again which unsummons it. However, if the horse is slain, its body disappears, and the whistle will never emit a sound again.

36

Dragon’s Tear: An enormous green emerald gemstone that hangs from a silver chain. Knowledgeable PC’s are aware that legends says the emerald was formed from the tears of the Mother of Dragons as she mourned the death of the Great Serpent. While worn, whenever the bearer makes a saving throw against poison or being poisoned, he can roll 1d4 and add the number rolled to the saving throw. Furthermore, whenever the bearer suffers poison damage, he can roll 1d4 and reduce the total poison damage taken by the number rolled to a minimum of zero. The pendant provides neither of these protections if the poison originates from a dragon or draconic creature.

37

Crosswind Medallion: A weathered medallion bearing a carving of an arc of leaves blowing in a strong wind. Knowledgeable PC’s will recognize it as the iconic adornment of Silent Joff, a long-dead archer who never spoke and never missed. Wearing this item against the skin creates a strong breeze that constantly surrounds the bearer, redirecting enemy arrows away. Whenever the bearer is hit by a ranged weapon such as an arrow, bolt or bullet, he can roll 1d8 and reduce the total damage taken by the number rolled to a minimum of 0.

38

Everfull Begging Bowl: A Large worn wooden bowl whose outside is humbly decorated with motifs of the God of Sacrifice, the archangel of charity and the patron saints of beggars. Once per day at noon, if the bearer has no silver or gold on his person he can choose to gain a level of exhaustion as if going a night without sleep and cause the bowl to fill with 1d100 copper pieces.

39

Slate of Memory: A cracked writing slate that attracts the eye and projects an unpleasant aura. Anything written or drawn upon the slate will be remembered perfectly by the author as long as the marks remain upon the slate. The memory is purged completely and utterly the moment its marks are removed from the slate.

40

Cantrips and You; A Beginner’s Guide: A thick, leather-bound book emblazoned with arcane symbols. The work is a primer on simple magical theory and contains instructions of the basic mechanics of spellcasting. A creature who has read the volume for at least an hour a day for the past week obtains a rudimentary understanding of the esoteric arts and gains the ability to cast one wizard cantrip of their choice that does not deal damage. The nature of spellcasting is demanding and precise and should the creature not keep up with studying the book for an hour per day they fall out of practice and must spend another week pouring over the tome’s pages. A creature who has gained a cantrip from reading the book can switch it to a different cantrip that doesn’t deal damage after reading the book for one hour. If the reader has spent 365 cumulative hours reading the book over the course of one year, he becomes proficient with one wizard cantrip of his choice that does not deal damage and no longer needs to consult the book each day to cast it.

41

Broadsheet’s Booklet: A wooden clipboard-like pad containing a hundred blank sheets of cheap pulp paper. Anything written on the first page is duplicated through the entire stack of 100. Once per day, when all the pages have been removed, it refills itself. 24 hours after being removed from the pad, the papers disintegrates.

42

Death Seeking Lantern: A bullseye lantern made from polished brass and bears the image of the sun engraved over the lens. It burns with a pure white light when lit, which reacts to undead creatures, causing them to give off a faint orange glow when exposed to it. Knowledgeable PC’s are aware that traveling undead hunters will make use of these lanterns when meeting strangers in unfamiliar territory. If an undead creature is disguising themselves with magical or mundane means, any creatures observing the undead within the lantern’s bright light gains advantage on checks made to pierce the disguise and recognize them as an undead creature. While the lantern is filled with oil and lit, the bearer can focus the bullseye shutter into a fine point and utter a command word, causing the oil to burn with holy fire, casting tight beam of searing light forward. The wielder can target on creature he can see within 60 feet and activate the lantern as an action equivalent to attacking or casting a spell. The lantern is perfectly accurate at close range and if the target is undead and is within 5-30 feet, it suffers radiant damage equivalent to a halberd plus the wielder’s character level (1d10+level) and half that damage if the target is 35-60 feet from the wielder. Targets who are not undead, suffer no damage. Once activated in this way the lantern becomes empty and the light goes out. It takes two hands and one full round to refill the lantern with another pint of oil.

43

Dread Pirate’s Hat: A black felt bicorne hat with gold trim along its edges and it prominently features white skull-and-crossbones symbol across its front. The hat subtly alters the bearer’s appearance to make them seem more fearsome. They appear taller, with sharper features and have a number of scars crisscrossing their face. Knowledgeable PC’s are aware that not every pirate who sails the seas is as bloodthirsty as the legends claim. Some find that the threat of violence rather than violence itself is a very good motivator. Whenever the bearer makes an intimidate check he can roll 1d4 and add the result to the total skill check. Furthermore, the bearer can cause his voice to boom up to three times as loud as normal allowing him to threaten passing ships from farther away.

44

Word Bomb: A one-inch long clear crystal cone that is small enough to fit in the palm of one’s hand. To activate a Word Bomb simply hold the cone up to your mouth, squeeze it and speak a trigger word. Activating a Word Bomb causes its color to shift from clear to a smoky grey. A Word Bomb stays in its activated state until the trigger word is spoken again within a 20-foot radius of it. Once the trigger word is spoken again the Word Bomb explodes dealing five shortswords of thunder damage (5d6) to all creatures and objects within a 20-foot radius of it. Any creature within the blast that suffers more than 15 damage (After accounting for damage resistances or immunities) also becomes deafened for one minute. This consumes the Word Bomb entirely. A Word Bomb cannot be activated or triggered in an area under the effect of a magical silence spell.

45

The Yeetering: A simple silver ring precisely etched with the image of a catapult on it. The ring is bound by fey trickery and its wielder is doomed to cause unintended mischief when he least expects it but almost always at the most inopportune times. Whenever the wielder touches a new object (See Note) that is no more than three feet across on one side and weights no more than 50 pounds, the DM rolls 1D100. If the result is a 100, the item launches itself at inhuman speed in a random direction in an apparent effort to get as far away from the wielder as possible. The item only stops moving when it hits something at which time it falls to the ground unharmed, dealing no injuries and suffering no damage. The ring is considered cursed and cannot be removed short or lopping off the finger its on or by the use of curse breaking magics. —A “new object” should be something the wielder has never physically interacted with before, but as the ring is fey cursed, it would not be surprising for it to launch objects whenever its funny to do so.

46

The Skull of Scouting: An obsidian skull whose lower jaw yawns open. A candle with a blue flame that provides no light sits in the open mouth. This skull acts as a hooded lantern to the attuned wielder, providing bright bluish light for 30 feet and dim light for an additional 30ft. Creatures not attuned to the object are not able to perceive this light whatsoever. To attune to the Skull, the bearer must spend one hour alone with it staring into the candle’s flame in a dark area.

47

Lute of Draconic Presence: A wooden lute inlaid with carvings of red and blue dragons in flight. The strings are made from the intestines of an adult dragon and have a metallic sheen that sparkle in the light. Plucking a single string to produce a pure, low resonating note that can be felt in one’s bones. By strumming the instrument, the player can produce a deep reverberating note that causes every non-dragon to become shaken as though a primal evolutionary fear of dragons drove a spike of fear into the core of their being. As an action equivalent to attacking or casting a spell, a wielder proficient with lutes can play the instrument with a perform skill check causing all non-draconic creatures within 50 feet (Excluding the wielder but including his allies) to make a wisdom saving throw. Any creature whose saving throw is lower than the wielder’s perform check, becomes frightened of the wielder until the end of the wielder’s next turn. A creature who succeeds in the saving throw gains advantage on all saving throws made to resist the fear effect for the next minute. This mind-affecting fear effect and creature must be able to hear the lute to be affected by it.

48

Eldritch Obelisk: A foot-long twisted onyx pyramidion carved with countless staring eyes. Each creature that stares directly at the warped artifact for more than a few moments suffers an intense migraine as fragmented visions of the future assail them. The omen is only ever of the viewer’s own life and always sooner than later. The viewer must roll 1d20 and record the result. At any point in the future, that creature may change the result of any attack roll, saving throw or skill check of a creature they can see (Including themselves) to that result. Once they do so they lose this ability, and they cannot receive a new vision from the obelisk for a year and a day.

49

Oil of the Martyr: A sealed black iron flask filled with oil made from the rendered fat of burned martyrs and mixed with sacred herbs grown on holy ground. If a person’s head is anointed with the aromatic substance from the vessel, death will spare the creature. The next time the anointed creature would drop to 0 hit points as a result of taking damage, he instead drops to 1 hit point, and the effect ends. If the spell is still in effect when the creature is subjected to an effect that would kill it instantaneously without dealing damage, that hostile effect is instead negated against the target, and the oil wears off. When found the flask contains 1d4+2 uses of the oil.

50

Palegray Blood: A small vial, containing a milky, dreg-filled, grey liquid known as “Palegray blood”, said to have been taken from a race of gelatinous creatures from beyond the stars. When a creature ingests or injects this liquid, their body becomes gelatinous for a short period of time - roughly 1 hour per dosage of Palegray blood. While gelatinous, a creature has advantage on checks made to escape grapples, may climb vertical surfaces and surfaces parallel to the ground, and may squeeze through gaps as small as one inch wide. However, clothes and equipment being worn are not affected by the Palegray blood, and may need to be left behind in order to enter spaces that are too small for them to pass through.

51

Palegray Blood: A small vial, containing a milky, dreg-filled, grey liquid known as “Palegray blood”, said to have been taken from a race of gelatinous creatures from beyond the stars. When a creature ingests or injects this liquid, their body becomes gelatinous for one hour which confers many advantages at the cost of their well-being, as they suffer two daggers wroth of poison damage (2d4). While gelatinous, a creature has advantage on checks made to escape grapples or restraints and can climb vertical surfaces and surfaces parallel to the ground and may squeeze through gaps as small as one inch wide. However, clothes and equipment being worn are not affected by the Palegray blood, and may need to be left behind in order to enter spaces that are too small for them to pass through.

52

Transmogrification Tonic: A ruby vial filled with a mixture of organs and viscera from several types of eldritch aberrations whose mutable forms were in constant flux while they lived. When consumed, the drinker gains control over total control over his physical form and can mold his own flesh as if it was wet clay. The process is painful for a few moments before the drinker is able to disassociate from his nervous system and then it’s just unsettlingly. For the next hour the drinker can change his appearance at will and can decide what he looks like, including his height, weight, sex, facial features, sound of his own voice, hair length, coloration, and distinguishing characteristics, if any. He can make himself appear as a member of another race, though none of his statistics change. He can appear taller or shorter but not enough that he moves into a different size category. His general shape stays the same and retains the same number and arrangement of limbs. For one hour after consuming the tonic, the drinker is considered an aberration in addition to his creature type and as an action equivalent to attacking the he can change his appearance in this way again. These are true physical changes that hold up to a touch or medical inspection and after the hour is up the traces of eldritch power fades, rendering magic detecting spells useless to discerning that the drinker was supernaturally altered. At the end of the hour the tonic’s transmutative effects fade but any final changes remain, leaving the drinker’s appearance permanently altered to whatever his last form was. The drinker is instinctively perfectly aware of his own “natural” form and while under the effect of the tonic can change back to his original shape without difficulty.

53

Primordial Calabash: A bottle shaped gourd with smooth, light green skin and white flesh. The lush fruit is ripe and looks recently plucked despite not having been on a vine for months at least. It thrums with primal power and feels warm and wonderful, like bright sunlight on your skin after being trapped inside all winter. The sealed gourd was grown in a sacred druid grove, its roots reaching deep into ley lines of power soaking up supernatural energy like water. The calabash is filled with a raw juice that is infused with this power and sipping of the nectar will allow a creature to briefly gain a measure of the primal magic as it disperses through the body and may solidify that power as part of his being. Success will grant a preternatural benefit but failure will degrade the drinker’s mind and body. A creature can sip from the gourd as an action equivalent to attacking or casting a spell and choose one of his ability scores (Such as Strength or Wisdom) and roll 1d10. On a result of 3-10, the drinker increases that ability score by +1 (To a maximum of the limit for PC ability scores) but on a 1 or 2, that ability score is decreased by -1. This change is a permanent effect and the calabash’s contents cannot affect the same ability score more than once. When found the Calabash contains 1d3+1 sips of its primordial essence.

54

Potions of Arms: A sealed glass vial in the shape of a clenched fist, filled with a clear liquid that changes to match the skin tone of whoever is holding it. When held, the bearer’s arms and sides tingle warmly, feeling strong and tough. If sipped, a primordial deluge of raw magic coursing through the drinker’s body forcing an evolutionary surge. The drinker experiences a strange tingling sensation under his shoulders and a secondary pair of arms burst out of his sides, bypassing armor and clothing. The extra arms lack the refined muscle memory of the drinker’s normal limbs and are considered non-dominate or off-hands which are capable of holding objects (But not wielding them) and performing basic tasks but nothing that requires finesse or skill. The additional limbs are as well muscled their counterparts, allowing the caster to excel at tasks that simply require overwhelming strength or sheer brute force. The caster is able to give himself a couple of helping hands and gains advantage on all strength checks and any rolls made to grapple, climb or wrestle. The extra arms last for 8 hours before retracting back into the caster’s body. When found the vial contains 1d3+1 sips of the potion.

55

The Wand of Fireworks: A wand consisting of a thin shaft of wood that holds a glass sphere at its tip. The sphere contains a dazzling display of sparks and flashes that crackle when held. The wand has 7 charges. While holding it, the bearer can use an action equivalent to attacking or casting a spell to expend 1 of its charges and create a harmless burst of multicolored light at a point he can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a few seconds. The wand regains 1d6 + 1 expended charges daily at dawn. If the bearer expends the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.

56

The Box of Princely Comeliness: A comprehensive, magical make-up box filled with make-ups and powders, blushes and rouges, small bottles of scented oils and perfumes. When used correctly The box makes the ugly comely, the tongue tied more dashing, and the social butterfly into an alluring magnet of attention. It can be used as a disguise kit and when used in this way, the user to adds 1d4 to the result of any skill checks made to disguise themselves with it as well as any Deception or Perform checks made to pass themselves off as the person of character they have disguised themselves as. To benefit from this, the bearer must spend ten minutes applying the makeup and the benefits last for 2d4 hours. The box replenishes its stock of powders, oils, lotions, and accessories every day at dawn.

57

Doom Siren: A tiny clockwork box lets out an ominous dirge audible up to 100 feet when an intelligent creature dies within 100 feet of it.

58

Devil Salts: A sealed leaded vial filled with course red salts. Distilled from the molten sweat of demons, a whiff of these crystals fills a creature with fiendish resilience at the cost of a few seconds of sanity. It is best saved from emergencies… As an action equivalent to attacking or casting a spell, he bearer can open the vial and hold it to the face of an unconscious or dying creature. The downed creature regains a dagger’s worth of hit points per character level (1d4 X their level) and becomes violently conscious as they screaming and flail in terror for a few moments. The creature immediately jumps to their feet and takes the dodge action. The revived creature is considered frightened and cannot take actions or movement until the end of his next turn other than to stand up, dodge defensively and scream as loudly as possible. When first found the vial contains 6d6 uses of the Devil Salts.

59

Mages Manacles: A pair of bulky brass manacles held together by a sturdy brass bar inscribed with abjuration runes. The bindings prevent the creature from casting spells that require hand movements or somatic components. A creature who is bound by both manacles cannot regain spell slots by any means, including through rest, class or racial abilities or by use of potions or wondrous items.

60

Compass of the Homesick: A compass with a small compartment under the dial which can be filled with earth, sand, dirt or small pebbles. The compass dial features two needles. The small needle always points towards the magnetic north. However, the large needle always points towards the location the material in the compartment was taken from, allowing the bearer to always find their way to their home ground. If the compartment is empty, filled with any other type of material, or material taken from another plane of existence, the needle slowly spins around aimlessly.

61

Martyr’s Vow: A steel amulet painted with a palm marred by a crimson swirl. The amulet can be used as holy symbol for the purposes of casting spells or channeling divine might. When a creature you can see within 30 feet of you takes damage, as a reaction equivalent to an attack of opportunity the bearer can reduce the damage the target takes by the equivalent of a longsword (1d8) to a minimum of 0. Each time the bearer does this, he suffers the amount of damage that he spared the target from and this damage cannot be reduced in any way.

62

Moss Quiver: A soft leather quiver sporting an inner lining fashioned from moss. It is said that any arrow placed within will make no noise on impact. Although hard to believe, this species of moss certainly has a reputation from the marshes it is found within. The strange plant quickly covers projectiles placed within it with a layer of soft, sound absorbing moss but the material quickly dries out and dies when away from the quiver. When the bearer is hidden from a creature and misses it with a ranged weapon attack with a projectile or thrown weapon drawn from the quiver (arrow, bullet, javelin, etc.) that round, making the attack doesn’t reveal the wielder’s position.

63

Scroll of Shielding: A venerable spell scroll decorated with a crude drawing of a warrior’s shield displaying an unknown crest of a kingdom long lost. A bearer capable of casting spells can read out the written incantation (As an action equivalent to attacking or casting a spell) to grant themselves or a creature they can see within 30 feet a spectral shield that floats around them creating a protective barrier. This consumes the scroll but for the next hour, the target’s armor class or physical defenses are increased as if he was properly wielding a shield. The wielder may benefit from the armor class bonus (Typically a +2) even if he is already wielding a shield.

64

Potion of Witchy Healing: A hag-brewed healing draught that does the job but at a terrible price to one’s taste buds and stomach. The fetid potion knits bones, seals flesh and stanches the flow of blood from mortal wounds. As an action equivalent to attacking, the bearer can drink it himself or administer it to another conscious or unconscious creature. The drinker immediate regains three dagger’s worth of hit points (3d4+3). For one hour after consuming the potion, the drinker’s digestive system is so upset that he gains no benefits of any kind from consuming a potion, elixir or helpful alchemical substance.

65

Death’s Head: A grossly mutated Roll on "Humanoid" skull filled with the most virulent poxes of Nurgle the Plaguelord and sealed with blood-laced wax. It explodes when thrown at the enemy, showering them in filthy pus and rot. As an action equivalent to attacking, the wielder can throw Death’s Head as a weapon they’re considered proficient with at an enemy within 30 feet. On a successful attack, Death’s Head deals five daggers worth of poison damage (5d4) and if the target suffers 10 points of damage or more, it is also poisoned for one minute. The damage that Death’s Head deals ignores resistances to poison damage but not immunity.

66

Instrument of Illusions: A Roll on "Random Musical Instruments" that is an exquisite example of its kind, and is superior to an ordinary instrument in every way. While playing this musical instrument, the bearer can create harmless and obviously illusory effects within a 30 foot radius. These effects can include images, shapes, colors, sound, movement, and slight changes in temperature. Anyone experiencing these illusions is aware that the illusions are emanating from the instrument.

67

Murderer’s Gloves: A pair of gloves made of thin black leather and have a silver dagger embroidered on the dorsal side of the hand. While worn, the wielder’s Sneak Attack damage dice are increased from d6’s to d8’s.

68

Moonstone: A warm blond stone the size and shape of a chestnut that feels smooth and oily. It glows with soft light like a brave candle when in areas of darkness.

69

Whispers of the Forgotten Tome: A small, weathered leather-bound book is filled with cryptic symbols and ancient text. Its pages emanate a faint glow, hinting at the secrets it holds. When opened, the pages softly rustle as if whispering forgotten knowledge and consulting the tome can grant limited insight into hidden truths. Once per day, the bearer can ask a single question about their immediate surroundings, and the book will provide a brief and enigmatic but truthful answer. The answer may come in the form of a riddle, a cryptic phrase, or a symbolic image. The interpretation of the answer is left to the bearer’s discretion. Additionally, the presence of the book may occasionally attract the attention of scholars, sages, or those intrigued by ancient lore. This can lead to unexpected encounters, opportunities for knowledge exchange, or even quests related to forgotten mysteries.

70

Whispering Coin of Serendipity: A small, silver coin with intricate engravings on both sides. The object appears slightly worn, hinting at its mysterious history and when held, it emits a faint, soothing aura. The coin is fickle and grant its possessor a run of unexpected luck for good or ill when called upon when the bearer flips it and tries his fortune. Once per day as an action equivalent to attacking, the bearer can flip the coin and must roll 1d20. On an even numbered result, the bearer adds +1d4 to the result of any attack roll, saving throw or skill check he makes for the next 24 hours. On an odd numbered result, the bearer must subtract 1d4 from the result of any attack roll, saving throw and skill checks he makes for the next 24 hours.

71

Battlemage’s Wristguard: An exquisite accessory crafted from dark brown leather and adorned with intricate brass metalwork. Wisps of blue and white arcane energy streak across the leather wristguard, forming mesmerizing cracks and patterns. Created as a basic defense for battlemages, it collects excess arcane power that’s emitted while the caster is channeling a spell and uses it to power a shield to guard the wearer from attacks and distractions. Whenever the bearer is actively concentrating on a spell, his Armor Class is increased as if he was properly wielding a shield (Typically a +2) and the wielder adds +1d4 to the result of any checks made to maintain concentration on the spell.

72

Urchin’s Reminder: A kelp bracelet beaded with irregularly round and dimpled carvings of ironoak; it is always damp against the skin. The band holds a simple dweomer crafted by a mercenary captain who was seeking enlightenment and wanted to stop his emotions getting the best of him. Whenever the bearer gains the Charmed or Frightened condition, spines erupt from the dimpled beads, focusing his mind and drawing a trickle of blood and dealing 1 point of piercing damage to the bearer. If the damage allows the bearer to reroll a saving throw against the effect causing him to be Charmed or Frightened, he adds +1d4 to the result of the reroll.

73

Castaway’s Compass: A small, well-worn brass compass with a rich patina. When the compass is submerged in seawater, the needle changes from red to green and spins to point towards the nearest dry land.

74

Diem: A ring with cerulean strands intertwining themselves with similar white strands. Engraved upon the blue strands are symbols denoting the grace of water, and upon the white, symbols denoting the swift, fierceness of air. Once per day the bearer may activate the ring, allowing the bearer to activate a class ability, racial feature or other magic item that is only usable once short or long rest (Or once per day) that the bearer has already used for day. Activating the ring takes the same action as the power or ability that the bearer is trying to reactivate. When Diem is first found it has 1d4 charges on it. When Diem is activated, roll 1d20 and if the rolled number is the same or less than the number of charges on the ring, it crumbles into ashes and is destroyed. If the rolled number is greater than the amount of charges, it remains intact but gains 1 charge. There is no way to remove charges from the ring. —Note: This item is vaguely worded and in theory could be activated to recast a wizard’s highest level spell or to use Arcane Recovery again, it could be used for a fighter’s Action Surge or Second Wind or grant a cleric another Channel Divinity. If the item is too strong, the DM is free to add more charges to it when the PC’s find it or to make it gain 1 charge on an ability that the PC would regain on a short rest and 2 charges for something regained on a long rest.

75

Primal Bracers: A pair of matching silver bracers decorated with intricate leaf patterns made of emeralds. Their beauty alone is enough for it to be worth something but the minor power it possesses over the natural world adds considerably to its value. Knowledgeable PC’s are aware that wondrous items like these were created by the Druid Dyonis and used to train and help new druids to the order. As an action equivalent to attacking or casting a spell, the bearer can instantly make a flower bloom, a seed pod open, or a leaf bud bloom. Alternatively he can create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint order of skunk. The effect must fit in a 5-foot cube. Lastly the bearer can create a tiny, harmless sensory effect that predicts what the weather will be at his location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists until the start of the bearer’s next turn.

76

Cursed Cloak of Curses: A cursed cloak riddled with sewn on hexes, signs of ill omens and unlucky patterns, that would cause any superstitious viewer to want to throw it into the nearest fire. Closer inspect reveals even more invitations of calamity woven into the cloth itself; A small shard from a broken mirror, a hair from a black cat, skin of a toad, the feather of a dead raven, a vial of spilled salt, a deformed opal, and so on. The intense mixture of dozens of different minor misfortunes all clashing together actually seems to protect its bearer rather than causing him hardship. No single source of bad luck wins out, each fighting with the other and banding together to ward off any additional curses. The wearer adds 1d4 to the result of any saving throws he makes to resist curse type spells or effects. This includes any additional saving throws the curse might impose or if the bearer is suffering from an ongoing curse, any regular saving throws to resist or break free. Unsurprising, the cloak emits a strong malignant aura and easily registers as a cursed item for anyone capable of detecting cursed objects.

77

Scales of Accounting: A brass merchant scale that includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. Furthermore, a bearer can place one hand on the scale and another hand on a pile of gold, silver, copper or platinum coins within a 5-foot cube, the bearer can will the pile to be converted to their exact equivalent value in gold, silver copper or platinum coins.

78

Goblin Birthing Knife: An old rusty dagger with a wide and forbidding blade, shaped like a serrated leaf to cause greatest bloodletting. Despite its decrepit appearance, the blade projects the most fell sense of dark sorcery. Within one minute of using the Goblin Birthing Knife to kill a humanoid creature of medium sized or larger, the wielder can spend an action equivalent to attacking or casting a spell to slit open that corpse’s belly to reveal a newly birthed (But fully grown) Goblin. This goblin will have a favorable disposition to its creator but is wicked in its stupidity. Each time it is used in this way roll 1d20 and on a result of a 1, the blade will break off, nullifying the enchantment.

79

Serpent Lens: A monocle that appears to have a vertical pupil and is rimmed with snake skin in a configuration allowing it to fit over a wearer’s right eye, like an eyepatch, though it does not have a strap. It radiates vivimantic energy and registers as a cursed item to spells and abilities that can detect it. If pressed over an eye, the lens will burrow into the wearer’s face, consuming the wearer’s natural eye in the process. This replacement is quite painful, taking an entire minute to complete while the wearer writhes in agony and is completely incapacitated. Afterwards, the bearer’s normal vision is unaffected but he can detect and identify poison and poisonous creatures by sight as they’re surrounded by a faint aura. Strength and danger of specific poisons may be detected, but the amount of detail available will vary based on knowledge and experience. The wearer is considered attuned to the Serpent Lens which consumes an attunement slot. If the wearer is targeted by a Remove Curse effect, the Lens falls out harmlessly and the bearer’s eye reappears. Should the Lens be removed by force, the process is incredibly painful and the bearer’s eye socket remains empty. Either method of removes breaks the attunment to the Serpent Lens.

80

Tablet of Opening: A thin sheet of stone carved with runes of opening and destruction. If pressed against a door, chest or 5-foot section of wall no more than 3 feet thick and shattered with a hammer, the door so pressed will similarly shatter. Shattering the tablet requires an action equivalent to attacking or casting a spell but any creature capable of swinging a hammer is capable of it.

81

Worklight: A leather headband with a small circular geode attached. The sparkling rock is marked with harsh rudimentary runes. The bearer can tap the crude markings to activate it which causes the crystals within the stone to cast a bright purple-amethyst light in a 60-foot cone and dim light for an additional 60 feet. Tapping the geode again turns the light off.

82

Potion of Resting: A sealed glass vial containing a green bubbling potion which tastes like lime. If consumed, the drinker’s body immediately attempts falls into a lethargic half-sleep while his body attempts to repair itself. For the next minute the drinker suffers disadvantage on all attack rolls, skill checks and saving throws and his speed is reduced by half. At the end of the minute, the drinker gains all the benefits of a short rest, as if had been able to lie down comfortably for a full hour.

83

Diluted Oil of Sharpness: A sealed glass vial filled with clear, gelatinous oil that sparkles with tiny, ultrathin silver shards. The oil can coat one melee weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is considered a +1 magical and silvered weapon.

84

Fishmoss Spores: A small flask of brackish water mixed with spores of Fishmoss. The flask of water must be inhaled, not drunk, a highly unpleasant experience akin to physically drowning. Upon imbibing the liquid, the spores cling and rapidly grow on the inside of the persons lungs, allowing them to breathe water instead of air. For the next twelve hours, the drinker becomes able to breathe water as if it were air, but cannot breathe air during this time. It does not give a swimming speed, only prevents drowning.

85

Quill of the Nighthawk: A writing quill is made from an ethereal nighthawk’s flight feather that has been enchanted to enhance its connection to the Ethereal Plane. Once per week, the bearer can use the quill to write a message up to one-hundred words long with the quill on a piece of parchment and send it to a creature with which he is personally familiar with. The parchment instantly folds itself into a miniature nighthawk and travels through the Border Ethereal to deliver itself to the recipient on their plane of existence. The parchment nighthawk takes 12 hours to reach its recipient and is intangible while in transit: immune to all damage and conditions. The recipient can respond by writing on the parchment, which will re-fold and return itself to the bearer (Taking another 12 hours), so long as they do so within 1 hour of receiving the message. The sender can choose to have the parchment nighthawk recite the message it contains aloud upon delivery, doing so in the sender’s voice. Knowledgeable PC’s are aware that, once a year, the ethereal nighthawk molts and leaves feathers behind. These feathers are prized for their connection to the Border Ethereal and are excellent reagents in magical items or concoctions.

86

Alliance Rings: A pair of identical glass rings that shimmer from a stitch of eldritch energy that runs through their center. When two different creatures have each worn one of the rings for at least one hour, they both gain the ability to sense the direction and approximate distance from the other. They also revive a slight jolt (Which will wake them up) when the other ring wearer drops to 0 hit points.

87

Archaic Pact: A crumpled vellum scroll scrawled with an Infernal statement outlining the beliefs of a specific yet unnamed fiend. Whether or not you can read the language, any creature who studies the statement feels as though they can pronounce each word correctly, though they wouldn’t understand the meaning. By repeatedly reciting the creed aloud as an action each round for one minute, the speaks cast Find Familiar, except the familiar takes the form of either an imp or a quasit (A speaker who can read and speak Infernal can choose, for others its a 50% chance of either). The creed is irrevocably absorbed into the familiar’s body and is completely destroyed when the familiar drops to 0 hit points. The familiar summoned by the creed is cursed. The archfiend who wrote the creed can observe the speaker through the summoned familiar, and if the speaker should ever die, familiar is not dismissed and rather becomes loose on the material plane to further the hellish causes of the Abyss.

88

Assassin’s Ring: An unassuming-looking signet ring hiding sinister features. The first is a single-chambered extradimensional space which can hold one dose of poison which remains potent and lethal as long as it stays within the chamber. The wielder can use an action equivalent to drawing a weapon to press part of its filigree to deploy the poison and apply it to a weapon or piece of ammunition that he is holding. Alternatively, the ring can be activated while holding a piece of food or a cup of liquid to mix the poison throughout the food or drink. The wielder gains advantage on checks made to conceal this action from observers. The ring can be filled with ten minutes of careful effort to funnel poison into the extradimensional space. The ring is protected by minor shielding wards and when worn by a living creature it does not give off a magical aura and is not detectable as a magical object.

89

Birdsong Whistle: A carving of reddish soapstone resembles a miniature cardinal. When air is blown through the lower back high-pitched sounds are emitted through the bird’s open beak. When the whistle is blown the sounds of songbirds are heard by all creatures in a 100-foot radius. These calls are indistinguishable from actual birds singing.

90

Cunning Tools: An exquisitely designed set of thieves’ tools made from silver worked only by the light of the full moon. They are enchanted to guide even the clumsiest felons to success. A bearer is considered proficient in these thieves’ tools even if they normally aren’t and a creature who is already proficient in thieves tools adds 1d4+1 to the result of any skill checks made with them. In addition, the Cunning Tools fold down into a single, small smooth rosewood handle that appears to be a finely polished piece of wood. In this state the bearer gains advantage on checks made to conceal it and when carried by a living creature does not give off a magical aura and is not detectable as a magical object.

91

Fan of Whispering: A hand-fan painted with the image of a woman’s face breathing a gust of wind across a countryside. A bearer who holds the fan in front of his lips can communicate at a whisper to someone within 100 feet that he can see, without being detected by anyone else around. The fan does not grant the ability to reply to the messages.

92

Focusing Eye: A thumb-sized opal carved to resemble an open eye. As an action, a bearer can affix it to his forehead where it remains in place until he uses another action to remove it. While worn, the gem focuses, the wielder’s mental facilities, clearing the psychic static and allowing him to better send and receive mental communications. While worn, the bearer can add 1d4 to the result of any insight, deception, intimidation and persuasion checks he makes while speaking telepathically with another creature. The opal does not grant its wearer the ability to communicate telepathically.

93

Gossip Earring: A brass earring sculpted into the shape of whispering maidens. While worn, whenever a creature says the bearer’s name while within 100 feet the earring activates, transmitting the creature’s words as a hushed whisper into the bearer’s ears until it has gone at least 1 minute without saying the bearer’s name.

94

Heaven’s Roof Ring: A silver ring set with a flat gray stone etched with a wing. Whenever the creature falls from a serious height, his rate of descent slows to 60 feet per round and when he lands, he takes no falling damage and can land on his feet. While attuned, the bearer is also fully acclimated to great heights and automatically succeed on checks against the effects of the high altitude. The bearer must attune to the ring by sitting on the edge of a ledge, wall, cliff or other structure that is at least 10 feet tall and looking towards the ground for at least one hour.

95

Lucky Halfling Foot: A small hairy Halfling foot that has been shrunken, alchemically preserved and attached to a simple chain necklace as a pendant. Whenever the bearer rolls a natural 1 for an ability check, attack roll, or saving throw while wearing this necklace, he may choose to reroll and must use the new result. Once he makes a reroll in this way, he cannot do so again for the next 24 hours. In addition, halflings get an unnerving sense of this macabre trophy even when it is hidden, and while wearing this necklace the bearer has disadvantage on all charisma checks to interact with halflings. Alternatively, these mortal remains can be buried or burned properly through halfling funerary rites taking 1 hour. If these rites are completed, up to 8 creatures who took part in the proceedings can roll a Religion skill check with advantage and record the result as a mote of spiritual thanks from the halfling’s soul enters their body. Whenever a creature who has a mote within them rolls a natural 1 on an attack roll, skill check or saving throw, they can choose to expend the mote and replace the natural 1 with the result of the Religion skill check they recorded. Doing this consumes the mote.

96

Magic Mirror: A pocket mirror cast of silver from a sphinx’s lair, housing glass made from the bones of a long dead seer, ground to dust. When viewed indirectly, its surface shows an insubstantial otherworldly face looking back. The mirror can be used as a spellcasting focus and twice per day can be used to cast Augury (See Note) as you ask a question and gaze into it. When you do so, your reflection whispers the answers to your questions. —Note: Augury as a spell: https://roll20.net/compendium/dnd5e/Augury#content

97

Midnight Pearls: A damp silk pouch containing 1d4+2 lustrous black pearl earrings would look at home on a socialite but are rumored to have originated with a treacherous pirate captain. They always appear wet and give the air nearby the slightest taste of saltwater. A bearer does not require pierced ears to wear the earrings and when placed against the lobe they naturally stick to the skin. In addition to being highly fashionable, they can also help escape dangerous situations. A bearer can use an action equivalent to attacking, to drop and stomp on one of the pearls, destroying it to release a cloud of inky, magical darkness erupts in a sphere 15 feet in diameter centered on the bearer. The effect is impenetrable by darkvision and lasts until the end of the bearer’s next turn.

98

Preserved Imp’s Head: A desiccated head of an imp that mumbles occasionally as if trying to speak but cannot, as its eyes and mouth sewn shut with a rough black cord. The fiend still lives in a twisted sense of the word and longs to escape this prison and return to Hell. The head shakes violently and curses whenever it is within 100 feet of an magical portal. If that portal leads to the abyss or a hellish plane the imp becomes enwreathed in harmless black flames as the fiend can taste the Sulphur of its homeland.

99

Steelsilk Mantle: An ornate purple dire-spider silk cloak, interwoven with enchanted steel threads. Whenever the wielder is attacked by a creature he can see, he can spin the cloak in its path in a defensive flourish to deflect the blow. Using an action equivalent to an attack of opportunity (See Note) the wielder can use the close to increase his armor class or physical defensiveness as if he was properly wielding a shield. The wielder may benefit from the armor class bonus (Typically a +2) even if he is already wielding a shield. —Note: If your system doesn’t use attacks of opportunity use the following rule: Once the wielder parries an attack he is no longer able to do so until the start of his next turn.

100

Practical Theology; A Beginner’s Guide: A deceptively heavy, cloth-bound book adorned with divine symbols. It contains descriptions the basic concepts of prayer along with the symbiotic nature of Gods and mortals and how to properly request minor miracles. A creature who has read the volume for at least an hour a day for the past week obtains a rudimentary understanding of the power of prayer and gains the ability to cast one cleric cantrip of their choice that does not deal damage. The nature of spellcasting is demanding and precise and should the creature not keep up with studying the book for an hour per day they fall out of practice and must spend another week pouring over the tome’s pages. A creature who has gained a cantrip from reading the book can switch it to a different cantrip that doesn’t deal damage after reading the book for one hour. If the reader has spent 365 cumulative hours reading the book over the course of one year, he becomes proficient with one cleric cantrip of his choice that does not deal damage and no longer needs to consult the book each day to cast it.