Weird Treasure Table

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The document describes a variety of magic items and their effects. It also includes several random tables that can have strange effects on characters.

Magic items described include Ammunition +1-3, Beads of Force, Arrows of Slaying, a 48-sided Garnet Gemstone, and several books. They provide bonuses to attacks and damage or have other magical effects.

The random tables can give characters strange abilities or afflictions like reproducing by budding, vomiting fish daily, or being made of felt. They can also summon creatures, cause status effects, or alter character alignments or languages.

Name [1] Description Est.

Value Rarity Weight Category

A large, leather-bound tome has a large illustrated potion vial stitched into the front cover. Above the illustration,
"The Art of Potionmaking" by Zygmunt written in Dwarven is the title; "The Art of Potionmaking". Further examination reveals this to be a comprehensive
guide to potionmaking written by a Dwarf called Zygmunt Brigge. 20gp Common 1.lb Book
Brigge

You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by
1d20 Ammunition +1 the rarity of the ammunition. Once it hit a target, the ammunition is no longer magical. Value listed is for individual 25gp Uncommon n/a Weapon
units.
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by
1d20 Ammunition +2 the rarity of the ammunition. Once it hit a target, the ammunition is no longer magical. Value listed is for individual 100gp Rare n/a Weapon
units.
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by
1d20 Ammunition +3 the rarity of the ammunition. Once it hit a target, the ammunition is no longer magical. Value listed is for individual 400gp Very Rare n/a Weapon
units.
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 and is destroyed. Each creature within a 10-foot radius of where the
bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force
then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped
inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the
center of the sphere until they are no longer inside it. Only breathable air 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.

1d4 + 4 Beads of Force 960gp Rare n/a Wondrous Item


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 slaying and arrows of blue dragon slaying. If a creature belonging to the
type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17
Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a
successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other
types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most
common. Value listed is for each arrow.

2d4 + 2 Arrows of Slaying 600gp Very Rare n/a Weapon


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 being known from time to time. This may be the only 48 sided garnet in
48-sided Garnet Gemstone existance. and as such it is highly prized. 10,000gp Legendary n/a Treasure

A large tome bound in thick bison-hide that is a common-orcish language primer, as well as a primer on orcish culture.
The author of the primer, Darius Woodherd, seems to have added a lot of information on orcish heraldry and politics,
A Study of Orcs, by Darius as well. Darius spent almost twenty years amongst the orcs of the north, and eventually married an orc before being
Woodherd 90gp Rare 1.lb Book
killed a score of years ago in a rival tribe’s ambush.

A large, nearly unbreakable leaf from Tree of Adamant.


Adamant Leaf 200gp Rare 5 lb. Wondrous Item

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it,
Adamantine Armor any critical hit against you becomes a normal hit. 500gp Uncommon 20 - 60 lb. Armor

A necklace patterened with Agni Mani. These ornamental stones were usually found in desert regions. In the Realms,
Agni Mani Necklace the name applies specifically only to black tektite material. 20gp Common 1.lb Treasure

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing
sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name
one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an
action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce
depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of
one that has reached its maximum, until the next dawn. [2]

Alchemy Jug 6,000gp Uncommon 1 lb. Wondrous Item


A transparent dark green Alexandrite emerald.
Alexandrite Emerald 500gp Rare n/a Treasure

These pieces of unweatherd, thick parchment are lined by a thin string of gold woven into the paper. To anyone who
cannot read magic, they are always blank and featureless. However, someone who can read magic realizes that these
scrolls can contain spell charges—of ANY type of spell, rather than just Arcane. Paladins, Clerics, and Druids, rejoice!
Two charges of the spell must be spent to write one to the scroll, and some scrolls might be found with magic already
written to them. 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!

Allmagic Scrolls 150gp Uncommon n/a


An amber gemstone of watery gold colouring. It has been polished so that you can see a small petrified leaf suspended
Amber Gemstone inside. 100gp Uncommon n/a Treasure

An ornate cup fashioned out of a deep purple Amethyst. This material was probably chosen as many believe it to
Amethyst Drinking Cup prevent intoxication. 100gp Uncommon n/a Treasure

A detailed account of an adventurer who lived in an Kobold tribe for a number of years. You get a sense that there may
Among the Kobolds have been some embellishment at some points, but it is otherwise an interesting examination of their general nature. 10gp Common 1 lb. Book

This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal.
Amulet of Health 8,000gp Rare n/a Wondrous Item

Amulet of Proof Against Detection While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived
and Location through magical scrying sensors. 20,000gp Uncommon n/a Wondrous Item

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. On a successful check, you cast the plane shift spell. On a failure ,
you and each creature and object within 15 feet of you travel to a random destination.
Roll a dlOO. On a 1- 60, you travel to a random location on the plane you named. On a 61-
100, you travel to a randomly determined plane of existence.
Amulet of the Planes 160,000gp Very Rare n/a Wondrous Item
These two amulets are enchanted as a pair and both must be worn at the same time for the enchantment to work.
Amulets of Inedibility Anything wearing it cannot be considered as food. 1,000gp Very Rare n/a Wondrous Item

A cache of ancient coins left from the elder days of the world and made by a civilization utterly alien to the values of
Ancient Coins today: They are carved from bloodstone, moonstone, and jacinth – with unknown faces and unreadable runes 50gp Uncommon n/a Treasure
decorating their surface.
Ancient gold cube – quite encumbering.
Ancient Gold Cube 200gp Uncommon 40 lb. Treasure

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 jars in which the mummy’s vital organs were placed. Although the mummy is
Ancient Mummy not of the undead, opening these jars will reveal that its organs continue to function: The heart beats, the lungs fill 0gp Uncommon n/a Treasure
with air and empty again, and so forth.

A used, slightly rusted double-bladed sword.


Ancient Sword 2gp Mundane 3 lb. Weapon

Miniature golden replica of ancient mythical temple – location map inside


Ancient Temple Replica 30gp Rare 3 lb. Quest Hook

A tome whose pages have been yellowed with age and used to press metallic leaves of gold, silver, platinum, brass,
Ancient Tome copper, and bronze. 20gp Common 1 lb. Book

A collection case holding fifty spent wands – crafted by the finest craftsman and enchanted by the mightiest wizards of
Ancient Wand Box a bygone age, but now reduced to mere wood, bone, and glass. 40gp Uncommon 1 lb. Treasure

Andar is hard and durable, yielding translucent gems that flash green-red or brown-red when properly faceted.
Andar Gem 15gp Mundane n/a Treasure

Once per day, you 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 combat might be a bit op, also I have named it after Hans Christian
Anderson's Medallion Anderson because it makes me thing of the Emperor's New Clothes) 400gp Very Rare 1 lb. Wondrous Item

A small box of turquoise animal figurines.


Animal Figurines 250gp Uncommon 1 lb. Treasure

Animated pet rock – capable of killing people!


Animated Pet Rock 250gp Rare 5 lb. Wondrous Item

Smart 50’ rope – obeys simple commands, animated like snake


Animated Rope 50gp Very Rare 5 lb. Wondrous Item

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps
into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield
Animated Shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at 6,000gp Very Rare 6 lb. Armor
which point the shield falls to the ground or into your hand if you have one free.

A tiny toy soldier which marches ceaselessly back and forth – eternally vigilant and pissed off if anyone disturbs.
Animated Toy Soldier 300gp Rare 3 lb. Treasure

In this room of the dungeon, there is an elaborate arm chair carved entirely of a single piece of coal. It has been inlaid
Anthracite Chair with silver runes that age has rendered unreadable. 80gp Uncommon 60 lb. Treasure

A dirty canvas back containing twenty pounds of an aphrodisiac root.


Aphrodisiac Root 400gp Rare 20 lb. Treasure

An apparatus of Kwalish appears to be a large, sealed iron barrel, but it has a secret catch that opens a hatch in one end.
Inside, a character finds ten levers. The levers perform various functions, including extending or retracting the legs, tail,
pincers and feelers, covering and uncovering the portholes, moving the apparatus, snapping its pincers, opening and
closing its magically-lit "eyes", rising and sinking in water, and opening or closing the hatch. When activated the
apparatus looks like a giant lobster.
Apparatus of Kwalish 10,000gp Legendary 500.lb Wondrous Item
Apple of the God’s – gain random ability of 1 god aspect at risk of save vs death, then random forbidden fruit side
Apple of the Gods effect; ability is 1 per day/50% chance success 5,000gp Legendary 1 lb. Wondrous Item
Aquamarine is a hard, transparent form of beryl, blue-green in colour. These sought after gems are found primarily
Aquamarine among the tribes that roam the tundra. 500gp Rare n/a Treasure

A thick copper necklace set with a small aquamarine.


Aquamarine Necklace 7gp Common n/a Treasure

A large arbalest/bolt thrower. It is disassembled and crated for shipping. It requires four strong men to lift. When
Arbalest reassembled, it hurls a 5’ bolt for 2d12 damage. 3,000gp Rare 2000 lb. Weapon

Name [1] Description Est. Value Rarity Weight Category

Architect's Underwear of This loincloth causes the wearer to have extremely elevated self confidence. As a result, they get +2 on Bluff Diplomacy
Confidence and Intimidate checks, and -2 on Listen Search Spot and Appraise checks, they also tend to make reckless decisions 500gp Rare n/a Wondrous Item
more often.
A tiny diorama made of oak and silver, depicting a prophecy of the last days of the world in vivid detail.
Armageddon Diorama 80gp Uncommon 20 lb. Treasure

A very large scroll tube containing the plans for many of the ancient war engines of Armentarious.
Armentarious' Scroll Tube 100gp Uncommon 1 lb. Book

You have a +1 bonus to AC while wearing this armor.


Armor +1 1,500gp Rare 8 - 60 lb. Armor

You have a +2 bonus to AC while wearing this armor.


Armor +2 6,000gp Very Rare 8 - 60 lb. Armor

You have a +3 bonus to AC while wearing this armor.


Armor +3 24,000gp Legendary 8 - 60 lb. Armor

This is a set of Studded Leather Armour that has been enchanted with the spirit of a long dead barbarian warrior. Once
per day it allows the user to channel it's rageful spirit.

Armor of Barbarian Rage 300gp Rare 13 lb. Armor


You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make
yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special
Armor of Invulnerability action is used, it can't be used again until the next dawn. 18,000gp Legendary 65 lb. Armor

You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it
Armor of Resistance randomly from the options below. [3] 6,000gp Rare 8 - 60 lb. Armor

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 spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the
remove curse spell or similar magic: removing the armor fails to end the curse. While cursed you have vulnerability to
Armor of Vulnerability two of the three damage type associated with the armor (not the one to which it grants resistance). Rare 65 lb. Armor

Whenever an arrow is fired in the vicinity of this amulet’s wearer, it will strike the amulet wearer
Arrow Magnet Amulet Wondrous Item

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's
normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you
Arrow-catching Shield can use your reaction to become the target of the attack instead. 6,000gp Rare 6 lb. Armor

Created by the very old and very crotchety wizard Arval long ago, this hollow silver box the size of a deck of playing
cards has a rotating dial on top, as well as a button. When the button is pressed, a single target of the wielder's choice is
linked with the device magically. By then rotating the dial, the user can alter his target's voice by up to 100%.
That is to say the target can be either muted or doubled in volume, and anywhere in
between. A will save DC 30 is required to resist the effect.
Arval's Soundpiece 1,800gp Rare n/a
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 those with the proper knowledge, however, reveals that these charts were
Astrologer's Chart constructed around an entirely different night sky – and, possibly, a calendrical system and length of year unlike 100gp Uncommon n/a Treasure
anything known upon this world.

A miniature golden chest with tiny emeralds lining the top that trace out a mage’s sigil. The chest is crafted in exquisite
detail. (This is the material component of a “Secret Chest” (from the spell of the same name) for the ruthless lady-
Aumurille's Chest mage Aumurille, who will likely want it back. ) 75gp Uncommon 5 lb. Treasure

When you take off this ring and it transports you to where you first put it on and disappears.
Back to the Beginning Ring 9,000gp Very Rare n/a Ring

Halves the weight of anything placed inside of it. Nothing larger than the backpack can fit inside the backpack.
Backpack of Effortlessness 1,000gp Rare 2 lb. Container

A coin that always comes up tails. Placing it anywhere tails side down causes it to flip itself over after 1 round. It takes
Bad Coin 50 pounds of pressure to prevent this flip. 600gp Rare n/a Wondrous Item

1d6 angel feathers aura of good; razor sharp; stronger than steel (can be used as weapon like dagger)
Bag of Angel Feathers Rare 1 lb Weapon

The Bag of Ash acts like a jar of infinite water, except it just makes a grey, sooty ash.
Bag of Ash 600gp Rare n/a Wondrous Item

Inside this heavy cloth bag are 3d4 dry beans. The bag weights 1/2 pound plus 1/4 pound for each bean it contains.
Bag of Beans Rare 1.lb Wondrous Item

This 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. The extradimensional creature attached to the bag can sense whatever is
placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of
a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the
creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15
Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a
successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the
bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such
material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of
existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained
within it is transported to a random location on the Astral Plane.

Bag of Devouring 10,000gp Very Rare 15 lb. Wondrous Item


This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth
and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15
pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded,
pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned
inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing
creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures
(minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional
space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens
a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10
feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way
only and can't be reopened.

Bag of Holding 4,000gp Uncommon 15 lb. Wondrous Item


A small bag of saffron. It can be used to flavor the parties travel rations, but is probably more valuable as a trade good.
Bag of Saffron 22gp Uncommon n/a Treasure

This ordinary gray cloth bag appears to be empty. Reaching inside the bag, however, reveals the presence of a small,
fuzzy object. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object
lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s
color. The creature vanishes at the next dawn or when 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.
[4]

Bag of Tricks, Grey 900gp Uncommon 0.5 lb. Wondrous Item


This ordinary rust coloured cloth bag appears to be empty. Reaching inside the bag, however, reveals the presence of a
small, fuzzy object. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the
object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to
the bag’s color. The creature vanishes at the next dawn or when 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. [5]

Bag of Tricks, Rust 3,000gp Rare 0.5 lb. Wondrous Item


This ordinary tan cloth bag appears to be empty. Reaching inside the bag, however, reveals the presence of a small,
fuzzy object. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object
lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s
color. The creature vanishes at the next dawn or when 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.
[6]

Bag of Tricks, Tan 6,480gp Rare 0.5 lb. Wondrous Item

Bagpipe of Invisibility Wondrous Item

A large bale of rare furs


Bale of Furs 40gp Mundane 20 lb. Treasure

A long steel blade with an amber edge and lustrous golden hilt. When first discovered, the blade is without detail, but
Balering, the Sword of Balance is filled with runes as members of other races volunteer their blood as tribute to the blade's cause. 3,000gp Legendary Weapon

Name [1] Description Est. Value Rarity Weight Category

Ballistic Fist Hammer (Hammer with each side acting as ballistic fists from Fallout series)
Ballistic Fist Hammer Rare 7 lb. Weapon

A round translucent white gemstone with a ring of striped brown through it's center.
Banded Agate Gem 10gp Mundane n/a Treasure

Despite appearing to be a normal dagger, even those not able to recognise the presence of magic can tell that there is
something imbued in the unassuming metal hilt and blade.
When appraised it transpires that this blade was buried with a banshee and it's spirit has somehow been absorbed.
Now whomever uses the dagger carries the risk that its spirit will be unleashed.

Banshee Spirit Dagger 2,000gp Rare 2.lb Weapon


A beautiful, vibrantly colorful cloth parasol with a light wooden handle. The object feels delicate and weightless.

Bardweave Parisol 1,500gp Very Rare Wondrous Item

A large barrel of pickled eels.


Barrel o' Eels 15gp Mundane 35 lb. Treasure

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.
Barrel o' Nails 5gp Mundane 40 lb. Treasure

Witch’s Mad Sack of Bats – releases swarm of bats


Bat Sack 300gp Uncommon 1 lb. Wondrous Item

A famous battle banner, long lost, smells badly


Battle Banner 200gp Uncommon 10 lb. Treasure

A pair of dark leather boots upon which a curious gnomish mechanism has been fastened around. There is a small lever
on the side of the ankle that, when toggled, extends on each boot a set of sharp mountaineering claws. The boots are
Bear Claw Boots sized for medium humanoid but the mechanism itself would be easy enough for a blacksmith to scale up or down. 300gp Uncommon 4 lb. Wondrous Item

A string of 8 beaver pelts.


Beaver Pelts 1gp Mundane 20 lb. Treasure

A sheepskin bedroll.
Bedroll 1gp Common 7 lb. Adventuring Gear

A stoppered behir horn containing 300 gp worth of powdered electrum


Behir Horn 300gp Uncommon 4 lb. Treasure

An old leather belt.


Belt 15cp Mundane 1 lb. Treasure

To all intents and purposes this resembles a Belt of Fire Giant Stength, and it certainly does have a giant's strength
enchantment on it; unfortunately, the it was accidentally made with the strength of a baby fire giant. Fire giant babies
Belt of Baby Fire Giant Strength have roughly the same strength as an average human man. 1,000gp Rare 1 lb. Wondrous Item

While wearing this belt, your Strength score changes to 27. If your Strength is already equal to or greater than 27, the
Belt of Cloud Giant Strength item has no effect on you. 36,000gp Legendary 1 lb. Wondrous Item

While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20.
You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're
capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt: You have advantage on saving
throws against poison, and you have resistance against poison damage. You have darkvision out to a range of 60 feet.
You can speak, read, and
write Dwarvish.

Belt of Dwarvenkind 6,000gp Rare 1 lb. Wondrous Item


While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than 25, the
Belt of Fire Giant Strength item has no effect on you. 24,000gp Very Rare 1 lb. Wondrous Item

While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than 23, the
Belt of Frost Giant Strength item has no effect on you. 19,000gp Very Rare 1 lb. Wondrous Item

While wearing this belt, your Strength score changes to 21. If your Strength is already equal to or greater than 21, the
Belt of Hill Giant Strength item has no effect on you. 13,000gp Rare 1 lb. Wondrous Item

While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than 23, the
Belt of Stone Giant Strength item has no effect on you. 19,000gp Very Rare 1 lb. Wondrous Item

While wearing this belt, your Strength score changes to 29. If your Strength is already equal to or greater than 29, the
Belt of Storm Giant Strength item has no effect on you. 45,000gp Legendary 1 lb. Wondrous Item

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 front. It confers a +2 bonus to all Use Rope checks, as well as a +2
Belt of the Shippey bonus to knowledge of anything maritime. Any encounter with pirates or seafaring merchants might prove interesting 220gp Uncommon 1.lb
if the NPCs spot this belt.

You gain +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this
Berserker Axe weapon your hit point maximum increased by 1 for each level you have attained. Rare 5.lb Weapon

Shake this lantern well and you get 2d4 hours of light. It takes a standard action to shake the lantern and requires 8
Bioluminescent Fluid Lantern hours to 'recharge'. 100gp Rare 1 lb. Wondrous Item

An antique golden bird cage with an electrum filigree.


Bird Cage 250gp Uncommon 10 lb. Treasure

Four half-pound bricks of compressed Black Lotus pollen


Black Lotus Pollen 400gp Uncommon 2 lb. Treasure

A 1’ x 3’ bronze plate bearing the ancient, and secret recipe for Black Mountain Stout
Black Mountain Stout Recipe Uncommon n/a Treasure

A plain, unadorned black obelisk. If brought above ground and into the open, the obelisk will draw down a near-
Black Obelisk constant barrage of lightning to itself – even if the sky is clear. 17,500gp Very Rare 1000 lb. Wondrous Item

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 north "Black as an opal" is used as a subtle form of praise for
Black Opal kind-hearted rogues and the like. 1,000gp Rare n/a Treasure

A dark blue-black Pearl.


Black Pearl 500gp Rare n/a Treasure

A translucent lustrous black Sapphire with glowing highlights.


Black Sapphire 5,000gp Very Rare n/a Treasure

An ornate black velvet mask sitched with silver thread.


Black Velvet Mask 25gp Mundane n/a Treasure

A worn coin with notched edges.


Blacksalt’s Luckmaker 200gp Rare Wondrous Item

A contract with blank parts. Can be modified into any sort of deal you wish. The first party to break the contract is
Blank Contract blasted with a beam from above (d12, ignore armour) and the contract dissolves into shredded parchment. Wondrous Item

A blank scroll. It could have any spell in the world on it, eventually. The possibilities are endless.
Blank Scroll 50cp Mundane n/a Treasure

A thick woolen blanket. Something like this is perfect for wrapping up during those long cold nights spent staring at a
Blanket cave wall. 35cp Mundane 3 lb. Adventuring Gear

A hard, roughly cut piece of basalt rock which bleeds when pressure is applies to it.
Bleeding Rock 300gp Rare 3 lb. Wondrous Item

Allows comprehension of all written languages. Unfortunately, said comprehension is only granted when the blindfold
Blindfold of Reading is worn over the eyes - meaning you cannot see to read anything. Perhaps your group can find a work around? 100gp Rare n/a Wondrous Item

Semi-reliable Blindfold of Trap Awareness, sends shivers down the wearer’s spine when traps are near – or at random
Blindfold of Trap Awareness times. Rare n/a Wondrous Item

Twice per day, whomever users this dagger can instantly teleport up to 30 ft in any direction. Cannot be used if you
Blink Dagger were attacked since your last turn. 7,000gp Very Rare 1 lb. Weapon
A plain wooden spoon 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
Bloka Tao's Spoon of Cooking spoon will disappear in 24 hours. The box itself is magical in nature and will alter any spoon made to the same size of n/a Wondrous Item
the Spoon of Cooking to become a duplicate of the Spoon of Cooking.]

A scabbard stained the dark color of rust. Any blade which is placed within the scabbard will emerge covered in a
Blood Scabbard sheen of blood. 3,000gp Rare 2 lb. Wondrous Item

A scroll that when signed with blood would enter the participant into an assassin ranking system. Upon the scroll
was also an arrow that always pointed to the assassin that was a rank above you. The goal is to reach rank 1 for a
Blood Scroll single wish however the only way to gain a rank is to kill the assassin above you. The Rank is infamous and well paid n/a Quest Hook
for their trade so strong assassins are always waiting for a rank opening.

A blood-stained dress which, despite being found in ruins which have lain undisturbed for centuries, is still a vibrant,
Blood Stained Dress stunning blue. Mundane 2 lb. Treasure

Waterskin of lamb’s blood


Blood Waterskin Uncommon 1 lb. Treasure

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 “The rules have changed!” in large, bold letters. Roughly a third of the
Blood-Soaked Book book (of 100 pages) has been used. 5gp Mundane 1 lb. Book

This greatsword belongs to the current mortal champion of Vingaret, the goddess of vengeance. Once per day, the
attuned champion can choose to have one attack with Bloodgaze deal an extra 1D10 damage to the target if the target
Bloodgaze, Champion of Vingaret was the last creature to attack the champion. This damage increases to 2D10 when the champion reaches 7th level and Priceless Legendary 15 lb. Weapon
to 3D10 when the champion reaches 15th level.

Name [1] Description Est. Value Rarity Weight Category

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.
Bloodied Harp 2,500gp Very Rare Wondrous Item

This dark red-brown heliotrope can sometimes be mistaken for a Stone of Invisibility but this one bears no overt
Bloodstone magical powers. 50gp Common n/a Treasure

A finely crafted figurine of a blue dragon, rampant, done in wood and painted.
Blue Dragon Figurine 6sp Uncommon n/a Treasure

A small quartz gemstone shaped in a bevelled square. It is transparent pale blue in color.
Blue Quartz Gem 10gp Mundane n/a Treasure

A silver ring with a transparent blue-white sapphire.


Blue Sapphire Ring 1,000gp Rare n/a Treasure

A finely woven blue, wool scarf.


Blue Scarf 1gp Mundane n/a Treasure

A silver ring with a Blue Spinel gemstone embedded on it.


Blue Spinel Ring 500gp Rare n/a Treasure

Crossbow bolt of chaos – 1 random effect on hit


Bolt of Chaos Rare n/a Weapon

A butter churn made of bone slats, bound with hoops of silver. A scrimshaw scene depicting a crowd of human villagers
Bone Butter Churn beating a Halfling with shovels and hoes wraps around it. 5sp Mundane 1 lb. Treasure

Bone crushing mace – critical renders limb useless; two handed by any smaller than large
Bone Crushing Mace Rare 4 lb. Weapon

This is a pair of engraved bone dice.


Bone Dice 25gp Mundane n/a Treasure

Bits of bone from an unknown creature.


Bone Fragments 0gp Mundane n/a Treasure

A long needle carved out of bone.


Bone Needle 25cp Mundane n/a Treasure

Write the name of your antagonist in your flesh and he will leave you be. Causes one hit point of damage for every
Bone Stylus letter inscribed in the bearer's flesh. Lasts until the damage is healed. Rare 1 lb. Weapon

The bonesaw was used to amputate body parts after the skin had already been cut through with the amputation knife.
Bonesaw 15gp Common 8 lb. Weapon

A 5 ft. tall book stand in maple-wood, the front of which is carved into the likeness of three intertwined foxes. (6gp)
Bookstand 30 lb. Treasure

An elegant, decorative hand held scepter made of bronze and small jewels. You can hear a mild humming resonance
Booming Scepter when held to your ear. 500gp Rare Wondrous Item

The wearer of the boots gains water-walking, with a twist. On any body of salt water, the boots generate a 30 ft. radius
of dry, walkable sand beneath the wearer. Which means several party members could benefit from the effect. They
Boots of Dry Land functioned for an hour per day, but it didn't have to be continuous. Very Rare 3 lb. Wondrous Item

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have
Boots of Elvenkind advantage on Dexterity (Stealth) checks that rely on moving silently. 2,500gp Uncommon 1 lb. Wondrous Item

Plain leather boots, tattered and worn, but glistening with a soft white light similar to the sunlight reflecting off freshly
fallen snow.
Boots of Feral Leaping 1,500gp Rare 2.lb Armor

While you wear these boots, you can use an action to cast the levitate spell on yourself at will.
Boots of Levitation 4,000gp Rare 1 lb. Wondrous Item

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 makes an opportunity attack against you has disadvantage on the attack roll.
Boots of Speed If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 4,000gp Rare 1 lb. Wondrous Item
minutes, the magic ceases to function until you finish a long rest.

A pair of tan boots which are fastened around the foot with three adjustable belts. The inner sole of these boots feels
springy to the touch and seems to mould itself around the user's foot for a fit so comfortable it's like walking on the
Boots of Striding and Springing clouds. 5,000gp Uncommon 1 lb. Wondrous Item

A pair of hide boots lined with dense, warm white fur. The eyelet for each bootlace is patterned with small gemstones
Boots of the Winterlands and the sole of the boot is spiked so as to benefit the user over icy and unstable terrain. These furred boots are snug 2,500gp Uncommon 1 lb. Wondrous Item
and feel quite warm.
Once per day, restores 4d2 HP.This goes up to 4d4 at 5, 6d4 at 10, 8d4 at 15 and 10d4 at
Bottle 20. Cannot use during Combat Rare 1 lb. Potion

This bottle stinks before it's even been opened. The stench of it's contents will protect whomever can stomach to wear
it from almost any wandering predators. It's very difficult to get said stench out of adventuring gear, however. Potency
Bottle of Giant's Urine may vary on weather, but it should ward of predators for at least a day or two. 200gp Rare 1 lb. Potion

A reusable bottle corck embossed with gold leaf and set with amethysts.
Bottle Stopper 750gp Rare n/a Treasure

Gives insane buffs, will eventually turn you into one of whatever it's namesake is.
Bound Armor of the Demon Legendary 40 - 60 lb. Armor

Gives insane buffs, will eventually turn you into one of whatever it's namesake is.
Bound Armor of the Fey Legendary 40 - 60 lb. Armor

Gives insane buffs, will eventually turn you into one of whatever it's namesake is.
Bound Armor of the Lich Legendary 40 - 60 lb. Armor

Bountiful Spade

While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water
elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again
Bowl of Commanding Water Elementals until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 8,000gp Rare 1 lb. Wondrous Item
pounds and holds about 3 gallons.

An ornate box containing corked vials of different diseases


Box o' Diseases Uncommon 1 lb. Wondrous Item

A collection of humanoid figurines, each poised in an unspeakable act of evil. They are packed in box which has been
Box of Evil Miniatures wrapped in lamb’s wool. 30gp Uncommon 1 lb. Treasure

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage
Bracers of Archery rolls on ranged attacks made with such weapons. 1,500gp Uncommon 1 lb. Wondrous Item

The bracers appear to be Bracers of Specialization, but when donned, bind the wearer wrists together, making it quite
difficult to wield a weapon or cast a spell. These bracers are sometimes offered as rewards for services rendered by the
Bracers of Binding Drow. The recipient, believing them to be very powerful, will often don them before examinating them. At this 300gp Uncommon n/a Wondrous Item
point, the drow find it amusing to conjure a hook horror.

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Bracers of Defense 6,000gp Rare 1 lb. Wondrous Item

This peculiar spear-like weapon is popular among travelers and law enforcement. The brandistock's three-pronged
head is retractable, which renders it indistinguishable from a quarterstaff (unless closely inspected). Extending the
Brandistock blades is instantaneous, but pulling them back requires you to spend an action. 10gp Common 4 lb. Weapon

A brass chamber pot in which has been hidden 3 pieces of rosy quartz.
Brass Chamber Pot 12gp Common n/a Treasure
A delicate brass dragon egg; hollowed out and painted into a seascape, resting on a wooden stand.
Brass Dragon Egg 35gp Uncommon 1 lb. Treasure

A small brass flame-shaped charm on a black cord. The center of the flame is overlaid with platinum and is visible in
Brass Halo darkness. Holding it in your hands fills you with a tingling sense of ambition and an urge to act. 2,000gp Legendary Wondrous Item

A set of brass knuckles. Used, but in good condition.


Brass Knuckles 5sp Common 1 lb. Weapon

A plain brass mug with a surprisingly ornate jade inlay.


Brass Mug 250gp Uncommon 1 lb. Treasure

Brazier of Commanding Fire Elementals While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire
elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn. 8,000gp Rare 5 lb. Wondrous Item

Brazier of infinite imps. 1d4 imps spawn every 24 hours. If they are not killed by the time the brazier spawns a new set,
Brazier of Infinite Imps the previous imps die and vanish. 500gp Very Rare 2 lb. Wondrous Item

This is simply a regular sword that has been partially broken, in combat or however. Most people would just get rid of
Broken Sword it, but maybe this sword has a nice hilt, or sentimental value. 5sp Mundane 3 lb. Weapon

A cask full of bronze caltrops.


Bronze Caltrops 3gp Uncommon 6 lb. Treasure

An old bronze crown, once inlaid with gemstones. They have since been picked out, but the crown itself is wonderfully
Bronze Crown cast. 250gp Uncommon 1 lb. Treasure

A flattened bronze halo that hovers behind the bearer's head. It spins rapidly when the bearer exhibits great presence
Bronze Halo of mind. 1,000gp Legendary Wondrous Item

A tower shield of bronze, cast into the likeness of a chimera’s heads and enameled to provide the appropriate colors. +3
Bronze Tower Shield AC, Strength 17, Stealth Disadvantage. 85gp Common 18 lb. Armor

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic
Brooch of Shielding missile spell. 7,500gp Uncommon n/a Wondrous Item

Name [1] Description Est. Value Rarity Weight Category

This wooden broom functions like a mundane broom until you stand astride it and speak its command word. It then
hovers beneath you and can be ridden in the air. The broom stops hovering when you land. You can send the broom to
travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar
with that place. The broom comes back to you when you speak another command word, provided that the broom is
still within 1 mile of you.
Broom of Flying 8,000gp Uncommon 3 lb. Wondrous Item
This buckler has been enchanted with the power to protect you and your allies.
Buckler of Friendship Rare 6 lb. Armor

A silver ring shaped into the likeness of a bull’s head.


Bull's Head Ring 10gp Uncommon n/a Ring

A small bag containing 58 clay sling bullets. Each bullet has a 12 gp opal hidden inside.
Bullet Bag 696gp Rare n/a Treasure

A complete barding for a war horse made of Bullette horn plates.


Bullette Horn Barding Uncommon 40 lb. Treasure

A wooden buckler with a burned-in sigil of a bee on the shield face. It vibrates ferociously when struck.

Buzzing Buckler 2,500gp Very Rare Armor

A diamond of incredible beauty which slowly shifts its color from the purest white to canary to blue to black and back
Canary Diamond again. 250gp Rare n/a Treasure

1d8 red wax candles.


Candle 1cp Mundane n/a Adventuring Gear

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 chooses the god and associated alignment or determines the alignment
randomly. The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the
candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1
minute from the candle's total burn time. While lit, the candle sheds dim light in a 30-foot radius. Any 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. [7]

Candle of Invocation 8,400gp Very Rare 0.5 lb. Wondrous Item


The word “STYX” is sewn into the inner headband of this cap.
Cap of Water Breathing 1,000gp Uncommon 1.lb Wondrous Item

These three chickens have been trained to check for traps, unfortunately they are not very good at it. Once released,
each chicken will roam a dungeon at 30 feet a round and will walk in the direction of any nearby traps. If there are no
nearby traps, they will walk in the direction that the players imagine there to be traps (they are prone to getting caught
Carlin's Courageous Chickens up in the moment). Each chicken will accidentally set off any trap it is feasible for it to set off and be killed by the trap. 10-20cp Rare 18 lbs. Wondrous Item
The chicken have name tags and are called Dara, Demi and Miki.

This is an opaque orange gemstone set in a small brooch.


Carnelian Gemstone 50gp Common n/a Treasure

An old pyromancy tome from Carthus containing pyromancies crafted for battle. It gives the impression it might have
Carthus Tome of Pyromancy fallen through from a different plane of existence. 25gp Common 1 lb. Book

A carved ox bone female figure statue on a wooden base. The statue is 16" in height.
Carved Bone Statuette 25gp Mundane 1 lb. Treasure

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 flames, the right in images of angels and air. The top is carved into an
Carved Wooden Mantle idyllic forest theme and has a moon above the left corner and a sun above the right. 65gp Common 100 lb. Treasure

An electrum pendant shaped like a curled-up cat.


Cat Pendant 6gp Common n/a Treasure

4 ceramic canopic jars, holding the stomach, intestines, lungs, and liver of a long-ago monarch. Each has a golden lid
Ceramic Jars with a likeness of a paunchy, hook-nosed man with pale skin and a squint. 80gp Uncommon 20 lb. Treasure

This is a ceremonial dagger made of electrum with a black pearl in it's pommel.
Ceremonial Dagger 750gp Rare 1 lb. Treasure

A reinforced gauntlet which protects the knuckles and transforms mere punches into lethal blows. This weapon cannot
Cestus be disarmed. It takes an action to don or doff a cestus. 5sp Common 0.5 lb. Weapon

This pale white gemstone has a waxy luster and is slightly translucent.
Chalcedony Gemstone 50gp Common n/a Treasure

A small piece of chalk used to draw on any hard surface.


Chalk 5cp Mundane n/a Treasure

A large, boxed chess set. All the pieces are small, dead pixies somehow sealed within glass.
Chess Set 150gp Uncommon 3 lb. Treasure

A dozen chicken eggs; hollowed out and filled with white flour.
Chicken Eggs 60cp Common n/a Treasure

Rabbit-fur mittens and hat sized for a child.


Child's Mittens and Hat 1gp Common n/a Treasure

Chrysoberyl is a hard, transparent, green gem which is usually facet-cut. It is said that Chrysoberyl has ties to the outer
Chrysoberyl Gem planes and hence its use with battling demonic possession and the undead. 100gp Uncommon n/a Treasure

An apple-green gemstone consisting of a variety of chalcedony that contains nickel.


Chrysoprase Gemstone 50gp Common n/a Treasure

A left-handed glove. It remains warm regardless of atmosphere, and is almost painfully hot to be touched with.
Cinder Glove 150gp Rare Armor

Cursed. Anything who puts on this circlet is sent into an irreversible state of misery for 1d4 hours.
Circlet of Inconsolable Weeping 400gp Rare n/a Wondrous Item

This golden gem has been expertly worked into an oval but has long since fallen out of whatever ring or brooch it was
Citrine Gemstone carved for. 50gp Common n/a Treasure

A claà 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 be perceived with the naked eye, and when they are played they
Clàrsach Harp resonate with the force of a full orchestra. 375gp Uncommon 80 lb. Treasure

A leather bag containing an embroidered black silk shirt with eight silver buttons.
Classy Shirt 8gp Common n/a Treasure

A leather vest with climbing gear: 12 iron pitons, a hammer, 50’ of silk rope, a grappling hook, a set of bronze
Climbing Harness crampons, thick leather gloves, and a leather harness seat.. 32gp Common 10 lbs. Treasure

A cloak of griffon feathers set on black velvet.


Cloak of Griffon Feathers 60gp Common 5 lbs. Treasure
A commanding cloak of authority, used to hide whole legions of armies against the Starwizards of the astral planes.
Cloak of the Shadow General Legendary 2 lb. Wondrous Item

A child’s cloth doll with a small silver brooch pinned to it in the shape of a butterfly.
Cloth Doll 4gp Common 1 lb. Treasure

An old scrap of cloth from a shirt or sheet of some kind.


Cloth Scrap 0gp Mundane n/a Treasure

These holy garments are made of silk interwoven with gold threads.
Cloth-of-gold Vestments 25gp Mundane 3 lb. Treasure

A small cask of yellow clothiers’ dye.


Clothier's Dye 8gp Common n/a Treasure

A life-sized copper and silver statuette of a cockatrice.


Cockatrice Statue 17gp Common 10 lbs. Treasure

This rope coils itself after 10 rounds of being uncoiled, regardless of what is happening to it. It will undo all knots and
Coiling Rope (50 feet) will wind itself up around one end (always the same end). This process always takes 1 round. 800gp Rare 5 lbs. Wondrous Item

1’, 10’, or 20’ – any size you need!


Collapsible Rod 500gp Rare 10 lbs. Wondrous Item

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. The book seems to have an effect on fluent Orcish speakers talking to
Colloquial Black Speech for Orcs, Trolls anyone using the phrase book. They become prone to shouting louder and louder the less they are understood. Nobody 10gp Common 1 lb. Book
and Men knows why this is; the book is not magical in the slightest.

A small wooden comb.


Comb 20cp Mundane n/a Treasure

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 materials he had laying around his tower, he created a small cube and gave it sentience. It was able to
communicate telepathically with anyone who made a link with the cube. Unfortunately, the wizard eventually died and
the cube became lonely. Unable to travel and find a new friend, the cube simply sat there and waited for anyone to
come along. Anyone seeing the cube would be compelled to be with the cube and have it in their possession. Upon
holding the cube, they would feel the need to keep it with them at all times, and protect it as if it were their own child.
Little by little, the connection between the cube and it's possessor would grow, until the two would be inseparable.

Companion Cube Uncommon 30 lb. Quest Hook

Name [1] Description Est. Value Rarity Weight Category

Two rings, user may opt to take damage for the other person wearing the ring
Companion Rings 1000gp Very Rare n/a Ring

A cast iron cooking pot. It smells like it was last used for soup.
Cooking Pot 20cp Mundane 2 lb. Treasure

Heavy, solid copper acorns with perfect natural detail.


Copper Acorns 1gp Mundane Treasure

A copper band with a scale-pattern etched into it. At the top of the bracelet is a broken inset where a platinum
decoration used to be.

Copper Band of the Deceiver 0gp Legendary Wondrous Item


Four bars of copper.
Copper Bars 8gp Common 4 lb. Treasure

A small copper chalice with a silver filigree.


Copper Chalice 25gp Mundane 1 lb. Treasure

A copper gauntlet that never greens. The bearer feels a sense of influence and importance.

Copper Halo 1,500gp Legendary Wondrous Item


A copper necklace set with a small amulet shaped into a symbol representing the sun.
Copper Necklace 2gp Common n/a Treasure

A copper tongue scraper


Copper Tongue Scraper 4gp Common n/a Treasure

A dark crimson Coral gemstone fitted into a golden circlet.


Coral Circlet 100gp Uncommon n/a Treasure

A large sword with jewels that sequentially light up after activation. After the last jewel is lit, the sword will explode!
Countdown Cutlass 3,000gp Rare 3 lb. Wondrous Item

A cow. It's a real hoofer.


Cow 10gp Common 1500 lbs. Treasure

A normal, if not well-crafted looking shortsword. There is a sigil of a chicken on the bottom of the pommel.
Cowardly Blade 0gp Rare Weapon

Provides +2 AC when worn, but attracts the attention of crabs, who will come from nearby and cling to the wearer
Crab Crown Wondrous Item

This wooden crate is about 60cm by 60cm by 40cm, with 'Chaos Mushrooms' burned into the lid in Sylvan. It fizzes
with a faint magical aura, and smells delicious
Crate of Chaos Mushrooms 2,000gp Rare 30.lb Treasure

This set of 12 torches burn different colors. There are two sets of Red, Yellow, Blue, Green, Orange and Purple torches.
Crayon Torches 50gp Uncommon 12 lbs. Wondrous Item

A set of Armor Spikes made out of thick, sharp silver. They can be attached to full or half- plate, and behave like normal
armor spikes. However, they grow faintly in total darkness
Crescent Armor Spikes - - enough for the wearer to see 5 ft, or for another person to see the wearer from up to 650gp Rare 10.lb
50 ft away.

Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.
Crowbar 2gp Mundane 5 lb. Adventuring Gear

A crown of severed, mummified fingers. Each finger bears three jeweled rings.
Crown of Fingers 2,200gp Very Rare 2 lbs. Treasure

A wooden box. Carved by someone who has had no formal training in woodworking, and it shows.
Crude Box 15cp Mundane 1 lb. Treasure

A crudely carved wooden holy symbol.


Crude Holy Symbol 5cp Mundane 1 lb. Treasure

A crudely carved wooden pipe.


Crude Pipe 15cp Mundane n/a Treasure

Crystal prism (d20 x 10 gp)


Crystal Prism 200~ Rare 1 lb. Treasure

A finely-crafted, clear crystal pyramid with no noticeable impurities.


Crystal Pyramid Very Rare 1 lb. Treasure

When used this sword will deliver 1 instant hit for max damage, including bonuses. Once used, the sword shatters into
Crystal Sword crystal shards. Anyone within one square must roll reflex or take 1d4 damage from shard pieces. 40gp Uncommon 3 lb. Weapon

A large crystal vase, silver trimmed, with a dozen dead roses and some stagnant water within.
Crystal Vase 15gp Common 2 lb. Treasure

Metal box of unidentifiable powder.


Curious Powder Box Mundane 2 lb. Treasure

Anything significant that happens to the doll happens to you, beneficial or harmful.
Curse Doll Wondrous Item

Allows a blind user to see but at a cost. (will at random cause you to attack others)
Cursed Eye Very Rare n/a Wondrous Item

Demonic themed tarot/playing cards – extra planar repercussions based on game played; tarot tales come true
Cursed Tarot Cards Rare n/a Wondrous Item

DC save to avoid bleeding damage


Dagger of Bleeding Rare 1 lb. Weapon

Dagger of slicing – ignores armor bonus


Dagger of Slicing Uncommon 1 lb. Weapon

A set of dark blue rings, which rotate freely against each other, but cannot be separated.
Dark Gemini Ring 0gp Very Rare Wondrous Item
1d20 normal bone darts. They resemble fletched knitting needles, about 1 foot in length. Not used often by themselves,
Dart but rather as ammunition in a blowgun. Can be dipped in poison and used as an effective delivery device. 4sp each Common 0.25 lb. Weapon

Dead/dried up fey hanging from ceiling


Dead Fey Mundane 120 lb. Treasure

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
Dead Warrior plate, covering nearly every inch of its surface with precisely written, black runes. A careful inspection of the armor Common 80 lb. Armor
will reveal that there remains room for one last name.

Charm that tells 1 truth about a creature killed in the area


Death Talker Charm Uncommon 1 lb. Wondrous Item

Debt of a Soul – contract of soul ownership


Debt of a Soul Uncommon n/a Quest Hook

An ancient deck of cards with five suits – clovers, swords, clubs, hearts, and dragons.
Deck of Cards 50gp Uncommon n/a Treasure

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,
Decrepit Skeleton in Armor covering nearly every inch of its surface with chaotically written, black runes. Uncommon 60 lb. Armor

The mounted head of a deer, it's impossibly massive horns possessed of a thousand and one points.
Deer Bust Mundane Treasure

Description needed.
Dehydrated Homunculi Mundane Treasure

A preserved Minotaur head, old but still retaining most detail. The skin is old and decrepit, yet both the horns have
been dipped in molten gold. When donned, this helmet magically causes the wearer to appear as a living minotaur—as
Dehydrated Minotaur Helm well as protecting the wearer against critical hits. The user's stats remain the same, however, and the player only 2,400gp Rare 5.lb
appears to be a minotaur (+4 on intimidate checks).

246. A one-gallon cask of Demon’s Vale Wine; a fiery red wine known to be made from hot peppers. (10gp)
Demon's Vale Wine 10gp Mundane Treasure

Awakens any creature from sleep or unconsciousness, but they flail and scream in terror for a few seconds first. They
Devil Salts have no memory of this afterwards. Wondrous Item

Diamond is a hard clear gem which can be clear blue-white, rich blue, yelow or pink. The hardest of all the gemstones,
Diamond and among the most valuable. Diamonds are usually found in northern mountains by underground races, and then 5,000gp Very Rare n/a Treasure
traded to the surface world.
A six sided dice. Probably used in some silly tabletop game.
Dice (6 Sided) 15cp Mundane n/a Treasure

A long, Hollow wooden rod with a narrow opening at one end, and a wider one at the other.
Digiridoom 250gp Rare Weapon

Dinosaur bacon
Dinosaur Bacon Mundane n/a Treasure

Three vicious little mollusks (1hp, Armour 1) that explode in a 2m blast (d8) when killed.
Dire Barnacle Wondrous Item

Name [1] Description Est. Value Rarity Weight Category

Dire bat/eagle wings


Dire Bat Wings Mundane Treasure

A disk of finely polished stone. On one side, the elvish rune for death is inscribed in blackest obsidian. Upon the other,
Disk of Balance the dwarven rune for life is inscribed in the palest ivory. Mundane Treasure

The party finds a complete set of bronze and carved stone weight training equipment issued to the 4th army of some
Do You Even Lift? Ancient Empire Mundane Treasure

These wooden donkey legs can be attached to anything (but are not strong enough to carry literally anything). Once
attached, the thing will follow you around like a loyal donkey. For example, you can attach them to a heavy statue and
Donkey Legs then have it walk itself out of the dungeon. Donkey legs are as strong as two donkeys! Very Rare Wondrous Item

The remnants of a massive door of stone which has been smashed into rubble. A magic mouth which had once adorned
the door remains intact. As the PCs draw near it will issue its warning: “Disturb not this chamber, lest the world suffer.”
Door Rubble Whatever the mouth was set to guard is gone – the chamber beyond the broken door is empty. Common Treasure

The double spear is a polearm comprising of a wooden haft with a short thrusting blade at either end. It can be used
in one or two hands like a spear, but in the hands of a master both heads can be used effectively. If you use the Double
Double Spear Weapon Master feat to make an additional attack with a double spear, it deals 1d6 piercing damage. 5gp Common 5 lb. Weapon

Like a regular compass, except with multiple needles each pointing toward different useful things, such as: north, the
nearest source of fresh water, the strongest nearby evil aura, nearest large concentration of gold, nearest civilization
Dowsing Compass (exact definition of civilization may vary by user), and nearest storm. Needles lengthen and shorten as the Rare Wondrous Item
object gets closer or further away.

Object of secret door detection/lay out visualization


Dowsing Rod Rare Wondrous Item

Dragon balm – reduced heat damage


Dragon Balm Uncommon Potion

A battle pennant, triangular in shape, of a black dragon on red silk. The staff is a silver- tipped lance. (Pennant: 30gp,
Dragon Banner Lance: 25gp) 55gp Common Treasure

A set of golden combs shapes as dragons, each set with red garnets as the eyes.
Dragon Comb Set 750gp Rare n/a Treasure

A large copper shield, embossed with a copper dragon’s head. “Elvalynte” is inscribed on the interior in a flowing
Dragon Head Shield script. (34gp) Common Shield

Trained rat in wooden cage – sniffs out gold in exchange for treats. One trail ration per sniff.
Dragon Scale Tombe Rare Wondrous Item

A statuette of a dragon, forged from the finest mithril, which responds to yes or no questions which are posed to it in
Dragon Statuette draconic. The answers given may appear prophetic or oracular, but are actually random. 400gp Uncommon Treasure

Dagger with blood line to drain victim’s blood


Draining Dagger Mundane 1 lb. Weapon

A long, black feather with violet iridescence. The shaft glows softly white in moonlight.
Dreaming Nightfeather 1,500gp Rare Wondrous Item

A flower that has been dried out to preserve it.


Dried Flower 0gp Mundane n/a Treasure

An electrum drow house-medallion bearing the image of a crimson scorpion with the house name inscribed on the
Drow Medallion back in the drow tongue (House Ulrather). 20gp Common Treasure

A wood chip which acts as a magnet, despite its non-metallic nature.


Druid's Magnet Uncommon 1 lb. Wondrous Item

Once per day, give +10ft to movement, and +1 to attack and damage rolls to all allies.
Drums of Endurance Uncommon Wondrous Item

This compass is carved out of heavy, hard Petrebony (a wood that grows in caves). A brass needle sits in the center.
Duergar Compass However, this compass' needle points East, not North. There are no markings on its surface. 135gp Uncommon n/a

Stack of 4, user covers 20ft radius in magic dust that shows anything that is hidden or dispellable.
Dust of Appearance Uncommon Wondrous Item

Magical dust that makes anyone cough and sneeze (combat)


Dust of Coughing and Sneezing Uncommon Wondrous Item

stack of 4, user covers 20ft radius in magic dust that shows anything that is hidden or dispellable.
Dust of Dispelling Uncommon Wondrous Item

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
Dust Ruby which crumbles to dust upon the lightest touch. Mundane Treasure

A finely crafted compass of gold and silver, decorated and labelled with ornate, dwarven and draconic runes. Once
Dwarven Compass every 1d4 hours it randomly changes the cardinal direction to which its arrow points. Common Wondrous Item

A dwarven holy symbol in silver; shaped into a flaming war-hammer set against an anvil- shaped backdrop.
Dwarven Holy Symbol 55gp Common 1 lb. Treasure

A thick shaft of wood with totemic carvings. It has a slight gradual spike shape, being thinner and sharper at one end,
and thick and flat at the other.
Earthbreaker Totem 1,500gp Very Rare Wondrous Item

A prismatic crystal which echoes back – in a deep, melodious voice – every word which is said around it two seconds
Echo Crystal after it has been said. Common Wondrous Item

Works like a normal greatsword. Great tasting and low in calories! Regenerates 6 inches per day.
Edible Greatsword Uncommon Weapon
In the laboratory, vault, or home of the famed (and thought long dead) Eldhand the Scholar sits a small glass box.
Across the lid is a grid of very tiny holes for air. The box contains a pink, slimy slug admidst some wet sawdust. A tag
on the box reads “Eldhand.” The bug can be killed easily, like any slug. However, placing the slug near one's nose or
mouth allows it to crawl up into the player's brain. The player will go into a coma for 3d4 hours and, upon awakening,
will find that the voice of Eldhand the Scholar can be heard inside their head. He is quite sarcastic, pessimistic, and
usually upset that someone so “pea-brained” ended up finding him. However, he can be convinced to give help in
scholarly matters—granting the host +6 on all Knowledge Arcana, Knowledge History, and Spellcraft checks. He is
reluctant to give out help unless you have proven yourself a more than worthy host. But he is generally willing to help
in exchange for your player eating some odd or expensive food item (plums, goat cheese, and Ruby Port liquor tend to
be his favorites).

Eldhand's Mind Slug 0gp Very Rare n/a


Eldritch flint & steel – 10’ reach – blinding/minor burns
Eldritch Flint & Steel Uncommon Wondrous Item

An archer’s bracer of leather and electrum.


Electrum Bracer 25sp Mundane Armor

A leather ball stuffed with chicken feathers and a plain electrum ring.
Electrum Ring 35sp Mundane Ring

A detailed rose, with petals and thorns, constructed of silver and electrum.
Electrum Rose 40gp Common Treasure

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 House of Winds, with several clues as to where the item may have been lost
Electrum Sheet fourteen hundred years ago. The House of Winds is described as an ornate mithril helm of legendary power. 75gp Common 115 lb. Treasure

A collection of 6 elephant tusks. (2x12gp, 4x10gp)


Elephant Tusks 64gp Common Treasure

Upon taking a single sip of this potion, you are afflicted with some form of madness. Roll 1d6. On a 1-3 you are afflicted
with a short-term madness (DMG p. 259); on a 4-5 you are afflicted with a long-term madness (DMG p. 260); on a 6 you
Elixir of Madness are afflicted with an indefinite madness.(DMG p. 260). The remainder of the elixir loses its magical properties, 100gp Rare n/a Potion
becoming merely a foul tasting liquid.

An elegant carved comb of oak, engraved with the name Aethelren and decorated with twin dragons. Elsewhere, a
Elven Engraved Combs similar comb of ash, engraved with the name Ilthorien and decorated with twin unicorns, can be found. 60gp Uncommon n/a Treasure

An embroidered glove set designed for human sized hands, each with jewel chips.
Embroidered Gloves 2,500gp Rare n/a Treasure

An Emerald is a brilliant green beryl, cleaved along straight box like lines, with rectangular cutting in the finished gem.
Emerald Emeralds are often connected with health, and so are used ornamentally for such a purpose. 1,000gp Rare n/a Treasure

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 empty from the outside--so long as the lid is on. On the lid is pressed
Empty Mason Jar “calasse,” Elven for “clean.” It cannot hold more than its actual volume. 800gp Uncommon 1.lb

An empty vial, just waiting to be filled with something more valuable than itself.
Empty Vial 35cp Mundane n/a Treasure

A purple-colored apple. (This enchanted apple has all the properties of a potion of Cure Light Wounds. 50gp)
Enchanted Apple 50gp Uncommon Wondrous Item

A large, unmarked blue tome. Every page inside is blank.

Encyclopedia Approximatus 500gp Very Rare Wondrous Item

Extract the consciousness of a pacified or willing being to be stored within. The consciousness can be injected into the
Essence Extractor still warm body of a dead being, giving them a new body to inhabit. Wondrous Item

Nigh-unbreakable golemsteel armor enchanted to withstand nearly any strike.


If a ranged attack targets a friendly creature besides yourself within five feet radius, you can move them and take the
Eternity Armor shot to negate the damage and effects instead; if they are within a 10 feet radius, use your reaction. Legendary 80 lb. Armor

Name [1] Description Est. Value Rarity Weight Category

Exploding gold coins (Looks legit. Should avoid contact with real gold coins for safety...)
Exploding Gold Coins Uncommon Trap

Exploding rations – breathe weapon 1d6 hours for 1 use of color theme type
Exploding Rations Uncommon Wondrous Item

Extra dimensional flask – holds 1 gallon


Extra-Dimensional Flask Rare Wondrous Item

This simple agate gem has translucent circles of white dotted around its surface which bring to mind the image of an
Eye Agate Gem eye. 10gp Mundane n/a Treasure

An eye patch with a mock eye set in blue sapphire and moonstone.
Eye Patch 2,500gp Rare n/a Treasure

These appear to be normal Gnomish fireworks (although even those might seem unique and valuable to anyone
unfamiliar with Gnomish ingenuity) but when they are eventually set off they spell out giant obscenities across the
night's sky. It seems, in retrospect, that they may have been created by a rather angry Gnome. Sadly, whomever created
the fireworks and who they were originally intended for will forever remain a mystery.

F**k You Fireworks 30gp Uncommon 10 lb. Wondrous Item


A small wooden case holding four pairs of fairy wings. (4gp per pair to an alchemist, wizard, or university)
Fairy Wing Cage Common Treasure

A life sized copper statue of a fat cat with amber eyes. Purrs if stroked, does not detect as magic.
Fat Cat Statue Mundane Treasure

A large, ornate field tent such as a lord would have, room for 12 persons
Field Tent Common Treasure

A small wooden box with a silver embossed flame on the lid. Inside is a pipe-shape horn that spouts a tiny flame that
Filligins Uncontrollable Flame can not be snuffed. The box is not flammable. 350gp Rare Wondrous Item

A filthy bucket, bolted to the floor, ¾ full of urine, containing silver coins, rings and necklaces.
Filthy Bucket 820gp Rare Treasure

A 5’ diameter wheel of fine, aged cheese


Fine Cheese 50cp Mundane 4 lb. Treasure

A finely made 10’ x 12’ wool floor rug. The center of the rug depicts a scene of siege warfare. A Halfling is being flung
Finely Woven Rug over a city wall by a trebuchet. 100gp Uncommon Treasure

Fire Agate is the name given to chalcedony which contains thin lines of iridescent goethite. When properly cut, the
Fire Agate Gem iridescence displays red, brown, gold, and green hues, and the finest specimens are partly translucent. 30gp Common n/a Treasure

A heavy rug that has been kept rolled up. When unrolled, it reveals that the surface of the rug is permanently on fire.
Fire Blanket When rolled back up the fire disappears. Rare Wondrous Item

This Fire Opal is a translucent fiery red colour and is set within a broken brooch. It takes no effort to wedge it out.
Fire Opal 1,000gp Rare n/a Treasure

A fine gold chain set with a fire opal.


Fire Opal Chain 2,500gp Rare n/a Treasure

This gem normally looks like quartz, but if allowed to absorb heat will change in color to resemble a bright orange
Firestone Gem garnet. When smashed against something, it is drained of color and will light that thing on fire Wondrous Item

Useful for catching fish.


Fishing Tackle 1gp Mundane n/a Adventuring Gear

This imposing, three-headed flail has a +2 bonus to attack and damage rolls. Any creature that takes damage from this
Flail of Flagellation flail may immediately make a saving throw against any one ongoing effect that is affecting them. Rare Weapon

A bandolier holding 8 silver flasks (empty (x3), brandy (x2), acid (x1), ogre blood (x1), gold dust (x1, value of gold:
Flask Bandolier 12gp). (Flasks: 3gp each, bandolier: 5gp, ogre blood (to alchemist): 12gp, acid: 10gp, brandy: 5sp each) Common Treasure

Utility belt of flasks


Flask Belt Common Armor

Half-full flask of nightmare ale – 1 sip = 1d4 hours fear check per hour; full measure = 1d4 hours horrifying
Flask of Nightmare Ale hallucinations vs DC save for early retirement Uncommon Treasure

A pair of steel flasks, sealed with wax bearing the symbol of St. Cuthbert. (Holy water, 25 gp each)
Flask of St. Cuthbert Uncommon Treasure

A small wooden shield bound in human skin bearing a (full-shield) tattoo that appears to be some sort of map. The
Flesh Shield skin is held in place with a rim of beaten copper. (7gp) Mundane Armor

A carved steel striker and a piece of shaped flint that allows the user to start a fire.
Flint & Steel 30cp Mundane n/a Treasure

A ceremonial short spear; ash wood with an iron point. Seven red and three blue dyed vulture feathers are attached to
Fluted Short Spear the head of the spear. The iron is fluted to whistle through the air, if thrown. (3gp) Common Weapon

½ of fool’s gold
Fool's Gold Mundane Treasure

A life sized ivory carving of a chicken.


Foul Ivory Statue 20gp Common Treasure

Torches infused with fragrance


Fragrant Torches Mundane Treasure
Frolee's Guide to Follicle Frolee's five page guide to mustaches and beards.
Perfection 2gp Mundane Book

A frost giant necklace of silver upon which are pierced 17 human-sized hands. All of them appear to be the right hand
Frost Giant's Necklace of their former owner. 55gp Common Treasure

A pure white lily that becomes rigid when picked. Its petals are icy cold and shatter like glass if mishandled.
Frostbite Lilly 150gp Rare Potion

A heavy cast iron frying pan. This can be used for frying, searing, browning and whacking people over the head! It has
Frying Pan the remnants of this morning's breakfast smeared around it's rim. Damage is doubled when wielder has proficiency 1sp Common 4 lb. Weapon
with cooking.
A plain, heavy ring of dark metal. It seems occasionally heavy.
Fulcrum Ring 2,000gp Very Rare Treasure

A sundial which runs backwards.


Fundial Uncommon Wondrous Item

A wicker basket with a pair of mink furs within.


Fur Basket 20gp Common Treasure

1d8 buds of garlic.


Garlic 10cp Mundane n/a Treasure

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 being known from time to time. it is rumored a 48-sided garnet exists
Garnet Gemstone although none have ever been able to track down its location. 100gp Uncommon n/a Treasure

The curse of the gauntlets was that no magic would ever help you, beneficial or baneful and anything you were in
contact with would lose its magical properties while you're touching it. found out the contact one when visiting flying
mage's tower. I was no longer welcome there, but with certain classes the gloves are pretty sweet even considering the
downside. Oh also the curse had a very specific trigger, the gauntlets could only be removed if you cast remove curse on
them and then had a chaotic neutral halfling pull them off of you with the intention of stealing them. even if you
hacked your arms off and then had regeneration cast on you your hands would grow back with the gauntlets on them.

Gauntlets Rare Armor


A teal gem.
Gem 1gp Mundane n/a Treasure

A small Azurite gem. It is opaque and a deep mottled blue in colour.


Gem of Azurite 10gp Mundane n/a Treasure

Six giant temple candles. Each is 6’ tall, 1’ thick, and weighs 100 lbs. They are made of fine white wax, rolled in gold
Giant Temple Candles dust, and set with emeralds. (320 gps each) 1,920gp Rare Treasure

Giant-King’s platinum necklace with crimson diamond worn by dragon


Giant-King's Necklace Uncommon 2 lb. Treasure

A huge arrow, with a steel tip and copper wire inlaid spirally down the shaft. To a medium or large creature, it behaves
Giant's Arrow just like a javelin. However, when thrown, it whistles loudly. 80gp Uncommon 2.lb

The cursed Girdle of Femininity and Masculinity, a rare yet oft-discussed magical item, is wrought with a most powerful
magic. Anyone unfortunate enough to secure it around their waist instantly finds their gender to be transformed. It is
said that not fifty years past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke
Girdle of Femininity/Masculinity Lobelahn's lover. 200gp Rare 2 lb. Wondrous Item

A high quality, perfectly balanced gladius that is excessively comfortable to wield. The blade only seems to sharpen
with use.
Gladiator's Prizeblade 4,000gp Very Rare Weapon

This is a short pole-arm resembling a Fauchard or Guan do, with an additional spike for thrusting. It deals slashing
Glaive damage when wielded in one hand and piercing damage when wielded in two hands. 5gp Uncommon 4 lb. Weapon

A 3’ diameter sealed glass sphere containing water and a live ornamental fish
Glass Sphere Mundane Treasure

A small colored-glass window pane depicting the crowning of the first king.
Glass Window 10gp Common 5 lb. Treasure

A sparkling handful of raw gems.


Glittering Glass 0gp Mundane Treasure

This is a tiny jar of glitternight dust. (a narcotic)


Glitternight Dust 3gp Mundane 1 lb. Treasure

Globe of Invulnerability (It's a snowglobe. Not even the gods themselves can destroy it.)
Globe of Invulnerability Uncommon Wondrous Item

Name [1] Description Est. Value Rarity Weight Category

Gloves that improve a skill but will randomly force the user to slap an ally/NPC during conversations at the DM's
Gloves of Slapping discretion. Uncommon Armor

Glow stones
Glow Stones Mundane Treasure

A miniature crystal – small enough to lie upon the outstretched finger of a halfling child – glows softly, and pulses
Glowing Crystal whenever an object colored red is brought near. Common n/a Wondrous Item

This paint provides no protection, but grants 10 to disguise. The only way it works, however, is if the wearer is wearing
Gnome Camo Paint no clothes, and covered head to toe in the stuff. It's hilarious when a disguise check fails, and they realize they are Uncommon Wondrous Item
staring at a naked Gnome.
A pound of goat jerky
Goat Jerky Mundane 1 lb. Treasure

Ring of a god
God Ring Uncommon n/a Ring

A small gold bracelet. It's design is plain so as to be appropriate for anyone.


Gold Bracelet 25gp Mundane n/a Treasure

A golden bracelet.
Gold Bracelet 250gp Uncommon n/a Treasure

A gold circlet set with four aquamarines.


Gold Circlet 2,500gp Rare n/a Treasure

A jeweled gold crown of superb quality.


Gold Crown 7,500gp Very Rare 2 lb. Treasure

A small gold idol.


Gold Idol 750gp Rare 1.lb Treasure

A solid gold jewelry box with a platinum filigree.


Gold Jewelry Box 7,500gp Very Rare 5 lb. Treasure

A charming golden locket with a painted portrait inside.


Gold Locket 25gp Mundane n/a Treasure

Gold plated idols – possession = death penalty


Gold Plated Idols 160gp Rare Quest Hook

A small gold ring set with bloodstones.


Gold Ring 250gp Uncommon n/a Treasure

A small gold statuette of a man, set with rubies.


Gold Statuette 7,500gp Very Rare 2 lb. Treasure

A quiver of golden arrows, They are devoid of supernatural properties, but despite their unusual composition will
Golden Arrows perform as normal arrows would. Uncommon Treasure

A necklace of large gold-and-platinum prayer beads, 12 beads in all. They project a feeling of safety and austere silence.

Golden Halo 1,000gp Legendary Wondrous Item

An 8’ Golden horn
Golden Horn Common 1.lb Treasure

A roughly beaten golden orb, roughly 10 inches in diameter. The orb is etched with the likeness of an orcish skull with
Golden Orb an axe embedded in it. This was used by an orcish chieftain as his “royal orb”. 72gp Common Treasure

A golden signet ring, origin unknown.


Golden Signet Ring Common n/a Treasure

A tablet of pure gold, inscribed with the core rites and beliefs of a venerable religion. Careful study of this tablet,
Golden Tablet however, will reveal subtle – but important – differences between these ancient practices and the current practices of Uncommon Treasure
the religion in question.
A grandfather’s broadsword, plain but quality. An unknown script runs along the inner side of the scabbard.
Grandfather's Broadsword Common Weapon

This mighty spear is favoured by centaurs.


Great Spear 75gp Common 8.lb Weapon

This is a large greataxe, with a steel shaft and silver floating blade much like the Telescoping Glaive. Upon raising this
Greataxe of Blindness axe to swing the wielder suffers 1 minute of total blindness. A successful hit deals 1d14. 0gp Uncommon 10.lb

http://www.dandwiki.com/wiki/Grog_of_Susbtantial_Whimsy_%283.5e_Equipment%29
Grog of Substantial Whimsy Rare Potion
A thick, flesh-like leather vest adorned with occult symbols and human teeth. Parts of it are ragged with wear, and it
feels clammy to the touch.
Hallowed Skin 5,000gp Legendary Armor

Hammer Mundane 3 lb. Adventuring Gear

Thunder Hammer – deafening or stunned, DC save, 40’ radius


Hammer of Thunderous Power Rare Weapon

A hand axe and belt sheath.


Hand Axe Common Weapon

Silver hand sized harp


Hand Harp Common Treasure

Hand Mirror 2gp Mundane n/a Treasure

A cloth tool-roll that contains six needles of varying thickness. A melody is embroidered on the inside of the roll.
Harkol's Agonizing Instruments 500gp Very Rare Wondrous Item

A carved harp of exotic wood with an ivory inlay and zircon gems.
Harp 750gp Rare 80 lb. Treasure

A hand-fan of clipped, black-dyed harpy feathers bound with copper wiring.


Harpy Feather Fan 15gp Common Treasure

Description needed.
Headband of Enslavement Rare Armor

At the end of a long rest, a Bard attuned to this item may perform a dancing ritual while wearing it. That bard makes a
Performance check. Each creature that watches the whole ritual performance may replace their result for one attack
Headdress of the Dawn Dancer roll, ability check, or saving throw with the result of the bard's performance check. The ritual performance takes 5 Rare n/a Wondrous Item
minutes to complete.

A small, heart-shaped token carved out of rose-colored sandstone, holding the mad soul of a princess who was
Heart Shaped Token trapped there by a sorcerer many centuries ago. Her body remains in the hidden royal sepulchers of her homeland, Uncommon Treasure
perfectly preserved by ancient magic.
A set of enhanced, heavenly armor. Powerful enough to protect and shield a hero on his journey through the the world,
or even beyond the Gates of Hell itself. These armors are made for the most faithful and divine mortals and angels
alike.
While wearing this armor, you gain a +2 bonus to AC, you have advantage on all saving
throws against effects caused by fiends, and it creates an aura in a 5-foot radius around you. Fiends in the aura have
disadvantage on saving throws.
Heavenly Armor Very Rare Armor
Potpourri with demon blood – invigorating & entrancing
Hell Scented Potpourri Common Treasure

Helm – cherubic infant embellishment, emits confusion spell at wil


Helm of Confusion Rare Armor

Helm of Unsurvivable Knowledge A 'God-Helmet' that explained the universe when you put it on. It usually just fried your brain though, small chance of
enlightenment or instant death. Rare Armor

Bandage A person bandaged with this item will be unable to do anything for themselves and will rely on others for
everything. They will not remove the bandage until the wound is healed
Helpless Bandage Wondrous Item

A rather dull gray-black hematite gem with the remains of a necklace fasten on its back.
Hematite 10gp Mundane n/a Treasure

Seven lengths of extremely thick, 30’ long, hemp rope, such as that used for catapults.
Hemp Rope 35gp Common Treasure

These start 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
Hero Dolls has kung-fu action where he swings his sword. Uncommon Treasure

Concealed punching dagger-bracer


Hidden Blade Bracer 200gp Common 2.lb Weapon

A dozen quality daggers in a rolled up rug.


Hidden Daggers Common 1 lb. Weapon

A hollow glass sphere of surprising proportions – nearly three meters across. If it is broken those nearby will catch the
barest scent of alien perfumes, hinting at strange lands belonging to the ancient time when the sphere was first forged
Hollow Glass Sphere and air trapped within it. 1,000gp Rare Treasure

A reliquary containing the bones of an ancient holy man


Holy Bones Mundane Treasure

Holy Book 4gp Mundane 1 lb. Book

Block of ice with ancient holy symbol


Holy Ice Symbol Mundane Treasure

A broken holy sword, inscribed with the name of a legendary Paladin.


Holy Sword of Pentorus Common Weapon

Name [1] Description Est. Value Rarity Weight Category

The holy symbol of a god long thought dead and gone.


Holy Symbol Common Treasure

A wooden holy symbol.


Holy Symbol 25cp Mundane n/a Adventuring Gear

D3 vials of holy water


Holy Water Common Potion

A quart of honey.
Honey 1gp Mundane n/a Treasure

A small, crystal vial of a clear, viscous liquid that smells strongly of honeysuckle. (Vial: 4gp, Perfume: 3gp)
Honeysuckle Potion Mundane Potion

A delicately carved hope chest of polished cherry wood. The box contains nothing but a remarkably fine, gray sand
Hope Chest drawn from some unknown locale. Beneath the new moon, this sand glows a faint blue. Mundane Treasure

Horn Coral, which is also called night coral, is a deep black coral, similar to angel's skin save for its solid color. It is
Horn Coral Gem incredibly difficult to work with, and is used in jewelry as a polished twig or branch of material, or is cut cabochon. 100gp Uncommon n/a Treasure

This book peddles a philosophy of personal ascendancy and manipulation by charisma alone. The authors and
advocates of such tomes claim that, by drawing on the most recent theories in sociology and interpersonal psychology,
How to Win Friends and Influence it is possible to raise an individual's charisma by a single point. They're wrong, that can only be done by magic, but
People 10gp Common 1 lb. Book
what you read is your own.

Once per day this item grants one extra attack for it's user.
Hyperstone Rare Wondrous Item

Necklace The wearer of this necklace has a general feeling that he is safe. The opposite is, in fact, the case. Any time
Ill-Fated Necklace something bad happens to the group, the wearer of this necklace bears the brunt of the misfortune Wondrous Item

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 defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate
and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

Immovable Rod Uncommon Rod


Inhalation herbs & essences
Inhalation Herbs & Essences Mundane Treasure

Ink Mundane n/a Treasure

Iol is actually short for Iolite (cordierite), although a common nickname is "violet stone" even though its overall hue is
usually blue. Iols are usually cut into faceted gems to best display the stone's color change as it is viewed from different
Iol Gem directions. Small, cut iols can be clear, but larger specimens usually contain silky inclusions of another substance such 50gp Common n/a Treasure
as hemitite crystals, which give the same rich golden flash of color as in sunstones.

An iron belt buckle that's beginning to rust.


Iron Buckle 3cp Mundane n/a Treasure

An iron earring. Missing it's twin.


Iron Earring 10cp Mundane n/a Treasure

An iron flask holding a viscous liquid of intense, emerald-green that smells faintly of citrus fruit. The liquid is a
Iron Flask concentrated, magical dye for clothing and the like, equal to four full barrels of normal dye. If consumed, it turns the 65gp Common Potion
drinker green for a full month.
A large iron nail, useful for fixing things together.
Iron Nail 3cp Mundane n/a Treasure

A large iron spike, useful for fixing heavy items together.


Iron Spike 35cp Mundane 1 lb. Treasure

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. (9gp)
Iron Torc Mundane Treasure
A lovely ivory-colored dress of silk with flowing sleeves. The dress has tiny pearls sewn at the neckline. (70gp)
Ivory Dress Common Treasure

A bejeweled ivory drinking horn with gold filigree.


Ivory Drinking Horn 7,500gp Very Rare 1 lb. Treasure

A small sack containing 32 carved ivory mice


Ivory Mice Common Treasure

Whale ivory leg prosthetic


Ivory Peg Leg Mundane Treasure

A carved sculpture of jungle animals on an ivory tusk.


Ivory Statuette 250gp Uncommon 2 lb. Treasure

A transparent fiery orange gem variety of Zircon.


Jacinth 5,000gp Very Rare n/a Treasure

A small collection of antique Jade buttons.


Jade Buttons 100gp Uncommon n/a Treasure

A decorative fountain, crafted elegantly from a single block of jade and decorated with gold leaf, in which the water
Jade Fountain flows in the wrong direction. Common Treasure

An ornate game board made of jade, with 40 solid gold playing pieces.
Jade Game Board 7,500gp Very Rare 2 lb. Treasure

A small, white jade pendant without necklace. The pendant depicts a unicorn rampant with a cracked back leg.
Jade Pendant 10gp Common n/a Treasure

A Weather-worn jade statue depicting a desert beast known only to the people of the far south.
Jade Statue 300gp Uncommon Treasure

A telescope of jade and banded with bloodstone. A character looking through the telescope sees not the world around
Jade Telescope them, but a strange, alien panorama which – nonetheless – follows the motions of the telescope. Uncommon Treasure

A small steel shield, triangular, emblazoned with a griffon device in red on a field of gray. This battered shield is
Jallak's Shield inscribed on the interior with the words: “May this shield be your protection in battle, Jallak. Honor the Galbrand 7gp Common Armor
name.”
A jar containing six eyeballs (2 human, 1 goblin, 1 ogre, 1 worg, and 1 hawk) in a clear liquid.
Jar o' Eyeballs 2gp Mundane Treasure

Jasper is an opaque quartz found in reds, browns, and blacks. Very rare specimens are blue or have bands of blue
Jasper Gem against the other colours. Jasper can be crushed and used in making potions and magical devices which protect against 50gp Common n/a Treasure
poison.
5x range, normal range 5x dmg, 2xs range = 4xs dmg, 3xs range = 3xs dmg, etc… - explodes & destroyed after use except
Javelin of Explosions at 5xs or 4xs range Rare Weapon

½ of jerked meat
Jerked Meats Mundane Treasure

A deep black brooch set with a Jet gemstone. Rumor suggests a brooch of this nature helps prevent the evil eye.
Jet Brooch 100gp Uncommon n/a Treasure

Jewel encrusted sarcophagus – mummy inside


Jewel Encrusted Sarcophagus Uncommon Treasure

A 6’ stack of 1” x 8” x 12’ planks of rare, scented jewel wood


Jewel Wood Common Treasure

A jeweled anklet.
Jeweled Anklet 2,500gp Rare n/a Treasure

When this Kazoo is played, it grants +2 to Intimidation checks. A +3 if the player has a kazoo in the room.
Kazoo of Intimidation Uncommon Wondrous Item

A 35 lb keg of iron nails


Keg o' Nails Mundane Treasure

A large tome filled with over one hundred recipes for wild boar, goose, and venison; written by Kilan Wester, a former
Kilan Wester's Royal Recipes royal chef (retired). 95gp Common Book

King's Tears are very rare and are sometimes called frozen tears. Clear, teardrop-shaped, smooth surfaced, and totally
unbreakable so far by any means. These stones are said to be the crystallized tears of long-dead necromancer kings. In
King's Tears each gem can be seen that which the weeping king loved long ago. Their true nature is unknown but suffice it to say 5,000gp Very Rare n/a Treasure
that sages prize these gems above all others

A pair of bear fur knee breeches


Knee Breeches Mundane Treasure

Knife vest – holds 1d12 knives!


Knife Vest Common Armor

Lantern Mundane 1 lb. Adventuring Gear

A gem of lapis lazuli, dark blue in colour with light yellow flecks.
Lapis Lazuli Gem 10gp Mundane n/a Treasure

A large (36” diameter) bronze bell. (10gp)


Large Bronze Bell Common Treasure

A large pile of coal. Two small, rough diamonds are hidden near the bottom. (20gp, 25 gp)
Large Pile of Coal Mundane Treasure

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
Large Snow Globe chores about the farmyard. The figures return to the house as the last flake falls. Uncommon Treasure

Rocks stuffed with lava


Lava Rocks Uncommon Treasure

Satchel of gold painted lead coins.


Lead Coins 10cp Mundane 1 lb. Treasure

Name [1] Description Est. Value Rarity Weight Category

A leather bag containing 6 green dragon scales (young adult).


Leather Bag of Dragon Scales 30gp Common Treasure

Leather Quiver Mundane 4 lb. Treasure

Leather Satchel Mundane 1 lb. Treasure

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 visually and by a Detect Magic spell. However, as soon as one is touched, the
Leomund's Loot Rack others disappear—never to be found again. Multiple items cannot be removed at once. Optionally a password could 0gp Uncommon 300.lb
dispel the magic, allowing all items to be removed.

Pulsating organ of leviathan (is sack/cloth)


Leviathan Organ Common Treasure

Libatius Borage's Advanced Potion A large tome which details advanced techniques in the field of potion making. It's dust cover is a little tatty but the
Making pages inside have kept well and it still has plenty of life left in it. 30gp Common 1 lb. Book

Fossilized skull of lich-arcane power source


Lich Skull Common Treasure

Plain, but exceptionally clean chainmail that feels light, and always cold.
Links of Truth 1,250gp Very Rare Armor

A bright red hooded cape sized for a child, spattered with dried blood.
Little Riding Hood 1gp Mundane 1 lb. Treasure

The Longsword of Balanced Sums. Functions exactly like a generic +2 Longsword... except when you crit miss. Then it
Longsword of Balanced Sums heals the target for half its max hit points. Uncommon 5 lb. Weapon

A sizeable cut diamond with bluish tint.


Lost Diamond 500gp Rare Treasure

You must have this item with you for 24 hours for it to become attuned to you. Once attuned, you may choose the result
Lucky Coin any time it is flipped, regardless of who actually flips it. Possible commands include heads, tails, and edge. Uncommon Wondrous Item

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
Lucky Dodge Belt value of the roll. Uncommon 3 lb. Wondrous Item

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 "flash" is most commonly blue but can be of all shades. "Green Flash"
Lynx Eye Gem labradorite is called lynx eye in 10gp Mundane n/a Treasure
the Realms.

Lynx eye is a special type of labradorite. It is pale to dark grey and has patches of coloured reflections. This "flash" is
Lynx Eye Gem most commonly blue but can be of all shades. "Green Flash" labradorite is called Lynx Eye in the local regions. 10gp Mundane n/a Treasure

Litmus magic paper: This paper can be used as a standard action by rubbing it on an object. It either detects no magic
Magic Litmus Paper and can be used again, or changed color and brightness to reflect the school(s) and strengths of magic on the object. Uncommon Wondrous Item

Someone used this to get married


Magical Ring of Engagement Mundane n/a Ring
A viscous potion in a clear glass bottle. It is uncomfortably hot to hold, and glows a faint orange in darkness.

Magmatic Elixir 150gp Rare Potion

Self-guided grappling hook - +10 to ranged attack roll for aiming


Magnetic Grappling Hook Rare Wondrous Item

Magnifying Glass 2gp Mundane n/a Treasure

265. A thin malachite bracelet with a silver clasp. (6gp)


Malachite Bracelet Mundane Treasure

A large malachite gem. It is striated light and dark green across its polished surface.
Malachite Gem 10gp Mundane n/a Treasure

A large bronze wardrobe, banded in steel, which contains Violet Fungi (hp 15) and a human body with rotting noble’s
Malivar's Wardrobe clothing, a rusty dagger, and a thin platinum bracelet set with a moonstone. 75gp Common Treasure

Mallius Metallius, A Layman's Guide to 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,
Metallurgy however, and inscribed in the front is the title, "Mallius Metallius" with the subtitle, "A Layman's Guide to Metallurgy". 30gp Common 1 lb. Book

Malluf's Not-Quite-Full, Not- Quite-Empty Near-Empty-Ever-Full One Arrow Quiver – always only 1 arrow, will reappear after being shot.
Quiver Rare Wondrous Item

A sword of truly mammoth proportions. Resting within a chamber more than thirty meters long, the sword stretches
Mammoth Sword from one end to the other. Whatever creature was meant to wield this mighty weapon would truly stagger the Common Treasure
imagination of a dragon.
A mask carved to look like the face of a man, but which has been fitted for something wholly other.
Man Mask Mundane Treasure

A mithril-headed branding-iron bearing the sigil of the Manticora Trading House.


Manticora Branding Iron 100gp Common Treasure

An embroidered silk and velvet mantle set with numerous moonstones.


Mantle Set 2,500gp Rare 5 lb. Treasure

A typical manual of bodily health provides the reader with valuable information regarding preventative medicine, basic
Manual of Bodily Health first aid, and proper muscle toning. 10gp Common 1 lb. Book

A typical Manual of Gainful Exercise provides the reader with a strictly regimented routine of daily stretches and tests
Manual of Gainful Exercise designed to increase muscle bulk. 10gp Common 1 lb. Book

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. This small tome is much in demand by people from many walks of
Manual of Quickness of Action life, including rogues wishing to improve their slight-of-hand and paladins wanting to perfect their thrust and parry. 10gp Common 1 lb. Book

A masquerade mask crafted of leather and peacock feathers.


Masquerade Mask 12gp Common Treasure

An old painting, a lot treasure by a painter of some renoun.


Masterpiece Painting 2,500gp Rare 10 lb. Treasure

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
Masterwork Gaming Darts balance and construction). Common Treasure

Within a wooden box carved with pastoral scenes lies a leather purse, and within the purse are a handful of seeds. If
these seeds are planted, they will take root and grow into plants of unnatural shape, hue, and life unlike anything seen
Matroshka Seeds upon this world, and operating by utterly alien principles. 100gp Common 1 lb. Treasure

A stone table in the midst of the wilderness which is, nevertheless, always filled with a fresh meal whenever travelers
Meal Table come across it. Uncommon Wondrous Item

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
Mechanical Mice counterparts – and have become an accepted presence here. Who their creator was, how they are fueled, and what Mundane Wondrous Item
purpose they serve (if any) are mysteries which may never be solved.

Once per day, swift. remove AC of target granted by armor, last one turn. user takes penalty to AC equal to target for
Medallion of Courage same duration. Uncommon Wondrous Item

A cabinet containing 24 glass jars of various medicinal herbs


Medicinal Herbs 60gp Common Treasure

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 soon as they tell you, the first page of the book becomes a table of
contents with three chapters. The names of the chapters are the three skills they mentioned. Turning to the page of a
skill chapter causes the book to disappear in a colored burst of light—and leaves the user with a permanent +1 rank
to said skill. If their ranks are maxed out, the book is wasted.
Menesta's Book of Stored Skill 950gp Uncommon 2.lb
A merchant’s leather case containing a selection of twenty well-made daggers of varying designs. (2gp each)
Merchant's Dagger Box 80gp Uncommon 22 lb. Weapon

2 oz bottle of mineral oil


Mineral Oil 4gp Common n/a Treasure

A set of dies and hammers for minting the king's coinage.


Minting Tools 400gp Uncommon Treasure

D3 sprigs of mistletoe
Mistletoe 10gp Mundane Treasure

Mithril is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor
Mithral Armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the 800gp Uncommon 20 - 60 lb. Armor
armor doesn't.
A black leather collar, stiff from wear and riddled with bite marks.
Mongrel Collar 75gp Rare Wondrous Item

Moonbar is a pearly white, opaque gemstone, usually pale blue with green and gold mottling. Related in type to fire
Moonbar Gemstone and black opals, but is only slightly more common. 375gp Uncommon n/a Treasure

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 form. Whether or not this is true is unknown as anyone close enough
Moonstone to find out apparently hasn't lived to tell the tale. However moonstones have been used in spells that effect this 50gp Common n/a Treasure
particular curse.

A dagger sheath of bronze, set with a small moonstone.


Moonstone Sheath 10gp Common 1 lb. Treasure

A bestiary!
Moradin's Magical Bestiary 2gp Common 1 lb. Book

A beautiful moss agate gem. It is a translucent pink with a mossy gray texture.
Moss Agate Gem 10gp Mundane n/a Treasure

Name [1] Description Est. Value Rarity Weight Category

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 preference. The player cannot hear anything, and must succeed on a DC
Moss Earplugs 16 Will save to speak a single sentence comprehensibly. However, they are totally immune to all sonic attacks and 45 ea Uncommon n/a
songs and can fall asleep extremely well. The earplugs can be removed at will.

A gold-rimmed cobalt locket inscribed with draconic runes. Inside is a small replaceable portrait.

Mother's Love 1,250gp Very Rare Wondrous Item


A staff that could change into a hammer and give him extra strength while it was in that mode.
Mr. Hammer's Crazy Staff Wondrous Item

An ornate golden music box.


Music Box 2,500gp Rare 3 lb. Treasure

A mysterious ornamental club hammer of dwarf origin, only someone with extensive knowledge of weapons or magic
(Eg. Blacksmith, Enchanter, etc) can discover its true meaning.

Mysterious Dwarven Club Hammer

2,700gp Very Rare 4lb. Weapon


An age-worn ivory figurine, which, nonetheless, bears an uncanny resemblance to a young woman the characters have
Mysterious Ivory Figurine just met. Treasure

A gear-driven ships navigational calculator enclosed in a jewelwood box (5000 gp)


Navigational Calculator Treasure

Black leather saddle with streaks of red through the leather itself. A small amount of black smoke emanates from the
saddle when it is holding still.

Necromancer's Saddle 2,000gp Rare 30.lb Wondrous Item


An unused fishing net made out of spun mammoth hairs.
Net 50cp Mundane 3 lb. Treasure
Neverfull Waterskin (It's always half empty.)
Neverfull Waterskin Wondrous Item

A small pouch of tiny dry seeds that leave black soot on your fingers and smell of pungent incense.
Nevermore Seed 350gp Very Rare Potion

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
New Year's Sword year, however, on the eve of the new year, the hilt is possessed of a ghostly blade – allowing it to perform its duties as a Weapon
sword once more.
A common looking pipeweed, which smells only a little sweeter than the most common varieties. Close inspection
reveals occasional black burrs mixed among the leaves.
Nightmare Pipeweed 150gp Rare Potion

A foot-high bronze statuette of a pair of entwined nymphs, dancing.


Nymph Statuette 8gp Treasure

This ring is set with a hemispherical glass eyeball that looks around when it is worn. It functions as an alternative eye
Observer's Ring for the user and is not affected by magic. 9,000gp Legendary n/a Ring

A charm of twisted black obsidian. Touching the charm unleashes strange, ghostly visions from a strange and alien
Obsidian Charm world – utterly different in every particular, but eerily similar to our own world in its broad scope and form. Wondrous Item

An obsidian figurine of a dolphin which is always wet to the touch.


Obsidian Dolphin Treasure

A small opaque black gem.


Obsidian Gem 10gp Mundane n/a Treasure

An obsidian statuette of a demon with a golden inlay and fittings.


Obsidian Statuette 750gp Rare 2 lb. Treasure

A flask of oil suitable for use in a lantern. 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.

Oil 50cp Mundane 1 lb. Adventuring Gear


D6 oily rags
Oily Rags Treasure

An old boot filled with chunks/flakes of silver-bearing quartz ore (50 gp)
Old Boot Treasure

Within a rotten pouch found upon the body of a long dead soldier is a parchment with an unbroken seal. If the seal is
Old Guard's Note broken and the message read, it warns its would-be recipient to guard against an eminent betrayal. Quest Hook

A ragged old hat with a moth eaten brim.


Old Hat 3cp Mundane n/a Treasure

An old pouch. Works as any pouch might, but it has a hole in it.
Old Pouch 15cp Mundane n/a Adventuring Gear

Father’s old round shield, beneath the boss is the sigil of , valiant conduct by the bearer may draw the eye of the
Old Round Shield God. Mundane Armor

A rotted saddlebag with coins spilling out. The copper coins have some verdigris, and the silver coins are badly
Old Saddlebag tarnished. (142 cp, 46sp, 2gp) 2gp Mundane Treasure

A rotting wheelbarrow holding 167 torches. (Torches: 1cp each)


Old Wheelbarrow Mundane Treasure

A very heavy, hard staff engrained with beautiful swirling, natural patterns across the wood. It has a large diameter and
is slightly tapered to be thicker at one end. It can be used like a normal quarterstaff, except at 1d8 damage. However, in
the hands of a Druid or a 5th-level Ranger, the staff's thicker tip can be lit at-will like a Sunrod of any color. The wielder
is also capable of easily distinguishing any non-natural (magical) trees, and can speak Entish (so long as they could
already speak Elvish).
Olivewood Staff 4,000gp Rare 8.lb
This gemstone has opaque bands of black and white across it's surface.
Onyx Gemstone 50gp Common n/a Treasure

A translucent pale blue Opal with green and golden mottling.


Opal 1,000gp Rare n/a Treasure

Orb of venom-Applies to all of user attacks. Target takes an additional 1d4 poison damage on their next turn.
Orb Of Venom Common Wondrous Item

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 go well with human flesh.
Orcish Cookbook 5gp Common 2 lb. Book

117. An abacus with counting beads made of ivory, silver, gold, and vitrified eye balls (120 gps)
Ornate Abacus Treasure

An unhafted axe head of exceptional craftsmanship. It’s faces are inlaid with a faience scene showing a crowd of human
Ornate Axe Head villagers throwing a Halfling down a well. Treasure

This longsword seems to have been made more for show than for use. It is silver-plated steel and has a jet gemstone set
Ornate Longsword inside the hilt. 750gp Rare 5 lb. Treasure

214. A rapier in an ornate, electrum-trimmed steel scabbard worked in swirl- patterns. (Rapier: 20gp, Scabbard: 45
Ornate Rapier gp) Weapon

An ivory and copper smoking pipe with stale tobacco inside.


Ornate Smoking Pipe 4gp n/a Treasure

A wooden leg, carved to appear as a standing leopard with green agate eyes. (Agates: 4gp each; the whole leg, with eyes:
Ornate Wooden Leg 10gp) 10gp Treasure

A small, leather-bound book filled with prophecies. All of them will be found to be true, but the last of them is dated
Outdated Book of Prophecies just a few weeks ago. 150gp Rare Book

An owlbear costume. Gives the wearer a +10 to disguise when attempting to disguise as an Owlbear.
Owlbear Costume Wondrous Item

A spare bit of parchment.


Parchment 35cp Mundane n/a Treasure

Pearls consist of layers of aragonite agonizingly formed around a bit of grit or other irritant inside oysters and other
mollusks. The resulting pearl has a rich, deep luster. Most of the pearls in the realms are white, however there are
Pearl varieties that are much more rare such as rainbow and black. 100gp Uncommon n/a Treasure

A necklace string of small pink pearls.


Pearl Necklace 2,500gp Rare n/a Treasure

A circular Peridot of rich green colouring with milky inclusions.


Peridot Gemstone 500gp Rare n/a Treasure

A damp rag which carries a faint musty smell.


Permanently Damp Rag Wondrous Item

Name [1] Description Est. Value Rarity Weight Category

The sapling of a young tree. Within a few minutes it will have grown into a wizened oak. A few moments more and the
Perpetual Tree tree slowly fades from existence as a young seedling pushes up from the ground and begins the cycle anew. Wondrous Item

This is 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 Heavy Warhorse. It will stay
Phamea's Pocket Steed until the whistle is blown again—at which time it unsummons. However, if the horse is slain, its body disappears, and 4,600gp Very Rare n/a
the whistle will never emit a sound again.

A viscous, golden liquid inside of a corked glass vial.

Philter of Blave 1,000gp Rare 1 lb Potion

Ash of phoenix in necklace choker – instant revive to wearer (takes 10 rounds/1 minute)
Phoenix Choker Wondrous Item

"Phoenix Egg" from a peddler in the City of Brass. After consulting with a few scholars, he later found that (at least in
Phoenix Egg my world lore) Phoenixes are born of primal energy and not hatched, and that he had in fact purchased a very large jar Potion
of Alchemist's Fire.
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 no special knowledge this is true, but the flavor of the draught
Phoenix Restorative Potion burns their throat but leaves them feeling oddly optimistic. Fire damage dealt should be based on circumstance, but if Potion
you can get away with lots, it'd be the most fun.

Pick Axe 5gp Mundane 10 lb. Treasure

On the floor, wrapped in an oily paper bag, you find a single pickle. It has a strong distinct smell, but otherwise seems
Pickle like a normal pickle. 0gp n/a Treasure

268. Pie bombs


Pie Bombs Wondrous Item
A piglet.
Piglet Treasure

A thick, velvety flower petal of pastel pink and flecks of red. It leaves a fragrant, pleasant dust on your fingertips.
Pink Nayla Petal 200gp Very Rare Potion

A platinum bracelet set with a sapphire.


Platinum Bracelet 2,500gp Rare n/a Treasure

A jeweled platinum ring.


Platinum Ring 7,500gp Very Rare n/a Treasure

A classic 52 card set of playing cards.


Playing Cards 50cp Mundane n/a Treasure

Two disks of hardened quicksilver laying atop one another. If they are separated, a tornado springs up between them –
Pocket Tornado anchored on each end to a disk. Legendary Wondrous Item

Refillable curved poison dagger


Poison Dagger 1 lb. Weapon

Pouch of poisoned throwing needles (see dagger damage & dart range)
Poisoned Throwing Needles Weapon

Polymorphed Adventurers Potions The potions are a polymorphed group of famous heroes transformed into oozes. Anyone with the ability to
communicate telepathically are able to speak with them (and probably help them get back to normal). Quest Hook

One hundred and sixteen 3” white porcelain discs, each has a 1 ounce knob of electrum embedded in its center
Porcelain Discs Treasure

A foul smelling liquid that shifts between bright red and burgundy as it swirls around it's flask.
Potion of Extra Health Potion

169. Potion of false bluff: drinker of the potion perceives that they are an amazing liar. They believe that every
Potion of False Bluff bluff, diplomacy, and intimidation check they make for the next 1d4 hours succeeds, whether it does or not. Potion

1d4 rounds after drinking this potion target produces the illusions of his/her innards becoming outards for 1d6
Potion of Harmless Flaying minutes. The illusion is entirely intangible, but nonetheless real looking. Potion

A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion
Potion of Healing takes an action. 50gp Common 0.5 lb. Potion

Potion of Lycanthropy A thick green potion in a small clear bottle. Closer examination reveals silver particles suspended in the liquid.
Immunization 1000gp Very Rare n/a Potion

Potion of purple ooze: Turns drinking player into an ooze for 1d8+1 days. You can make up stats for purple ooze
Potion of Purple Ooze creature. Potion

Inside this strangely shaped vial swirls a blackish purple liquid. When used it will randomly and instantly teleport the
user to a free spot up to 50 feet away. This includes through walls, into pits and between floors. However the potion
Potion of Sudden Translocation will not work if you are otherwise prevented from teleporting either by Dimensional shackles or other by means. Very Rare n/a Potion

Potion of Temporary Immortality Bottle with a liquid with rainbow colors. When you drink it you automatically succeed on death saving throws for one
hour. Legendary n/a Potion

A fragrant bowl of potpourri.


Potpourri 5cp Mundane 1 lb. Treasure

A cloth or leather pouch that can hold up to 20 sling bullets or 50 blowgun needles, among other things.
Pouch 50cp Common 1 lb. Adventuring Gear

A large carry pouch made from the skin of a monkey. Inside are 1d6 Potions of Healing.
Pouch of Healing Potions 50gp Common 0.5 lb. Potion

A large carry pouch made from the skin of a monkey. Inside are 1d6 Potions of Greater Healing.
Pouch of Healing Potions 300gp Uncommon 0.5 lb. Potion

A large carry pouch made from the skin of a monkey. Inside are 1d6 Potions of Superior Healing.
Pouch of Healing Potions 750gp Rare 0.5 lb. Potion

A large carry pouch made from the skin of a monkey. Inside are 1d6 Potions of Superior Healing.
Pouch of Healing Potions 1,000gp Very Rare 0.5 lb. Potion

A small brown pouch that smells faintly musty. Inside it are 1d4 colourful mushrooms that are unrecognizable, even to
a particularly knowledgeable alchemist or naturist. If determined, a painstaking delve through a herbalists library
Pouch of Mushrooms might identify the mushrooms as "sub-space mushrooms" in a madly written diary of a man claiming to be a deposed 0gp Uncommon 1 lb. Wondrous Item
king called Cooper.

A gray powder that when thrown vastly increases speed and creates many small holes in the target
Powder of Piercing 100-10,000gp Very Rare 0-2 lb. Weapon

Power Treads-Grants the following, +2 fort saves, +2 reflex saves, +2 will saves
Power Treads Wondrous Item

The tiny figurine of a fertility goddess, carved from a rare, fist-sized pearl. Found deep beneath the surface of the earth,
for two weeks after it is brought to the surface any woman touching the figurines will become pregnant. After the two
Pregnancy Figure week period has expired, the figure will never work again (or until returned to its original spot for 1d12 months). Wondrous Item

A human skeleton in rotted priest’s robes wearing a ring and necklace. (Electrum ring: 4gp Silver necklace: 3gp)
Priest Skeleton Treasure

This cursed item hovers just behind whoever it is attuned to, generating startling sounds and lights at random
Prism of Paranoia intervals. A character attuned to the Prism of Paranoia cannot sleep or benefit from long or short rests, but has +10 to Rare n/a Wondrous Item
passive Perception.
A goblin skull that has been dipped in molten copper. (1gp)
Prism's Copper Goblin 1gp Treasure

An elegant puppet theater. Although its wood is brightly polished and the red of its 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 the curtains are opened (using a set of finely woven pulley ropes which lie inside the theater),
the puppets – stored in a concealed compartment “backstage” – will come to life and perform elaborate shows of their
own volition.
Puppet Theater Wondrous Item
A miniature model of a pyramid, which glows a faint blue. If a deceased creature of Diminutive or Fine size is placed
Pyramid Model beneath the pyramid, they will be reincarnated in 1d20 hours. The pyramid can manifest this ability once per lunar Wondrous Item
month.
This axe appears to be like any other felling axe, but when used it will unerringly cut down any tree with one swing.
Quelling Axe Wondrous Item

In a worn and decaying wall of mud bricks, a single black brick – polished and perfectly preserved – stands out in stark
Quicksilver Surprise contrast. If the brick is pried out and broken open, it will reveal a quicksilver core. Treasure

A lucky rabbit’s foot which hangs from a golden chain. Although separated from the rest of the rabbit, the foot
Rabbit's Foot magically lives on: It will respond to touch, bleed if injured, and so forth. Treasure

An cherrywood cloak that repels water perfectly.


Rafting Cloak 550gp Rare Armor

½ of raisins
Raisins Treasure

A silver-headed heavy mace, the head of which is shaped into the likeness of a ram’s head.
Ram's Head Mace 90gp 6 lb. Weapon

Random monster taxidermy


Random Monster Taxidermy Treasure

A pair of pole mounted fans made of giant raven feathers


Raven Feather Fans Treasure

A pen made from a raven’s feather. Through some magical means it writes continuously from an inexhaustible supply
Raven Pen of golden ink upon whatever piece of parchment may be near by. Wondrous Item

Name [1] Description Est. Value Rarity Weight Category

A life-size basalt statue of a raven.


Raven Statue 25gp Treasure

Re-animation bomb
Reanimation Bomb Wondrous Item

A 3’ square replica of a castle, in wood, complete with ramparts and miniature ballistae and toy soldiers. Scribbled in
some spots are notes written in draconic that suggest a plan to assault the castle (“Kill guard here first”, “Murder holes
Replica Castle overhead”, Fireball this area”, etc…) 65gp 120 lb. Treasure

Reversible, finely crafted robes


Reversible Robes Treasure

This rhodochrosite gem is a light pink colour and shaped to resemble a small heart.
Rhodochrosite Gem 10gp Mundane n/a Treasure

Ricochet-sling – up to 4 targets (d4 for targets, attack roll each; first attack fail causes ricochet to end [unless a tie, in
Ricochet Sling the case of a tie to AC the ricochet continues]) Weapon

This armor is Leather Armor with heavy rings sewn into it. The rings help reinforce the armor against blows from
swords and axes. Three rings across the chest are made of brilliant gold that sheds dim light similar to daybreak.
Ring Mail of Three Wishes 1,500gp Rare 40.lb Armor

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
Ring of Bad Luck saves and is not removable for a full day without removing the enchantment. 20gp n/a Trap
Ring of Contrariness Rare n/a Wondrous Item

A silver ring, encrusted with a small topaz. Upon wearing it on their finger, the wearer feels incredibly strong and
Ring of Dubious Might confident. However, entering combat, their confidence immediately dissipates, leaving them terrified. 20gp Uncommon n/a Ring

Ring of Fake invisibility.


Ring of Fake Invisibility Ring

Ring of Ghosts: the wearer of the ring can see and communicate with the ghost of any intelligent being that has died in
the past 24 hours within a 1 mile radius. After the 24 hours, the ghost disappears. The ghosts are only visible and
Ring of Ghosts audible to the wearer, but remain intangible. Also, the ghosts likely aren't very cooperative if the players killed them. Ring

This ring imbues the wearer +1 on all saves.


Ring of Good Luck n/a Ring

Ring of Sustenance – require no food/water/rations


Ring of Sustenance n/a Ring

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
Ring of the Adventurous Limb - arm injured, 3 - gained a ring, probably a wedding ring, 4 Ring
- ring missing, 5-10 - nothing special. It will have a similar effect on legs.
A stone that has been worn down to a smooth finish. Probably from a river bed.
River Stone 0gp Mundane n/a Treasure

You can use an action to present the rod and command obedience from each creature of your choice that you can see
within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours.
While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or
commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used
again until the next dawn.
Rod of Rulership Rare Rod
A small, shifting, rainbow coloured, irridecent gemstone. The fluid shades of colour appear almost liquid under normal
sunlight, it is truly a beautiful sight to behold. Rogue stones are extremely rare and are used for the gemjump spell,
Rogue Stone hence one of the most 5,000gp Very Rare n/a Treasure
sought after gems in the Realms.
100’ of rope
Rope Mundane Adventuring Gear

Collection of documents with traces of royal bloodlines


Royal Documents Quest Hook

Ruby is a pink to blood-red colored gemstone, a variety of the mineral corundum.


Ruby 5,000gp Very Rare n/a Treasure

Rust-dust Bomb – metallic eating dust


Rust-Dust Bomb Wondrous Item

A sack of prized flower bulbs


Sack of Flower Bulbs Treasure

Receipt for delivery of slaves


Sales Receipt Quest Hook

Salve of Silence – armor improving sound nullifier


Salve of Silence Wondrous Item

When used (worn), this seemingly golden crown turns to sand and falls to the ground where it reforms into a crown.
Any gold, silver, or copper item it is placed near will also gain this property. A coin would only turn to sand when it was
Sand Crown Crown being used (spent), etc Wondrous Item

A painted gold child's sarcophagus. It is empty, but itself valuable.


Sarcophagus 7,500gp Very Rare 50 lb. Treasure

Bands of white-yellow sard cross the surface of this dark onyx gemstone.
Sardonyx Gemstone 50gp Common n/a Treasure

A thick leather satchel containing an adventurer's’ kit: 6 wax candles, two pieces of white chalk, two pieces of red chalk,
a small bag of (100) clay marbles, a whistle, four pieces of charcoal, three large sacks, six iron pitons, a hammer, a
Satchel tinderbox with flint and steel, 2 empty copper vials, a chunk of coal, and three large sheets of paper. (10gp) Adventuring Gear

Silver pan/satyr pipes/flute


Satyr Pipes Treasure

Package of d6 sausages
Sausages Treasure

Saw Mundane 4 lb. Treasure

A quarry of 20 Screaming Arrows – intimidate/fear check


Screaming Arrows Wondrous Item

Nigh-indestructible scroll case – leviathan ivory, jewel encrusted, demon paintings on side – scraps of scroll inside
Scroll Case Treasure

Scroll Case Mundane 1 lb. Treasure

Without a successful Arcana check of 25, this scroll appears to be a Scroll of Comprehend Language. When used,
Scroll of Cursed Gibberish however a DC save must be made or the user will be unable to speak anything but gibberish for 1d20 days. n/a Book

Summons a moose.
Scroll of Summon Moose n/a Book

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 origins, the scythe is recognized as a symbol of death in many cultures
Scythe because of its use in reaping. 5gp Common 5 lb. Weapon

A 40’ coil of rare sea shells strung on a silken cord


Sea Shell Coil Treasure

A single, elegant seaglass colored earring made of clear glasslike material. Its exact shape changes slowly over time,
shifting from one watery artful shape to another.
Seaglass Earring 5,000gp Legendary Treasure

Seimai's Guide to Healing Tonics A relatively small compendium of information about healing tonics.
20gp Common 1 lb. Book

extra planar/dimensional transport/escape to pocket dimension with scrying/teleportation stone/orb


Self-Incinerating Pellets Wondrous Item

This sentient dagger attempts to help anytime it's owner tries to sneak by whistling inconspicuously. For some reason
Sentient Dagger of Sneaking it seems to have been discarded. 300gp Uncommon 1 lb. Weapon

A scroll detailing the bound service of two men-at-arms sworn to six months of service.
Service Record Book

A set of golden cups, each set with emeralds.


Set of Golden Cups 7,500gp Very Rare 6 lb. Treasure

Shadoweave armor is woven with darkness imbued into its silk. +6 armor +6 max bonus
Shadoweave Armor 5 lb. Armor

Shandon is another name for natrolite; its slender, colorless crystals yield tiny faceted gems used often in veils and
Shandon Gem robes in order to capture the beading effect of water glistening upon the material. 90gp Common n/a Treasure

Studded leather armor made from sharkskin set with iron disks. (44gp)
Sharkskin Armour Armor

A high quality sharpening stone


Sharpening Stone Adventuring Gear

Grow an exoskeleton for 1 hour, increasing AC by +1


Shell Paste Lotion Potion

A tough metal shield with a large stud in the center.


Shield of Bashing Rare Weapon

Shrunken head with command word – 1 ray spell per hour


Shrunken Head Wondrous Item

A leather string holding 11 silver shuriken.


Shurikens 12gp Weapon

Name [1] Description Est. Value Rarity Weight Category

A large signet ring of gold, worked with a unicorn crest. Any commoner who dons the ring will suddenly discover its
metal heated to unbearable levels – causing one hit point of damage per round. However, anyone with noble blood
(however slight), or destined to become a noble at some point in the future, who does the same will suffer only a
momentary flash of pain (with an accompanying 1 hp of damage). They will find that the unicorn crest has reshaped
itself to their own heraldry, which has also been branded in miniature form upon the back of the finger. From this point
forward, they can put on or remove the ring at will without any further ill effects.

Signet Ring of Gold n/a Ring


This silk handkerchief is embroidered with a pale pink pattern.
Silk Handkerchief 25gp Mundane n/a Treasure

A long silk robe with golden embroidery.


Silk Robe 250gp Uncommon 4 lb. Treasure

A simple but finely made silver and gold brooch.


Silver and Gold Brooch 750gp Rare n/a Treasure
A silver brooch depicting a mage’s tower. (This could be a pass for magical wards at the mage’s tower, at the DM’s
Silver Brooch discretion.) (12gp) Treasure

A pouch filled with 13 silver sling bullets. Each bullet is engraved with the holy symbol of Pelor.
Silver Bullets 10gp .lb Weapon

230. A finely made silver chalice etched in arcane symbols (non-magical). (7gp)
Silver Chalice Treasure

A silver chalice set with moonstones.


Silver Chalice 750gp Rare 1 lb. Treasure

A large jug with a wide mouth coated in silver.


Silver Ewer 25gp Mundane 1 lb. Treasure

A small silver ring shaped from the circle of Captain Wellby's hat.
Silver Halo 2,000gp Legendary Wondrous Item

73. A silver hand mirror with mother-of-pearl backing. (28gp)


Silver Hand Mirror 28gp 1 lb. Treasure

This silver necklace has a gemstone pendant.


Silver Necklace 250gp Uncommon n/a Treasure

A large chunk of raw silver ore (roughly 25 pounds). (5gp; 8gp when smelted)
Silver Ore 5gp Treasure

A light silver platter, 6 inches in diameter, etched with ornate feathers.


Silver Platter of Feathers 1,250gp Rare Wondrous Item

57. A set of 8 silver spoons. (6sp each)


Silver Spoons 0gp Treasure

245. A set of five small silver statuettes (each about 2” tall) consisting of a cat, an owl, a falcon, a horse and a
Silver Statuettes griffon. (5gp each) Treasure

393. A silver-tipped quill with an elaborate white feather. (7sp)


Silver-tipped Quill Treasure

340. Two six-fingered gloves, along with a matching seven-fingered glove. The set is made of supple black leather,
Six Fingered Gloves and stitched with fine, silver thread. Treasure

A single, platinum skeleton-key on a platinum ring. The key is finely crafted, with a delicate design etched in elvish
Skeleton Key characters along the length and across the bow. (37 gp) Treasure

332. Key chain with multiple types of ‘skeleton keys’


Skeleton Key Chain Adventuring Gear

227. Gold dipped idol of several skulls


Skull Idol Treasure

Skydrop is the common name given to clear or lightly colored tektite material; fragments of glass of celestial (meteoric)
Skydrop Gem origin, found in the vast shifting sands of Anauroch and other deserts. 40gp Common n/a Treasure

A bearer-order allowing the possessor to take ownership of a dozen slaves from Zoealage the flesh-monger
Slave Order Quest Hook

A slightly dirty mirror set in a painted wooden frame.


Small Mirror 25gp Mundane 4 lb. Treasure

Smoke of deceit-One time use only, grants perfect hide and move silently rolls to all allies. effect is lost if moved within
Smoke of Deceit 10ft of enemy Wondrous Item

one time use only, swift. grants perfect hide and move silently rolls to all allies. Users must make rolls the closer they
Smoke of Deceit are to enemies, however gain a large bonus to these rolls that diminishes as they get closer. Wondrous Item

255. A long, narrow wooden box containing forty, ½ lb rolls of quality smoking leaf.
Smoking Box Treasure

A six foot long smoking pipe made of ivory, possibly a narwhal horn, carved to look like a twisting serpent.
Smoking Pipe Treasure

A black and crimson cloak with tattered edges that are ever-glowing as it were on fire on moments ago.

Smoldering Cloak 2,000gp Legendary Armor

Smugglers boots – great for hiding a concealed backup dagger or wand


Smuggler's Boots Adventuring Gear

A hooded cloak with a dozen inside pockets.


Smuggler's Coat Adventuring Gear

A broad dagger with a hilt that can be unscrewed. The space revealed is sufficient to hold up to 25 coins, and currently
Smuggler's Dagger holds 10 gold coins and 15 silver coins. 15gp 1 lb. Weapon

A 1 quart jar of rare purple snail dye.


Snail Dye Treasure

A scimitar with a gold and snakeskin hilt set with a citrine.


Snakeskin Scimitar 100gp Weapon

Four pairs of snow serpent fur felt stockings


Snow Serpent Stockings 20gp Treasure

Some fresh, waxy soap. It smells faintly of lavender.


Soap 15cp Mundane n/a Treasure

A simple, sturdy longsword with a broad blade. There is a shining sun sigil at the crossguard. The blade shines as if
reflecting sunlight, even in the dimmest rooms.
Solarion 10,000gp Legendary 5 lb. Weapon

A cursed fishing pole made of blackened ash. It will never catch a fish – although, if one attempts to use it unbaited,
Solomon's Fishing Pole they will succeed in catching skeleton fish. Wondrous Item

Brass dungeon compass, runic markings, always points to nearest exit.


Sortida Compass Wondrous Item

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
Spade most frequently made of metal to facilitate cutting into soil. 2gp Common 4 lb. Weapon

A two gallon stone ware jug containing hallucinogenic tree sap syrup
Special Syrup 20gp Wondrous Item

Sphene is a soft, brittle gemstone (and, like scapra, easily worked by unskilled cutters) of various yellow to green
Sphene Gem shades, the most prized of these being a fine emerald green. 225gp Uncommon n/a Treasure

Giant spider silk rope – sticks to most surfaces (including oiled gloves)
Spider-Silk Rope Wondrous Item

A spun leather necklace of deep green Spinel beads.


Spinel Necklace 100gp Uncommon n/a Treasure

Spork of Positive that says encouraging things like "Everything's GREAT!" and "Your body temperature is squarely within normal human
Reinforcement range!" Mundane Wondrous Item

once per day, standard. lifts target into air for 3 rounds. Enemy can make a reflex save each round to get out DC
Staff of Eulosus 10+User level. Deals 1d8 after 1 round, then 2d8, and 3d8 if they cannot get out after 3 rounds Wondrous Item

once per day, standard. push target 10 ft the direction they are facing. once per day. If target is pushed into another
creature, they deal 1d20 damage. to each other. If target is pushed into object, they take 1d20. Target can make a fort
Staff of Force save against the push, goes against users 1d20+will mod Wondrous Item

A knotted and well-worn walking stick with living vines that grow from it. There are druidic symbols for everlasting
life etched near the handle.
Staff of the Verdant Grove 2,500gp Very Rare Weapon

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 streambed- pebble crystals of a pale green hue make attractive stones such
Star Diopside Gem as diopside. When a gem is found that is darker green it can be cut in such a fashion so to produce four- or six- 95gp Common n/a Treasure
rayed stars.

This Morningstar is made of solid wrought steel, with a heavy spiked head. It behaves like a normal Morningstar,
except within 60ft of Evil and Undead creatures and within an hour of Dawn. In any of these cases, the head glows like
Star of Morning's Glory the tip of a Sunrod, and it becomes a Morningstar +2 which stuns for 1d4+1 rnds on a Critical. Fortitude saves vs stun, 3,200gp Rare 8.lb
with a DC equal to the player's attack roll. Cannot be used by Evil creatures.

This gemstone is a polished pink sphere. When viewed at a specific angle with a source of light an asterism (star-effect)
Star Rose Quartz is visible across it's surface. 50gp Common n/a Treasure

A translucent ruby with a white star-shaped center.


Star Ruby 1,000gp Rare n/a Treasure

Star Sapphire is a precious variation of the sapphire, however is more translucent, with a white star highlighted in its
Star Sapphire center. A star sapphire has been known to ornament devices which protect against magic. 1,000gp Rare n/a Treasure

Name [1] Description Est. Value Rarity Weight Category

A steel chain measuring 1 foot long.


Steel Chain 75cp Mundane 1 lb. Treasure

Steel Lockbox 10gp Mundane 10 lb. Treasure


A pair of blue enameled steel spiked gauntlets. The palms of both gauntlets are designed to display the Cambersome
Steel Spiked Gauntlets family crest, a stylized ‘C’ shaped into the likeness of a coiled serpent. 90gp Armor

Pebble that transforms into whatever inorganic substance it last touched. Currently the leather of your pouch.
Stem-Stone Wondrous Item

A dull, rather drab looking rapier inhabited with the intelligence of a hyper-particular grammarian.
Stern Sword of Grammar Very Rare Weapon
Correction

A carved, thumb-width stick of great sturdiness. Holding it fills you with a furious urge to break it.
Stick of Rage 500gp Very Rare Wondrous Item

Monster presence detecting weapon (Hobbit – Sting, Orcs/Goblins)


Sting Weapon

A simple leather pouch filled with 4 small runestones.


Stones of Ruin 5gp Rare Wondrous Item

Thirty storm giant minted gold coins, each is the size of a dinner plate and weighs 17 lbs. The image stuck on the coins
Storm Giant Coins shows a giant hand flicking a human off a table. Treasure

A horn fashioned from the translucent bone of a storm giant. Those who put their ear to the horn hear it whisper the
sounds of an unknown village square. Whether the village which they hear is – or was – a real place is a mystery which
Storm Giant Horn may never be solved. (Twin horn in village square allows communication between the two). Wondrous Item

A straw broom
Straw Broom Treasure

A stuffed falcon, tattered with age, with black onyx eyes. (Onyx value: 5gp each)
Stuffed Falcon Treasure

This round and polished stone glows with a fierce light and seems to dispel the shadows around you.
Sun Gem 500gp Rare n/a Treasure

A set of two Chakrams, one copper and the other bronze, both wrapped with old leather handles. Each deals 1d6
damage and an additional +2 Fire damage, when either thrown or swung in melee. If a Chakram is thrown and hits, it
Sunfire Chakrams returns to the thrower's hand by magical means. Treated as an exotic weapon. 1.5lbs each 2300 ea Very Rare 3.lb

This is a bag of shurikens, made of flat bronze blades with a large copper ball set in the center. They are very heavy, and
suffer a -2 to attack rolls. However, once they are thrown, they explode upon touching anything substantial and deal
Sunfire Shurikens 4d6 Fire damage within 10 feet. Survivors within 20 feet are deafened for 1d6 rounds. 0.5lb each 600 ea Very Rare 1.lb

A short quiver holding 3 sunrods.


Sunrod Quiver 6gp Treasure

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 most common by far is its softer (cabochon) variety. This yields
Sunstone Gem gemstones that have bright red or orange spangles (minute crystals) suspended in a nearly colorless background in a 50gp Common n/a Treasure
parallel fashion, giving the whole a rich golden or redish brown color.

Battle Fury-grants the feat Cleave


Sword of Battle Fury Weapon

A sharp one-sided blade that is slightly curved.


Sword of Bleeding Rare Weapon

319. Tactical defense stick…


Tactical Defense Stick Weapon

Enchanted talking toad – polymorphed noble – knowledge of multiple regions, religions & other worldly strangeness
Talking Toad Wondrous Item

A large, well-made tapestry depicting a local duke.


Tapestry 250gp Uncommon 20 lb. Treasure

A well-sealed cake box with intact cake


Tasty Cake Treasure

205. Ritualistic tattooing kit


Tattoo Kit Treasure

Tchazar is the common name given to aragonite, a straw-yellow gemstone found in elongated, prism-shaped crystal
Tchazar Gem form. It is soft and fragile, and requires skilled cutting to yield faceted gems.. 50gp Common n/a Treasure

234. A cracked mask of teak wood, colored in (chipped) blue and red paint depicting the face of a fairy (4sp)
Teak Mask Treasure

An ornately carved quarterstaff of teakwood. The end is carved into the likeness of a dragon’s head, with (painted red)
Teakwood Quarterstaff flame issuing from its mouth and the butt end carved into an entwining serpent-like tail. (5gp) 5gp Weapon

This is a magical Glaive, with an ornately decorated shaft made of solid (but light) steel. The blade is made of silver, and
floats near the end unattached to the shaft. Three keywords act on this weapon: anda, sinta, and pahta (long, short, and
closed, in Elven). Anda is the longest extent, and the weapon acts as a two-handed glaive. Sinta makes the weapon
shorten and behave as a one-handed axe, and pahta shortens the weapon to throwing-axe size. The blade also changes
shape and position to fit these weapon styles.
Telescoping Glaive 1,400gp Rare 3.lb
This warhammer belonged to a famous dwarven general known as Thaxton the Fierce. It grants a +1 bonus to attack
Thaxton's Hammer and damage rolls, as well as Intimidation checks, to the user. If the user is a dwarf, this bonus is increased to +2. Legendary Weapon

A heavy, simple platinum torch that will not ignite under normal circumstances.

The Blaze of Glory 8,000gp Very Rare Wondrous Item

Each day this blade draws no blood it becomes heavier to bear.


The Bloody Burden Weapon

The Book of Kaza is a famed tome written by the lich, Kaza. It is said to deal with the darkest secrets of necromancy,
though the pages appear to be blank when you look at it. Kaza was destroyed during the upheaval of Nethril's final
The Book of Kaza days. How it has come to its present location after so many years is anyone's guess. 4,500gp Legendary 1.5 lb. Book

"The Box of Do Want" which made anyone looking into the box desire whatever it was that I put inside of it. A rock?
The Box of 'Do Want' The shopkeeper wants it so badly they're willing to pay their entire fortune. A spoon? The tavern keeper is willing to Legendary Wondrous Item
give you his daughter.
This large basin has bloodstains permanently ingrained in it. Any liquid placed in the Clegane Bowl immediately turns
into Potion of Greater Hype. When consumed, a dose of this potion doubles the Strength score of the user for 1 hour, up
The Clegane Bowl to a maximum of 30 Rare 20 lb. Wondrous Item
Strength.
A plain mirror with a frame of pale ashwood. Whenever someone looks in the mirror, however, they perceive an elven
The Elven Mirror face in place of their own. Wondrous Item

A famous (or forgotten) tapestry depicting the Fall of Erian. The figures upon the tapestry move and change, re-
The Erian Tapestry enacting – in an artistically abstracted form – the legendary battle over the course of half an hour. Wondrous Item

This legendary eyeball, said to have once been that of a gynosphinx, has the capability to scry at a radius of around
1000 miles. To use it, one must attune to it and to do so, one must gouge out one of their own eyes and replace it with
The Eye of Far Seeing the Eye of Far Seeing (similar to the eye of vecna). 30,000gp Legendary n/a Wondrous Item

Functions as a normal helmet other than the fact that it turns the user's head invisible.
The Headless Helm Armor

This wrought-iron band is pitted and stained as if by acid. Between the two thorns formed by the band, a crude lump of
The Iron Thorn silver on its head suggests the image of a skull against a black field, perhaps the symbol of Myrkul, Lord of Bones. 100gp Rare 1 lb. Ring

The Living Lantern, it acts as a decent light source, but it hates wooden items and structures and tends to set them on
fire. I haven't decided if it should take a liking to burning cloth. It has some very curious results, mostly involving
The Living Lantern villagers getting angry at their houses burning or support struts burning down resulting in some catastrophic collapse. Wondrous Item

The neverburning torch. A jet black torch, with an inscription in gold upon its side: “Only in your hour of darkest need
will I light.” All attempts – magical or otherwise – to light the torch will fail, but if the character carrying the torch ever
The Neverburning Torch finds himself upon the brink of death, the torch will flare to life. Wondrous Item

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 dragon destroys the man, as in an ouroboros.
The Olm Shield 1,500gp Very Rare Armor

The Recipes and Ruminations of One The Recipes and Ruminations of One Dradeel of Tethir is a book with food recipes from Dradeel. Even a casual look will
Dradeel of Tethir inform the reader that he was a wizard with an addled mind. 10gp Common 1 lb. Book

The Rhinoclean helm is a large iron cap with visor shaped like the head of a certain kind of beetle. The helm's wearer
The Rhinoclean Helm has advantage on bull rushes and can stand up from being prone once on each of its turns without expending Uncommon 1 lb. Armor
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
The Rhinocles Helm advantage on bull rushes and can stand up from being prone once on each of its turns without expending movement. Uncommon Armor

206. Scalpel capable of cutting any substance


The Scalpel Weapon

This tatty old tome is missing a number of pages, leaving whatever the third rule of Poisoncraft was completely
The Three Rules to Poisoncraft unknown. Hopefully you'll manage with the first two, unlike whomever owned this book before you. 40gp Common 1 lb. Book

Name [1] Description Est. Value Rarity Weight Category


Found on the corpse of an enemy from the realm of chaos.
The Torturer's Dagger 1 lb. Weapon

Has no function, but glows and vibrates in a way that suggests it could be used for distributing extreme pain.
Threatening Probe Mundane Wondrous Item

Throwing Axe of Appendage Severing If the user of this throwing axe manages a critical hit, it will sever an appendage. – critical = appendage severed
Weapon

When embedded in the hilt of a weapon. -deal and additional 1d6 lightning damage on attacks with an odd 1d20 roll
Thunder Pommel Wondrous Item

Obviously mystical arrows of superior make. They have a metallic shaft etched with elegant marks of clouds and
storms, and always glow with a pale shimmer. The markings occasionally gleam with bright light. A full set is 13 arrows
Thunderhead Bolts or bolts. 150gp Very Rare Weapon

Translucent brown with a bright golden center.


Tiger Eye Gem 10gp Mundane n/a Treasure

You find a barrel filled with broken crockery. Near the bottom is a mouse nest in which, amidst the tangled mouse fur,
Tigerseye Ring lays a silver ring set with a polished tigerseye. (4gp) 4gp n/a Treasure

A tin drinking cup.


Tin Cup 10cp Mundane n/a Treasure

A full tinderbox.
Tinderbox 15cp Mundane 1 lb. Treasure

A floating mass of swirling colours the size of a penny. It follows your every command and leaves a multicolour trail
Tiny Phantasm across any surface it touches. Cannot physically interact in any other way. Wondrous Item

A small amount of tobacco wrapped in a large soft leaf.


Tobacco 15cp Mundane n/a Treasure

A small cedar cask of dwarven pipe tobacco.


Tobacco Cask 25gp Common 2 lb. Treasure

A large tome, bound in leather and clasped with gold. A closer inspection of this volume will reveal that each page is
perfectly preserved dragon scale which has been inscribed with the black blood of a fiend. The book describes the four
Tome of Alchemy spirits (quicksilver, orpiment, sal ammoniac, sulfur) and seven bodies (gold, silver, iron, quicksilver, lead, tin, copper) 200gp Rare n/a Book
of traditional alchemy.

A typical Tome of Clear Thought contains a collection of esoteric and scholarly literature, often involving obscure
Tome of Clear Thought mathematical or algebraic formulae or the occasional reference to inter-planar biology.. 40gp Common 1 lb. Book

A typical Tome of Understanding contains a sober, if dry analysis of legal battles, historic events, government policies,
Tome of Understanding philosophical treatises and theories of magic and metaphysics. 10gp Common 1 lb. Book

Box of ‘Top Secret Battle Monkeys’


Top Secret Battle Monkeys Treasure

A yellow facet cut Topaz gemstone.


Topaz 500gp Rare n/a Treasure

A short stick with oil-soaked cloth wrapped around one end so it can burn as a torch.
Torch 20cp Mundane n/a Adventuring Gear

A pinewood totem pole of the northern barbarians, bearing six faces (from top to bottom): a hawk, a demon, an elk, a
man, a fox, and a white dragon. The hawk has a silver feather on the left side of its face (8gp), the demon has a gold
nose-ring (6gp), the elk has copper antlers (4gp), the man has electrum eyes (3gp each), the fox has a black onyx nose
(15gp), and the dragon has ivory teeth (30 teeth worth 1gp each). The pole is fifteen feet tall and weighs 200 pounds.
(4.57m, 90.7kg)
Totem Pole Treasure
A delicate silver chain set with a tourmaline.
Tourmaline Chain 28gp Common n/a Treasure

A multi colored rectangular Tourmaline gemstone.


Tourmaline Gemstone 100gp Uncommon n/a Treasure

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 away (preferably with a good old fashioned thrashing). His lute design, later copied
by some of his admirers, was a simple oak lute, reinforced with an iron shell, to maintain the soft vibration of the
sound against the wooden interior, and to give the lute the strength to crack open an orc's skull with a well placed
blow.
This weapon functions both as a lute and a weapon. When used as a lute, it is considered to be a lute and does not
require a separate proficiency bonus to play. However, if the user rolls a critical miss with the weapon (a 1 on an attack
roll) the lute may become slightly damaged and will require the user to spend an hour to retune it. If the instrument is
not returned, whenever the instrument is played, the user is disadvantaged on the Perform check. This weapon can
also be used as a bard's spellcasting focus.

Townshend's Cudgel 38gp Uncommon 4 lb. Weapon


A token/key designed to deactivate all traps within the dungeon, requires activation at security box in secret depths of
Trap Detection Key deepest part of dungeon Wondrous Item

Piece of Legendary weapon & map with possible locations for other pieces
Treasure Map I Quest Hook

A peg leg inscribed with a pirate’s treasure map. The map is either false or its treasure has long since been plundered. If
Treasure Map II you wish to provide the PCs with a true map, then one may be found in the hollow compartment within the leg. Quest Hook

Triple ‘barreled’ crossbow


Triple Barreled Crossbow Weapon

A leather harness bearing three short quivers (sized for quarrels, rather than arrows). The first holds a dozen red-
Triple Harness fletched quarrels, the second a dozen green fletched quarrels, and the third has a dozen white fletched quarrels. 5gp Treasure

A brown and red flecked egg, about the size of a loaf of bread, that gives off a rancid scent. (Troglodyte egg, worth 50gp
Troglodyte Egg to an interested alchemist, wizard, or university) Treasure

When blown, any trolls within a mile or so will approach the players
Troll Horn Wondrous Item

An oboe-like musical instrument made from a troll’s femur.


Troll Oboe Treasure

Troll-rubber boots. They give a +1 to stealth movement.


Troll-Rubber Boots Armor

Turquoise is an opaque aqua stone with darker mottling, and is found in the more arid reaches of the Realms.
Turquoise Gem Horsemen will often place a sliver of this stone in a horse's harness as a sign of good luck. 10gp Mundane n/a Treasure

An uncut chunk of raw diamond. It is easily the size of a dwarf’s fist and is likely worth a substantial sum to the right
Uncut Diamond jewel maker. 1,000gp Rare 1 lb. Treasure

Knife of a god of undeath. It turned whoever owned it immediately undead.


Undead Knife Weapon

Underworld Currency – lead coins; purple rocks/crystals, fairy dust, dragon scales, dna globules (rocks/capsules with
Underworld Currency runic understanding of specific creatures), tally bones, soul traps/crystals Treasure

This gemstone has not yet been finished, but even in its unpolished state it's bright cyan gleam is arresting to the eye.
Unfinished Zircon Gem 35gp Common n/a Treasure

A set of panpipes carved from the bones of a unicorn. When played, they do not make the slightest sound.
Unicorn Pipes Treasure

A paper note that's been left on a damp floor. It's completely illegible.
Unreadable Note 0gp Mundane n/a Treasure

Unspeakable recipes
Unspeakable Recipes Book

A bowl full of golden apples found in the midst of ruins which have long been left desolate and uninhabited. They are
quite edible and unspoiled. If they are taken beyond the ruins, they will lose their golden sheen and appear – in all
Unspoiled Golden Apples respects – as normal, red apples. So long as they remain within the ruins, however, they are golden, and will not age or Wondrous Item
rot.

A tattered, and sadly unusable, scroll fragment, inscribed with a spell unknown to any living mage.
Unusable Scroll 5gp Common n/a Treasure

Urn of shadows-starts with no charges, user can grant allies 10HP, or deal 10 damage to enemies. gains additional uses
Urn of Shadows for every 2 creatures that die within 40ft radius of holder Wondrous Item

An old whetstone.
Used Whetstone 15cp Mundane n/a Adventuring Gear

A five gallon cask of usk brandy.


Usk Brandy 80gp Common Treasure

A simple silver ring that bears no inscription or identifying marks on it's surface.
Vanishing Ring n/a Mundane n/a Ring

Vial #2 contains speculumia, a slightly greenish opaque liquid that when drunk suddenly causes a cloud of smoke and
summons an exact copy of whoever drank it. The new person is completely the same as the drinker and will actually
Vial #2 think that he is the one who drank the drink, the sudden cloud of smoke will prevent anyone witnessing the situation Legendary Wondrous Item
from being able to tell which one is the original person.

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no
Vial of Antitoxin benefit to undead or constructs. 50gp Common n/a Adventuring Gear

Seventy-three clay vials of oil (1 pint each). (1sp each)


Vials of Oil Treasure
This dagger belonged to the great druid, Marcek, a wise and cunning elf who fell only to the fiery Wyrm, Brazzemel,
during his quest to reclaim the lost Eladrin spell tomes.
Visikus Marcek inherited this dagger from his master and mentor, Garbasen the Sage, who crafted it with ancient Eladrin magic. 1 lb. Weapon
Covered in etched runes and jewels, this dagger
holds a legendary history and a powerful magic core.

Name [1] Description Est. Value Rarity Weight Category

A wooden walking stick.


Walking Stick 15cp Mundane 0.5 lb. Treasure

Wand Chamber – fashioned to look like a scroll case, it contains 1d12 slots to hold wands
Wand Chamber – think of it as a circular bandolier for your everyday wizard Adventuring Gear

A wand with runic inscriptions that have been scratched out and rewritten several times

Wand of Arcane Errata 250gp Rare Wondrous Item

A wand of eye poking, four charges. It will unerringly poke out the eye of a target creature within arm’s reach.
Wand of Eye-Poking Wondrous Item

A black and white painted Oakwood wand, with card suits painted down the length of the wand beyond the handle.
Wand of Prestidigitation 250gp Rare 1 lb. Wondrous Item

This mask has been painted gold and appears to be a ceremonial mask worn to battle.
War Mask 750gp Rare 1 lb. Treasure

Box with runic markings for destroy/to be destroyed containing cursed object
Warning Box Treasure

A dozen glow wasps in a round wire cage with handle. Equal to a torch light at night. Require food and water daily.
Wasplight Lantern Mundane Treasure

Water damaged ledger – hidden location


Water Damaged Ledger Quest Hook

Water Opal is a colourless, clear opal with a play of colour. It is rare and valuable in the Realms, where it is used in
Water Opal scrying devices. 350gp Uncommon n/a Treasure

A waterskin made from a sheep's bladder.


Waterskin 2sp Mundane 1 lb. Adventuring Gear

Waterskin of Inexplicable This will turn water to wine, wine to brandy, brandy to spirits, spirits to dwarven ale, dwarven to poison, poison to
Amelioration water Wondrous Item

Waterstar is also called achroite or colourless tourmaline and is rare in the Realms. This stone is riddled with flaws and
Waterstar Gem inclusions and hence only a small portion is fit for cutting. 80gp Common n/a Treasure

A weapons cabinet, unlocked and immovable, containing: 12 score arrows (1gp/score), 40 javelins (1gp each), 120
Weapon Cabinet crossbow bolts (1sp/each), and a short bow (30gp). 94gp Treasure

A weighted dice.
Weighted Die (6 Sided) 50cp Mundane n/a Treasure

A pair of elegantly decorated teacups that always feel warm to the touch. If filled with any liquid, it will somehow seep
Wellwizard's Teacups through invisible cracks in the cup. 500gp Rare Treasure

An elaborate, whalebone scrimshaw carving of intertwined orbs, each showing the legend of creation story of one of
Whalebone Scrimshaw the seven civilized religions, roughly 10” in diameter. 45gp Treasure

A glass orb with a small slit opening, braced by fine grey metal.
Whispering Bauble 150gp Rare Wondrous Item

A small wooden whistle.


Whistle 50cp Mundane n/a Treasure

A cane of the purest white ivory, decorated with ruins unknown to modern scholars, and topped with a handle of
White Ivory Cane polished amber. Trapped within the amber is a strange creature unlike any the PCs have ever seen before. Treasure

A small ball of white marble – roughly three inches across – which hovers in the air until it is touched or disturbed, at
White Marble Ball which point it falls to the floor and ceases to exhibit any supernatural properties. Treasure

This extremely tiny Beholder creature has wings in addition to its ten eyed tentacles. It is made of delicate glass that is
finely stained. Any arcane spellcaster can activate it, as can any creature that succeeds on a DC 20 Use Magic Device
skill check. When activated, it will come to life in all respects—except that it is tethered to the mind of the activator. It
cannot attack, move objects, or affect the physical setting in any way. However, it can fly up to 100 ft away at a speed of
10 ft per round. The activator can now see as though their head were the eye, and can ONLY see what the eye would see.
This means the original PC is temporarily “blinded.” The eye can be deactived at any time from any distance within 100
ft. However, as soon as it is deactived, it turns back to delicate glass—wherever it was. Thus deactivating it before
flying it back is not recommended.

Winged Eye 6,400gp Very Rare n/a


A grey and white wolf pelt.
Wolf Pelt 50cp Mundane 3 lb. Treasure

D8 springs of wolfsbane
Wolfsbane Treasure

A weather worn wooden board, inscribed with patterns which make it clear that it was once used for a game whose
Wooden Board rules have long since been lost to time. Mundane Treasure

A long wooden spike, used to fix soft items together or kill vampires while they sleep.
Wooden Spike 15cp Mundane n/a Treasure

A set of wooden wind chimes which plays a different tune depending upon the direction of the wind which disturbs it.
Wooden Wind Chimes 50cp Common 1 lb. Mundane

A small tortoise (STR 2, DEX 1, WIL 6, 1hp, Armour 1) that knows the way to anywhere you ask, but gets there very
Worldly Tortoise slowly. Wondrous Item

Wormrose Incense Mundane n/a Treasure

A narcotic made from the petal of a wormrose flower.


Wormscrape 5gp Mundane n/a Treasure

A large, wrought-iron sign crafted to read: “Beware of Wyvern” in a bold script.


Wrought Iron Sign 70gp 80 lb. Treasure

A transparent fiery yellow or yellow· green Sapphire.


Yellow Sapphire 1,000gp Rare n/a Treasure

A leaf from the great tree Yggdrasil.


Yggdrasil Leaf n/a Treasure

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 catches them; purple, blue, and red, or purple, green, and red. Very
Ziose Gemstone large (fist- or foot- sized) gems are found and are prized for use in pendants and brooches. 60gp Common n/a Treasure

Zircon is a brownish crystal found in igneous (volcanic) rocks. Zircon attains its pale blue shade with heating and
Zircon Gemstone cutting (usually facet-cut). 50gp Common n/a Treasure

A simple white pearlescent ring. Curse: Lose 1d4 max health once per day. The effect stacks each day. Once worn, this
ring cannot be removed. Any attempt to remove the ring sees it reappear after a few seconds. Any attempt to
circumvent the curse by removing the ring finger sees it appear on a different finger. If the wearer removes every
finger,
the curse ends. Should they fail to get the curse removed before their health falls below 0
they become an undead thrall.
Zoltar's Pearlescent Ring 0gp Very Rare n/a Trap
A small, brown glass jar, sealed with wax, with a gray dust inside. A white label is affixed to the jar, and reads: “Zombie
Zombie Dust Dust” in a shaky script. (It is zombie dust.) 3gp 1 lb. Treasure

A trolls hand mounted on a three foot rod. It will grasp objects or make a fist. Commands: Grabit, Leggo, Fist.
Zulabar's Fist-Stick 4 lb. Wondrous Item
Name [1] Description Est. Value Rarity Weight Category
Name [1] Description Est. Value Rarity Weight Category
Name [1] Description Est. Value Rarity Weight Category

[1] Hello guys! Please use filter view to sort this to your choosing!
[2] Liquid Max Amount Acid..............8 ounces
Oil.................1 quart
Basic poison...1/2 ounce Vinegar........2 gallons
Beer...........4 gallons
Water, fresh...8 gallons
Honey..........1 gallon
Water, salt....12 gallons
Mayonnaise.....2 gallons
Wine...........1 gallon
[3] dlO Damage 1......Acid
2......Cold
3......Fire
4......Force
5......Lightning
6......Necrotic
7......Poison
8......Psychic
9......Radiant
10.....Thunder
[4] d8Creature 1Weasel 2Giant rat 3Badger 4Boar 5Panther 6Giant badger 7Dire wolf 8Giant elk
[5] d8Creature 1Rat
2Owl 3Mastiff 4Goat 5Giant Goat 6Giant Boar 7Lion 8Brown Bear
[6] d8Creature 1Jackal
2Ape 3Baboon 4Axe Beak 5Black Bear 6Giant Weasel 7Giant Hyena 8Tiger
[7] d20 Alignment 1-2.....Chaotic Evil
3-4.....Chaotic Neutral
5-7.....Chaotic Good
8-9.....Neutral Evil
10-11...Neutral
12-13...Neutral Good
14-15...Lawful Evil
16-17...Lawful Neutral
18-20...Lawful Good
[8] 1Character suddenly remembers that they've been lying about who they are the whole time, and are actually someone
2Character can cast a random cantrip spell at will. 3Character can Wish the death of one being, but will also die.
4Character can access their brain by unscrewing the top of their skull.
5Character's mouth lets out light, illuminating 5 ft. in front of the Character whenever it's open. 6Character is unknowingly
society.
7Character can speak with domestic fowl, but they tend to lie to them. 8Character sees dead people who bother them a lo
9Character’s party learns the 5 minute ritual to summon the character. (Just a pentagram, nothing fancy) 10Roll again, effe
STI.
11Character can summon a demon, but only has a 10% chance of controlling it. (Demons notoriously hate anyone who su
12Character can resurrect once per year.
13Character forgets how to read and write. But will also be able to cast read magic at will.
14Character becomes a dragon in a human form with the same stats as they had before, but has forgotten how to polymo
15Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)
16Character can concentrate to have background music play for them. (DC 15) concentration, 1d20 rounds.
17Character thinks magic is actually impossible, and won't accept it. Refers to it as "witchcraft" and "nonsense"
18Character loses 1d2 feet in height, their clothes & armor amazingly still fit. 19Character is now much more comfortable a
than the living. 20Any casted magic that affects the Character causes them to be soaked in lamp oil. 21The next sword tha
receives a permanent +1 bonus.
22Character can no longer kill anything.
23Character’s middle name becomes “Wonder Noodle” and must always say their full name when asked. 24When Charac
erupts into a cold flame.
25Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
26Can exist comfortably in harsh environments for 10 minutes/day
27Every week, the Character must sacrifice an enemy or gain a -1 penalty to all ability scores and saves, increasing by 1
enemy isn't sacrificed. A special sacrificial dagger appears in the Character's inventory and cannot be used for anything bu
also bound to the Character. 28At the start of every encounter the Character must succeed a DC 10 Will save or roll for a
29Character’s organs will never fail, even if removed.
30Roll again, the next living thing the Character touches also receives the effect.
31Character's dream semi-manifest in reality. (Like warped trees, or obscurely built buildings. At DMs discretion)
32Character gains Thaumaphilia, an intense fascination with magic. 33Flowers grow out of the spots where the Character
34Character seemingly ‘walks on air’ and is permanently 5 inches above all solid surfaces.
25Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
26Can exist comfortably in harsh environments for 10 minutes/day
27Every week, the Character must sacrifice an enemy or gain a -1 penalty to all ability scores and saves, increasing by 1
enemy isn't sacrificed. A special sacrificial dagger appears in the Character's inventory and cannot be used for anything bu
also bound to the Character. 28At the start of every encounter the Character must succeed a DC 10 Will save or roll for a
29Character’s organs will never fail, even if removed.
30Roll again, the next living thing the Character touches also receives the effect.
31Character's dream semi-manifest in reality. (Like warped trees, or obscurely built buildings. At DMs discretion)
32Character gains Thaumaphilia, an intense fascination with magic. 33Flowers grow out of the spots where the Character
34Character seemingly ‘walks on air’ and is permanently 5 inches above all solid surfaces.
35Character becomes pregnant. Does not matter what sex, if any, the Character is. 01-49% = boy, 50-98%

girl, 99-100% other. Will be a clone of the Character & a normal nine month pregnancy. Morning sickness & severe mood
sees fit.
36One of the Character's permanent effects or injuries are cured! If they don't have one, re-roll for one. 37Character's bon
can live off sunlight. When they go up an age group, they go up a size category as well as receiving the penalties of aging
38Character can cast a random cantrip spell at will.
39Can Rage 1/day (effect does not stack, roll again). Character turns green and extremely muscle-y. Character will rip thro
making it worthless unless they get it repaired.
40Character’s body becomes an orangutan. (no stat change) 41Character forgets a random language.
42Character realizes the meaning of life, but is unable to tell anyone else. They are also hunted by cults (and maybe gods
even have the knowledge, or might have it extracted out of them. 43Character sprouts a tree on their head. Extends lifesp
grow until too heavy for person, enveloping them and taking root. Person will become immobile tree. Retains personality a
44Lung capacity enlarges harmlessly. Can hold breath for 20 minutes. 45Roll for new god.
46Character thinks "They" are after him. Whoever "They" are.
47Character's face has the same properties as catnip. (A cat allergy may be included at DMs discretion) 48Arcane markin
appear on skin permanently, cannot be removed even if the skin is. 49Character falls madly in love with random party mem
over themselves, can only make save 1/month.
50Character’s dreams are replaced with visions of drinking a particular drink in a particular tavern. 51Character becomes
process opiates and meth.
52Character's stomach now functions similarly to a bag of holding.
53When the Character is asleep, their consciousness leaves their body in the shape of their favourite mundane animal to
54Character's shadow does not do the same thing as the Character. It is the same size, and does not leave no matter wha
55Character is haunted by nightmares of a lost island that holds extraordinarily improbable animals. 56Colourful bubbles c
Character's mouth instead of words, but the words come out of the bubbles when they pop. Cannot cast spells with verbal
57Character's gender switches at night. Were-gender.
58If the Character punches an ally, they forget who the Character is.
59Character switches ears with the next race they come into contact with. (Ears will shrink/grow proportionally for all invol
60Any casted magic that affects the Character causes a wild surge. 61Character can easily climb trees like a cat, or a mo
62Character develops Thaumaphobia, an intense fear of magic.
63Wave of force emits from Character, 1d4 damage in cone in direction Character faces. 64Character's age fluctuates ± 2
65Character's breath is a light flurry of snow.
66Character cannot exit through the same way they entered. 67Character can cast a random cantrip level spell at will.
68Character lays an egg (regardless of gender). (What kind is DMs choice.)
69Character no longer gives off any indication that they are alive (or undead). Is not detected by detect life or detect undea
70Character gains a random language.
71If the Character hears their name, they petrify for 2d4 rounds.
72Character's presence causes holy symbols to glow red. Including mundane ones.
73When the Character is teleported, they cannot take any gear (clothing and equipment) with them. 74Character gains on
equal to Cha modifier. (Use modifier for DC)
75Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
66Character cannot exit through the same way they entered. 67Character can cast a random cantrip level spell at will.
68Character lays an egg (regardless of gender). (What kind is DMs choice.)
69Character no longer gives off any indication that they are alive (or undead). Is not detected by detect life or detect undea
70Character gains a random language.
71If the Character hears their name, they petrify for 2d4 rounds.
72Character's presence causes holy symbols to glow red. Including mundane ones.
73When the Character is teleported, they cannot take any gear (clothing and equipment) with them. 74Character gains on
equal to Cha modifier. (Use modifier for DC)
75Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
76Fireflies swarm the Character at night, and does not gain bonus for hiding in darkness. (No penalties either)

77Character cannot enter a room without announcing their presence 78Character can cast a random cantrip spell at will.
79Character becomes soluble in rainfall. (Drinking liquids is harmless) 80Character now owes their life to someone who w
centuries. 81Character sprouts a 3 ft prehensile monkey tail.
82Character perform any action without announcing their name. 83Character does not age while asleep. Increase life spa
teleports 1 mile; stone replica appears in their place.
85Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.) 86Character's clothes change randomly wh
is not affected) 87Character's breath becomes combustible.
88Last creature killed by Character is reanimated, and hunts the Character.
89Character becomes aware that at death, they are resurrected with opposite alignment. 90Character becomes very talen
whittled spoons.
91Character realizes that the universe was born in a huge explosion. Is allowed to start religion. 92Character can juggle a
93Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever they get the cha
94Character cannot enter a building without being invited.
95Deludes Character into believing the grog functions as indicated by a second die roll (no save). 96Character no longer h
can do everything without them.)
97Everyday when the Character enters combat, Character's sweat becomes a minor water elemental. 3d6 rounds, 50% ch
hostile. Dissipates at midnight.
98Any liquid consumed now produces the effect of the grog to the Character. 99Character explodes and dies, bwahahaha
10)
100Character suddenly recalls a past life where they were a destitute beggar who died, with no one to miss them.
101Character teleports to where they had visited 24 hours ago. 102Character's touch brings wilting flowers back to life.
103Character can cast Detect Stupid at will. (doing so might only detect the Character) 104Character can become a moun
105Character becomes a dehydrated water salesmen. (just add water!) (3 sp per can) 106Character grows cat ears, and g
water. Character also likes fish.
107Whenever the Character is struck with magic, the surrounding 50 ft area shifts as though it were the opposite time of d
not change)
108Character can expel bodily gasses as a free action from the pores of their skin, and conceal themselves within their 5
on any adjacent squares.
109Character can explode at will, reducing HP to 0. Explosion deals 1 point of damage per hit point in a 20 ft. area. Each t
by 2 and disintegrates any non magical possessions including armour and weapons.
110Roll again, effect can be brewed into a magical potion. (Ingredients are DMs choice) 111Moonlight makes the characte
decomposing corpse.
112Character's sneeze is now a gust of wind.
113To Character, "Something pulls at your heart strings, you feel as though you need to give the next person you see all o
114Character's next temporary effect (other than the grog) becomes permanent (and cannot be removed). 115Roll again,
strong. (Twice as fast, twice as much, etc.)
116Character sprouts a singing venus fly trap on their shoulder that sings when the Character is happy. 117Casting spells
cause a wild surge.
118Character gains a valve that has a coin slot attached to it. The Character can insert the valve anywhere, deposit the nu
grog, and it will dispense it!
110Roll again, effect can be brewed into a magical potion. (Ingredients are DMs choice) 111Moonlight makes the characte
decomposing corpse.
112Character's sneeze is now a gust of wind.
113To Character, "Something pulls at your heart strings, you feel as though you need to give the next person you see all o
114Character's next temporary effect (other than the grog) becomes permanent (and cannot be removed). 115Roll again,
strong. (Twice as fast, twice as much, etc.)
116Character sprouts a singing venus fly trap on their shoulder that sings when the Character is happy. 117Casting spells
cause a wild surge.
118Character gains a valve that has a coin slot attached to it. The Character can insert the valve anywhere, deposit the nu
grog, and it will dispense it!
119Doors that the Character opens sigh.
120Whenever the Character is affected by any sort of magic, the fabled land-shark learns their current location.
121Character gains memories of a past life of an insanely powerful epic wizard. Specifically when that epic

wizard went to the future to (kill, maim, higher, talk to, have fun with, give an item to, warn, perform an action around, or sp
(the Character) the next day.
122A women walks up to the Character, and proclaims that she is the Character's wife (regardless of gender). (Children at
123Whenever the Character sings, a wave expels out and fills the immediate 10 ft area with blossoming flowers, regardles
singing ability.
124Character agrees with everything, even if it doesn't make sense, or is contradictory. Character’s personal beliefs are u
125Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
126The Character slowly, painlessly, and inconveniently turns to stone from the fingers and toes inwards. 1 limb per minut
be removed by a remove curse. (Or reversed with a stone to flesh.) 127The Character suddenly becomes aware of a near
horde, the only problem is that the dragon knows that the Character knows.
128Character gains once per day use of spell equal to Cha modifier. (Use modifier for DC)
129Character gains another personality that presents itself when the Character sleeps. (roll for alignment of other persona
130Roll again, the next living thing the Character touches also receives the effect. 131Character becomes a were-unicorn
132Character grows a beard, 2 ft long, permanent. If it's removed in anyway, it grows back overnight. 133Character natura
60% chance of being friendly, but will not fight for him.
134Character attracts floating animated hands. (Tend to steal possessions and hold them) 135Character gains a halo, an
with a detect good spell, regardless of alignment or true nature.
136Character attracts the undead and it's necromancers, friendly or not. (Usually not) 137Character becomes animated. (
normally)
138Character gains reoccurring amnesia for 1d6 hours at the same time each day as the time when the grog was consum
139Character realizes the exact location of a particular flower that becomes the Character's newest obsession. (The flowe
not.)
140Character’s body becomes an ostrich. (no stat change, can manipulate things with feathers) 141Character becomes a
enthusiast, and always tries to get the nearest bard to play Freebird. 142Character becomes a hermaphroditic version of t
so, re-roll.)
143Whenever the Character is alone, they painfully transform into an strange bird-like thing. The Character instantaneous
another person or creature goes near them or sees them.
144Character won't stop talking about the old days during the war. "You don't know man, you weren't there." "This reminds
back in Nam..."
145Character now worships a Norse god.
146Character's mouth becomes a set of 4 tentacles 2 ft long.
147Character has an intense need to narrate their actions/feelings and surroundings. 148Character can communicate fee
contact.
149Character becomes a compulsive skinny dipper. Any water they swim in is treated as holy. (or evil, depending on align
150Character’s dreams are replaced with visions of killing someone they haven’t met yet.
151Character becomes aware of a mundane object of their choice, and will only ever be comfortable with the object being
152Whenever the Character falls more than 20 ft. they make a 6 foot whole in the ground in the shape of their body when
damage applies normally.
153Whenever the Character hears the laughter of children, they painfully transform into a troll, and revert when they’re str
145Character now worships a Norse god.
146Character's mouth becomes a set of 4 tentacles 2 ft long.
147Character has an intense need to narrate their actions/feelings and surroundings. 148Character can communicate fee
contact.
149Character becomes a compulsive skinny dipper. Any water they swim in is treated as holy. (or evil, depending on align
150Character’s dreams are replaced with visions of killing someone they haven’t met yet.
151Character becomes aware of a mundane object of their choice, and will only ever be comfortable with the object being
152Whenever the Character falls more than 20 ft. they make a 6 foot whole in the ground in the shape of their body when
damage applies normally.
153Whenever the Character hears the laughter of children, they painfully transform into a troll, and revert when they’re str
154Character knows the birthday of anyone they touch.
155Character is haunted by the ghost of their childhood saber toothed walrus.
156Roses replace the Character's hair. They grow at the normal rate of hair, and blossom when in season, giving the Cha
to CHA.
157Any fires set by the Character attract the undead like moths to a flame, whether they're friendly or not.

(10% of being friendly)


158Character grows a hairy tail, 3 ft long. Objects smaller than the Character’s hand can be stored in the tail.
159Character appears to be an old black and white cartoon.
160Any casted magic that affects the Character causes a wild surge. 161Characters suffer from acute paranoia whenever
name.
162When Character strikes an enemy, they rotate 180 degrees, and are considered flatfooted the first time it happens.
163Character finds a kitten in their pocket. The Character falls instantly in love with the kitten as though under a charm eff
Anyone who sees the kitten is distracted for 1d4 rounds, even if they've seen the kitten before. Afterwards, they make a D
be distracted for another 1d4 rounds.
164Character has eyes in the back of their head. Can only use one pair at a time.
165Character apologizes profusely every time they attack and/or kill something. Will otherwise feel the same way about fig
effect.
166Character gains lycanthropy. (Were-wolf)
167For the next 1d6 weeks, every time the Character removes any head gear, a large white rabbit appears from it. It is a n
Male, 51-100% Female. They will mate and produce offspring normally.
168Character lays an egg (regardless of gender). (What kind is DMs choice.) 169If the Character hears their name, they s
whoever said it. 170Character gains a random language.
171Character becomes severely prejudice against (DM's choice). 172Everyone will only acknowledge the Character as a
173Character naturally attracts dire animals (DMs choice each time.) 50% of being friendly. 174Character gains once per
equal to Cha modifier. (Use modifier for DC) 175Character gains a grog addiction, if they don't consume one once per wee
ability scores, increasing by one each day without grog.
176Character's mouth no longer opens when they talk, but words and sounds still come out as normal. 177Character beco
last substance they consumed before the grog.
178Character can cast a random cantrip spell at will.
179Character compulsively uses internet slangs regardless of situation. (Tea Bagging, Spawn Camping, H4X0Rz and the
180Character realizes they’re an escaped slave who’s owner is tracking them.
181Character becomes the last surviving member of an endangered species. (That strangely enough has the exact same
the race they were before the grog, other than appearance) 182Character hears 1d4 voices in their head.
183Character grows another set of arms.
184Character loses their physical depth, and becomes 2 dimensional. Character's surface is always facing the observer (e
multiple ones). Cannot slip into cracks, and does not gain any bonuses.
Whatever Character holds also becomes 2 dimensional.
185Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)
186A hat appears on the Character's head. If it is removed, another hat appears under it. There can never be a point wher
not wearing a hat. Each hat can be sold for 3 cp.
187Character's finger nails dispense magical ink, and can be used to scribe spells with.
188Roll 1d12, at that time of day, the Character emits a powerful beam of light that has no effect other than alerting absolu
can see it to your presence at that moment.
189Character gains a D20 of Destiny, which the Character can consult at-will in-game. 190Character becomes very talent
191Character learns recipe of random meal, gains the ingredients to prepare it, and will not be satisfied until they make th
multiple ones). Cannot slip into cracks, and does not gain any bonuses.
Whatever Character holds also becomes 2 dimensional.
185Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)
186A hat appears on the Character's head. If it is removed, another hat appears under it. There can never be a point wher
not wearing a hat. Each hat can be sold for 3 cp.
187Character's finger nails dispense magical ink, and can be used to scribe spells with.
188Roll 1d12, at that time of day, the Character emits a powerful beam of light that has no effect other than alerting absolu
can see it to your presence at that moment.
189Character gains a D20 of Destiny, which the Character can consult at-will in-game. 190Character becomes very talent
191Character learns recipe of random meal, gains the ingredients to prepare it, and will not be satisfied until they make th
kitchen.
192Character gains +30 to balance when they are completely naked. If touched with anything (including rain) the effect is
193Any object that's less than 1 pound within 10 ft of the Character begins to orbit around them. When the Character mov
away from the original spot of the object, they stop and return to where

they were.
194Character hiccups butterflies. 2d4 butterflies per round for 2d4 rounds when caught flatfooted (or surprised).
195The Character’s feet cannot smell, and gets occasionally complimented for it regardless of the situation. NPCs are una
compliments they give.
196Character is able to kill stones with birds. 197Any food the Character cooks is able to speak.
198Any liquid consumed now produces the effect of the grog to the Character.
199Character's brain is bombarded by stupidity. Intelligence save DC 10 or the Character's head explodes. (If Character s
terrible jokes as a swift action, and causes sentient creatures to make a DC 17 will save or be stuck 1d4/level rounds pond
Creatures are considered staggered.)
200Character suddenly recalls all of the circus training they received as a circus elephant in a past life. 201Everytime Cha
fingers, a biscuit appears before them. It's a normal biscuit. Max 1d4/lvl biscuits per day.
202Character grows an afro that can be used as a backpack. 203Character cannot become non-magically dirty.
204Character's presence boils any kind of eggs if within 30 ft, no matter what. (stay away from hens) 205Character's hand
immune to acid.
206Character can make a DC 23 will save to grow mustache out of sheer force of will.
207Character's neck, arms, and legs become incorporeal, but their head, hands, feet and body do not. 208Roll for new ali
209Character no longer has weight. Automatically fails bull rush and trip saves. Is otherwise unaffected. (i.
e. falling damage, load carried.)
210Roll again, effect can be synthesized into a poison. (Ingredients are DMs choice) 211Next profanity used by Character
vile entity.
212Character believes anything shiny can be used as money.
213Character's skull becomes diamond. (does not affect their ability to live or grow) 214Character is allergic to the opposit
215Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.) 216Character's skin is burned by moonligh
217Character naturally attracts deinonychus' (raptors). 40% chance of being hungry. 218Character is always right about th
interior decor of any room. 219Character cannot be killed with rope.
220Any casted magic that affects the Character causes an extremely blasphemous tattoo to appear. 221Character's soul
and haunt any inanimate objects (weapons, lamps), but is fatigued when they return to their body.
222Character is nourished by grass instead of food. (All other foods make them vomit.)
223With exception to the eyes and brain, the Character begins to harmlessly decompose. (Is not undead, no longer eats)
224Character can shoot any thin elongated object as arrows. Character takes a -4 to attack bonus when using them.
225Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
226Character’s body parts are replaced with fake ones. (Character has an urge to go find their original body)
227Character can summon the undead. 40% chance of controlling it. Anything summoned disappears at midnight.
228Character is turned into an ooze the same size and shape, for 1 full hour/day. (Character's equipment becomes ooze g
normal when the Character does as well.)
229Character's heart becomes clockwork. It must be wound every 24 hours or else it stops. If it stops, Character's hit poin
restored to full if it's rewound.
230Roll again, the next living thing the Character touches also receives the effect. 231Character's hair becomes a very lar
wig. Character also gains a gavel.
225Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
226Character’s body parts are replaced with fake ones. (Character has an urge to go find their original body)
227Character can summon the undead. 40% chance of controlling it. Anything summoned disappears at midnight.
228Character is turned into an ooze the same size and shape, for 1 full hour/day. (Character's equipment becomes ooze g
normal when the Character does as well.)
229Character's heart becomes clockwork. It must be wound every 24 hours or else it stops. If it stops, Character's hit poin
restored to full if it's rewound.
230Roll again, the next living thing the Character touches also receives the effect. 231Character's hair becomes a very lar
wig. Character also gains a gavel.
232Character 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.


233Character enjoys a good game of chess with only mirrors as their opponent. 234Everyone no longer can take the Char
235The only male name the Character is able to pronounce is Gary. 236Character's touch can drain hit points, but loses th
237Character is awake and alert the instant they wake up, regardless of how many hours they slept. Can also never be hu
238Character can cast a random cantrip spell at will.
239Character becomes perverted, and stares at other character's unmentionables quite blatantly. 240Character’s body be
stat change)
241Character attempts to devour kobolds on sight.
242Character constantly sounds like a grandma, using the terms "pooky" and "schnookums" regardless of the situation. C
cheeks too.
243Once per day, the Character can transform a segment of wall into a door. 244Within 5 ft of the Character is always 10
245Character now worships a Greek god.
246Character will become addicted to the next substance they consume. 247Character becomes a were-saxophone playe
248Character gains devil horns, and will be revealed with a detect evil spell, regardless of alignment or true nature.
249Character gains fangs, but not a bite attack.
250Character’s dreams are replaced with visions of being a hunted animal running from poachers. 251Gain pet rock famil
252Character can speak with plants once per week. (equivalent to succeeding a Gather Information or Knowledge nature
253Character's hands double in size, and can use weapons one size category larger than the Character with no penalties
254Character becomes extremely trusting of a random base race. 255Character learns to brew diet healing potions. (does
256Character's backpack disappears, and can just pull out items from behind their back, as long as they can carry it.
257Character can use and throw vegetables to cast bolts of magic missile. Each vegetable is one bolt. (treated as spell, n
258Character switches eyes with the next creature with eyes they come into contact with. (Eyes will shrink/grow proportion
259Character grows a second head that has a separate personality. 260Any casted magic that affects the Character caus
261Character can not exist any further away than 50 ft. of a random party member. 262People with magic naturally distrus
263Character's bones become unbreakeable. But will take damage normally.
264Whenever the Character receives a critical with a weapon, the weapon breaks. (after taking damage) 265Character's j
can talk normally.
266Character is only seen as a silhouette.
267Every hour, Character has a 30% chance of falling asleep. Character can be woken up normally, or will otherwise slee
268Character finds their own baby. (What kind is DMs choice.)
269When the Character leaves the ground, they become twice as heavy. (Take twice as much fall damage) 270Character
language.
271Character's palms and fingers become immune to fire. 272It rains outdoors whenever the Character is sad.
273Character passes out for 1d4 rounds whenever they cast/hit by a spell.
274Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC) 275Character gains a grog ad
consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.
276If an insect comes in contact with a Character, it's size becomes the same size category of the
269When the Character leaves the ground, they become twice as heavy. (Take twice as much fall damage) 270Character
language.
271Character's palms and fingers become immune to fire. 272It rains outdoors whenever the Character is sad.
273Character passes out for 1d4 rounds whenever they cast/hit by a spell.
274Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC) 275Character gains a grog ad
consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.
276If an insect comes in contact with a Character, it's size becomes the same size category of the

Character, and it becomes dire.


277The Character's eyes move together to become one big eye. 278Character can cast a random cantrip spell at will.
279Character gains a Tortoise mount.
280Character recently took an inviolable vow but can’t quite remember it. (DMs choice) 281Character becomes a were-hu
human, they turn into a different human) 282You come down with a nasty infection from the Solanum disease. (Zombies!)
2832d8 of Character's teeth turn to gold. Can be sold 2 gp each. (but must yank them out first) 284Character believes eve
of themselves.
285Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.) 286Everything in the world becomes awar
Character is.
287Character gains a prehensile tongue that can extend out 5 ft. 288Character develops an intense fear of trees; they mig
289Character can run up walls and other flat surfaces, but if they stop or change direction, they will fall. 290Character has
for teaching monkeys sign language.
291Character gains sylvan as a language.
292Whenever the Character witnesses a spell being casted, they must succeed a DC 10 + spell level Will save or roll for a
293Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever they get the ch
294Character can summon doors that when opened, lead to a random plane. They, however, cannot summon the doors w
than the material plane.
295At the start of every encounter the Character must succeed a DC 10 Will save or roll for a new alignment.
296Character's bones can be played like a xylophone.
297Relatively shallow bodies of water split in a dry path whenever the Character walks through them. 298Character enjoy
brains. They also gain very small memories from the brains they consume, and can make a Knowledge brains check (+10
of any normal knowledge check.
299Character's personal space collapses in on itself and implodes around the Character. Strength save DC 10 or Charact
Character survives, Character can no longer be crushed by any circumstance.)
300Character suddenly recalls a past life where they were a wizard’s familiar. 301Character gives birth to a clutch of (DMs
302Character can increase the length of any hair by pulling on it.
303Character becomes the central deity of a religious cult and gains followers. The cult can be based on anything the Cha
adventure, treasure, muffins...etc.)
304Character is only nourished by alcohol. (All other foods make them vomit. Will become drunk as normal.)
305Character's belly button can open to a 1 cubic foot pouch of holding. 306Character's breath is always a visible smoke.
time)
307Character can spend a full round action to succeed a DC 25 + HD of creature concentration check, to knock out one e
308Character is invincible to all magic, but only while asleep.
309Character irrationally hates fungi. (stomps on them when they see them) 310Roll again, effect can be alchemized into
are DMs choice) 311Character is knocked prone whenever they hear their name.
312A doppelganger of the Character is instantly created 5 ft away from them. The creature pays its humble respect and w
world.
313Any shadow puppet the player makes becomes a harmless living shadow of whatever it was. 314Whatever the Charac
words that float around their head for a little while. 315Roll again, the effect is twice as strong. (Twice as fast, twice as muc
316Character loses 50 lbs.
time)
307Character can spend a full round action to succeed a DC 25 + HD of creature concentration check, to knock out one e
308Character is invincible to all magic, but only while asleep.
309Character irrationally hates fungi. (stomps on them when they see them) 310Roll again, effect can be alchemized into
are DMs choice) 311Character is knocked prone whenever they hear their name.
312A doppelganger of the Character is instantly created 5 ft away from them. The creature pays its humble respect and w
world.
313Any shadow puppet the player makes becomes a harmless living shadow of whatever it was. 314Whatever the Charac
words that float around their head for a little while. 315Roll again, the effect is twice as strong. (Twice as fast, twice as muc
316Character loses 50 lbs.
317Character can no longer answer a question truthfully. 318Character will never remember their name.

319Character’s pockets are now popular hangout spots for pocket gnomes.
320Any casted magic that affects the Character causes birds to swoop down and groom them. (Like a crocodile)
321Character's internal organs implode and compress into one super organ. Character looks only like skin and bones now
unaffected.)
322Character shoots out fireworks (works as dancing lights) whenever they're struck. 323Character gains a small doom b
324Character's blood becomes pancake batter.
325Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
326Character will now age backwards. (from how old they are now.) 327Character can no longer see a random party mem
328Character's hair stands straight up as if electrically charged. It frizzes and discharges electricity. Character's handshak
static electricity sparks appear on the Character's body now and then. (Harmless, but can get annoying to be around.)
329Character can’t help but smile and quietly giggle to themselves at the misfortune of others. 330Roll again, the next livin
Character touches also receives the effect.
331Character becomes irrationally prejudice of a random base race.
332Everytime the Character levels up, they have a choice of switching to a different class of the new level. 333Character b
badger.
334Whenever the Character witnesses a spell being casted, they must succeed a DC 10 Will save or roll for a new alignm
335Within 5 ft of the Character is always 10 degrees hotter. 336Character can whistle obnoxiously loudly.
337When the Character snaps their fingers, a small scale resonance cascade occurs and summons an extra-planar creat
every hour for 1d4 days.
338Character can cast a random cantrip spell at will.
339Character's HP is instantly (and only) reduced to 1 if struck with an holy weapon, but is healed by unholy weapons.
340Character’s body becomes a kangaroo. (no stat change) 341Character has a grapevine constantly growing on them. 3
once per day use, 1d4 + lvl. Effect stacks
343Character is permanently dressed in a pristine Tuxedo. (Can wear armor over it) 344Character's blood becomes a flou
and glows in the dark.
345Character now worships an Egyptian god.
346Character can fly by sticking their thumbs in their armpits and flapping very hard. (Can fly a distance equal to 5 ft./stren
DC of 10 and a cumulative +3 every time after until they have taken an extended rest.)
347Everyone who first meets the character says, “I’m so sorry” in a very concerned tone, although is not aware of saying i
also unaware of anything that would warrant this.
348Character is no longer liked, nor hated by anyone. (a reset)
349A random party member disappears and is replaced with a map to their location.
350Character’s dreams are replaced with visions of being a wizard on the run from authorities, having discovered a terrible
351Character's ghost is always viewing the Character's own actions in the third person. 352Character becomes a very de
(Enemies look tasty)
353Character can use brooms to fly. (poor)
354Character becomes a super magnet. (A magnetic strength score of 10, aura 5 ft.) 355Whenever a ranged attack misse
considered they caught it with their teeth. 356Whenever the Character hears their name, they are launched 5 ft in the air.
357Character can breathe in outer space.
also unaware of anything that would warrant this.
348Character is no longer liked, nor hated by anyone. (a reset)
349A random party member disappears and is replaced with a map to their location.
350Character’s dreams are replaced with visions of being a wizard on the run from authorities, having discovered a terrible
351Character's ghost is always viewing the Character's own actions in the third person. 352Character becomes a very de
(Enemies look tasty)
353Character can use brooms to fly. (poor)
354Character becomes a super magnet. (A magnetic strength score of 10, aura 5 ft.) 355Whenever a ranged attack misse
considered they caught it with their teeth. 356Whenever the Character hears their name, they are launched 5 ft in the air.
357Character can breathe in outer space.
358Roll a 1d12, at that time every 24 hours (pm), the Character is struck by lightning. (if outside. 1d6 damage to Characte
anyone within 5ft)
359Character is able to sit on anyone’s head as long as the head is bald. (Character becomes as light as paper when doin

360Any casted magic that affects the Character causes a wild surge. 361Character’s hair becomes a mohawk that’s as ha
362Character's random body part becomes invincible. (bones, organs; DMs choice.) 363Character becomes a cannibal. (M
one.)
364Character gets an amoeba familiar. (Will not multiply.) 365Character evaporates water when they touch it.
366A permanent image of the Character is left where they are standing right now. 367Character is infected with Porphyric
(Vampirism.)
368Character lays an egg (regardless of gender). (What kind is DMs choice.) 369If the Character pours water on the grou
quicksand.
370Character gains a random language. 371Character sinks in ice as if it was quicksand.
372Whenever the Character enters a building, gravity immediately reverses orientation for them. 373Character's teeth bec
and cannot be removed while the Character is alive. 374Character only cries blood. (Harmless)
375Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
376Character does not have to touch objects to pick them up, but he must be in reach. 377Character becomes extremely
extraordinarily attractive to the opposite gender. 378If the Character stares at someone, they are unable to look away.
379Character only bleeds rainbows.
380Character sprouts a small, flaming wick atop of their head that can’t be put out. It burns brighter when they’re angry.
381Character constantly hears the playing of a guitar in the distance. (and could be drawn to it)
382If the Character is planted, it will grow into a tree that bears small fetus fruits that mature into babies of clones of the C
383A random party member becomes infatuated with the Character. 384Character's hands are reversed. (Like a rakshass
385Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.) 386Character can only scry using a bald s
387Whenever the Character is struck in combat, the weapon they were hit with combusts, dealing 1d4 force damage to an
point of continual fire damage for 1d4 rounds. The weapon does not break.
388Character's skin gains full body leopard print tattoos.
389All of the Character's debts are paid, and they must buy a grog to who ever is next to them. (and might proceed to sing
390Character has a license for wild-geese chasing. (Ever been on a wild-goose chase?)
391Character learns recipe of random meal, gains the ingredients to prepare it, and will not be satisfied until they make th
kitchen.
392Character has an extreme distaste for thieves and pirates.
393The grog pours out of the Character's mouth back into the mug, refusing to be drank by the Character. (needs new pot
394Character's hair grows to touch the ground, and can be used as an arm.
395Character is pulled into the earth where they were standing until only their head shows, and must be dug up.
396Character does not sink in water.
397Character's hair bears fruit during harvest season.
398Character can become gaseous in direct sunlight. (Equipment can't)
399Character's internal organs become extremely unstable and explode. Fort negates (DC 10) or the Character dies. (If C
Character evolves past the need of their organs.)
400Character suddenly recalls a past life that was fairly normal until it ended abruptly as a sacrifice to a dark god. (It must
the cult might try again.)
401Character's eyes become removable pearls, retain normal sight. 402Character is no longer able to sit or lay down.
394Character's hair grows to touch the ground, and can be used as an arm.
395Character is pulled into the earth where they were standing until only their head shows, and must be dug up.
396Character does not sink in water.
397Character's hair bears fruit during harvest season.
398Character can become gaseous in direct sunlight. (Equipment can't)
399Character's internal organs become extremely unstable and explode. Fort negates (DC 10) or the Character dies. (If C
Character evolves past the need of their organs.)
400Character suddenly recalls a past life that was fairly normal until it ended abruptly as a sacrifice to a dark god. (It must
the cult might try again.)
401Character's eyes become removable pearls, retain normal sight. 402Character is no longer able to sit or lay down.
403Character can swim up waterfalls.

404Character can inscribe markings into stone with their fingers. 405Character is poisoned. (DMs choice of poison)
406Character's eye sockets become pitch black. Character can see normally. 407Any facial hair the Character has becom
408Character can animate their own shoes to dance, but not while they're being worn. 409Any water drank by the Charac
purified.
410Roll again, character becomes sick and the next effect becomes the main symptom. (DM may add any other symptom
contagious to anyone who spends a day around the character) 411Character becomes best friends with the current presid
States.
412Character ages 100 years, and has 100 years added on to their natural life span. 413Character can walk on butts. (Ge
different problem)
414Character must make a DC 19 Will save or become wracked with existential angst. 415Roll again, the effect is twice a
fast, twice as much, etc.) 416Character must make a DC 15 fortitude save, or gain a second personality.
417Character's body is covered with fire like an everburning torch. (No harm to Character) 418Character gains a voodoo d
419Character realizes they have died centuries ago, and doesn’t know how they’re here now. 420Any casted magic that a
causes a random limb to fall off. (Can be re-attached easily)
421Character turns to stone for 1d4 hours whenever someone makes eye contact with them. 422Character gains a perma
423When Character walks over a spot where someone died, they instantly know where it was. 424The next thing the Cha
able to fly. (poor)
425Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
426Character can cast any spell that's casted on them, once. Effect does not stack. 427Character's mouth can open to tw
428Character fails all diplomacy checks with the opposite gender. 429Character can turn whatever they kill into small fist s
430Roll again, the next living thing the Character touches also receives the effect. 431Whenever the character falls they w
their face. (This includes jumping) 432Character's hair becomes a hedgehog familiar. Hair grows back at normal rate.
433When the Character's blood leaves the Character, it floats around like wax inside a lava lamp. 434Character turns invis
closed. Does not affect clothing.
435Character no longer has a face, but can talk, eat, see, hear, and smell normally. 436Any animal the Character touches
for 1d4 + lvl hours.
437Character's feet become hands. (+5 to climb when bare 'foot') 438Character can cast a random cantrip spell at will.
439Whenever the Character takes damage, they are immediately shoved 10ft. from wherever they received it from.
440Character’s body becomes an octopus. (no stat change, does not require water)
441As long as the Character lives, a far off demon lord cannot return to life. (might be attacked by demon minions!)
442Character knows the Wis score of any creature they encounter.
443Any liquid the Character consumes becomes alcoholic. Character is also more immune to dehydration than most.
444Character's skeleton removes itself from the Character's body without killing them, and runs away. It takes 24 hours fo
back. The skeleton is the same alignment as the Character, but has no desire to become friends with them.
445Character now worships an oriental god.
446Character's skeleton glows a fluorescent red that's visible through their skin. 447Character cannot see the undead.
448Character moves and falls normally underwater, but only if completely submerged. (Character will still have to hold the
449Character's skin becomes soot black.
441As long as the Character lives, a far off demon lord cannot return to life. (might be attacked by demon minions!)
442Character knows the Wis score of any creature they encounter.
443Any liquid the Character consumes becomes alcoholic. Character is also more immune to dehydration than most.
444Character's skeleton removes itself from the Character's body without killing them, and runs away. It takes 24 hours fo
back. The skeleton is the same alignment as the Character, but has no desire to become friends with them.
445Character now worships an oriental god.
446Character's skeleton glows a fluorescent red that's visible through their skin. 447Character cannot see the undead.
448Character moves and falls normally underwater, but only if completely submerged. (Character will still have to hold the
449Character's skin becomes soot black.

450Character’s dreams are replaced with visions of being a beautiful mermaid viciously devouring the bodies of sailors.
451Character gains an aura of disagreement.
452Character can impregnate any species. The offspring will be the impregnated species. 453Character becomes best frie
Reaper. (They cannot ask for favors.) 454Fruit sings if within 30 ft of the Character.
455Whenever a Character enters a building for the first time, it will eject him forcefully. 456Character becomes a were-tree
457Character is able to spell and scribe any word they hear in any alphabet. (Whether they understand it or not is a differe
458Character can summon pillows at will, and they are extra fluffy. Character can summon at max one pillow per person in
459Character can swim in lava, but is still burned by normal/magical fire. If Character fails a swim check while in lava, they
horribly.
460Any casted magic that affects the Character causes a wild surge.
461Whenever the Character closes their eyes, they see the place where they used to live. It would be a shame if it burned
something....hehehe...
462Character can move statues as though they were opposable. 463Character loses all hair on their body.
464Character can read books by flipping through them. 465Character is burned by the touch of the opposite gender.
466Whatever the Character touches has to agree with them, but can still physically resist them. 467Character is only nour
who they slay. (All other foods make them vomit.) 468Character lays an egg (regardless of gender). (What kind is DMs cho
469Character tastes like chocolate. 470Character gains a random language.
471Any plant the Character plants will grow in one day, but will never blossom or bear fruits or vegetables until it normally
472Character attracts kobolds.
473Character learns one mundane song that they can play on any instrument. 474Character gains once per day use of a
modifier. (Use modifier for DC)
475Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
476Character can no longer use outhouses to go to the bathroom. 477Character's soul cannot leave the material plane.
478Character can cast a random cantrip spell at will.
479Character's tears are acidic. The Character is not burned by them.
480Character suffers intense pain whenever they enter a temple or church, regardless of the deity. 481Character will poss
them for 1d8+lvl days.
482The next enemy the Character meets will become friendly, but only to the Character. 483Every fruit the Character touc
484Character now has commitment issues.
485Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.) 486Character will win every coin flip they
487Character can bring anything they've killed back to life. It will become permanently hostile to the Character regardless.
gain experience this way)
488Any creature the Character kills evaporates. (Not equipment)
489Any change in HP of the Character floats away as numbers when it happens. 490Character is a champion pillow fighte
pillows)
491Character's urine can revive plant life.
492The Character is now burned by cold, and frostbitten by fire.
493Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever they get the ch
494Character now speaks in bad action movie one-liners. 495Character can crack open any kind of nut or seed in their ha
485Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.) 486Character will win every coin flip they
487Character can bring anything they've killed back to life. It will become permanently hostile to the Character regardless.
gain experience this way)
488Any creature the Character kills evaporates. (Not equipment)
489Any change in HP of the Character floats away as numbers when it happens. 490Character is a champion pillow fighte
pillows)
491Character's urine can revive plant life.
492The Character is now burned by cold, and frostbitten by fire.
493Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever they get the ch
494Character now speaks in bad action movie one-liners. 495Character can crack open any kind of nut or seed in their ha

496Character's fingers grow twice as long. 497Character can set water on fire.
498Character's hair becomes porcupine quills.
499If the Character fails a DC 10 Reflex save, every molecule in the Character's body is exploded at the speed of light in e
Character survives, Character becomes a huge power source for any electrical equipment, regardless if there is any.)
500Character suddenly remembers a past life where they were a flightless bird that was experimented on, and criticized e
experimenters did.
501Character gives birth to a brood of (DMs choice).
502Character glows a shade of gold in the presence of magic, and magical ore. 503Characters eyes never close.
504Character can use carrots as daggers.
505Character's tongue becomes a harmless snake, and talk normally. 506Character's urine is extremely acidic. (does not
507Character falls in love with the next enemy they see.
508Everytime the Character whistles, an eagle will swoop down and land on the Character's shoulder, and stare at whatev
stares at. It leaves if the Character enters combat.
509Character believes the next humanoid they see is their son and/or daughter and/or other. 510Roll again, effect can be
bodily fluids. (Urine, saliva, blood…)
511Character gains a political committee designed to elect the Character to a fictional political office. 512Character's skin
hot, and blue when it's cold.
513Character is haunted by the ghost of everything they slay.
514It is always assumed that the Character killed their parents. (Whether or not it's true) 515Roll again, the effect is twice
fast, twice as much, etc.)
516Character's pockets has an unending supply of Cuban cigars. Cannot be sold. (Only given away graciously)
517Character is only able to enter rooms through dramatic actions. 518Character attracts insects.
519Character always appears to be riddled with bullet holes. (Does not bleed from holes)
520Any casted magic that affects the Character causes an anvil to chain itself to the Character’s leg. (Break DC 17)
521The next wild mundane animal the Character sees, becomes domesticated to the Character. 522Character gains the p
skill. By strumming the air, the noises of a guitar are created. Character may attempt to dazzle and stun anyone within ran
a wicked guitar solo as a full round action. Fortitude save DC 10 + Character's Air Guitar skill bonus.
523Character can only hear their base language backwards. 524Character's presence causes frost to form, but won't free
525Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
526Character gains a new hairstyle every day. 527Character is attracted to them self.
528Character grows fur on their entire body.
529Character glows an eerie green for 3 seconds when their bellybuttons are pressed. 530Roll again, the next living thing
touches also receives the effect.
531Character can only communicate by saying their name over and over, and the party are the only ones who understand
past and future party members.
532No matter what the Character says, anyone who hears them will think they are attempting to seduce them.
533Character is intensely afraid of prostitutes.
534Whenever the Character witnesses a spell being casted, they must succeed a DC 10 Will save or roll for a new alignm
535Character is extremely flexible, to an inhuman point. 536Character gains a permanent twitch.
526Character gains a new hairstyle every day. 527Character is attracted to them self.
528Character grows fur on their entire body.
529Character glows an eerie green for 3 seconds when their bellybuttons are pressed. 530Roll again, the next living thing
touches also receives the effect.
531Character can only communicate by saying their name over and over, and the party are the only ones who understand
past and future party members.
532No matter what the Character says, anyone who hears them will think they are attempting to seduce them.
533Character is intensely afraid of prostitutes.
534Whenever the Character witnesses a spell being casted, they must succeed a DC 10 Will save or roll for a new alignm
535Character is extremely flexible, to an inhuman point. 536Character gains a permanent twitch.
537Character can use weapons as musical instruments. 538Character can cast a random cantrip spell at will.

539Doors attack the Character if they attempt to walk through them. (Wood: +3 1d6+2 smash attack. Metal:
+3 2d6+3 smash attack. Stone: +2 2d8+4 smash attack.) 540Character’s head becomes that of a velociraptor. (gains bite
541Character has a powerful urge to punt anything in the tiny size category or smaller. 542Character gains opposable fee
543Character's sweat releases an eerie blue smoke.
544Character's eyes become similar to an octopus, and can see underwater perfectly for 60 ft. 545Character makes their
worships it. (It also exists due to it being worshiped.) 546Character gains were-obesity.
547Character is no longer able to reproduce in any way.
548Magical items are drawn to the Character like a powerful magnet and activate once they hit the Character. (Reflex DC
them off)
549Character's nose glows blue when they pass near underground wells of water.
550Character’s dreams are replaced with visions of being a virtuous ascetic nurse taking loving care of the sick, eventuall
sickness themselves.
551Character has a 10% chance of impregnating any creature with a normal grapple. 552Character becomes obsessively
553Character can digest bones.
554Character grows animal horns. (DMs choice of moose, rams, etc.) 555Any mount ridden by the Character suffers no fa
it. 556Character gains own shadow as familiar. (see shadow monster) 557Character becomes chronically pooped on by a
558Character's nails fall off, and can be planted to grow any type of flower the Character wants. (Instantly) 559Character c
webs out from their fingertips when outside of combat.
560Any casted magic that affects the Character causes a wild surge. 561Character gains a permanent pair of glasses.
562Character can remove any curse, by only receiving it them self.
563Character can melt non-magical ice with their touch. They do not give off any extra heat. 564All liquids the Character c
caffeinated.
565Character can make a DC 15 Concentration check to summon the nearest bird, friendly or not. 566Character's feet be
they can still feel pain.
567Character becomes physically attracted to weapons.
568Character lays an egg (regardless of gender). (What kind is DMs choice.) 569Character becomes feral when their food
570Character gains a random language. 571Character gains antennae on their head.
572When the Character is drunk, they can succeed a DC 17 fortitude save to release a stream of fire with a mighty burp. 1
damage.
573Character becomes physically attracted to mundane animals.
574Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC) 575Character gains a grog ad
consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.
576Character is physically teleported to alternate planes in their sleep, but return to the material plane when they wake up
577Character harbors an extreme distaste for sailors. 578Character can cast a random cantrip spell at will.
579Character's voice of reason becomes an invincible squirrel that no one else can see.
580Character grows a ponytail of feathers all the colour of the rainbow. It makes for wonderful plumage. 581A bright round
object appears over the Character's head whenever they get an idea, or remember something.
582The next enemy the Character meets becomes directly related to the Character, 40% chance of being friendly.
583The entire party is pulled into the Character's dreams whenever the Character is asleep. 584Character's hair becomes
585Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)
574Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC) 575Character gains a grog ad
consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.
576Character is physically teleported to alternate planes in their sleep, but return to the material plane when they wake up
577Character harbors an extreme distaste for sailors. 578Character can cast a random cantrip spell at will.
579Character's voice of reason becomes an invincible squirrel that no one else can see.
580Character grows a ponytail of feathers all the colour of the rainbow. It makes for wonderful plumage. 581A bright round
object appears over the Character's head whenever they get an idea, or remember something.
582The next enemy the Character meets becomes directly related to the Character, 40% chance of being friendly.
583The entire party is pulled into the Character's dreams whenever the Character is asleep. 584Character's hair becomes
585Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)

586Character's hair becomes a chicken that insists on sitting on their head. The chicken is immune to damage, and does n
Character's head.
587Whenever it rains, the Character is always at the end of the rainbow.
588Character can only communicate with cat noises. (Character can talk normally to any feline) 589Character mistakes ev
meet for the first time as their farming wife Charlotte. 590Character is able to dig graves with surprising amounts of gusto.
591Character can make a DC 15 Concentration check to summon the nearest bird, friendly or not. 592The Character's ev
dimension materializes next to them.
593Character gains a gambling addiction, and has magically bad luck.
594Every night, an intelligent woodchuck appears to tell the Character stories as they fall asleep. 595Character can use a
Instead they throw them. Use the stats of a short bow. 596Vines grow over the Character whenever they're asleep.
597Character permanently smells like a fresh ocean breeze. People might reminisce about their romantic experiences on
598Character's head becomes incorporeal. (Can speak normally)
599A Boeing 747 commercial airliner crashes on the Character, and everyone needs to make a Reflex save DC 15 or be o
debris. (If the Character survives, they learn how to pilot airplanes! Too bad the only one just crashed. DMs Choice as to w
was.)
600Character suddenly recalls a past life where they were an animal being worshiped in ancient times. 601Only the top ha
visible.
602Character's touch leaves permanent black marks on any type of skin, except for their own. They also become great sk
603Character can grow herbs on themselves harmlessly.
604Once per day, the Character can grant one mundane animal an INT score equal to their own, that goes away at midnig
605Character's hair grows 3x quicker now.
606Character's fingers become a key ingredient to making a brew that can cure any and all diseases and poisons, magica
Character is aware of the recipe. 1 finger per brew.
607Character grows 1d4 extra fingers on both of their hands.
608Character becomes homophobic, but becomes extraordinarily attractive to members of the same gender.
609Character can swap places with one party member at-will.
610Roll again, character gains the ability to cook the effect into a meal. (Ingredients are DMs choice) 611Character finds a
(A +1 Dagger of Substantial Importance!)
612Character can only pee upon other people's legs.
613The next enemy the Character attacks becomes their reoccurring arch enemy that will plot dastardly schemes to destr
take over the world!
614Character's belly button can open to a 1 cubic foot pouch of holding. 615Roll again, the effect is twice as strong. (Twice
much, etc.)
616Character learns the spell Teach Esperanto, which will automatically teach Esperanto to the subject. Can cast at-will.
617Character gains an un-summonable glacier familiar.
618Next profanity used by Character becomes a living, vile entity.
619Any mundane creature the Character hugs becomes a plush doll version of itself for the duration the Character huggin
cannot be harmed while plush)
620Any casted magic that affects the Character causes it to snow in the immediate area. 621Whatever the Character kills
and splatters everywhere. (People, doors, etc.) 622Whenever the Character wakes up, they are in a coffin where they had
take over the world!
614Character's belly button can open to a 1 cubic foot pouch of holding. 615Roll again, the effect is twice as strong. (Twice
much, etc.)
616Character learns the spell Teach Esperanto, which will automatically teach Esperanto to the subject. Can cast at-will.
617Character gains an un-summonable glacier familiar.
618Next profanity used by Character becomes a living, vile entity.
619Any mundane creature the Character hugs becomes a plush doll version of itself for the duration the Character huggin
cannot be harmed while plush)
620Any casted magic that affects the Character causes it to snow in the immediate area. 621Whatever the Character kills
and splatters everywhere. (People, doors, etc.) 622Whenever the Character wakes up, they are in a coffin where they had
623The Character can only speak in their base language backwards.
624Character gets strange blisters that pop like bubble wrap on their arms. When they pop, they make different musical no
unsightly, just weird.
625Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
626Character's joints are reversible.
627Character's hands can be unscrewed from their wrists.

628Character can remember their name, and that's about it. 629Character becomes a witch, and might encounter witch hu
630Roll again, the next living thing the Character touches also receives the effect. 631Character can use fruits as musical
632Character's hair turns white in the presence of magic. (If it's white to begin with, it turns a girly pink, complete with bow
633Character's twin shows up, and is similar in every aspect except that their alignment is one step above or below the Ch
634Character is sexually attracted to fire.
635Character is believed to be a doomsday weapon. (May be sought after by kings and nations.) 636When the Character
either grows in 160 sq ft area around the Character, or the existing grass grows ten times it's normal size.
637Character's pockets spawn mundane playing cards one at a time. 638Character can cast a random cantrip spell at will
639Character gains a key that can open their chest cavity harmlessly like a cabinet door. 640Character’s body turns into a
change)
641Character can dance with bears, whether they're hostile or not. Character must make a Wisdom save DC 10 + bear's H
642A bottomless well is created next to the Character.
643Whatever object the Character sits on can be piloted. (Fly, 30 ft. poor.) 644When Character touches glass, they move
(Glass reforms.) 645Character now worships an Egyptian god.
646When the character snaps, it sounds like a church bell. (As loud as a snap)
647Character gains an aura of incredulity. Everything the Character does seems incredulous. 648Character gains the kno
weaponize the grog, by imbuing it into a rod of wonder. The effects have a 50% chance of affecting the Character, or the ta
649Character's eyebrows grow twice their size and permanently cover the Character's eyes. 650Character’s dreams are r
of being an enormous force of pure evil slaughtering innocents.
651Whenever the Character is struck, a mundane creature will appear in their clothing. (rabbits, snakes, birds, etc.)
652Character is detected by Detect Undead.
653Character is constantly mistaken for an extremely evil demon. 654Wildlife brings the Character food periodically.
655Character didn’t actually exist prior to drinking this grog. 656Character's touch leaves permanent red blood splatter. 65
the thoughts of a random party member.
658Character has random manias of superb mathematical genius, but after 1d4 rounds, won't be able to understand what
done. During the mania, the Character's brain doubles harmlessly in size.
659Character is a were-construct.
660Any casted magic that affects the Character causes a wild surge. 661Character's weapons are permanently bound to
662An owlbear appears, runs toward the Character and hugs them for 1d4 rounds before disappearing. It automatically su
attack and all grapple checks. It attacks anyone who tries to harm the Character it is hugging. This happens at the same ti
the bear is in combat, it will still disappear after 1d4 rounds.
663Whenever the Character sleeps, a bed of cabbages grows under them over night. 664It snows whenever the Characte
665When the Character snaps their fingers, a apple appears before them. It's a normal apple. Max 1d4/lvl per day.
666A furious demon portal is opened up directly in front of the Character, and a monster of unspeakable horror named Ho
sparks into existence.
667Character can teleport from the bottom of any freshwater lake to the bottom of any other freshwater lake.
the bear is in combat, it will still disappear after 1d4 rounds.
663Whenever the Character sleeps, a bed of cabbages grows under them over night. 664It snows whenever the Characte
665When the Character snaps their fingers, a apple appears before them. It's a normal apple. Max 1d4/lvl per day.
666A furious demon portal is opened up directly in front of the Character, and a monster of unspeakable horror named Ho
sparks into existence.
667Character can teleport from the bottom of any freshwater lake to the bottom of any other freshwater lake.

668Character lays an egg (regardless of gender). (What kind is DMs choice.) 669Character's jaw becomes removable.
670Character gains a random language.
671Character receives mail from a long distance significant other periodically by Marvin the Mailman. (He's a mailman)
672Character is extremely prejudice against fruits and vegetables.
673Character gains an Easter Island head familiar. When it's summoned, it sits there and creeps everyone out.
674Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC) 675Character gains a grog ad
consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.
676Character can steal one prepared spell from grappled spell casters that doesn't exceed their Int modifier.
677Character's thumb turns greens, and can cause plants to grow at a rapid rate, but cannot exceed their normal size.
678Character can cast a random cantrip spell at will. 679Character can remove their face like a mask.
680Character’s heart will never stop beating, even if removed. 681Character thinks any form of eating meat is a crime aga
682Character's mouth is stuck in a permanent smile.
683Character's right arm is interchangeable with any other creature's right arm. (Character can remove right arms harmles
684Character grows an extra finger and toe on each hand and foot. (No effect if Character lacks hands and feet.)
685Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.) 686Character can speak the language of
animal they meet.
687Character is able to shove their foot up any butt, regardless if it fits or not. It deals pride damage. 688Character only re
hours of sleep a night. (Re-roll every night)
689Anything the Character wears turns to wood permanently, but retains all stats. 690Character has an unusually good ta
(May be illegal in some areas.) 691Character knows the Int score of any creature they encounter.
692Character can use a baguette as a longsword.
693Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever they get the ch
694Character is no longer able to get drunk.
695Character physically regresses to when they were a child, but retains all stats and abilities. 696Character can snap the
and produce sparks like flint and steel would.
697Character gains a second heart, and is able to hold their breath for 5-6 minutes before suffocating. 698Character disap
replaced with a map to their location.
699Character spontaneously ages 10,000 years. Fort save DC 10 or the Character disintegrates. (Character reverts to no
before the potion, but is still 10,000 years older. Lifespan continues as normal.)
700Character suddenly recalls a past life where they were a beautiful princess who lived an affluent, and uneventful life.
701Character gives birth to a nest of (DMs choice). 702Character gains insect like wings, and can fly. (poor)
703Character gains 5 ft of height, but is not considered a size category larger. Stats don't change. 704Character believes
other than their own are aliens.
705Character can use and throw fruit to cast bolts of magic missile. Each fruit is one bolt. (treated as spell, not thrown obje
706Whenever the Character goes to the bathroom, small, harmless earthquakes hit the surrounding area. 707Everytime th
sneezes, an exact duplicate of themselves appears at least 20 ft away from the Character for 1d4 hours. Character must d
allergen that makes them sneeze. (Certain flowers, dust, mold, animals, etc.)
708Character has a zipper on the front of their chest that they can unzip and show off the inside of their
701Character gives birth to a nest of (DMs choice). 702Character gains insect like wings, and can fly. (poor)
703Character gains 5 ft of height, but is not considered a size category larger. Stats don't change. 704Character believes
other than their own are aliens.
705Character can use and throw fruit to cast bolts of magic missile. Each fruit is one bolt. (treated as spell, not thrown obje
706Whenever the Character goes to the bathroom, small, harmless earthquakes hit the surrounding area. 707Everytime th
sneezes, an exact duplicate of themselves appears at least 20 ft away from the Character for 1d4 hours. Character must d
allergen that makes them sneeze. (Certain flowers, dust, mold, animals, etc.)
708Character has a zipper on the front of their chest that they can unzip and show off the inside of their

torso.
709The next time the Character dies, they are resurrected as the race that killed them.
710Roll again, effect can be bestowed through a ritual the character suddenly learns. (Material components are DMs choic
711Character's shadow smokes as if it's on fire. (Not good to stay in enclosed spaces)
712Any statue resembling an animal that is within 30 ft of the Character is animated. If it goes beyond 30 ft, it ceases to be
713Character can use wildlife as weapons. (but will drop in alignment when they do) 714Character only bleeds sand.
715Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.) 716Character's voice drops an octave and
what.
717Character gains cat pupils, whiskers, and fur. (No low-light vision is gained, Character might tend to purr)
718Character's skin becomes translucent, and observers are able to see tiny fish swimming around inside of the Characte
719Character gains a spirit animal that appears whenever the Character is within 15 ft of fire. (DM’s Choice)
720Any casted magic that affects the Character causes plant life to over grow in the immediate area. 721Character's tears
722All fire that burns within 30 ft. of the Character turns the colour of their choice. 723Any object the Character successful
flower petals.
724Character gains 100 lbs.
725Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
726Character knows the market value of any humanoid as a slave that they see. 727Character attracts floating candles.
728Character's eyes turn purple and gains an aura of purple. Anyone who is within 5 ft of the Character, including the Cha
shades of purple.
729Everytime the Character attacks a mundane animal, a second one appears next to it. 730Roll again, the next living thin
touches also receives the effect.
731Any fruit the Character touches becomes dried and preserved.
732Character gains very dramatic looking battle scars and gains a +10 on all bluff checks if only relating to them.
733Character becomes a ghost when they are in the rain.
734Whenever the Character witnesses a spell being casted, they must succeed a DC 10 Will save or roll for a new alignm
735Character goes insane. They are convinced that they are nothing but constructs in a game played by unseen beings w
every move. They will babble incessantly about things like "stats" and "hit points". On the bright side, they gain an uncanny
vulnerabilities and strengths of creatures they encounter. Effect lasts until the next time the Character sleeps. This experie
forever.
736Character gains 1d4 more eyes.
737A talking rainbow unicorn offers to be the Character's steed. (Unicorn is Neutral Good) 738Character can cast a rando
739Whenever the Character is left alone in a building, the building burns down. 740Character’s body turns into a medium-
(no stat change) 741Character can pick up flames in their hands. (like, scooping up fire and throwing it.) 742When the Cha
ghost will haunt the party forever.
743Character gains a pair of sunglasses that when worn, they become "too cool" for whatever action is decided. Does not
744Character cannot die in their sleep. 745Character now worships an Greek god.
746Character's hands never leave their sleeves. (Character also permanently wears long sleeve shirts.) 747Character bec
certain group of people who've managed to travel back in time. (No one in particular, it's DMs choice really)
736Character gains 1d4 more eyes.
737A talking rainbow unicorn offers to be the Character's steed. (Unicorn is Neutral Good) 738Character can cast a rando
739Whenever the Character is left alone in a building, the building burns down. 740Character’s body turns into a medium-
(no stat change) 741Character can pick up flames in their hands. (like, scooping up fire and throwing it.) 742When the Cha
ghost will haunt the party forever.
743Character gains a pair of sunglasses that when worn, they become "too cool" for whatever action is decided. Does not
744Character cannot die in their sleep. 745Character now worships an Greek god.
746Character's hands never leave their sleeves. (Character also permanently wears long sleeve shirts.) 747Character bec
certain group of people who've managed to travel back in time. (No one in particular, it's DMs choice really)

748With a DC 15 search check, the Character can find random dinosaur plushies hidden in the environment. They're wort
strange sentimental value.
749Whatever the Character is sitting on right now becomes their property.
750Character’s dreams are replaced with visions of an ancient temple where a magic artifact is sealed. 751Whenever the
name, a random flower sprouts somewhere on their person.
752Character's presence causes vegetables within 30 ft. to sing. 753Character gets accepted into the University of their c
754Character's left arms swaps with the last humanoid they touched.
755Character finds a compelling but incomprehensible magical tome in their inventory. 756Character has a giant round ho
(Harmless)
757Character's footsteps sound as though they were 3 size categories larger.
758Character gains a locked bulletproof suitcase that's permanently chained to their left wrist. (Contains some very power
bad no known locksmith can open it)
759Character permanently speaks Spanish, but gets subtitles. 760Any casted magic that affects the Character causes a w
761Character becomes a were-zombie. (If already a zombie, they become were-alive.) 762Character now feels the need t
communists.
763Character is now permanently afflicted with glitter.
764Character will always smell like freshly baked cookies. Might attract wildlife. 765Character gains a permanent smiley fa
shoulder.
766Character is cloned, but doesn't know where the clone is.
767Character goes down one size category. (With no Ability Score change) 768Character lays an egg (regardless of gend
DMs choice.)
769Character gains very well defined and shiny muscles, and can show them off as a free action. (Does not affect CHA or
770Character gains a random language.
771Character gets a small unicorn horn that glistens in the sunlight. (Cannot attack with it, too small) 772Character's feet a
chance of being poisonous.
773Whatever the Character kills becomes a tombstone.
774Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC) 775Character gains a grog ad
consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.
776Character attracts suspicious little red glowing dots. (Like a sniper...)
777Character gains a butterfly familiar. (The Character doesn't know it's their familiar though) 778Character can cast a ran
will.
779If the Character falls in love (truly), then whoever they love will mysteriously and spontaneously combust the next day.
780To only the Character, puddles are always 10 ft. deep.
781Character gains a pencil-thin mustache, a thick British accent, and an urge to lift one eyebrow. 782Spectacular lightnin
overhead when the Character's name is said.
783Character looks like a ghost in the moonlight.
784Character can make a normal swim check to swim through the ground. (Like getting to underground places) Failing the
entombment.
785Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.) 786Character's whistle sounds like a cont
787Character can boils small quantities of water by staring at it for 1d6 rounds. 788Character invents the Harpmonicsicord
will.
779If the Character falls in love (truly), then whoever they love will mysteriously and spontaneously combust the next day.
780To only the Character, puddles are always 10 ft. deep.
781Character gains a pencil-thin mustache, a thick British accent, and an urge to lift one eyebrow. 782Spectacular lightnin
overhead when the Character's name is said.
783Character looks like a ghost in the moonlight.
784Character can make a normal swim check to swim through the ground. (Like getting to underground places) Failing the
entombment.
785Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.) 786Character's whistle sounds like a cont
787Character can boils small quantities of water by staring at it for 1d6 rounds. 788Character invents the Harpmonicsicord
789Character breathes out harmless lightning butts. Can shock/distract people. 790Character has what it takes to be an O
791Character goes down one size category.
792When Character is submerged in the ocean, they transform into a blue whale. They must beach themselves to turn ba
expands to fit them.
793Character's hair becomes as strong as steel. 794Character no longer has a midsection. (Still eats normally)
795At the start of every encounter the Character must succeed a DC 10 Will save or roll for a new

alignment.
796Character gains their own brain as their familiar. It can exist harmlessly outside of their body. 797Character can breath
of water.
798Character attracts whatever they are afraid of.
799All of the Character's blood is replaced with grog. Constitution save DC 10, or be obliterated into the chaotic omnicosm
survives, they re-roll and decuple (x10) the effect!)
800Character suddenly recalls a past life where they were a cat on a boat that had a mysterious cargo. Not that they care
to investigate.
801Character petrifies all grass they walk on.
802Whenever the Character leaves the ground, they become as heavy as paper. (Will fall normally though) 803Character
afraid of penguins. (Sphenisciphobia) (Penguins are not unknown to stalk people)
804Character is nourished by charcoal instead of food. (Food harmlessly burns in their mouth while they chew, can not be
805Character can pull their hand off, revealing a dagger attached outwards from their wrist. Their hand functions normally
not.
806Character can make a DC 15 Concentration check to summon the nearest bird, friendly or not. 807Whenever the Char
they become round spheres of steel. (Dmg 1d6 + Str.) 808Character begins to lactate ale regardless of gender.
809Whenever the Character takes damage, they must make a DC 13 Fortitude save or fall unconscious for 1d4 rounds.
810Roll again, effect can be smithed into a weapon that imbues the effect onto whomever holds it. (Cheap materials, as w
DMs choice)
811Character is surrounded constantly by a personal 'bubble'. When it pops, it takes 2 rounds to reform. 812Sand perpetu
Character's eye sockets when their eyes are open. Character sees normally.
813A random limb becomes only the functioning skeleton of it.
814Character can summon small versions of themselves that sit on their shoulders and argue with each other or other peo
815Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.) 816Character's burp becomes the mating
817Character becomes discretely stalked by a garden gnome. 818Character's nose bleeds when anything venereal is disc
819Doors will always hit the Character on the ass on the way out. (Tougher doors hit harder)
820Any casted magic that affects the Character causes water nearby to become holy/unholy. (Depending on alignment)
821Character is no longer related to anyone. 822Character's blood harmlessly becomes sand.
823Character's presence causes animals within 30 ft. to sing.
824Once per day, the Character becomes encased in stone. DC 13 Strength to break out. 825Character gains a grog add
consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.
826Whenever the Character makes a joke, a laugh track plays in the background.
827Character's HP is instantly (and only) reduced to 1 if struck with an unholy weapon, but is healed by holy weapons.
828Character perspires rainbows.
829Any door the Character tries to open instantly locks itself. (Can still be picked) 830Roll again, the next living thing the C
also receives the effect.
831Whenever the Character falls asleep, their clothes fly away and migrate south for the winter. 832Anything the Characte
escorted to hell by the Grim Reaper.
833Character is now healed by mushrooms. (1d4 + Con modifier per shroom)
834Character sprouts a singing venus fly trap on their shoulder that sings when the Character is happy. 835Character is b
consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.
826Whenever the Character makes a joke, a laugh track plays in the background.
827Character's HP is instantly (and only) reduced to 1 if struck with an unholy weapon, but is healed by holy weapons.
828Character perspires rainbows.
829Any door the Character tries to open instantly locks itself. (Can still be picked) 830Roll again, the next living thing the C
also receives the effect.
831Whenever the Character falls asleep, their clothes fly away and migrate south for the winter. 832Anything the Characte
escorted to hell by the Grim Reaper.
833Character is now healed by mushrooms. (1d4 + Con modifier per shroom)
834Character sprouts a singing venus fly trap on their shoulder that sings when the Character is happy. 835Character is b
see normally through sonic vibrations. (See Daredevil)
836As long as the Character pets a creature, it is able to speak it’s mind. 837Character gains 3 fox tails.

838Character can cast a random cantrip spell at will. 839Character's butt dispenses 10 ft. of rope per day.
840Character’s body is permanently covered in mummy wraps. (no stat change, preserve body upon death)
841Character can skip themselves off of water (10 ft.) with a DC 5 jump check, with each successive skip increasing the D
842Character sings manly songs whenever they're in combat. 843Character becomes a were-sword.
844A random party member can now hear the Character's thoughts. 845Character now worships a Norse god.
846Anything the Character kills becomes preserved forever. 847If the Character touches a plant, it glows in the dark.
848Character's right index finger (or equivalent) gives off a harmless red laser.
849The souls of whoever the Character kills linger around them in the form of small heatless balls of purple-ish fire.
850Character’s dreams are replaced with visions of being the last priest in a forgotten order. 851Character gains a womba
852Every time the Character is struck on the head with any force, they change to the opposite alignment. 853Character re
manly pheromones, regardless of gender.
854Character's body hair is replaced with 3 leafed clovers. (Search check for a four leafed) 855Character comes upon an
explodes anytime it is inserted into a lock. 856Character no longer blinks, and always looks very angry. They only close wh
857Character can run across water, but if they stop or change direction, they sink.
858Character's eyes are permanently covered with shadow, and are impossible to see under any light. 859Character choo
product. They become professionals in cooking it.
860Any casted magic that affects the Character causes a wild surge.
861Character can spawn a bag of marbles every day, that only they are able to touch. If Character loses the marbles, they
Int until they are collected, or a new bag is spawned. The bag disappears at the end of the day.
862Character now has green, copper based blood. 863Character does not cast a shadow.
864A 60 ft wide snowstorm surrounds the Character for 1d4 hours every 2 days at noon. 865Character is unable to talk ar
gender.
866Any weapon the Character holds is able to talk, and is normally very eager to do so.
867Character learns recipe of random meal, gains the ingredients to prepare it, and will not be satisfied until they make th
kitchen.
868Character finds their own baby. (What kind is DMs choice.)
869Character gains a grand piano familiar. (Summonable at-will, at ground level) 870Character gains a random language.
871People with magic are physically attracted to the Character. 872Character becomes a were-statue.
873Continual fog empties out of the Character's ankles filling a 30 ft radius. 1 ft high. 874Character gains once per day us
Cha modifier. (Use modifier for DC)
875Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
876Character can use wildlife as musical instruments. 877Character can chop non-magical wood with their bare hands. 87
a random cantrip spell at will.
879Character gains 1d4 different voices that they can use interchangeably at-will. 880Mysterious runes are visible on the
the moonlight.
881Character becomes unnaturally fascinated with piercing their body piercings. (Can be replaced with magical ones)
882Character's head can rotate 360 degrees around.
883Character's brain becomes clockwork, and must be wound every 24 hours. Otherwise Character's INT drops to 0 until
875Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
876Character can use wildlife as musical instruments. 877Character can chop non-magical wood with their bare hands. 87
a random cantrip spell at will.
879Character gains 1d4 different voices that they can use interchangeably at-will. 880Mysterious runes are visible on the
the moonlight.
881Character becomes unnaturally fascinated with piercing their body piercings. (Can be replaced with magical ones)
882Character's head can rotate 360 degrees around.
883Character's brain becomes clockwork, and must be wound every 24 hours. Otherwise Character's INT drops to 0 until

884Character can make a DC 15 fortitude check to cough up one lung. It grows back after 24 hours, until then, Character
885Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)
886Whenever the Character goes to sleep, they are kidnapped for the amount of time they rest. After which they are return
same spot, fully rested.
887Around the Character, the moon appears to be constantly full at night.
888Character hiccups bubbles. 2d4 bubbles per round for 2d4 rounds when caught flatfooted (or surprised).
889Character is nourished by arguments. All other food makes the Character nauseous. 890Character is a professionally
891Character flips a coin to decide whether or not they should tell the truth. (Heads = truth, Tails = false) 892Character ca
languages they do not know how to speak.
893Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever they get the ch
894Character occasionally and inexplicably becomes in possession of random people's underwear. 895At the start of ever
Character must succeed a DC 10 Will save or roll for a new alignment.
896Character can sheath any type of sword in their forearm, and not be hindered in their movement. 897Character gains a
causes non-magical plants to whither and die.
898As long as the Character has throwing knives, they can inexplicably pull them out of any where on their person.
899Character fades into an existential quandary filled with angst and self-loathing. DC 10 Wisdom save, or the Character
nothingness. (If the Character survives, they will never complain about how bad things are, and will be persistently optimis
900Character suddenly feels as though they are being remembered by a future life. 901Character gives birth to a litter of (
902Character's head is removable. It will remain active, as well as the body. 903Character gains a talking tattoo. Roll for ta
904Character is able to lick an enemy to paralyze them for 1d6 rounds. Fortitude save DC 10 + Character's level negates.
905Everytime the Character dances, a natural disaster happens somewhere. (2% chance it happens right where the Char
906Character's consciousness swaps with a future incarnation from the 21st century. (No stat change) 907Character can
communicate with their god, but cannot get help from them.
908Character can identify any substance by ingesting it. 909Character is burned by water, except when they drink it.
910Roll again, the effect spreads to casters that cast magic on the character. (Lasts 1 day/character level) 911From now o
Character meets a new person, the new person will only ever be able to dream about the Character.
912Whatever the Character guesses will always be correct, but no one will ever believe them. 913Character is able to be
by other characters in the same size category. Character takes half damage minus their armor bonus.
914Character becomes a dragon in a human form with the same stats as they had before, but has forgotten how to polym
915Roll again, the effect is thrice as strong. (Thrice as fast, thrice as much, etc.)
916It's now impossible to identify the race and gender of the Character. (May be referred to as a 'whatever') 917Character
takes all damage normally)
918If the Character succeeds a DC 20 Wisdom save, the Character can marry any two creatures who automatically becom
towards each other, and produce a child hybrid.
919Character grows 1d10 new and mysterious organs in their abdomen.
920Any casted magic that affects the Character causes all nearby wildlife to double in size. 921Character's singing attract
922If the Character opens a closet, there will always be a dead body in it. 923Character's middle name becomes "Danger
924Character can shoot anything with a bow that they can lift.
916It's now impossible to identify the race and gender of the Character. (May be referred to as a 'whatever') 917Character
takes all damage normally)
918If the Character succeeds a DC 20 Wisdom save, the Character can marry any two creatures who automatically becom
towards each other, and produce a child hybrid.
919Character grows 1d10 new and mysterious organs in their abdomen.
920Any casted magic that affects the Character causes all nearby wildlife to double in size. 921Character's singing attract
922If the Character opens a closet, there will always be a dead body in it. 923Character's middle name becomes "Danger
924Character can shoot anything with a bow that they can lift.

925Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing
without grog.
926Whoever makes eye contact with the Character cannot help but laugh.
927Character gains rock-star like groupies that follow them everywhere. (Large mob) If they get killed, new ones take their
capable of cheering and trampling the Character.
928Character can plane shift once per day, and move 5 spaces before coming back to the material plane. They have a 60
something back with them, and a 20% chance of it being friendly.
929Character is severely allergic to intimacy. (Symptoms include head trauma and internal bleeding) 930Roll again, the ne
Character touches also receives the effect.
931Character is physically moved to tears whenever they part with any of their money.
932Character is abducted by aliens, probed, surgically implanted with an unknown alien device, and is put back in the sam
minutes later.
933Beneath the Character's skin, they become entirely robotic. They take damage and die normally, and don't feel any diff
934Whenever the Character witnesses a spell being casted, they must succeed a DC 10 Will save or roll for a new alignm
935If the Character breaks a window, it sucks everything through it as though the other side was a vacuum. 936Once per
can summon a stream of 600 butterflies to swarm themself for 1d4 rounds, blinding everyone including the Character with
dispersed.
937Character learns every recipe there is to cooking and serving the slain bodies of their enemies. 938Character can cast
spell at will.
939Character adds all ranks from Move Silently to Bluff, and instead says, "You can't see me, I'm hiding." for any and all s
940Character’s body turns into a medium sized minotaur. (no stat change) 941Character becomes a dimensional rift that a
enter through.
942Character is possessed by a demon that acts the exact same way as the Character did beforehand. The demon is det
but is the same alignment of the Character.
943Character becomes irresistibly cute, but only while on fire. 944Once per day, the Character can vomit freshly caught fis
945Character makes their own god up and worships it. (It also exists due to it being worshiped.) 946All Gods abandoned t
947Character's consciousness visits the modern era in their dreams, by taking the body of a future incarnation.
948Character is abducted by aliens for 1d4 days. (DMs choice of what happens) 949Character has a 30 ft aura of a full-m
creatures)
950Character’s dreams are replaced with visions of incomprehensibly horrendous Lovecraftian horror- terrors from beyond
951The Aurora Borealis are always above the Character. 952Character is a were-warforged.
953A giant robot from the future comes back in time and stands over where the Character is standing. Character could ne
be trained in piloting it though.
954The Character is considered dead for the duration they sleep. When they wake up, they are resurrected.
955Character finds a notebook detailing the way they were built in a lab.
956Instead of sleeping, the Character is under the effects of internally produced lysergic acid diethylamide for the amount
normally spend sleeping.
957Character becomes married to the sea. If Character already has a spouse, they will kill them and become a sailor. (Do
958Character goes up one size category. (With no Ability Score change)
959Character can make a DC 17 Will Save to grow a fabulous and amazing mustache. 960Any casted magic that affects
951The Aurora Borealis are always above the Character. 952Character is a were-warforged.
953A giant robot from the future comes back in time and stands over where the Character is standing. Character could ne
be trained in piloting it though.
954The Character is considered dead for the duration they sleep. When they wake up, they are resurrected.
955Character finds a notebook detailing the way they were built in a lab.
956Instead of sleeping, the Character is under the effects of internally produced lysergic acid diethylamide for the amount
normally spend sleeping.
957Character becomes married to the sea. If Character already has a spouse, they will kill them and become a sailor. (Do
958Character goes up one size category. (With no Ability Score change)
959Character can make a DC 17 Will Save to grow a fabulous and amazing mustache. 960Any casted magic that affects
a wild surge.
961Character can make a DC 13 Strength check to punch into the ground and pull out any type of vegetable.
962Character's presence causes bubbles to explode. 2d4 fire damage each. 963Character ceases to age, but will die at th
lifespan.

964Whenever the Character is cold or freezing, they become undead. When they are warmed up again, they come back t
965No ship can float while the Character is on board, however, they can be sailed underwater. 966Character becomes aw
have with the mole people to defile any gardens they happen to pass by. (Farms don't count, petunia bushes do)
967Character's long lost fraternal twin will visit the Character soon. 968Character lays an egg (regardless of gender). (Wh
choice.) 969Character degenerates into an earlier form of their race. (No stat change) 970Character gains a random langu
971Character can no longer speak unless they are touching someone, and can only speak in the languages of the person
972Character becomes permanently drunk. 973Character has an aura of badass-itude.
974Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC) 975Character gains a grog ad
consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.
976Whatever the Character kills will come back to life as a zombie immediately. 50% of being friendly. All creatures die pe
the day they were raised.
977Character ascends to a higher dimension, learns how to exist in this dimension, and then instantly pops back into the m
memory of the event. (May have made friends, or enemies in their time)
978Character can cast a random cantrip spell at will.
979The name and face of everyone the Character kills is automatically tattooed to their skin when they die. 980Tomorrow,
the life of whom fate has decreed must die.
981All of the Character's criticals and fumbles are twice as effective as they normally were.
982Character explosively sheds their skin once a month, starting now. (2d6 force/fire damage, 10 ft. radius) 983Character
into treants. They won't be happy you peed on them.
984Character can swallow ores and defecate the refined material.
985Roll again, the effect is thrice as strong. (Thrice as long, thrice as much, etc.)
986Character can make a DC 10 + Animal's HD Will Save to make mundane animals fall unconscious. 987Character repr
(Still needs a mate)
988Character can summon a magical gong at will and hit it for whatever reason they feel like. The gong doesn't do anythin
gong.
989Character's only mode of transportation is the moon walk.
990Character receives their diploma in Dilly-Dallying from the College of Substantial Whimsy. 991Character has an hardco
they do is pretty hardcore.
992The absolute most crazy and absurd things will happen to the party, but only when the Character isn't around.
993Character can store normal sized ships in bottles. 994Character is detected by any Detect spell.
995Nothing happens. (What are the odds?)
996The Character is aware that the next time they die, they bursts into flames destroying all flammable gear and is resurre
997Character becomes best friends with an epic wizard that only ever comes around to ask for loans of money to fund the
998Character's left arm falls off, and is replaced with an incorporeal 'Karma Arm'. (If a creature has less hp than the Chara
Character can make a touch attack to instantly kill the creature.) 999Character's mind is blown. DC 30 Class Level save o
from realizing the answer to the universe. If they succeed, they gain their ranks equal to their class level in Knowledge (ev
1000/0Character is divided by zero.
Properties Requirements Author

Language: Dwarven Uberbeard

DMG

DMG

DMG

DMG

DMG

BGII

Grants a +2 circumstance check on speaking orcish, knowledge of orcish history and heraldry, and on
diplomacy checks with orcs. Language: Common PlatypusPal

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. PlatypusPal

Medium, Heavy (Not Hide) DMG

Baldur's Gate

DMG

DMG

/u/LittleDizzleDaGusha

DMG

DMG

Language: Common Uberbeard

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. DMG

Requires Attunement DMG

Requires Attunement DMG

Requires Attunement PlatypusPal

PlatypusPal

PlatypusPal

PlatypusPal

1d4 Piercing - Finesse, Light PlatypusPal

PlatypusPal

PlatypusPal

PlatypusPal

Baldur's Gate

PlatypusPal

DMG

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. Uberbeard

PlatypusPal

Requires Attunement DMG

PlatypusPal

PlatypusPal

PlatypusPal

See DMG page 151. DMG

PlatypusPal
DMG

PlatypusPal

PlatypusPal

Properties Requirements Author

AtomicArchitect

PlatypusPal

Language: Common PlatypusPal

Light, Medium or Heavy DMG

Light, Medium or Heavy DMG

Light, Medium or Heavy DMG

Light Armor (AC is 14+DEX mod) - Once per day the user can use Barbarian Rage during this rage:
You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack
using Strength, you gain a bonus to the damage roll that increases as you gain levels, counting your own level
as the levels you would have in barbarian, as shown in the Rage Damage column of the Barbarian table. You
have resistance to bludgeoning, piercing, and slashing damage. You cannot cast any spells while in the rage
and any concentration spells being maintained when you enter rage instantly fade. This effect lasts for 1
minute, or dissipates if you do not deal physical or take any type of damage in a turn.

Requires Attunement PlatypusPal

Plate Armor Requires Attunement DMG

Light, Medium or Heavy Requires Attunement DMG

Plate Armor Requires Attunement DMG

Requires Attunement DMG

/u/LittleDizzleDaGusha

PlatypusPal

PlatypusPal

Uberbeard

PlatypusPal

Uberbeard

1d4 Piercing - Finesse, Light, Range, Thrown - 20/60 PlatypusPal

PlatypusPal

See DMG page 152. DMG

DMG

DMG

Uberbeard

DMG

DMG
DMG

Renders the user invisible whilst the bagpipes are being played. Requires Attunement /u/dustybullets

Uberbeard

1d8, plus an additional 1d8 radiant damage to Dragons, Garou, and Spiders for each rune that appears on the
blade. The blade is adorned with a rune for every 3 different races that willingly shed their blood on the /u/gimme_some_sunshine
sword.

Properties Requirements Author

Damage? Will determine cost. PlatypusPal

DMG

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.

/u/Silanoch
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 /u/gimme_some_sunshine
longer protect you. It can be repaired with a sewing kit or a proficient tailor.

Uberbeard

Uberbeard

PlatypusPal

Uberbeard

The mountaineering claws provide a +2 circumstance bonus to climb checks. This bonus can be used in Uberbeard
addition to a Climber's Kit.

Uberbeard

PHB

Uberbeard

Uberbeard

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 Uberbeard

Requires Attunement DMG

Requires Attunement DMG

Requires Attunement DMG

Requires Attunement DMG

Requires Attunement DMG

Requires Attunement DMG

Requires Attunement DMG

/u/LittleDizzleDaGusha

Cursed.
See DMG page 155. Requires Attunement DMG

PlatypusPal

DMG

Potent poison. Very valuable to...the right people. PlatypusPal

PlatypusPal

PlatypusPal

DMG

DMG

DMG

DMG

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. /u/gimme_some_sunshine

Uberbeard

PHB

The rock has a soft limit of 800ml blood a day. Uberbeard

1d4+2 Piercing | Finesse, Light


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. /u/Bloka2au

PlatypusPal

Language: Common

Scribnibbler21

Properties Requirements Author

Plucking the harp strings causes you great pain and triggers magical effects. The first string deals 1d6
damage to you, and casts the "sleep" spell at first level, using Charisma. The second string deals 2d6 damage
to you, and 2d6 damage to all targets within 20 feet. The third string deals 3d6 damage to you, and heals a /u/gimme_some_sunshine
target in 20 feet for 4d6. You may pluck 3 strings each day.

DMG

DMG

DMG

DMG

PlatypusPal

DMG

Uberbeard

Uberbeard

1d4 Piercing | Finesse, Light

1d8 Slashing | Finesse D&D Wiki

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. /u/gimme_some_sunshine

DMG

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 /u/gimme_some_sunshine via Matt
20 feet horizontally. On a failure, you are knocked prone where you stand. Mercer

Requires Attunement DMG

Requires Attunement DMG

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
times the normal distance, though you can't jump farther than your remaining movement would allow. Requires Attunement DMG

See DMG page 156. Requires Attunement DMG

PlatypusPal

DMG

PlatypusPal

PlatypusPal

PlatypusPal

DMG

Requires Attunement DMG

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
BGII

Requires Attunement DMG

1d8 Piercing, Special, Two-Handed D&D Wiki


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. /u/gimme_some_sunshine

1d4 Bludgeoning, Light, Hidden D&D Wiki

DMG

DMG

1d4 Piercing, Finesse, Light D&D Wiki

DMG

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. /u/gimme_some_sunshine

PlatypusPal

Requires Attunement DMG

Properties Requirements Author

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.

DMG

For one round, all allies gain +1 AC.

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. /u/gimme_some_sunshine

For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
PHB

Requires Attunement DMG


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. DMG

DMG

Language: Common Uberbeard

DMG

DMG

1d4 Bludgeoning - Light, Special, Hidden


D&D Wiki

DMG

Uberbeard

DMG

DMG

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 /u/gimme_some_sunshine
additional 1 fire damage.

DMG

Add your proficiency bonus to all Performance (Charisma) checks made when playing the harp.
1/ Day: Creatures within a 30 feet radius, including the user, are granted the effects of greater invisibility,
and cannot be detected by Truesight and other means of reveal, e.g. Mordenkainen's Faithful Hound.
Charges are restored at dusk. u/giratina2648

Uberbeard

Uberbeard

DMG

Uberbeard

Uberbeard

Enables the reader to speak basic Orcish phrases. Language: Common Uberbeard

Uberbeard

PlatypusPal

Properties Requirements Author

Uberbeard

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. /u/gimme_some_sunshine

Grants the wearer a feeling of safety that they become instantly addicted to. Wearing it for a full day creates a
feeling of dependency, 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 figure.
The wearer of this bracelet is immortal in the physical sense, no amount of harm will cause them to die.

/u/gimme_some_sunshine

DMG

STR +2 You may point at a creature and give it a command. The command must be phrased as helping you or
helping another person to complete a task. If the target has less than 10 intelligence, it obeys you. If its
Intelligence is 10 or higher, it makes a DC 17 Wisdom save or follows your command. You may do this to 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).
/u/gimme_some_sunshine

DMG

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. /u/gimme_some_sunshine

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. /u/Ragatan

/u/LittleDizzleDaGusha

PHB

Uberbeard

Uberbeard

Uberbeard

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)
asdf3011

1d4 Piercing; Finesse, Light, Range, Thrown

1d4 Piercing; Finesse, Light, Range, Thrown

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 /u/gimme_some_sunshine
direction of the clone.
Finesse, Undersized, Thrown (30/60) D&D Wiki

PlatypusPal

/u/LittleDizzleDaGusha

DMG

Uberbeard

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. /u/gimme_some_sunshine

Properties Requirements Author

/u/SPYROHAWK

1d6 Piercing - Thrown (20/60), Versatile (1d8) D&D Wiki

PlatypusPal

DMG

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. /u/gimme_some_sunshine

Uberbeard

/u/LittleDizzleDaGusha

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 /u/gimme_some_sunshine
vulnerable. Targets within 10 feet of the totem are unaffected.
/u/LittleDizzleDaGusha

PlatypusPal

Cursed. D&D Wiki

DMG

DMG

/u/LittleDizzleDaGusha

Uberbeard

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 /u/BardicFire
condescending tone.

Heavy Armor | AC 20 | Str 20 | Stealth: Disadvantage u/giratina2648

Properties Requirements Author

DMG

DMG

Uberbeard

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. /u/gimme_some_sunshine

Uberbeard

PlatypusPal

BGII

PlatypusPal

DMG

DMG

PHB

1d8 Bludgeoning - Two-Handed Scribnibbler21

Uberbeard
Language: Common PlatypusPal

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 /u/gimme_some_sunshine
freeze 3 inches thick.

1d6 Bludgeoning - Versatile D&D Wiki

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. /u/gimme_some_sunshine

DMG

Uberbeard

DMG

/u/LittleDizzleDaGusha

Changes the gender of the wearer.


Requires "Remove Curse". Baldur's Gate

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. /u/gimme_some_sunshine

1d6 Slashing - Versatile (1d8 Piercing) D&D Wiki

These convincing rocks are actually made of a river-tumbled glassy stone that is said to form from the
aftermath of elemental turmoil. /u/gimme_some_sunshine

Properties Requirements Author

DMG

DMG

DMG

DMG

DMG

DMG

DMG

PlatypusPal

DMG

DMG

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 /u/gimme_some_sunshine
indefinitely. The captives can be released at will.

1d8 Piercing - Oversized (1d10), Thrown (20/60), Two-Handed D&D Wiki

/u/LittleDizzleDaGusha
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. /u/gimme_some_sunshine

PHB

Uberbeard

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 /u/gimme_some_sunshine
these.

DMG

Scribnibbler21

Requires Attunement Lawful


Good

Light, Medium or Heavy

DMG

1d4 Piercing - Finesse, Light - Range: 20/60


When you attack and hit a creature that is surprised with this dagger, it must make a Constitution saving
throw DC 18. On a failed save, the target takes an extra 2d4 damage from your attack.

1d4 Piercing - Finesse, Light - Range: 20/60

Language: Common Uberbeard

Properties Requirements Author

Uberbeard

BGII

Language: Common BGII

Uberbeard

BGII

Uberbeard

Uberbeard

Uberbeard

Uberbeard
DMG

DMG

DMG

DMG

DMG

Baldur's Gate

DMG

DMG

Language: Common PlatypusPal

BGII

Uberbeard

DMG

Properties Requirements Author

Uberbeard

Uberbeard

/u/LittleDizzleDaGusha

Grants advantage to Alchemy checks. Language: Common Uberbeard

Grants 13 AC +Dex. If the bearer tells a lie, the armor will fall into hundreds of metal rings. If the lie is
redeemed, the armor will reassemble itself. /u/gimme_some_sunshine

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. /u/gimme_some_sunshine

Requires Attunement

BGII

Baldur's Gate
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 /u/gimme_some_sunshine
flammable objects.

Uberbeard

DMG

Language: Common Uberbeard

DMG

Language: Common BGII

Language: Common BGII

Language: Common BGII

DMG

/u/LittleDizzleDaGusha

1d4 Piercing - Finesse, Light - Range: 20/60

Medium, Heavy (Not Hide) DMG

While wearing this collar, you are unable to speak. At most, you may utter grunts and yelps like a dog.
/u/gimme_some_sunshine

BGII

DMG

PlatypusPal

Language: Dwarven

DMG

Properties Requirements Author

/u/LittleDizzleDaGusha

Requires attunement by someone of female 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.

/u/BrainBlowX

DMG

Glows when a mimic is near and occasionally at random.


Instantly kills disguised mimics, forces undisguised mimics to return to hidden form.
1d3 Bludgeoning Damage.
[Before it 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]

Kokkusu

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 into dust.

/u/gimme_some_sunshine

Uberbeard
Throwing these seeds causes shadowy ravens to appear from thin air to invade a 15 ft area. The ravens create
a cloud of inky soot that grants full cover to the affected area. The affected targets also take 2d6 damage at
the beginning of each turn each turn inside the area. Lasts 1 minute, the pouch contains 5 handfuls. /u/gimme_some_sunshine

Smoking this pipeweed 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 /u/gimme_some_sunshine
of DC 15, they will be compelled to flee in a random direction for ten minutes.

Requires Attunement

DMG

DMG

Uberbeard

Uberbeard

Every day, player loses 1d4 of whatever is stored in the pouch. Uberbeard

/u/LittleDizzleDaGusha

DMG

DMG

Language: Orc BGII

DMG

Language: Elvish PlatypusPal

Uberbeard

DMG

DMG

DMG

Can be wrung out infinitely to produce foul tasting water.

Properties Requirements Author

/u/LittleDizzleDaGusha

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. /u/gimme_some_sunshine

PlatypusPal

Uberbeard
Placing the petal 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. /u/gimme_some_sunshine

DMG

DMG

Uberbeard

1d4 Piercing - Finesse, Light - Range: 20/60

1d4 Piercing - Finesse, Light - Range: 20/60

DangerousPuhson

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.

Sherwood Bosco

PHB

Drinking this potion will prevent you from being cursed with lycanthropy. Effective for one day.
D&D Wiki

Teleport to a random spot up to 50 feet away. One use only. D&D Wiki

PlatypusPal

Uberbeard

PHB

You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Uberbeard

You regain 4d4 + 4 hit points when you drink this potion.
The potion's red liquid glimmers when agitated. Uberbeard

You regain 8d4 + 8 hit points when you drink this potion.
The potion's red liquid glimmers when agitated. Uberbeard

You regain 10d4 + 10 hit points when you drink this potion.
The potion's red liquid glimmers when agitated. Uberbeard

If eaten, each mushroom will increase the consumer's size to one greater than it currently is for an hour. Uberbeard

asdf3011

Scribnibbler21

Requires Attunement DOTA2

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. /u/gimme_some_sunshine

Properties Requirements Author

DMG

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
by 1. After the third wish, the armor's rings vanish and it becomes nonmagical leather armor. Requires Attunement /u/gimme_some_sunshine
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 2nd Ed.

Jacos

Uberbeard

Requires Attunement

BGII

DMG

DMG

DMG

Uberbeard

Uberbeard

2d4 Slashing - Heavy, Two-Handed D&D Wiki

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. /u/gimme_some_sunshine

Grants advantage to Medicine checks. Language: Common Uberbeard

1d4 Piercing - Finesse, Light - Range: 20/60 Uberbeard

DMG

BGII

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. Brendan M

Properties Requirements Author

DMG

DMG

DMG
PlatypusPal

DMG

DMG

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. /u/gimme_some_sunshine

DMG

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 /u/gimme_some_sunshine

BGII

PlatypusPal

DMG

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 /u/gimme_some_sunshine
again.

1d4 Piercing - Finesse, Light - Range: 20/60

Uberbeard

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. /u/gimme_some_sunshine

1d4 Bludgeoning D&D Wiki

BGII

DMG

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. /u/gimme_some_sunshine

BGII

/u/LittleDizzleDaGusha

DMG

DMG

DMG

Properties Requirements Author

Uberbeard

Uberbeard
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 Jeff C
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. /u/gimme_some_sunshine

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. /u/Euphorbus11

Properties of a torch. BGII

/u/LittleDizzleDaGusha

/u/LittleDizzleDaGusha

BGII

The creature must a Constitution saving throw of 14 or take an addition 1d6. The creature makes this check
every turn until succeeded Brendan M

DMG

BGII

/u/LittleDizzleDaGusha

Scribnibbler21

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. /u/gimme_some_sunshine

PlatypusPal

Language: Abyssal BGII

PlatypusPal

Scribnibbler21

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 and you will suffer exhaustion.
Requires Attunement J

Upon attunement this ring changes it's wearer's appearance to that of a Zombie.
Requires "Remove Curse" to remove. Requires Attunement BG

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 /u/gimme_some_sunshine
long as you remain in combat.

Language: Common BGII

Scribnibbler21

Scribnibbler21

Grants advantage to Alchemy checks. Language: Common Uberbeard

Properties Requirements Author


1d4 Piercing - Finesse, Light - Range: 20/60
Any wounds inflicted using this dagger are healed two rounds later.

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. /u/gimme_some_sunshine

DMG

Uberbeard

Uberbeard

Uberbeard

Uberbeard

Language: Common PlatypusPal

Language: Common BGII

Grants advantage to History checks. Language: Common BGII

DMG

Uberbeard

DMG

1d6 Bludgeoning - Versatile (1d8) D&D Wiki

PlatypusPal

DMG

Cursed

Uberbeard

Uberbeard

DOTA

Uberbeard

After half a day of wearing this ring, it disappears completely and is not found again.
/u/SPYROHAWK

PHB
1d4 Piercing - Finesse, Light - Range: 20/60

Properties Requirements Author

Uberbeard

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 /u/gimme_some_sunshine
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. /u/gimme_some_sunshine

DMG

Uberbeard

BGII

PHB

BGII

Uberbeard

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. /u/gimme_some_sunshine

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 /u/gimme_some_sunshine
purposefully spoken into it.

Uberbeard

/u/LittleDizzleDaGusha

Uberbeard

Uberbeard

Uberbeard

Uberbeard

DMG

BGII

DMG

Uberbeard
Properties Requirements Author
Properties Requirements Author
Properties Requirements Author

dger 7Dire wolf 8Giant elk

8Tiger
they are the whole time, and are actually someone else entirely.
h the death of one being, but will also die.

cter whenever it's open. 6Character is unknowingly inducted into a secret

8Character sees dead people who bother them a lot.


(Just a pentagram, nothing fancy) 10Roll again, effect behaves like an

trolling it. (Demons notoriously hate anyone who summons them)

read magic at will.


s they had before, but has forgotten how to polymorph.
h, etc.)
(DC 15) concentration, 1d20 rounds.
efers to it as "witchcraft" and "nonsense"
still fit. 19Character is now much more comfortable around the (un)dead
hem to be soaked in lamp oil. 21The next sword that hits the Character

ys say their full name when asked. 24When Character is angry, their hair

r week, they take -1 to all ability scores, increasing by one each day

alty to all ability scores and saves, increasing by 1 every day that an
acter's inventory and cannot be used for anything but a killing blow. It is
racter must succeed a DC 10 Will save or roll for a new alignment.

the effect.
bscurely built buildings. At DMs discretion)
3Flowers grow out of the spots where the Character walks.
ve all solid surfaces.
onth pregnancy. Morning sickness & severe mood swings apply as DM

y don't have one, re-roll for one. 37Character's bones turn to wood, and
category as well as receiving the penalties of aging.

green and extremely muscle-y. Character will rip through their armour

cter forgets a random language.


se. They are also hunted by cults (and maybe gods) so that they won't
haracter sprouts a tree on their head. Extends lifespan x5000. Tree will
on will become immobile tree. Retains personality and speech.
45Roll for new god.

ay be included at DMs discretion) 48Arcane markings (Explosive Runes)


Character falls madly in love with random party member. DC 25 to get

drink in a particular tavern. 51Character becomes aware of how to

y in the shape of their favourite mundane animal to fuddle about.


is the same size, and does not leave no matter what time of day.
rdinarily improbable animals. 56Colourful bubbles come out of the
bbles when they pop. Cannot cast spells with verbal components.

ith. (Ears will shrink/grow proportionally for all involved)


Character can easily climb trees like a cat, or a monkey.

n Character faces. 64Character's age fluctuates ± 20 years each day.

cter can cast a random cantrip level spell at will.


oice.)
ndead). Is not detected by detect life or detect undead.

undane ones.
ng and equipment) with them. 74Character gains one time use of spell

r week, they take -1 to all ability scores, increasing by one each day
8Character can cast a random cantrip spell at will.
80Character now owes their life to someone who won’t be born for

aracter does not age while asleep. Increase life span by 1/3. 84Character

ch, etc.) 86Character's clothes change randomly when attacked. (Armour

acter.
pposite alignment. 90Character becomes very talented at making

s allowed to start religion. 92Character can juggle anything they can lift.
nd really enjoys casting it whenever they get the chance, or an excuse.

a second die roll (no save). 96Character no longer has muscles. (But

comes a minor water elemental. 3d6 rounds, 50% chance of being

racter. 99Character explodes and dies, bwahahahaha. Will negates. (DC

beggar who died, with no one to miss them.


aracter's touch brings wilting flowers back to life.
ct the Character) 104Character can become a mount.
) (3 sp per can) 106Character grows cat ears, and gains a dislike of

area shifts as though it were the opposite time of day. (actual time does

of their skin, and conceal themselves within their 5 ft. square. No effect

point of damage per hit point in a 20 ft. area. Each time reduces max HP
and weapons.
are DMs choice) 111Moonlight makes the character look like a

ough you need to give the next person you see all of your money."
ermanent (and cannot be removed). 115Roll again, the effect is twice as

gs when the Character is happy. 117Casting spells now will always

racter can insert the valve anywhere, deposit the number of gp for a
ve an item to, warn, perform an action around, or spite) their future life

Character's wife (regardless of gender). (Children at DM's discretion.)


ediate 10 ft area with blossoming flowers, regardless of the Character's

is contradictory. Character’s personal beliefs are unaffected.


er week, they take -1 to all ability scores, increasing by one each day

from the fingers and toes inwards. 1 limb per minute turn to stone. Can
7The Character suddenly becomes aware of a nearby dragon treasure
ows.
Use modifier for DC)
haracter sleeps. (roll for alignment of other personality.)
s the effect. 131Character becomes a were-unicorn.
yway, it grows back overnight. 133Character naturally attracts bears,

ons and hold them) 135Character gains a halo, and will be revealed

t. (Usually not) 137Character becomes animated. (Takes damage

me each day as the time when the grog was consumed.


omes the Character's newest obsession. (The flower can be magical or

ulate things with feathers) 141Character becomes a rock and roll


42Character becomes a hermaphroditic version of their race. (if already

trange bird-like thing. The Character instantaneously reverts to normal if

u don't know man, you weren't there." "This reminds me of that one time,

surroundings. 148Character can communicate feelings through physical

im in is treated as holy. (or evil, depending on alignment)


ey haven’t met yet.
d will only ever be comfortable with the object being around.
whole in the ground in the shape of their body when they land. Falling

lly transform into a troll, and revert when they’re struck.


aracter’s hand can be stored in the tail.

61Characters suffer from acute paranoia whenever they hear their

e considered flatfooted the first time it happens.


y in love with the kitten as though under a charm effect, no saves.
e seen the kitten before. Afterwards, they make a DC 13 fortitude save or

r at a time.
omething. Will otherwise feel the same way about fighting as before the

ad gear, a large white rabbit appears from it. It is a normal rabbit. 01-50%
.
hoice.) 169If the Character hears their name, they swap places with

Everyone will only acknowledge the Character as a myth.


0% of being friendly. 174Character gains once per day use of a spell
g addiction, if they don't consume one once per week, they take -1 to all

sounds still come out as normal. 177Character becomes addicted to the

n. (Tea Bagging, Spawn Camping, H4X0Rz and the like)


g them.
pecies. (That strangely enough has the exact same characteristics as
cter hears 1d4 voices in their head.

Character's surface is always facing the observer (even if there are


.

uch, etc.)
t appears under it. There can never be a point where the Character is

cribe spells with.


of light that has no effect other than alerting absolutely everything that

at-will in-game. 190Character becomes very talented at tomfoolery.


repare it, and will not be satisfied until they make the meal in a decent
nds when caught flatfooted (or surprised).
ented for it regardless of the situation. NPCs are unaware of any

er cooks is able to speak.


aracter.
10 or the Character's head explodes. (If Character survives, they can tell
a DC 17 will save or be stuck 1d4/level rounds pondering how dumb it is.

s a circus elephant in a past life. 201Everytime Character snaps their


l biscuits per day.
acter cannot become non-magically dirty.
er what. (stay away from hens) 205Character's hands and forearms are

eer force of will.


ad, hands, feet and body do not. 208Roll for new alignment.
p saves. Is otherwise unaffected. (i.

e DMs choice) 211Next profanity used by Character becomes a living,

live or grow) 214Character is allergic to the opposite gender.


ch, etc.) 216Character's skin is burned by moonlight. 1d4 dmg/round
being hungry. 218Character is always right about the best choice for the

blasphemous tattoo to appear. 221Character's soul can leave their body


en they return to their body.
ake them vomit.)
mlessly decompose. (Is not undead, no longer eats)
r takes a -4 to attack bonus when using them.
er week, they take -1 to all ability scores, increasing by one each day

s an urge to go find their original body)


nything summoned disappears at midnight.
l hour/day. (Character's equipment becomes ooze goo, but reverts to

hours or else it stops. If it stops, Character's hit points drop to -1, and are

s the effect. 231Character's hair becomes a very large powdered white


pponent. 234Everyone no longer can take the Character seriously.
36Character's touch can drain hit points, but loses the same amount.
of how many hours they slept. Can also never be hungover.

entionables quite blatantly. 240Character’s body becomes a panda. (no

ky" and "schnookums" regardless of the situation. Character pinches

a door. 244Within 5 ft of the Character is always 10 degrees colder.

me. 247Character becomes a were-saxophone player.


spell, regardless of alignment or true nature.

mal running from poachers. 251Gain pet rock familiar.


ceeding a Gather Information or Knowledge nature of 15 DC)
ategory larger than the Character with no penalties.
Character learns to brew diet healing potions. (doesn't actually heal)
behind their back, as long as they can carry it.
sile. Each vegetable is one bolt. (treated as spell, not thrown object)
e into contact with. (Eyes will shrink/grow proportionally for all involved)
60Any casted magic that affects the Character causes a wild surge.
arty member. 262People with magic naturally distrust the Character.
rmally.
pon breaks. (after taking damage) 265Character's jaw splits in two, but

er can be woken up normally, or will otherwise sleep for 8 hours.

vy. (Take twice as much fall damage) 270Character gains a random

outdoors whenever the Character is sad.


pell.
(Use modifier for DC) 275Character gains a grog addiction, if they don't
ng by one each day without grog.
e same size category of the
haracter can cast a random cantrip spell at will.

it. (DMs choice) 281Character becomes a were-human. (even if they're


sty infection from the Solanum disease. (Zombies!)
must yank them out first) 284Character believes everyone is an imposter

uch, etc.) 286Everything in the world becomes aware of who the

haracter develops an intense fear of trees; they might be treants.


or change direction, they will fall. 290Character has a remarkable knack

succeed a DC 10 + spell level Will save or roll for a new alignment.


and really enjoys casting it whenever they get the chance, or an excuse.
plane. They, however, cannot summon the doors when in a plane other

0 Will save or roll for a new alignment.

Character walks through them. 298Character enjoys a good meal of


me, and can make a Knowledge brains check (+10 normal DC) instead

und the Character. Strength save DC 10 or Character is crushed. (If


mstance.)
amiliar. 301Character gives birth to a clutch of (DMs choice).

llowers. The cult can be based on anything the Character desires, (I.e.

vomit. Will become drunk as normal.)


g. 306Character's breath is always a visible smoke. (can fill a room over

of creature concentration check, to knock out one enemy.

them) 310Roll again, effect can be alchemized into a salve. (Ingredients


heir name.
them. The creature pays its humble respect and wanders off to see the

hadow of whatever it was. 314Whatever the Character says appears in


ffect is twice as strong. (Twice as fast, twice as much, etc.)
mes.
down and groom them. (Like a crocodile)
organ. Character looks only like skin and bones now. (is otherwise

they're struck. 323Character gains a small doom butt familiar.

er week, they take -1 to all ability scores, increasing by one each day

27Character can no longer see a random party member


es and discharges electricity. Character's handshake is shocking and
(Harmless, but can get annoying to be around.)
he misfortune of others. 330Roll again, the next living thing the

to a different class of the new level. 333Character becomes a were-

succeed a DC 10 Will save or roll for a new alignment.


cter can whistle obnoxiously loudly.
ascade occurs and summons an extra-planar creature (friendly or not)

holy weapon, but is healed by unholy weapons.


acter has a grapevine constantly growing on them. 342Gain Eyebeams,

armor over it) 344Character's blood becomes a flourescent light blue,

ing very hard. (Can fly a distance equal to 5 ft./strength modifier with a
extended rest.)
ry concerned tone, although is not aware of saying it. The character is

their location.
the run from authorities, having discovered a terrible secret.
the third person. 352Character becomes a very dedicated carnivore.

10, aura 5 ft.) 355Whenever a ranged attack misses the Character, it is


hears their name, they are launched 5 ft in the air.
61Character’s hair becomes a mohawk that’s as hard as steel.
DMs choice.) 363Character becomes a cannibal. (Maybe even a civil

r evaporates water when they touch it.


g right now. 367Character is infected with Porphyric Hemophelia.

hoice.) 369If the Character pours water on the ground, it will become

f it was quicksand.
erses orientation for them. 373Character's teeth become precious gems,
y cries blood. (Harmless)
er week, they take -1 to all ability scores, increasing by one each day

must be in reach. 377Character becomes extremely heterophobic, but


ares at someone, they are unable to look away.

t be put out. It burns brighter when they’re angry.


and could be drawn to it)
etus fruits that mature into babies of clones of the Character.
84Character's hands are reversed. (Like a rakshassa)
uch, etc.) 386Character can only scry using a bald scalp.
e hit with combusts, dealing 1d4 force damage to anyone in 5 ft. and 1
eak.

who ever is next to them. (and might proceed to sing drinking songs)
ld-goose chase?)
repare it, and will not be satisfied until they make the meal in a decent

using to be drank by the Character. (needs new potion)


arm.
ly their head shows, and must be dug up.

t)
de. Fort negates (DC 10) or the Character dies. (If Character survives,

ended abruptly as a sacrifice to a dark god. (It must not have worked, so

02Character is no longer able to sit or lay down.


haracter is poisoned. (DMs choice of poison)
ormally. 407Any facial hair the Character has becomes self-aware.
y're being worn. 409Any water drank by the Character is instantly

e main symptom. (DM may add any other symptoms as they like. 30%
aracter becomes best friends with the current president of the United

tural life span. 413Character can walk on butts. (Getting to them is a

existential angst. 415Roll again, the effect is twice as strong. (Twice as


ave, or gain a second personality.
harm to Character) 418Character gains a voodoo doll of them self.
how they’re here now. 420Any casted magic that affects the Character

eye contact with them. 422Character gains a permanent twitch.


antly know where it was. 424The next thing the Character sits on will be

er week, they take -1 to all ability scores, increasing by one each day

es not stack. 427Character's mouth can open to twice it's normal size.
Character can turn whatever they kill into small fist sized trophies.
s the effect. 431Whenever the character falls they will always land on
gehog familiar. Hair grows back at normal rate.
ke wax inside a lava lamp. 434Character turns invisible when eyes are

mell normally. 436Any animal the Character touches will speak common

Character can cast a random cantrip spell at will.


ed 10ft. from wherever they received it from.
equire water)
o life. (might be attacked by demon minions!)

s also more immune to dehydration than most.


out killing them, and runs away. It takes 24 hours for a new one to grow
desire to become friends with them.

heir skin. 447Character cannot see the undead.


ely submerged. (Character will still have to hold their breath.)
mermaid viciously devouring the bodies of sailors.

pregnated species. 453Character becomes best friends with the Grim


e Character.
ct him forcefully. 456Character becomes a were-tree.
habet. (Whether they understand it or not is a different matter)
aracter can summon at max one pillow per person in their party.
e. If Character fails a swim check while in lava, they explode and melt

re they used to live. It would be a shame if it burned down or

haracter loses all hair on their body.


s burned by the touch of the opposite gender.
till physically resist them. 467Character is only nourished by the souls of
n egg (regardless of gender). (What kind is DMs choice.)
uage.
lossom or bear fruits or vegetables until it normally would anyway.

rument. 474Character gains once per day use of a spell equal to Cha

er week, they take -1 to all ability scores, increasing by one each day

Character's soul cannot leave the material plane.

urch, regardless of the deity. 481Character will possess whatever kills

to the Character. 483Every fruit the Character touches turns to glass.

uch, etc.) 486Character will win every coin flip they do.
me permanently hostile to the Character regardless. (Character cannot

t happens. 490Character is a champion pillow fighter. (but only with

and really enjoys casting it whenever they get the chance, or an excuse.
er can crack open any kind of nut or seed in their hand.
r on fire.

haracter's body is exploded at the speed of light in every direction. (If


electrical equipment, regardless if there is any.)
ess bird that was experimented on, and criticized everything the

gical ore. 503Characters eyes never close.

506Character's urine is extremely acidic. (does not harm Character)

nd on the Character's shoulder, and stare at whatever the Character

daughter and/or other. 510Roll again, effect can be transmitted through

er to a fictional political office. 512Character's skin turns red when it's

her or not it's true) 515Roll again, the effect is twice as strong. (Twice as

not be sold. (Only given away graciously)


8Character attracts insects.
t bleed from holes)
in itself to the Character’s leg. (Break DC 17)
esticated to the Character. 522Character gains the profession Air Guitar
r may attempt to dazzle and stun anyone within range of their voice with
racter's Air Guitar skill bonus.
acter's presence causes frost to form, but won't freeze anything.
er week, they take -1 to all ability scores, increasing by one each day

ed to them self.

ons are pressed. 530Roll again, the next living thing the Character

er, and the party are the only ones who understand them. This includes

ink they are attempting to seduce them.

succeed a DC 10 Will save or roll for a new alignment.


gains a permanent twitch.
Wood: +3 1d6+2 smash attack. Metal:
r’s head becomes that of a velociraptor. (gains bite attack)
gory or smaller. 542Character gains opposable feet.

water perfectly for 60 ft. 545Character makes their own god up and
ns were-obesity.

nd activate once they hit the Character. (Reflex DC 15 to avoid setting

lls of water.
scetic nurse taking loving care of the sick, eventually dying of the

ormal grapple. 552Character becomes obsessively hygienic.

555Any mount ridden by the Character suffers no fatigue while they ride
557Character becomes chronically pooped on by anything that flies.
wer the Character wants. (Instantly) 559Character can shoot spider

61Character gains a permanent pair of glasses.

ve off any extra heat. 564All liquids the Character consumes become

nearest bird, friendly or not. 566Character's feet becomes invincible, but

hoice.) 569Character becomes feral when their food is at stake.


e on their head.
save to release a stream of fire with a mighty burp. 10 ft line, 1d4 fire

(Use modifier for DC) 575Character gains a grog addiction, if they don't
ng by one each day without grog.
but return to the material plane when they wake up.
an cast a random cantrip spell at will.
one else can see.
It makes for wonderful plumage. 581A bright round sphere looking
or remember something.
he Character, 40% chance of being friendly.
e Character is asleep. 584Character's hair becomes smoke.
uch, etc.)
ead. The chicken is immune to damage, and does not leave the

w.
alk normally to any feline) 589Character mistakes every woman they
able to dig graves with surprising amounts of gusto.
nearest bird, friendly or not. 592The Character's evil twin from a parallel

stories as they fall asleep. 595Character can use arrows without a bow.
over the Character whenever they're asleep.
ight reminisce about their romantic experiences on beaches or boats.

eryone needs to make a Reflex save DC 15 or be obliterated in the


bad the only one just crashed. DMs Choice as to what the plane's cargo

eing worshiped in ancient times. 601Only the top half of the Character is

in, except for their own. They also become great skin artists.

T score equal to their own, that goes away at midnight.

can cure any and all diseases and poisons, magical or otherwise.

ctive to members of the same gender.

(Ingredients are DMs choice) 611Character finds a dagger in their boot.

arch enemy that will plot dastardly schemes to destroy the Character and

g. 615Roll again, the effect is twice as strong. (Twice as fast, twice as

y teach Esperanto to the subject. Can cast at-will.

ersion of itself for the duration the Character hugging it. (the animal

e immediate area. 621Whatever the Character kills harmlessly explodes


racter wakes up, they are in a coffin where they had went to sleep.
cter becomes a witch, and might encounter witch hunters.
s the effect. 631Character can use fruits as musical instruments.
o begin with, it turns a girly pink, complete with bows and ribbons.)
at their alignment is one step above or below the Characters.

after by kings and nations.) 636When the Character sleeps, the grass
ss grows ten times it's normal size.
638Character can cast a random cantrip spell at will.
ke a cabinet door. 640Character’s body turns into a troglodyte. (no stat

aracter must make a Wisdom save DC 10 + bear's HD.

or.) 644When Character touches glass, they move through it like water.

a snap)
es seems incredulous. 648Character gains the knowledge of how to
e a 50% chance of affecting the Character, or the target.
the Character's eyes. 650Character’s dreams are replaced with visions

in their clothing. (rabbits, snakes, birds, etc.)

Wildlife brings the Character food periodically.


cter's touch leaves permanent red blood splatter. 657Character can hear

after 1d4 rounds, won't be able to understand what they had just said or
ze.

61Character's weapons are permanently bound to them.


1d4 rounds before disappearing. It automatically succeeds on its touch
Character it is hugging. This happens at the same time everyday. Even if

hem over night. 664It snows whenever the Character is sad.


em. It's a normal apple. Max 1d4/lvl per day.
er, and a monster of unspeakable horror named Howard suddenly

e bottom of any other freshwater lake.


hoice.) 669Character's jaw becomes removable.

dically by Marvin the Mailman. (He's a mailman)

ed, it sits there and creeps everyone out.


(Use modifier for DC) 675Character gains a grog addiction, if they don't
ng by one each day without grog.
that doesn't exceed their Int modifier.
rapid rate, but cannot exceed their normal size.
n remove their face like a mask.
racter thinks any form of eating meat is a crime against nature.

ight arm. (Character can remove right arms harmlessly)


o effect if Character lacks hands and feet.)
uch, etc.) 686Character can speak the language of the next mundane

or not. It deals pride damage. 688Character only requires sleep 1d8

ns all stats. 690Character has an unusually good talent for trout tickling.
ny creature they encounter.

and really enjoys casting it whenever they get the chance, or an excuse.

ns all stats and abilities. 696Character can snap their fingers together

5-6 minutes before suffocating. 698Character disappears and is

he Character disintegrates. (Character reverts to normal health and stats


normal.)
princess who lived an affluent, and uneventful life.
s insect like wings, and can fly. (poor)
larger. Stats don't change. 704Character believes that all other races

ch fruit is one bolt. (treated as spell, not thrown object)


rthquakes hit the surrounding area. 707Everytime the Character
from the Character for 1d4 hours. Character must designate a mundane
s, etc.)
p and show off the inside of their
that killed them.
uddenly learns. (Material components are DMs choice)
nclosed spaces)
r is animated. If it goes beyond 30 ft, it ceases to be animated.
when they do) 714Character only bleeds sand.
ch, etc.) 716Character's voice drops an octave and echoes no matter

gained, Character might tend to purr)


ee tiny fish swimming around inside of the Character.
er is within 15 ft of fire. (DM’s Choice)
er grow in the immediate area. 721Character's tears turn into jellybeans.
heir choice. 723Any object the Character successfully breaks bursts into

er week, they take -1 to all ability scores, increasing by one each day

they see. 727Character attracts floating candles.


who is within 5 ft of the Character, including the Character, only sees in

appears next to it. 730Roll again, the next living thing the Character

on all bluff checks if only relating to them.

succeed a DC 10 Will save or roll for a new alignment.


ut constructs in a game played by unseen beings who determine their
hit points". On the bright side, they gain an uncanny insight into the
ntil the next time the Character sleeps. This experience stays with them

rn is Neutral Good) 738Character can cast a random cantrip spell at will.


ns down. 740Character’s body turns into a medium-sized praying mantis.
scooping up fire and throwing it.) 742When the Character dies, their

"too cool" for whatever action is decided. Does not effect hostilities.
Greek god.
anently wears long sleeve shirts.) 747Character becomes aware of a
e in particular, it's DMs choice really)
ur plushies hidden in the environment. They're worthless, but they have

rty.
where a magic artifact is sealed. 751Whenever the Character hears their

haracter gets accepted into the University of their choice.

n their inventory. 756Character has a giant round hole in their chest.

larger.
hained to their left wrist. (Contains some very powerful information, too

casted magic that affects the Character causes a wild surge.


ome were-alive.) 762Character now feels the need to route out the

t wildlife. 765Character gains a permanent smiley face button on their

nge) 768Character lays an egg (regardless of gender). (What kind is

w them off as a free action. (Does not affect CHA or CHA based skills)

annot attack with it, too small) 772Character's feet attract snakes. 10%

(Use modifier for DC) 775Character gains a grog addiction, if they don't
ng by one each day without grog.
.)
s their familiar though) 778Character can cast a random cantrip spell at

teriously and spontaneously combust the next day.

an urge to lift one eyebrow. 782Spectacular lightning strikes flares

und. (Like getting to underground places) Failing the check results in

uch, etc.) 786Character's whistle sounds like a contrabass saxophone.


rounds. 788Character invents the Harpmonicsicordiphone.
ssly outside of their body. 797Character can breathe beneath only 5 ft.

e DC 10, or be obliterated into the chaotic omnicosm. (If Character

oat that had a mysterious cargo. Not that they cared enough at the time

y as paper. (Will fall normally though) 803Character becomes intensely


alk people)
sly burns in their mouth while they chew, can not be used to bite.)
ards from their wrist. Their hand functions normally when sheathed and

nearest bird, friendly or not. 807Whenever the Character makes a fist,


egins to lactate ale regardless of gender.
Fortitude save or fall unconscious for 1d4 rounds.
ect onto whomever holds it. (Cheap materials, as well as a smith, are

pops, it takes 2 rounds to reform. 812Sand perpetually pours out of the


mally.

eir shoulders and argue with each other or other people.


ch, etc.) 816Character's burp becomes the mating call of unicorns.
racter's nose bleeds when anything venereal is discussed.
gher doors hit harder)
o become holy/unholy. (Depending on alignment)
mlessly becomes sand.

rength to break out. 825Character gains a grog addiction, if they don't


ng by one each day without grog.
ackground.
unholy weapon, but is healed by holy weapons.

be picked) 830Roll again, the next living thing the Character touches

grate south for the winter. 832Anything the Character kills is personally

hroom)
ngs when the Character is happy. 835Character is blinded, but can still
utt dispenses 10 ft. of rope per day.
at change, preserve body upon death)
p check, with each successive skip increasing the DC by 5.
racter becomes a were-sword.
45Character now worships a Norse god.
Character touches a plant, it glows in the dark.
ed laser.
form of small heatless balls of purple-ish fire.
st in a forgotten order. 851Character gains a wombat for a mount.
change to the opposite alignment. 853Character releases extremely

eck for a four leafed) 855Character comes upon an invincible key that
ks, and always looks very angry. They only close when they're asleep.
n, they sink.
mpossible to see under any light. 859Character chooses an obscure food

e able to touch. If Character loses the marbles, they take a -8 penalty to


ars at the end of the day.
not cast a shadow.
ry 2 days at noon. 865Character is unable to talk around the opposite

y eager to do so.
repare it, and will not be satisfied until they make the meal in a decent

und level) 870Character gains a random language.


aracter becomes a were-statue.
dius. 1 ft high. 874Character gains once per day use of a spell equal to

er week, they take -1 to all ability scores, increasing by one each day

an chop non-magical wood with their bare hands. 878Character can cast

ably at-will. 880Mysterious runes are visible on the Character’s skin in

piercings. (Can be replaced with magical ones)

4 hours. Otherwise Character's INT drops to 0 until it's wound again.


It grows back after 24 hours, until then, Character cannot run.
uch, etc.)
amount of time they rest. After which they are returned to the exact

ght.
when caught flatfooted (or surprised).
aracter nauseous. 890Character is a professionally bad dancer.
ruth. (Heads = truth, Tails = false) 892Character can only read and write

and really enjoys casting it whenever they get the chance, or an excuse.
random people's underwear. 895At the start of every encounter the

e hindered in their movement. 897Character gains a purple thumb that

y pull them out of any where on their person.


elf-loathing. DC 10 Wisdom save, or the Character vanishes into
how bad things are, and will be persistently optimistic.)
a future life. 901Character gives birth to a litter of (DMs choice).
body. 903Character gains a talking tattoo. Roll for tattoo's alignment.
. Fortitude save DC 10 + Character's level negates.
where. (2% chance it happens right where the Character is)
e 21st century. (No stat change) 907Character can now directly

is burned by water, except when they drink it.


racter. (Lasts 1 day/character level) 911From now on, whenever the
o dream about the Character.
e will ever believe them. 913Character is able to be used as a great club
mage minus their armor bonus.
as they had before, but has forgotten how to polymorph.
uch, etc.)
. (May be referred to as a 'whatever') 917Character is made of felt. (But

n marry any two creatures who automatically become non-violent

n.
life to double in size. 921Character's singing attracts hostile creatures.
n it. 923Character's middle name becomes "Danger".
er week, they take -1 to all ability scores, increasing by one each day

ugh.
e. (Large mob) If they get killed, new ones take their place. They are only

coming back to the material plane. They have a 60% chance of bringing

trauma and internal bleeding) 930Roll again, the next living thing the

y of their money.
an unknown alien device, and is put back in the same spot about 10

ake damage and die normally, and don't feel any different.
succeed a DC 10 Will save or roll for a new alignment.
though the other side was a vacuum. 936Once per day, the Character
nds, blinding everyone including the Character within 40 ft. until they're

lain bodies of their enemies. 938Character can cast a random cantrip

ays, "You can't see me, I'm hiding." for any and all sneak attempts.
nge) 941Character becomes a dimensional rift that alternate realities can

as the Character did beforehand. The demon is detected by Detect Evil,

e per day, the Character can vomit freshly caught fish.


ue to it being worshiped.) 946All Gods abandoned the Character.
y taking the body of a future incarnation.
happens) 949Character has a 30 ft aura of a full-moon. (Affects were-

horrendous Lovecraftian horror- terrors from beyond.


r is a were-warforged.
here the Character is standing. Character could never possibly hope to

n they wake up, they are resurrected.


b.
produced lysergic acid diethylamide for the amount of hours they would

spouse, they will kill them and become a sailor. (Doesn't leave the party)
e)
azing mustache. 960Any casted magic that affects the Character causes
When they are warmed up again, they come back to life.
n be sailed underwater. 966Character becomes aware of a contract they
y. (Farms don't count, petunia bushes do)
8Character lays an egg (regardless of gender). (What kind is DMs
No stat change) 970Character gains a random language.
and can only speak in the languages of the person they are touching.
of badass-itude.
(Use modifier for DC) 975Character gains a grog addiction, if they don't
ng by one each day without grog.
mediately. 50% of being friendly. All creatures die permanently at midnight

s dimension, and then instantly pops back into the material plane with no
e)

tattooed to their skin when they die. 980Tomorrow, Character will save

they normally were.


(2d6 force/fire damage, 10 ft. radius) 983Character's urine morphs trees

much, etc.)
ndane animals fall unconscious. 987Character reproduces by budding.

er reason they feel like. The gong doesn't do anything because it's a

of Substantial Whimsy. 991Character has an hardcore aura. Everything

y, but only when the Character isn't around.


detected by any Detect spell.

flames destroying all flammable gear and is resurrected.


comes around to ask for loans of money to fund their crazy ideas.
arma Arm'. (If a creature has less hp than the Character has levels, the
haracter's mind is blown. DC 30 Class Level save or their minds explode
eir ranks equal to their class level in Knowledge (everything) checks.

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