Armory of Thazridun
Armory of Thazridun
Armory of Thazridun
1 Cantrip
2 level 1
3 level 2
4 level 3
5 level 4
6 level 5
7 level 6
8 level 7
9 level 8
10 level 9
Easy, right? Now for the fun part. Once the level of spell has been determined go to the
corresponding table, starting on the next page, & roll 1d100 to determine the spell* that is cast.
This table was made specifically for unique magic items created by Rat King NOW! Though it
can be used in any scenario. The items can be found at the end of this document. For more free
D&D content check out my blog:
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*this document assumes you have access to the Dungeons & Dragons 5E Player’s Handbook
16-17 Druidcraft
23-25 Friends
26-27 Frostbite
28-30 Guidance
31-32 Gust
33-35 Light
41-42 Mending
43-45 Message
53-55 Prestidigitation
61-62 Resistance
68-70 Shillelagh
76-77 Thaumaturgy
47 Fog Cloud
9 Bane 56 Heroism
20 Command 70 Jump
44-45 Haste
16-17 Compulsion
18-20 Confusion
33-35 Divination
41-42 Fabricate
71-72 Polymorph
33-35 Contagion
38-40 Creation
48-50 Dream
53-55 Geas
58-60 Hallow
63-65 Immolation
71-72 Maelstrom
75-76 Mislead
16-17 Contingency
21-22 Disintegrate
23-25 Eyebite
31-32 Forbiddance
41-42 Harm
43-45 Heal
78-80 Sunbeam
91-95 Teleport
96-100 Whirlwind
Dice Roll
9-15 Foresight
13-18 Gate
19-25 Imprisonment
52-60 Shapechange
93-99 Weird
100 Wish
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Twitter: @ratkingnow
A creature attuned to the shackles can use a The wabbajack holds two charges. A creature
attuned to it can expend one charge as a
standard action to cast a random spell daily,
standard action to do one of the following.
this feature recharges everyday at dawn.
1. Cast a spell at random up to fifth level.
When a creature uses the random spell 2. Cast a spell at random up to ninth level.
feature they must make a CON save DC 14.
On a failed save the creature must roll for When one charge is used the creature using the
long term madness (DMG 259). The random spell feature must make a WIS save DC
Shackles hold three charges. A creature 12. On a failed save the creature suffers short
attuned to the shackles can expend one term madness (dmg 259). If a creature uses both
charge to attach the shackles to any two charges in one day they must make a WIS save
creatures and/or objects within 15 feet of DC 14 when the second charge is used. On a
each other. A magic link forms between the failed save the creature suffers long term
shackles that appears as a chain. The chain madness (DMG 259). The wabbajack regains one
charge every day at dawn.
can hold up to 3,500 lbs and only the
creature attuned to the shackles can release
the hold or a STR check DC 30.
***DM Note: A creature can aim a spell as if they knew
they were going to cast it. However, a creature cannot
cancel a spell once the random spell attribute is used.