#dd resources

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  1. An antique but serviceable battleaxe, well-rusted and probably taken from a barrow.
  2. An enormous knife with a fixed blade that is 32 inches from the slightly hooked, double-bladed tip to the end of the worn, ironwood handle. It has a steel crosspiece, with a dried bit of something (Probably blood) still caught in the joint. Carved into the bottom of the handle was a craftsman’s mark with the name “Fles.” The dagger rests in an old leather sheath and if removed, the wielder will find the blade freshly sharpened and oiled.
  3. A sinister, scorpion-tail whip made of white ape skin with a hilt wrapped in lead wire.
  4. A dagger made from the tooth of a dead sandworm, a fearsome desert monstrosity. It bears a curved, double edged blade that is milky white in colour and iridescent. It is set on a black handle with deep finger ridges separated from the blade by a slim round ring instead of a shearing-guard.
  5. A club fashioned from a donkey’s jawbone, still studded with teeth. It is said to have been wielded by a great warrior who slayed a thousand men.
  6. A knight’s straight sword with plated with silver along its fuller. The wielder can take great advancing steps with this beautifully slender greatsword while making use of his bodyweight to inflict deadly strikes.
  7. A bamboo quarterstaff with a skeletal jackal head.
  8. A longsword with a hilt covered in lizard leather. At an inch above the guard is stamp in the shape of a sun with sixteen rays alternately straight and wavy, symbolizing the heraldry of sunlight and warmth from the sun. Two inches above the sun begins a beautifully engraved stylized inscription which reads “Draw me not without reason; sheath me not without honour.”
  9. A black leather bandolier containing two dozen throwing stars, pointed for penetration rather than bladed for blood, each set about a central ring weighted with lead.
  10. Liquid Blade: An inconspicuous palm sized metal tube that weighs two pounds. The bearer can empty the contents of the tube with a quick flick of the wrist (An action equivalent to drawing a weapon), causing the bubbling transparent liquid within to instantly solidify into a jagged crystalline blade. By holding the tube, the wielder can then use the weapon as if it were a fragile shortsword that has a 25% chance to shatter should the wielder get a natural 1 on an attack roll. The blade lasts for ten minutes, after which it evaporates, leaving nothing behind but the empty tube. The bearer can add one dose of poison to the liquid in the bottle at any time before the blade is unleashed, which acts like applying a dose of poison to a weapon but the toxin remains wet and viable until the blade crystalizes. When the liquid turns into a solid blade, the weapon includes one application of that poison. When the blade evaporates, any unused poison does so as well. The tube and its liquid contents are an alchemical creation, containing no magical enchantments.

Click Here for homebrew Masterwork Weapon BonusesorHere for homebrew Minor Weapon Enchantments to give these objects even more personality and mechanical benefits.  

-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.

—Or keep reading for 90 more weapons.

—Note: The previous 10 weapons are repeated for easier rolling on a d100.

  1. An antique but serviceable battleaxe, well-rusted and probably taken from a barrow.
  2. An enormous knife with a fixed blade that is 32 inches from the slightly hooked, double-bladed tip to the end of the worn, ironwood handle. It has a steel crosspiece, with a dried bit of something (Probably blood) still caught in the joint. Carved into the bottom of the handle was a craftsman’s mark with the name “Fles.” The dagger rests in an old leather sheath and if removed, the wielder will find the blade freshly sharpened and oiled.
  3. A sinister, scorpion-tail whip made of white ape skin with a hilt wrapped in lead wire.
  4. A dagger made from the tooth of a dead sandworm, a fearsome desert monstrosity. It bears a curved, double edged blade that is milky white in colour and iridescent. It is set on a black handle with deep finger ridges separated from the blade by a slim round ring instead of a shearing-guard.
  5. A club fashioned from a donkey’s jawbone, still studded with teeth. It is said to have been wielded by a great warrior who slayed a thousand men.
  6. A knight’s straight sword with plated with silver along its fuller. The wielder can take great advancing steps with this beautifully slender greatsword while making use of his bodyweight to inflict deadly strikes.
  7. A bamboo quarterstaff with a skeletal jackal head.
  8. A longsword with a hilt covered in lizard leather. At an inch above the guard is stamp in the shape of a sun with sixteen rays alternately straight and wavy, symbolizing the heraldry of sunlight and warmth from the sun. Two inches above the sun begins a beautifully engraved stylized inscription which reads "Draw me not without reason; sheath me not without honour.”
  9. A black leather bandolier containing two dozen throwing stars, pointed for penetration rather than bladed for blood, each set about a central ring weighted with lead.
  10. Liquid Blade: An inconspicuous palm sized metal tube that weighs two pounds. The bearer can empty the contents of the tube with a quick flick of the wrist (An action equivalent to drawing a weapon), causing the bubbling transparent liquid within to instantly solidify into a jagged crystalline blade. By holding the tube, the wielder can then use the weapon as if it were a fragile shortsword that has a 25% chance to shatter should the wielder get a natural 1 on an attack roll. The blade lasts for ten minutes, after which it evaporates, leaving nothing behind but the empty tube. The bearer can add one dose of poison to the liquid in the bottle at any time before the blade is unleashed, which acts like applying a dose of poison to a weapon but the toxin remains wet and viable until the blade crystalizes. When the liquid turns into a solid blade, the weapon includes one application of that poison. When the blade evaporates, any unused poison does so as well. The tube and its liquid contents are an alchemical creation, containing no magical enchantments.
  11. A blowpipe consisting of an ornate copper viper wrapping around a deep brown oaken pipe.
  12. A broad axe (Battleaxe statistics) consisting of a stout pole four feet in length ending in a single-edged, trumpet-shaped blade mounted on one end. This axe is a footman’s weapon, giving the soldiers a longer reach and a fighting chance against mounted opponents. Its long handle allows the wielder to put considerable force into his swing. Despite the shaft length, the broad axe is a one-handed weapon.
  13. A ceremonial Random Sword with magical ornamentation and significance beyond its use as a mere weapon. Interestingly enough judging by its wear and tear, it has seem much combat.
  14. A double-edged broadsword (Longsword statistics) with a blade of an unknown black metal. The hilt is wrapped in dark pebbled leather, and its pommel is a flat disk in which small glyphs are inscribed around a large onyx gemstone.
  15. A durable light crossbow with dwarven runes worked into its design. Knowledgeable PC’s can discover that the runes are associated with a mountain clan that would probably enjoy seeing the weapon returned to their ancestral halls.  
  16. A finely-crafted lightweight lance made of maple and tipped with steel.
  17. A flail that appears neglected and ill-used, despite being in peak condition. The weapon’s grip is wrapped in tattered grey cloth.
  18. A formerly fancy dagger. The hilt was fine ivory carved in the shape of a maiden, but someone gouged out the eyes and stained the dress with what appears to be blood.
  19. A fullblade with a blue tinge on one half of the blade and a polished bronze appearance on the other side. The blue half bears a single, inexplicably sharp edge while the bronze side duller but jagged and serrated, appearing the most dangerous of the two. The grip is wrapped with studded leather, and the pommel it set with a luscious sapphire.
  20. A gleaming greatsword with black crystal decorating the otherwise simple guard. The image of a raven in flight and a trail of its feathers is etched into the flats of the blade. As the blade moves, the raven seems to flap its wings, never quite still, but never leaving the blade.
  21. A goblin made sickle with a rusted, dirty blade covered in old blood and bits of gore.
  22. A greataxe fashioned from the tooth of a kraken and is steeped in the magic essence of the ancient leviathan.
  23. A greatclub of bent mahogany, shod in steel. The metal is in etched in a spiraling, serpentine design that confuses the eye.
  24. A greatsword with a dark, shiny blade like polished wet flint, with a curious and vaguely cruciform groove in the pommel that runs up and onto the blade.
  25. A greatsword with a rune-inscribed blade of adamantine, a leather wrapped oak handle, and a steel ring pommel.
  26. A huge warhammer comprised of a thick length of wood a stride long with a scarred lump of iron the size of a brick for a head.
  27. A jagged shard of obsidian embedded in the bone of an unknown creature, bound with simple leather. The primeval handaxe sends a shiver down the wielder’s spine when touched.
  28. A longspear made of intricately carved wood, with an impossible array of weaving vines that twist chaotically, often doubling back on one another with no discernable pattern.
  29. A longsword with a narrow length of bright steel chased with swirly silver patterns that glow white. When swung, lines of glowing tracery appear in its wake, leaving patterns hypnotic neon tracks in the air.
  30. A mace consisting of a stout wooden haft topped by a metal striking head shaped like a clenched fist.
  31. A mage’s quarterstaff made of burnt maple, shod with copper that’s stained an ominous dark crimson. At the staff’s apex rests a marble sized, floating sphere made of glowing ruby.
  32. A maul made of an unsmelted meteor and a finely worked, hardwood handle. The maul is heavy but very well balanced.
  33. A metallic spiked shield whose glittering outer surface is covered in gleaming specks of blue, purple, and red. The sparkling colors lie just below the weapon’s surface, reflecting oddly in the light.
  34. A monstrous dagger made from the fang of some ungodly cross a shark’s serrated tooth and the long canine of a great cat. The metallic edge, nicked and worn, appears, on some inspection, to be an extension of the tooth’s root, as is the grip. There are holes and dents, thereupon, suggestion the iron itself was once fed by nerves and veins.
  35. A nearly incorporeal Random Sword. The translucent blade is shrouded in a black mist and extends outwards like a thin stream of smoke from the black leather hilt. Due to the nearly weightless blade, the weapon weighs only a single pound but the semi-tangible sword can never be coated in oils, poisons or alchemical materials of any sort.
  36. A newly made hand crossbow with a stock made of fir and a walnut bow. The stock has a depiction of the image of a lion within a circle.
  37. A pair of arctic hunting bolas made of leather straps with weights fastened to the end. Each bola has eight different weights made of egg-shaped, walrus ivory etched with the likenesses of birds in flight.
  38. A pair of finely tooled daggers with handles shaped like human women dancing. When sheathed together the handles interlock in an embrace that is not suitable for minors.
  39. A scimitar with a horned grip made of yellowed, human bone and a razor-sharp blade spattered with blood.
  40. A perfectly functional Random Weapon crafted entirely from rock. Any cloth or leather elements are made instead of flexible mineral and studded with finely polished semi-precious stones.
  41. A perfectly functional Random Weapon that’s always warm to the touch. Any metal parts are crafted from black iron and sigils of flames cover its surface. The weapon is primarily coloured various shades of red and orange.  
  42. A pike made of a treant’s arm that has a bark covered grip that has allegedly never slipped out of a wielder’s hands.
  43. A pitch black halberd imbued with the captured terror of its victims. When wielded, the chillingly cold blade releases a baleful aura that makes weaker foes tremble in fear.
  44. A quarterstaff that appears to be a living redwood sapling. The staff is roughly two inches in diameter, and is six feet, two inches in height. It has several branches sprouting from the top eighteen inches, and each branch has several still living leaves. The bark is fairly smooth, but just below the branches there is four almost identical faces circumnavigating the staff. Each is the face of Chislev, Goddess of Nature. Each face represents a different aspect of her essence: The Creator, The Healer, The Defender, and The Destroyer. These faces, although clearly visible, appear to have grown naturally in the bark. The staff has no root system, but instead is capped with bog iron.
  45. ARandom Sword with a beautifully carved blade made of a greenish-blue crystal with an unfortunate fracture through the blade’s length. The wielder is instilled with the feeling that the sword is the bane of wicked sorcerers everywhere.
  46. ARandom Sword with gleaming blade and a crossguard design in the style of a pair of spread angel wings. The weapon radiates a sense of unused potential.
  47. ARandom Weapon adorned with laws and rules in various languages, each of which details the exact standards and specifications of weapon design, construction and ownership.
  48. A rapier with a blade composed of narwhal tusk and a driftwood hilt displaying a scintillating fish scale grip. The basket is made of a large scallop shell, lashed to the driftwood with dried kelp. The weapon rests in a sheath made of a giant lobster’s tail and shark leather, accented by a pair of eel skulls.
  49. A razor-sharp katana (Longsword statistics) with a blade of folded steel and a hilt wrapped in silver wire. The blade is decorated with elven runes that convey the meaning “Phantom of Wealth”. The pommel is in the shape of a perched falcon.
  50. A round, lightweight shield consisting of two antelope horns pointing in opposite directions connected by two crossbars which also acts as a handle. A wielder can tip the spiked shield forward and stab outward with the sharpened horns to wound the enemy. The crossbars are covered with a plate of steel and leather which allows the object to function as a means of protection.
  51. A scimitar finely engraved with strange words and glyphs that are barely visible in any light.
  52. A scythe with a handle of white ash, a blade of painted bone and bars carved into the centre of the blade to resemble the wall of a cage.
  53. A sheaf of five javelins that have throwing cords made of finely braided silver elven hair so reflective that they almost glow.
  54. A shortsword bearing runes acid burned into the blade that glow a dull blue when wielded. The hilt is ornate with two clear gems at the base of the blade on either side.
  55. A slim metal case containing a dozen beautiful, pearl-handled darts with sharpened emerald tips wrapped in a soft cloth.
  56. A simple and elegant sidesword (Shortsword statistics), with a silver guard and gold rivets on the pommel.
  57. A straight silver dagger of plain appearance until it is taken into hand by a good creature. Then, rainbow lights courses through the blade, and the weapon begins to toll gently, yet neither noise nor light betray the blade when stealth is required.
  58. A weathered battle pick that has seen more than its fair share of combat. Age hides the versatility and strength of its sharp point. Warriors of old used this weapon to destroy their foes, preying on the smallest weaknesses with cruel ease.
  59. A single edged longsword made of bleached and polished wood. Its hilt is decorated with alternating garnet and topaz stones. The blade is not perfectly straight, but follows a natural grain. Despite these irregularities, the sword has a razor-sharp leading edge.
  60. A sleek shortsword with a curving blade of a foreign and exotic design. Single-edged, the steel of the blade reflects light like the ripples of a pond. Down the blade’s length on either side is etched a coil of twisting rose briars picked out in a deep jade green. The sword’s hand-guard is a virtually nonexistent oval of unornamented gold, and the hilt is wrapped in braids of black silk shot through with golden thread. There is no appreciable pommel nut, the hilt ending in a plain frosted steel finial.
  61. A small, eerie dagger, made of bronze and flawless obsidian in the shape of a feather.
  62. A weighty rod (Heavy mace statistics) three feet in length and decorated across the surface with carved skulls and leering faces. These faces seem to subtly shift almost as if writhing in agony. Grey smokes exude from the top end constantly trailing down to the ground before vanishing. Anyone holding the rod feels a strange heat from it.
  63. A white silk bracer containing a half dozen crescent-shaped, silvered throwing knives, all with black leather handles fitted in the weapon’s midsection.
  64. A wooden crate containing 32 crossbow bolts with shafts of oak wood in its natural color and fletching of blue-gray feathers.
  65. A wooden pike approximately seven feet in length, with one end sharp enough to impale an enemy. The other end has a slight crook in it, with a semi-transparent, colorless, and diamond-like stone embedded within the polearm. The weapon notably has several cracks in it, as if it was once shattered into many pieces and then made whole again.
  66. An ancient dagger whose blade and undulating hilt are fashioned from jet black obsidian stone, such that it reflects not a speck of light. The blade is strengthened and honed by rituals long forgotten, never losing its edge.
  67. An ancient stone warhammer carved with runes and weighs twice as much as it should.
  68. An elegant silver sword that when held by a magician, causes pale, almost transparent fire to burst harmlessly into life and play along the length of the blade. The light is surprisingly bright in eerie half-darkness, as if the sword had been dipped in brandy and touched with a match.
  69. An elegantly polished wooden greatclub, with mysterious, ever-changing glyphs swirling over its surface.
  70. An engraved light oaken shield studded with ironwood spikes. Ornamental vines are wound around the spikes, creating the appearance of a lethal briar patch.
  71. An entirely steel-wrought heavy crossbow, so large it’s more like a small ballista. It uses a set of steel gears, cams and cranks to draw the firing string back. The firing beams are long and the weapon generally shaped like a large metal crucifix, symbolizing the torturous punishment for creatures who attempt to escape their mortality. Being hit by a bolt launched from this weapon feels like a strong man hit you full force with a heavy mace.
  72. An extremely corroded, rusty-looking greathammer with ‘Crusty Jim’ carved into the head.
  73. An intimidating longsword with multiple hooks, barbs, and serrations along the blade, excellent for catching and sundering a foe’s weapon.
  74. An unusual looking shortsword, whose handle is longer than the actual blade. It sports a carved ivory skull on its pommel and a small gemstone on its guard that resembles an eye. Half of the blade is serrated on one edge.
  75. A venerable greatsword whose blade is fashioned from the shaved finger bone of a titan, with sharp bits of steel inlaid around the edge.
  76. A well-kept rapier with an insignia of a rose on the pommel with the knuckle guard, inner guard and loop being designed to look like a vine covered by thorns.
  77. A well-used, spiked chain made of high-carbon steel with grips of pebbled black crocodile skin.
  78. A whip created from braided local vines draped over an extraordinarily large chunk of rose quartz.
  79. A yellowed club made out of a ogre’s twisted thigh bone.
  80. An abyssal forged dagger with a hilt of sculpted bone encrusted with a small green jewel. The blade is crude and worn, with the faint smell of sulfur, blood and ash emanating from it.
  81. An ancient knife with a simple leaf-blade design ending in a wooden handle wrapped in cord and leather. Its double edge blade is made of bronze and wickedly sharp, with a needle point. The point seems hungry…
  82. An apprentice blacksmith’s first sword made of shoddy pig iron. Although the Random Sword is better than nothing, the weapon is uneven, heavy, poor quality and damn near as cheaply made as can be found.
  83. An elaborate knife carved with special barbs and grooves, meant to channel toxins into the victim’s bloodstream.
  84. An elaborately styled bronze dagger with a handle uncomfortably inlaid with dozens of teeth. The blunt edge is nonetheless coated in sticky blood.
  85. A war pick adorned with blackened metal, inscribed with passages doubting and decrying the gods.
  86. A whip that appears to be made from braided feather down with a bird of prey’s claw at the tip.
  87. A white composite bow of elven make that whispers in the wielder’s ear “Swift death to my enemies” in elven whenever nocked.
  88. A wicked looking battleaxe in rough condition, though it was clearly once of fine quality. The weapon’s short grip, geometric inlay, and wide-but-balanced head clearly mark it as dwarf made. The weapon’s scarred handle, gruesome skull trophies, and notched and pitted blade, however, clearly marked it as goblin owned.
  89. A wicked, barbed trident of black iron and driftwood.
  90. A wooden quarterstaff nearly identical to a length of driftwood. Its dark color and cracked surface suggests that it is several hundred years old, at least. Druidic runes cover its surface, with the rune for “Purity” etched near the bottom. When the staff is near water, the runes begin to glow a pale yellow.
  91. An ancient dagger with a simple leaf-blade design with a wooden handle wrapped with cord and leather. Its double edge blade is made of bronze and wickedly sharp, shiny, with a needle point. The wielder occasionally gets the odd sensation that the weapon seems hungry…
  92. An ebony halberd forged in the Nine Hells. It bears a fearsome aesthetic true to its inhuman origins, featuring a jagged, saw-like blade, glowing red filigree, and an overall design that blends rough organic curves with smooth, artificial edges.
  93. An imposing war fan (Greatsword statistics) that’s really more of a steel rod with a large, flared blade at the end. The result is a somewhat difficult to use, but wickedly effective blade that hits with the full momentum of the swing, frequently decapitating opponents.
  94. An elegant shortsword in a wooden scabbard with silver fittings sculpted in floral shapes; on closer examination, many of the flowers contain small bees. The sword’s handle is waxy to the touch, and fits comfortably in the hand.
  95. An elven greatsword whose blade is single-edged, slightly curved, with a polished finish and uniformly sharp. The hilt is long and the hand-guard is a circular plate.
  96. An impressive glaive, made of living ironwood, giving the blade a bright green appearance, while the bark covered shaft remains almost pitch black. Despite its wooden origin, its handle feels metallic
  97. An irregular club that has always has a living leaf or three growing out of it. The wooden weapon somehow retains the resiliency and scent of a freshly cut branch.
  98. An octopus leather quiver containing a dozen harpoons (Javelin Statistics), each made of a gleaming, shining steel covered with a blue-white sheen like mother of pearl. Knowledgeable PC’s will recognize the material as pearlsteel, a strange metal crafted by secretive merfolk metallurgists working near volcanic vents in the ocean floor. It is created from fine steel and rare silvery pearls found only in the ocean depths where the pressures alone would kill a land walker. Pearlsteel is highly prized by all undersea races as it slices more smoothly through the resistance that water presents.
  99. An ornate gold and mithril bastard sword. The hilt is wide and has a circular emblem in the center depicting a strange rune. The pommel of the sword has a large curved fire opal put into it. The blade is completely bare of ornamentation but appears to vary in color between gold and silver.
  100. A longsword with a slender, razor-edged, gleaming red blade, its length inscribed with designs of cloaked figures and tall scythes, accentuated by a black blood trough running along its center. The hilt appears whitened like bleached vertebrae and the pommel has a skull-bobbed design. Running from it toward the crosspiece, the hilt was carved to resemble a backbone and rib-cage, and the crosspiece itself resembles a pelvic skeleton, with legs spread out wide and bent back toward the head, so that the wielder’s hand fits neatly within the bony boundaries. All of the pommel, hilt and crosspiece is white, like bleached bones, except for the eye sockets of the skull pommel, which seems like black pits at one moment and flares with red fires the next.
  1. A book whose pages are made of various pressed leaves bound together by wicker. On each page, is a description of the effects that one can expect if they smoke, eat, drink, or otherwise ingest that page.
  2. Nullifier’s Lexicon: A book with black leather pages with silver bindings and a silver front plate. The pitted and tarnished front plate is adorned with void-speech glyphs. The pages are thin sheets of corrupted brass, and are inscribed with more blasphemous glyphs. The tome is a catalogue of specific language wording, grammar use and precise punctuation for the summoning of alien being born of the Void.  
  3. A brass-bound booklet with a small locking clasp. The faded title reads “AN ABRIDGED PRE-HISTORY OF THE WORLD TO COME.”
  4. Ratch’s Codex of Diseases: A fairly thick book outlining many common and rare illnesses. Upon reading and finishing a section about a specific disease, the reader will being to show symptoms of that disease, personally experiencing it in uncomfortably precise detail for 1d4 hours, before the feelings suddenly pass. The reader is not contagious at this time and never actually contracts the illness.
  5. A pair of ledgers detail several years of semi-anonymous activity, possibly some sort of gambling ring. Entries are organized by nicknames and initials.
  6. An ancient tome, with gold-thread lettering stitched onto the front spelling out “R.A.”. The pages themselves are almost black, close inspection reveals tiny writing; letters and numbers boxed off, written so densely as to require a looking glass to see the actual figures. PC’s knowledgeable is accounting, mathematics or bookkeeping are able to determine with a few hours of dedicated effort that this tome was a list of the royal treasuries official accounts and that said royal treasury is empty and accruing ever-increasing debts to keep the kingdom afloat.
  7. A large, spiral bound sketchbook with blank, ash-grey pages. A bone-feather quill is attached to it.
  8. Last Hope Options: An old instructional text bound with wood covered cloth. The book serves as a powerful guide to battle magic and how one might use spells while in combat to their most devastating effects. Most of the strategies involves, great risk to the caster as well as all other living beings in the immediate area while at least one entire chapter is devoted to strategies that are outright purposely suicidal to the caster but will accomplish the goal. If the said goal is atomizing everything within earshot. Even the tactics that pose the least risk to the caster himself, have severe consequences in terms of property damage, civilian casualties and the extinguishing of the caster’s own sense of morality or ethical code. As the name suggests, this tome is intended for those who have nothing left but a shred of hope and a fierce desperation to see their quest through to the end.
  9. An unremarkable book bound in black hide. The book is a bound collection of romantic poetry and the blank margins near the spine of some of the pages halfway into the book have been cut out, leaving a small hollowed compartment that contains a Random Ring.
  10. Aen N'og Mab Taedh'morce: A collection of richly illustrated tales of elves and poetic parables in perfect condition.

—Keep reading for 90 more books.

—Click Here for additional Book Descriptions to give these objects even more personality.

—Note: The previous 10 items are repeated for easier rolling on a d100.

  1. A book whose pages are made of various pressed leaves bound together by wicker. On each page, is a description of the effects that one can expect if they smoke, eat, drink, or otherwise ingest that page.
  2. Nullifier’s Lexicon: A book with black leather pages with silver bindings and a silver front plate. The pitted and tarnished front plate is adorned with void-speech glyphs. The pages are thin sheets of corrupted brass, and are inscribed with more blasphemous glyphs. The tome is a catalogue of specific language wording, grammar use and precise punctuation for the summoning of alien being born of the Void.  
  3. A brass-bound booklet with a small locking clasp. The faded title reads “AN ABRIDGED PRE-HISTORY OF THE WORLD TO COME.”
  4. Ratch’s Codex of Diseases: A fairly thick book outlining many common and rare illnesses. Upon reading and finishing a section about a specific disease, the reader will being to show symptoms of that disease, personally experiencing it in uncomfortably precise detail for 1d4 hours, before the feelings suddenly pass. The reader is not contagious at this time and never actually contracts the illness.
  5. A pair of ledgers detail several years of semi-anonymous activity, possibly some sort of gambling ring. Entries are organized by nicknames and initials.
  6. An ancient tome, with gold-thread lettering stitched onto the front spelling out “R.A.”. The pages themselves are almost black, close inspection reveals tiny writing; letters and numbers boxed off, written so densely as to require a looking glass to see the actual figures. PC’s knowledgeable is accounting, mathematics or bookkeeping are able to determine with a few hours of dedicated effort that this tome was a list of the royal treasuries official accounts and that said royal treasury is empty and accruing ever-increasing debts to keep the kingdom afloat.
  7. A large, spiral bound sketchbook with blank, ash-grey pages. A bone-feather quill is attached to it.
  8. Last Hope Options: An old instructional text bound with wood covered cloth. The book serves as a powerful guide to battle magic and how one might use spells while in combat to their most devastating effects. Most of the strategies involves, great risk to the caster as well as all other living beings in the immediate area while at least one entire chapter is devoted to strategies that are outright purposely suicidal to the caster but will accomplish the goal. If the said goal is atomizing everything within earshot. Even the tactics that pose the least risk to the caster himself, have severe consequences in terms of property damage, civilian casualties and the extinguishing of the caster’s own sense of morality or ethical code. As the name suggests, this tome is intended for those who have nothing left but a shred of hope and a fierce desperation to see their quest through to the end.
  9. An unremarkable book bound in black hide. The book is a bound collection of romantic poetry and the blank margins near the spine of some of the pages halfway into the book have been cut out, leaving a small hollowed compartment that contains a Random Ring.
  10. Aen N'og Mab Taedh'morce: A collection of richly illustrated tales of elves and poetic parables in perfect condition.
  11. A book full of hymns to the God of a Random Domain, written entirely with the blood of a devout follower who has since passed away. Despite the macabre nature of this tome the calligraphy is exquisite. It is bound in yellow leather, with prayers and divine seals branded directly into it. Whenever the book is in the hands of a devote of that God, it glows dimly. When singing a hymn included in the book while holding it, the bearer’s voice is joined by a ghostly choir supports his prayer. The choir contains up to five voices and they only sing as well as the bearer.
  12. Sutra of Tranquil Thought: A monastic tome that describes ancient techniques of mental focus and is highly prized by psionic practitioners. The minds of non psionic beings are too clouded to benefit from the secrets of this book. To anyone without psionic aptitude, the book’s pages appear to contain nothing but elaborate patterns and drawings of mysterious beings.
  13. Nycoptic Manuscripts: A set of twin papyrus scrolls inscribed with ancient tales and cryptic prophecies by an anonymous, almost-certainly insane author. Despite their dubious accuracy, the manuscripts contain many useful descriptions of spells from the school of necromancy, and provide the reader with reliable information on necromantic topics.
  14. A vellum spellbook bound in blood-red leather and locked with a bronze clasp.
  15. A heavy, leather-bound tome with a red silk ribbon tucked between pages. The page it opens to begins with an accurate description of the bearer, holding the book as well as his current surroundings.
  16. The Storybook: The text of this book is incomprehensible, but it features many illustrations of knights saving maidens and slaying dragons. Anyone who frequently attempts to read the book begins suffering delusions of being the protagonist of an epic tale, sometimes mistaking allies for pages or bards only along to record their tale, or hearing a nonexistent narrator describe their exploits.
  17. A thin, flimsily bound paper catalogue appears to tell a story about valiant demigods through a series of static images with dialogue penned over them.
  18. A large, thin book with thick pages. Each page appears to be a beautiful monochrome lithograph, and the binding is perfect and seamless.
  19. A fantastically thick tome listing non-existent beasts in excruciating detail. Each is accompanied by a fine illustration and a brief treatise detailing its supposed attributes and behavior.
  20. A black, leather-bound tome with gilded page edges. The angle the book rests at reveals a hidden image printed on the side of the book. The text itself is an examination of moral philosophy.
  21. A novel in progress entitled “The Cantankerous Creeps of Callowhail.”. An admirable attempt, although, altogether there’s an abominable abundance of atrociously awful alliteration.  
  22. A sketchbook showing the deaths of various beings. Each of them resemble murders done by an unknown perpetrator in the local area within the past few years.
  23. A thick, leather-bound tome embossed with the image of a skeleton dancing with a dracolich. The title reads; “Necromancy: The Dance Macabre”.  
  24. A sketchbook has been opened to a page, and on that page are some quick sketches of various bestial humanoids with call-outs to specific detailed parts of the body.
  25. A book about language that have notations within the margins of each page that call into question the intelligence of the author. The notes use colourfully rude and sometimes disgusting word choices.
  26. A book that, when opened, contains the first story the reader ever knew.
  27. A book made from human skin, with a pained human face on the cover. The face will speak with difficulty and will give advice to whoever consults it. Unbeknownst to the bearer, it will not tell him anything except what he already believes to be true. It screams in agony whenever it is opened up.
  28. A faded green book that talks about the art of basket weaving and its cultural variations across the continent.
  29. The Anarchist’s Cookbook: A tome of alchemical recipes that provides intensive instructions on how to make various creations and mixtures. Each and every recipe is extremely flammable or dangerously explosive and in many cases both.  
  30. Cantore’s Guide to Extreme Weather: A large leather bound tome with an image of a storm cloud stamped on the front, listing various historical weather events in history such as infamous hurricanes, tornadoes, sandstorms, and blizzards. If the book is opened to certain pages, the event listed there is projected outward as a small illusion until the book is closed.
  31. The REAL ACTUAL Anarchist’s Cookbook: A literal cookbook written by the head chef of an oppressive lizardfolk regime. It details the various ways in which captured rebels could be prepared for dinner with the king.
  32. A leather-covered warlock’s grimoire with binding hinges and a back plate made of dark iron. An embossed, glowing eye with a slitted pupil adorns the cover.
  33. Alchemical Pitfalls: A book written as a basic alchemy text, with warnings about potential hazard points in the creation process. At first simple, the warnings grow more elaborate, until it becomes clear that the book is really a guide to making poisons, explosives, illicit drugs, and other contraband items, and the legitimate recipes are just a pretense.
  34. A Guide to Trade: A memoir written by a slave trader, to provide guidance to his children and grandchildren on how to make a profit on sapient misery. Goes into great gory detail on the actual nuts and bolts of the business and kindhearted readers will likely have trouble finishing it.
  35. On Transformation: The collected notes of a wizard who thought lycanthropes might hold the secret to increasing the healing power of normal humans. While not achieving any breakthroughs on healing, the wizard did produce the most detailed survey of lycanthrope weaknesses ever seen… because he kept needing to dispose of the test subjects.
  36. In the Wizard’s Bedchamber: The memoirs of a courtesan who lived and died over 100 years ago, who spent most of her career as the kept woman of a famous wizard… who in turn went on to become a lich. Combing the text can give insights into the layout of the lich’s lair and laboratory, as well as tantalizing hints about where its phylactery may be stored.
  37. The Truth About the Woodpixies: A rambling, handwritten, and exhaustingly long manifesto detailing personal grievances with the natural world from the author, Verna the Lizard. The writing becomes more scrambled as it goes along. If the book is read to the end, the reader begins to feel a persistent paranoia about nature. Is that tree watching me?
  38. Poisoning Technique’s: A guidebook discussing the different methods of poisoning your targets. Getting around being detected, different types of poisons, and effective get away strategies if things don’t go as planned.
  39. Arktark’s Guide to Easy Traps: A poorly written, poorly edited, and disturbingly sticky guide to kobold traps, from the simple “Pot With Scorpion In It” to the amazingly complex and improbable “Karkyark’s Improved Flaming Spinning Stretching-Rack Trebuchet!!! Now With Acid and Iron Spikes”. All are incredibly vicious and deadly. The book’s stickiness is a slow acting, contact poison, but the author doesn’t reveal that until a gloating post-script on the last page.
  40. An unnamed dark green book whose first page states “For Therai”, this fairly short book is a medical analysis of a person named Mike who is having constant reoccurring nightmare in which a tiefling name Therai visits them and tells him that he is trapped inside the walls, and begs for his help. As the book progresses the doctor overseeing Mike becomes more and more hopeless as Mike’s sanity continues to plummet. The book ends with the doctor injecting a lethal dose of a poison into Mike and then remarking that since that night he’s been having similar nightmares. After reading Therai will visit the reader while they sleep, telling them that he is “trapped within the walls”.
  41. Blatantly Incorrect; On The Silliness of Wizards: A surprisingly slim book in furiously penned Dwarvish. Containing five anecdotes about wizardly blunders, the author, a dwarf eldritch knight, demonstrates how masters of the arcane easily lose track of the fundamentals. Her roasts often match or exceed the lengths of the stories themselves, dissecting the subject’s mistakes simply, efficiently and thoroughly. Readers come away with a new found understanding of magic, improved problem solving and a curious disdain for wizards.
  42. A bright blue book written upside-down in broken common. It’s hard to understand what the author is talking about, but they appear to use the word “mate”, “crikey”, “G'day” and “barbie” a fair amount.
  43. Hambone’s Guide to Everything: An encyclopedia written (Probably dictated) by a very very VERY stupid person. Example: under “Chicken” it says “big fat white crow. Fun to kick. Better to eat”. Under the entry for beer it just says “yes please!” The encyclopedia is less than 50 pages long, and is about 99% drawings.
  44. The Book of Mild Darkness: A tome bound in cat fur, which a note scrawled on the inside of the cover assures that the cat was taxidermied after a normal death. Contains all manner of views against order and accepted authority. The reader becomes cavalier about external norms and customs such as following public order, respecting higher stations, and performing personal hygiene. The reader also develops strong feelings about the moral institution, such as the division of good and evil and any imposition of action upon an individual against one’s own choices, including behavior upon threat of consequences. These new ideas fade after 24 hours of not having read the book and the feelings are not strong enough to force the bearer to act against his own strongly held moral or ethical code.
  45. How to be a Model Inmate: A book found in a prison library detailing, mostly with pictures, how to be a model inmate and possibly get time off of your sentence. In each picture is a letter hidden somewhere in the image, and If the reader is savvy enough, they can unscramble them to find that it spells “cut me open”. If they rip up the book or cut into it they will find a set of files, lockpicks, and shanks hidden in the spine and bindings that can be used to break out of jail.
  46. Steve’s Steve to the Steve of Steve: A book in which every noun is replaced with the word Steve. Attempting to write new words in the book will have the same replacement effect. It appears to originally have been a carpenter’s guidebook based on the illustrations.
  47. Melmar’s Memoirs: A cloth bound book has the face of a jolly old halfling painted on it. It contains many chapters about Melmar’s adventure-filled life. It appears normal in every respect. However, every 1d4 months, a new chapter magically appears at the end of the book, detailing a new, startlingly recent, Melmar adventure.
  48. The Art of Butchering the Long Pig: A book bound in a mixture of human and elf skin. The title is tattooed in fancy Common across the front. Inside are disturbingly detailed drawings of how to butcher humanoids of all sorts.
  49. Stabbing in the Dark: A true-crime novel that details the deeds of a killer known as “The Shape.” However, the page that reveals The Shape’s identity has been torn out.
  50. Devine’s Dirty Diary: A book that has been reformatted from the Diary of a man named Devine who made it his life’s goal to catalog every curse, swear, slur, and every dirty phrase imaginable in every language.
  51. Wyrm’s Lore Book: A spellbook with a brown leather cover and three green gems embedded into the back cover. Inside, there are stories about the Dragon of Lore, Serpent of the Source, and also the diary of Lorelei Lejendara, the chosen Half-Elf Loremaster from long ago.
  52. Book of Canon: A book that automatically transforms into a copy of the holy book of any religion, translated into the language the user is most familiar with.
  53. Atlas of the Forlorn Wanderer: A thin volume with heavily engraved bronze covers. Each time the book is opened it displays a different collection of hand drawn maps and charts, always of terrain just over a day’s journey from the bearer’s present location.
  54. A thick cookbook of traditional dwarven cooking. It uses many minerals and a few metals, recipes range from bismuth brisket to indium cookies.
  55. A weighty tome bound in white leather. Its front cover displays a golden swirl around the watery moon. The pages are wrinkled and frail, most pages seem to have large water damage spots that have since dried. The words are written with enchanted ink that shines bright against the worn pages. It tells of various methods to keep a healthy mind, body and spirit.
  56. Grimoire of Souls:  A book bound in dusty black leather, protected by a thick brass buckle sealed with a mixture of blood and wax. A barely noticeable humming sound emanates from the spine. Despite the name, the book does not entrap souls. Instead, the pages are inscribed with mystical images and words that strengthen and toughen the reader’s soul. A being that studies the arcane diagrams and on a regular basis may find they are more reliant against malevolent powers that harm the spirit directly or the reader may make a faster mental recovery from having their soul rended, torn or otherwise abused.
  57. Third Imaskarcana: A massive great-tome bound in slate, with covers lined with blue dragonskin. Its pages vary in composition and appearance; some are raggedly cut vellum, others are the skin of humans, elves, or even demons, and still others are made of crystal that magically possesses the flexibility of paper without its weaknesses.
  58. An old and musty tome that contains nothing but old notes and a signature on the opening page “Property of Jal’Hazar the Great”. If held by a creature capable of casting magical spells, the gibberish notes form into incantations and lists upon reference lists of spells descriptions and magical item properties.
  59. A nightblue bound tome with silver runes etched on the spine. Casual inspection reveals it to be a necromancer’s spellbook and it is always deathly cold to the touch.
  60. The Book of the White Cat: A compact volume of spells and cryptic notations on the construction of mageries, the Book of the White Cat is small enough in size to be cradled comfortably in the crook of an arm. The Book’s pages are of creamy parchment edged in gold, its contents scribed in a sure and delicate hand in black and cinnabar inks; the covers are of dense oak overlain with immaculately clean white velvet. Overtop of the velvet stitched and edged in golden thread is what seems to be the pelt of a small white cat, with its tail dangling free from the spine of the Book.
  61. A small empty book wrapped in a red velvet covering, embroidered with the sign of an open hand.
  62. An alchemical journal full of research notes and plans for a new type of flesh golem. The author notes that the most significant hurdle is not the construction or animation, but rather the acquisition of enough fresh human remains in a reasonably legal manner.
  63. The Impcyclopedia: A roughly used spellbook with illegible sigils on the leather cover due to small tears exposing charred wood beneath. The page edges appear covered in soot, and a fading orange glow seems to be worming its way up and down the length of the spine. This ancient unnamed tome contains instructions on how to create a magical binding circle and summon an imp inside of it and bind that fiend to the reader’s will. There is also a collection of pages scribbled in Infernal the language of devils. When deciphered, the writings are an organized list of names. A knowledgeable and learned spellcaster may note this list to be a list of true names of minor fiends, specifically imps. The book is slightly intelligent and uses its ability to subtly manipulate those who would use it. The tome’s agenda is simple, it wants more names added to its pages. It will enforce this subtly by always leaving the page after the infernal list empty for more names and a creature that writes a true name of a devil into the tome (That wasn’t already there) experiences a profound sense of euphoria that lasts for hours.
  64. Twenty-One Mnemonic Tools for Magic-Users: A leather grimoire containing a large assortment of dirty limericks which are actually cunning linguistic mnemonics. Obviously intended to aid rebellious apprentices in commuting their occult studies to memory.
  65. A small book with a black, worn-down leather binding and cover, with the number “7” written on the cover in silver foil. The book currently contains seven pages, yellowed and tattered, although it’s clear that many have already been ripped out. Each of the remaining seven pages has a strange-looking glyph on the bottom-right corner that, if inspected by a character with a decent amount of knowledge in Conjuration magic, would be recognized as a teleportation glyph. These symbols are often used in pairs so that a mage can teleport to a specific physical where is placed rather than risking teleporting blindly.
  66. An inconspicuous book filled with cheap woodcut prints of women in various states of undress.
  67. A thin book with a bright, glossy cover depicting a bizarre scene with tents and animals. The interior folds cleverly as the book opens to reveal standing figures instead of illustrations.
  68. The Pattern Of The Ages: An oddly compelling tome outlining a dualistic world between two warring deities. Its descriptions of magic are highly elemental and it suggests a cyclical pattern to history. It warns of thirteen powerful servants of the evil deity from a more advanced era who are sealed away and must not be released. Could this be accurate, or is it just a fantasy?
  69. The Physics of Magic: A chunky tome of widely researched and established theories of magical phenomena, processes and laws. While factually accurate it is a dry, uninspiring read as one might expect a physics book to be.
  70. A Conciliation of Natural and Supernatural Laws: A horrendously complex text attempting to consolidate the contradictory theories of magic and the mundane. After hundreds of pages of dense text, the author concludes that reality is weird and doesn’t make sense, stating that the laws of natural physics cannot possibly function in harmony with the unpredictable fickleness of magic.  
  71. Crimslyn’s Collection Catalogue: A respectfully-sized old tome listing all of the books in the archmage’s Crimslyn personal collection. Each book is listed by title, author and sometimes publication date and other details, followed by a line or two detailing the contents of the book and a couple highlights. Sadly, Crimslyn’s collection is long lost, as is the forgotten wizard, and the chances of finding any of the listed volumes are slim.
  72. Magisterium Magicka: A thick, dry tome concerning the rights of wizards to pass on their knowledge and to choose which students they should accept for tutelage. The writing is highly defensive, as if the wizard in question had spent quite a lot of time being told that he should either teach nobody or that he should teach everybody.
  73. Let The Worm Die: A small handbook penned with a transcript of a long speech from a bygone era, passionately arguing for his city to stop sacrificing animals and prisoners to a great psychic worm. PC’s that are knowledgeable in history realize that the city in question was annihilated by unknown means around the time of the speech. Was it devoured by the Worm?
  74. Sealing the Tome of the World: A bunch of pages of varying size and condition, mostly diary entries but also some ancient contracts and writs of purchase. It seems to be a portfolio of clues that someone was gathering to track down where a powerful book was sealed away. Hints throughout indicate that the magic contained in the book may relate to the very physical nature of the world itself and that the object’s misuse could end reality.
  75. Equilibra: A traditional fabricated book that is one of the first books of Balance magic to have copies made. This compendium of the basics of Balance instructs even the most casual magic users on how to become proficient in small tasks. Inside it’s charcoal dark leaves covered in green print the reader will find explanations on how to quickly mend small cuts, how to produce shadow stitching, how to clean and carve bones, and many other basic skills.
  76. A Treatise on The Morals of Necromantic Rituals: A 50 page primer on the various ethical dilemmas and intricacies in modern necromancy, professional and practical. The book was written by a once-leading scholar on necromancy who later fell into obscurity after a personal scandal caused most reputable establishments refused to carry his texts or scribe additional copies.
  77. Sewage and Irrigation of the Modern Gaol: A book that seems to have been written by an extremely bored and oddly obsessive prisoner. Page after page details different waste disposal systems for jail cells, but the diagrams are just different depths and widths of holes over-complicated with measurements and lines. The pages are rough and brittle, like poor quality toilet cloth. The jacket skin, on closer inspection, is a rat pelt.
  78. A discrete black book with the names of several recently deceased people written in it, along with their cause of death.
  79. A cheaply bound research report on experimental magical projects, aiming to develop a new school of magic. Some of the tests have yielding interesting results but so far nothing substantial has been produced.
  80. An old and well-preserved book of children’s fairy tales. There’s a map of the local castle tucked in the back of the book, with a specific area circled.
  81. A notebook containing a long and rambling handwritten dissertation on human nature, getting more unhinged and scribbly as it goes on, and ending with the conclusion that humans are inherently evil and need to be wiped out.
  82. A wood bound codex filled with several hundred pages of highly colorful and anatomically difficult descriptions of sexual positions. The codex is sealed with a small brass chain. The text of the manuscript is in a language that is not common.
  83. A volume of painstakingly illustrated holy scripture, bookmarked to some of the racier passages.
  84. A journal written in Deep Speech containing correspondence with the author’s colleague. The associate describes the events surrounding an elder beholder overwhelming a colony of mind flayers and its nearly immediate defeat at the hands of a group of adventurers who attacked while it was injured and vulnerable. The story ends with the underlined sentence “The enemy of my enemy is still my enemy” written in bolded lettering. The anecdote appears to be a word of wisdom directed at the author who had grown in power and was considering challenging a rival.
  85. A cookbook, heavily bookmarked and written on, with pictures to accompany each recipe in the book. Licking the pictures allows you to find out how each dish tastes. Writing new ingredients in the recipes alters how the pictures taste. The back of the cookbook has empty pages to allow people to write down their own custom recipes. A few of the pages already have recipes written on them, some of which sound (And taste) absolutely revolting.
  86. A small novel, in which its 100 pages are entirely used to describe a pebble. It consists of a single run-on sentence, and the description is often repeated throughout the book.
  87. Woodtongue’s Journal: A slim, hand bound book written by Woodtongue, a poorly spoken (And written) servant of a particular noble’s court during the last generation. Though he admits his poor diction kept him silent in court, he nevertheless was able to gather a great number of scandals known to the Servant’s Grapevine, and put them to paper here. Though, the journal is dated and rotting, three scandals remain relevant. The father of a current Dwarf King was an illegitimate child, yet was granted the throne after the death of his elder brother. In truth, the brother was arrested and thrown into servitude in a dangerous mine within the near Underdark. It was said that he was settled with children at last knowledge. The Lady who rules a particular small human duchy is actually a vampiress, who routinely raises an orphan as her own, then quietly kills her and takes the girl’s place, to fake her own death and continue her rule of the duchy. The king and much of the family are aware, but tolerate it for the prosperity in the duchy and her known lack of greater ambition. Woodtongue reckons her to be at least 400 years old at the time of writing. A small human kingdom holds a secret royal succession ceremony each generation in the bowels of the castle. Several young servants are allegedly sacrificed to…lichen? How would moss on a rock protect a kingdom, anyways?
  88. A recipe book filled with numerous ways to prepare the flesh and organs of various species, focusing on children and adolescents. Additional notes in a newer hand remark on changes to each recipe.
  89. A Bridge Once Crossed: A book whose title references an ominous monk proverb: “A bridge once crossed may never be retread.” It is a proverb uttered in regard to critical life choices, but originally references the Otherworld and its hidden gates. The book is a treatise on the use of magician’s compasses: Strange and many-dialed instruments meant to detect that and other realms’ perilous gates, as well as other invisible phenomena, by an art known as dowsing.
  90. A Dearth of Reason: A peculiarly dull, true tale. It describes the establishment of the Occultism Department of a far off Royal Academy. For a recounting involving so many truly eccentric, interesting people, including experts in absuturation, xenomantia, and praecantian history, A Dearth of Reason fails incredibly to be entertaining. Some readers believe this dullness is purposeful, meant to dissuade interest in the notably-dangerous and obscure Department. Despite this, it remains a read of scholarly repute.
  91. A Handbook to Serpents: A short guide to identifying and exterminating small draconic serpents. Should they be found in the garden, the chicken coop, or the cradle, this book will guide a person in handling and dispatching the smoking, hungry neonates before they can gobble anything up, or, worse, grow large and overtly-monstrous. Advises beheading and piecemeal separation with a spade or axe, for most species.
  92. A Harsh Mistress: A novel concerning the keeper of a cursed lighthouse: A former sailor enamored with the sea but horrified to again venture over her rolling expanse. The book describes his first years at the light; how he settled in, kept it up, and came to live in lonesomeness, for none gave him company in that cursed post. Namely, it concerns how he came to listen to the sea at night. Listen for the songs which lilted from the rocks below. Eventually, he discovers a lame siren dwelling there, lonely as he, but still monstrous. At this, the plot truly begins.
  93. A Life Without Pain: A tale of the short, curious life of a girl born to a plague blighted mother. The child, made apparently immune to pain by her mother’s condition, lived as a freak and an oddity; an attraction in circus sideshows, where she endured blows and gouts of boiling water for crowds’ fascinated amusement. Only at the end of her life did the girl find solace, discovered, protected, and gently studied by a good doctor at the Royal Academy. The book contains insight regarding typical blight, as well as the girl’s unusual condition.
  94. A Mechanical History: An exceedingly dry, well-diagrammed work containing concise, if boring explanations of the history and workings of the most formative mechanisms, such as the pulley, the sawmill, the loom, the water hammer, the crossbow and the automatic guillotine. Edited by the great granddaughter of Doctor Guillotine herself, the elder of whom invented the latter, deadly machine.
  95. A Thousand Golden Teeth: A book rarely seen in print due to its perverse subject matter. Written by the chief technician of a venturing town crematory, who in the course of five years kept a meticulous journal of every carefully-squirrelled precious item he uncovered in the course of prepping corpses for burning. This is his journal, accompanied by descriptions and brief stories of all the secretly-decorated dead. It may provide ideas to amoral adventures on more places to search on human corpses while scrounging for loot.
  96. A Vision in a Dream: A book thought to be the greatest work of artful fancy ever devised in literature, describes a mad dream; one in which the author lives an entire life within a fantastical world of antiquity and wild color. Some suppose it to be a vision of the Otherworld. Others, of heaven. It is likely, in truth, the musing of a mind affected critically by the milk of the poppy.
  97. All Along the Boardwalk: A lengthy and good-selling novel. It tells of a squad of Ward Rangers set to defend a length of boardwalk a league long on the Moors so Sere; The expanse of marshy, deadly no-man’s-land separating Northeast Firlund from the horrid wilderness. It describes in equal part the dreariness of the moors, the deadliness, but also the mad boredom of defending useless ground. The book becomes interesting by its recounting of the insane and dangerous raids which the guard-rangers enacted on neighboring monster dens, so bored were they by guard duty. In the end, by their relief, each ranger was simultaneously reprimanded and decorated for courage and good service.
  98. Catacomb Lost: A chilling, true tale of the eponymous Catacomb Lost, a group of four teenage explorers who went missing in the catacombs beneath the Holy City Quarter of Alagór’s capital, San Carro. An ossuary-maze of untold expanse, only partly mapped, extant since Aveth’s First Crusade: the titanic war whose dead those passages were first dug to house. A forbidden place, if ever there was one; filled with the stacked bones of a holy war three thousand years passed, and the dead of two ensuing millennia. As this book would have it, the tunnels house three new corpses. Only one survived to tell this tale. Her observations are night-unhearable, but hold surprising insight into navigation in artificial subterranea.
  99. Cavernum: A recently restored and translated text, originally composed some thousand years ago by a nameless explorer from what is now Alagór. Cavernum is thought to be the first recorded example of classical underworld exploration. Namely, the dispatch of some dozen parties of explorers into given cavern on unfathomable depth, all sent in hope of finding a saint’s tomb within. Few returned. Those who did appeared far away, far later. Their reports compose much of this work. They are chilling, in the least.
  100. A thick, heavy tome sheafed and bound in the elven style. Knowledgeable PC’s will recognize the transmundane seals on the front and back covers as those used by vancian wizards who must prepare their spells in advance. Each of the thousands of the tome’s pages are perfectly white and although the pages are made from dense parchment, they seem much heavier than they have any right to be, like a cloth soaked in water. In small print on the inside from cover is written the following. “This was the spellbook of Nalaea Ravacyne, Seeker of the Divine Mysteries, Archmagus of the Elven Tower of Magic, my mentor and the wisest woman that I have ever known. Everything she learned in her centuries of life she wrote in this book and when the pages were solid black with ink, she took white ink and began again.”
  1. Precise: The weapon’s grip has been modified to amplify every tiny movement of the wielder’s hands, allowing it to respond even the smallest flick of the wrist. The weapon’s precise movements allow the wielder to execute accurate strikes, granting a +1 on attack rolls to hit targets. —Note: Projectile weapons with this improvement bestow the bonus upon their ammunition when fired.
  2. Balanced: The weight of the object is expertly distributed over its length with a focus on additional weight on the business end of the weapon. This allows the wielder to utilize their own weight as a counterbalance and their arms as a fulcrum, allowing each strike to hit harder. Ammunition with this bonus has been carefully crafted in regard to its weight ratio in order to channel the weapon’s force into the correct angle of release to better strike the target. In ranged weapons this bonus represents stronger limbs and strings, allowing a greater storage of kinetic force that is then released into the ammunition. The weapon grants an additional +1 to all damage rolls made with it. —Note: Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  3. Spellbound: This weapon tingles faintly with magical energy, barely detectable to those who aren’t specifically looking for it. The weapon could bear simple arcane runes along it’s length, spent years of time directly exposed to magical energy thereby soaking it in, was blessed by a cleric or celestial creature of moderate power or was crafted by (Or crafted from) a being with magic in their very blood such as a sorcerer, fey creature or extraplanar being. Whatever the case, the object retains just enough magical essence for it to be considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses, but offers no bonuses to accuracy or damage. —Note: Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  4. Impervious: The weapon is extraordinarily durable and any wielder can plainly feel the solid construction under its unyielding form. The weapon could be made from a higher quality material than normal, reinforced with metal struts, rivets or bands, been marked with magical or divine sigils of protection and abjuration, or have been made by a labor intensive process that isn’t commonly used such as folded steel, spell sung wood or damascus steel. The weapon is five times more durable than normal, never breaks, chips or dulls as a result of casual use and is all but impossible to break or damage as a result of combat, even when targeted by enemies who attempt sundering or weapon breaking techniques. Thrown weapons and ammunition with this benefit are always easily recoverable after combat ends. —Note: Depending on your game system the weapon may either have five times as many hit points or have a greatly increased hardness or damage reducing quality. If there is no existing system in place and weapons simply break or do not break as a result of damage, consider giving the weapon five “charges” or “lives”. Each time it would be broken as a result of damage, it instead remains fully intact but loses a life or charge and it is destroyed when all five have been used up.
  5. Relentless: This weapon is designed to cause two wounds in a single blow. It sports additional spikes, barbs, blades, blunt edges or is weighted in a way that whenever the wielder lands a blow he can hit the target again on the back swing of the same attack. Ranged weapons may have an additional bowstring or are crafted in such a way to place a mild spin on the projectiles causing them to penetrate while turning, causing more serious wounds without sacrificing accuracy. In thrown weapons and ammunition, barbs and serrated edges rip and tear at the victim’s flesh upon impact which facilitates this effect. Although this can compromise the effectiveness of the weapon’s main feature, the overall design raises the weapon’s lethality. Instead of a single damage die when the wielder successfully hits a target, the player instead rolls two dice that equal the value of the original damage die and add the results together. —Note: For example, a normal halberd that dealt 1d10 now deals 1d4 + 1d6, or a shortsword previously dealing 1d6 now deals 1d4 +1d2. The wielder still only makes a single attack roll for both dice and both damage die are of the same damage type as the original die. For simplicity’s sake, the DM should make a permanent decision on which two dice are rolled. If the weapon already deals multiple damage die, select only one of them to split. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.

—Follow the links for the Unique WeaponsorRandom Weapon tables to find examples of base weapons that these bonuses can be applied to.  

—Or keep reading for 23 more masterwork bonuses.

—Note: The previous 5 masterwork bonuses are repeated for easier rolling on a warped d20. 

  1. Precise: The weapon’s grip has been modified to amplify every tiny movement of the wielder’s hands, allowing it to respond even the smallest flick of the wrist. The weapon’s precise movements allow the wielder to execute accurate strikes, granting a +1 on attack rolls to hit targets. —Note: Projectile weapons with this improvement bestow the bonus upon their ammunition when fired.
  2. Balanced: The weight of the object is expertly distributed over its length with a focus on additional weight on the business end of the weapon. This allows the wielder to utilize their own weight as a counterbalance and their arms as a fulcrum, allowing each strike to hit harder. Ammunition with this bonus has been carefully crafted in regard to its weight ratio in order to channel the weapon’s force into the correct angle of release to better strike the target. In ranged weapons this bonus represents stronger limbs and strings, allowing a greater storage of kinetic force that is then released into the ammunition. The weapon grants an additional +1 to all damage rolls made with it. —Note: Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  3. Spellbound: This weapon tingles faintly with magical energy, barely detectable to those who aren’t specifically looking for it. The weapon could bear simple arcane runes along it’s length, spent years of time directly exposed to magical energy thereby soaking it in, was blessed by a cleric or celestial creature of moderate power or was crafted by (Or crafted from) a being with magic in their very blood such as a sorcerer, fey creature or extraplanar being. Whatever the case, the object retains just enough magical essence for it to be considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses, but offers no bonuses to accuracy or damage. —Note: Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  4. Impervious: The weapon is extraordinarily durable and any wielder can plainly feel the solid construction under its unyielding form. The weapon could be made from a higher quality material than normal, reinforced with metal struts, rivets or bands, been marked with magical or divine sigils of protection and abjuration, or have been made by a labor intensive process that isn’t commonly used such as folded steel, spell sung wood or damascus steel. The weapon is five times more durable than normal, never breaks, chips or dulls as a result of casual use and is all but impossible to break or damage as a result of combat, even when targeted by enemies who attempt sundering or weapon breaking techniques. Thrown weapons and ammunition with this benefit are always easily recoverable after combat ends. —Note: Depending on your game system the weapon may either have five times as many hit points or have a greatly increased hardness or damage reducing quality. If there is no existing system in place and weapons simply break or do not break as a result of damage, consider giving the weapon five “charges” or “lives”. Each time it would be broken as a result of damage, it instead remains fully intact but loses a life or charge and it is destroyed when all five have been used up.
  5. Relentless: This weapon is designed to cause two wounds in a single blow. It sports additional spikes, barbs, blades, blunt edges or is weighted in a way that whenever the wielder lands a blow he can hit the target again on the back swing of the same attack. Ranged weapons may have an additional bowstring or are crafted in such a way to place a mild spin on the projectiles causing them to penetrate while turning, causing more serious wounds without sacrificing accuracy. In thrown weapons and ammunition, barbs and serrated edges rip and tear at the victim’s flesh upon impact which facilitates this effect. Although this can compromise the effectiveness of the weapon’s main feature, the overall design raises the weapon’s lethality. Instead of a single damage die when the wielder successfully hits a target, the player instead rolls two dice that equal the value of the original damage die and add the results together. —Note: For example, a normal halberd that dealt 1d10 now deals 1d4 + 1d6, or a shortsword previously dealing 1d6 now deals 1d4 +1d2. The wielder still only makes a single attack roll for both dice and both damage die are of the same damage type as the original die. For simplicity’s sake, the DM should make a permanent decision on which two dice are rolled. If the weapon already deals multiple damage die, select only one of them to split. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  6. Superior: The weapon’s cutting edge, bludgeoning surface or sharpened point is of far better quality compared to others of its kind. The symbol of a well respected weaponsmith or master craftsman is etched on the weapon’s grip, marking it as a rare and valuable piece. The weapon’s damage dice increases by one step to the next largest die. —Note: For example, if a normal dagger deals 1d4 damage, a Superior dagger deals 1d6. If the weapon already uses the largest die possible or practical such as a d10 or d12, the weapon now deals 1d10+1d2 or 1d12+1d2. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  7. Cruel: This object will never be mistaken for anything but a weapon. In addition to its main damaging feature, it bears, spikes, sharp blades, serrated edges, studs, or barbs all of which are meant to further the weapon’s lethal qualities. These designs are favored by pit fighters, seasoned mercenaries, professional murderers and others who care only to kill their opponent as quickly and effectively as possible. There is no such thing as a glancing blow from this weapon, even the slightest hit will tear flesh and draw blood. In projectile weapons this bonus represents stronger limbs and strings, allowing a larger building of kinetic force that passes into the ammunition, speeding it to its final destination, an unwilling target. Whenever the player roll a 1 on a die to calculate the weapon’s damage, they can reroll the die until they receive a result that is not a 1. —Note: This only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  8. Defensive: The weight of the object is expertly distributed over its length with a focus on additional weight on the weapon’s grip. This change, along with a modified reinforced grip designed to shelter the hands and wrists, allows the wielder to easily recover into a ready stance after attacking and make better use of the weapon as a parrying device. The weapon grants +1 to the wielder’s armor class / defense value / dodge rating or other system mechanic that decreases the chances of being hit with an attack. —Note: Not recommended for ammunition or thrown weapons.
  9. Vicious: The physical attributes of this weapon seem to be designed to wound an enemy’s sense of sight as much as the rest of their body. The weapon sports large spikes, sharp blades, metal bands, serrated edges, studs, or barbs that the wielder can use to further damage the target in the event of a poor initial strike. Ranged weapons may have an additional bowstring or are crafted in such a way to place a mild spin on the projectiles causing them to penetrate while turning, causing more serious wounds without sacrificing accuracy. These additional features can be difficult to use correctly and although they are better to have than not, it’s a gamble as to their effectiveness. Whenever the player roll a 1 or a 2 on a die to calculate the weapon’s damage, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  10. Brutal: Whether its a sharp blade, piercing end, or blunt edge, the business end of this weapon is exceptionally well made. Despite the obvious professionalism involved with its crafting, the weapon has no distinguishing, embellishments, decoration, ornamentation or even a maker’s mark. The weapon almost raw in design without a single ounce of material that is not absolutely vital for the weapon to function.  Despite all the lack of finery (Or perhaps because of it) the wielder can feel a primal, almost barbaric urge when they use the weapon in combat. The weapon makes no attempt to pretend that it’s anything other than a tool of violence and that energy is channeled into the wielder’s attacks. Whenever the player rolls the maximum result on a weapon damage die (I.e. a 6 on a six-sided die.), they can roll that die an additional time and add both results to the total damage dealt. This ability can trigger multiple times per turn but only once per attack. —Note: Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  11. Mighty: The business end of this weapon is professionally crafted but its true value seems to be in the beautiful presentation of the entire object. The weapon seems to be more of a work of art than a tool of destruction and violence. It sports gold or silver filigree, gemstone studs, platinum banding, expert carvings, detailed etchings or decorative enchantments that serve to draw attention to itself. The weapon’s adornments are durable and it never chips, dents, dirties, or becomes scratched, even while being used to cave in a goblin’s skull. Despite all the lack of subtlety (Or perhaps because of it) the wielder experiences elegant, almost grandiose sensations when they use the weapon in combat, as if they were performing combat rather than fighting. The weapon is as deadly as it is beautiful, as the craftsman strove for singularity powerful blows as much as they did physical perfection. Whenever the wielder scores a critical hit with the weapon, the player can roll one of the weapon’s damage dice one additional time and add the result to the damage dealt by the critical hit. This is in addition to the standard bonus damage of a critical hit. —Note: This only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  12. Silvered: The weapon’s business end is covered in a durable layer of alchemically treated silver of incredible quality. Although unnaturally processed, the metal is pure and effective at dealing with undead, lycanthropes and fey creatures. The silversmith or weaponsmith who applied the silver plating went about the task with precision and expertise and the weapon is no less effective with the coating than a typical one of its kind. The weapon’s grip also sports discrete bands of intricately worked silver which prevents the wielder’s supernatural enemies from handling the weapon and using it against him.
  13. Tactical: The weapon has been modified in a variety of ways designed to improve the effectiveness of specialized combat maneuvers. Often this takes the form of large barbs or hooks, serrated blades or an improved weight distribution that allows the wielder to better hinder, harass, and hobble his opponent. The hooks and counterbalancing greatly improves the wielder’s ability to trip, feint, grapple, pin, disarm, sunder, push and shove his opponents and the wielder gains advantage on any such combat maneuver type roll where the weapon was involved. Alternatively, the target gains disadvantage to resist the attempt, whichever is better for the wielder. The weapon makes it far easier for even a middling wielder to perform complex combat stunts. Using an action equivalent to making an attack or casting a spell, the wielder can attempt to perform one of the previously mentioned combat maneuvers. Whenever the wielder could make an attack with the weapon, he can instead perform one of the previously mentioned combat maneuvers. This follows the standard rules within the game system for resolving combat maneuvers and if none exist see Note. Furthermore, the wielder is able to take advantage of lucky blows and turn them into skillful maneuvers rather than simply powerful attacks. Whenever the wielder lands a critical hit, he can choose to cause it to be considered a normal hit instead and immediately perform one of the previously mentioned maneuvers (With advantage because of the weapon’s design) on the target. Trading the extra damage for the maneuver does not consume any additional actions or movement. —Note: If your system doesn’t have rules for a contesting combat maneuvers, use this: The wielder declares the maneuver and chooses to make either a Strength or Dexterity check which is contested against the target’s Strength or Dexterity check (Target chooses the ability to use). If the wielder has the higher result, the target falls prone, disarmed of one object they’re holding, knocked back five feet, grappled, etc. If the target wins the contest, there is no effect and the action is consumed without effect. Recommended for melee weapons only, although certain throwing weapons or ammunition such as bolas or arrows designed to disarming or tripping could certainty be beneficial to a PC.
  14. Poisoner’s: The weapon’s business end sports a series grooves and channels that allow it to hold poison more effectively until the weapon strikes its victim. The grooves may be carved in a geometric pattern or artistic image to better conceal their nature from casual observers and the gouges may be painted black or other noxious colour to better disguise any toxic coating. Even a bludgeoning weapon that is normally difficult to poison effectively can benefit from the grooves, allowing it to deliver the offending material with ease. The channels are always positioned in such a way that a creature can apply a solid or liquid material (Such as but not limited to: poison, holy water, flammable oil or animal venom) in them without any risk of accidentally poisoning themselves (Even if they are not proficient with poisons) and taking no more time than usual to coat an object with poison. Furthermore, the recessed pathways protect the material from the elements, keeping it from drying or spoiling and after it’s applied, the material remains potent for an additional hour longer than normal before becoming inert. Lastly and most importantly, the virulent trenches are divided and spread out, allowing a single dose of poison to be delivered normally and effectively while still having some leftover in a separate groove. The number of strikes the weapon may make before the poison is rubbed off is increased by one. Alternatively to being spread out, the blighting substance can be confined to a single groove which will deliver its payload in a single concentrated strike which causes the victim to suffer disadvantage on the save against the material, or the PC can roll the poison’s damage twice and choose the higher result. The bearer who applies the poison chooses whether the material will be spread out over multiple strikes or if it will be concentrated into a more lethal hit (And if it applies disadvantage or increased damage) when the material is applied. —Note: Not recommended for projectile weapons. This bonus provides a few benefits to the wielder in order to allow a lower level PC better make use of expendable items like flammable oil, holy water or poison before magical weapons and stronger spells render them too inefficient to use in combat. The DM should feel free to adjust any parts of this bonus to better fit with the specific poison mechanics of their game.
  15. Bypassing: A weapon with this benefit is fashioned in such a way to skirt, avoid, or otherwise circumvent an enemy’s defensive shield. Depending on the type of weapon this bonus will manifest itself in a number of different ways. In melee weapons this most often takes the form of a backwards curving hook or bill just under the business end of the weapon. The wielder performs a feinting glancing and allows the weapon to be deflected by the shield but then hooks the bill on the shield and pulls backwards, knocking the target off balance enough to strike forward again and land the actual blow. Bludgeoning weapons can have their business end separated from the shaft and grip by a short length of chain essentially creating a specialized flail. Even if blocked, the chain wraps around behind the armor and strikes the target. Slashing and piercing weapons can have their business ends bent backwards at about a sharp 45° angle or a looping curve, allowing the blade or sharpened point to hook around in behind the shield to injure the target. Ranged weapons and ammunition have a slight spin or curveball type nature to their flight so that they’ll hit just next to where the target’s shield actually is. Alternatively they might bear a series of confusing array of colors or geometric shapes which disorient the target, making it nearly impossible to determine exactly where to hold the shield properly so that it will block the projectile. A wielder who makes an attack with a weapon with this bonus ignores any and all defensive benefits that an opponent’s shield would normally provide. —Note: Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.  
  16. Resounding: This oddly is made weapon with a number of “sweet spots” that maximizes the wielder’s strikes to the absolute limit of its lethal potential. This may be a fluke or design flaw that happens to be beneficial, a weaponcrafting technique meant to be used in conjunction with a specific martial style that can consistently land the powerful blows or a prototype of a superior set of weapons where the “sweet spot” would be the entire business end of the weapon, thus creating a set of true masterworks. To land a resounding blow, the attack must be connect with the target while a number of factors are all being met at the same time such as (But not limited to) the weapon’s velocity, angle of hit, the structure of the armor (Or lack or armor) the target has in relation to the weapon’s material composition, as well as possible magical influences. In ranged weapons this often takes the form of holding the weapon in a specific technique, the distance towards the target, air humidify, the projectile’s velocity, environmental air speed and even strong magical aura’s influencing the ammunition’s trajectory. The ability to accurately strike in such a fashion to reliably utilize the weapon’s true might is more of an art form than a science and it is by pure luck that a wielder hits just the right spot in the right way. Whenever the player rolls a damage die he must roll a second confirming die of the same sort. If the second die is the same result as the first, the player is considered to have instead rolled the maximum possible result for that type of die instead of the current result. If there are multiple dice, the players rolls a second set of dice as a confirmation roll and the lowest pair of doubles is maximized. —Note: Combat example: The wielder attacks with a resounding halberd, hits and rolls 1d10 damage. The first damage die is a 4 and the confirming die is also a 4. Since the rolls match, the wielder deals 10 damage instead of 4. If the confirming die was a 7 the wielder would deal the original 4 damage. A critical hit with a greatsword would be 4d6 with the results of the damage roll, 1, 2, 3, 4 and the confirmation roll 1, 2, 5, 6. The 1’s would be maximized so the final result would be 6, 2, 3, 4 which would be a 15 rather than the 10 it would have been. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. I recommend that the player or DM assign a color system so avoid confusion, for example the first die is always blue and the confirming die is always red. This way both dice can be rolled at the same die to speed the process along.
  17. Chargebreaker: This weapon seems to have taken a number of design inspirations from the common boar spear and allows its wielder to prepare defensive measures against an oncoming enemy. Physically the weapon is slightly longer than average and has a noticeably larger than normal cross guard or quillons, or has them at all if the weapon typically lacks the feature. The grip of the weapon is heavier than normal but specially weighted so that the wielder would naturally hold it at a 45° angle, outward from their body. The weapon’s design is perfectly suited for use as a defense against those who would recklessly charge his fortified position. If the wielder has not moved yet on his turn he can take up a defensive position, which causes his speed to drop to 0 until the end of his turn. While in this stance, the wielder is able to make an attack of opportunity with the readied weapon against an enemy that enters his reach. The bracing stance ends if the wielder moves, attacks or at the start of the wielder’s next turn. —Note: Only recommended for melee weapons.
  18. Parrying: A weapon with this benefit has a number of catching or deflecting features, allowing it to be used to parry incoming attacks. The weapon typically sports an improved hand and crossguard as well as a reinforced length and improved quality of construction to better disperse the shocks of the enemy’s blows. The weapon may sport a second set of quillons farther up along its length to function as a first wall of defense before an enemy’s blade reaches anywhere near the wielder’s hands. The business end of the weapon may be far wider than normal or flared out, allowing the wielder to casually glance an enemy’s weapon off the tip of his hammer, sword or spear. The combination of the various defensive enhancements allows a wielder to potentially block melee attacks made against him that he is aware of. Using an action equivalent to an attack of opportunity (See Note) the wielder may attempt to parry an incoming melee attack, increasing his armor class or physical defensiveness as if he was properly wielding a shield. The wielder may benefit from the armor class bonus (Typically a +2) even if he is already wielding a shield. —Note: If your system doesn’t use attacks of opportunity use the following rule: Once the wielder parries an attack he is no longer able to do so until the start of his next turn.
  19. Strategic: The weapon’s overall design has been slightly altered in a number of ways, allowing it to better function as a deterrent against specialized combat techniques. The object’s weight is redistributed differently compared to a standard weapon of its type with a focus on denser materials around the grip. This handholds are designed to easily pivot the weapon around the wielder’s person and combined with a heavier grip, the wielder is easily able to keep the weapon in hand, functioning as a physical barrier between himself and his enemy. As a further defensive measure, weapons with this bonus often sport larger than normal crossguards or curling spikes to ward off foes that try to get to close or to attempt to wrestle the wielder. Overall these modifications greatly improve the wielder’s ability to resist trips, feints, grapples, pins, being disarmed, pushed, shoved and other combat maneuvers. When facing such a tactic, the wielder can strategically interpose the weapon between themselves and their opponent, capitalizing on its defensive qualities. Whenever the wielder is targeted by one of the previously mentioned combat maneuvers, he can use an action equivalent to an attack of opportunity (See Note) to grant himself advantage on the roll made to resist the maneuver. —Note: If your system doesn’t use attacks of opportunity use the following rule: Once the wielder uses the weapon to grant himself advantage on the roll made to resist a combat maneuver, he is no longer able to do so until the start of his next turn.
  20. Adaptable: The weapon is a truly lethal implement and has a collection of physical improvements meant to provide alternative methods of defeating the enemy. The weapon has been modified to allow the wielder to deal different types of damage than the weapon is typically capable of. Invaluable for roving adventures and traveling monster hunters who may run into creatures who are resistant or completely immune to certain types of damage and who wish to carry just one weapon rather than waste their time and energy carrying several bulky weapons at once. It also provides the added benefit of allow the wielder to subdue an civilian or relatively innocent bystander without killing them and raising the ire of the guards or risking the loss of additional gold from a live bounty. Bludgeoning weapons are counterbalanced with a axe-like blades and topped with sharpened points. Slashing weapons are tipped with spear-like heads and bear larger, heavier, ridged  pommels allowing the wielder to pummel a foe. Piercing weapons have accentuated bladed points capable of penetrated or cutting and either the business end or grip is weighted to provide a makeshift club. Furthermore, a small section of the weapon (Typically next to the bludgeoning end) has been covered in layers of leather, rubber or resin creating a painful but relatively safe point of contact. When the wielder attacks, he may choose to have the weapon deal either bludgeoning, slashing, piercing or non lethal / stun damage (See Note). The weapon otherwise has the same statistics and this does not change anything about the way the weapon operates other than its damage type. —Note: Not recommended for projectile weapons. If your game system does not use damage types and this bonuses would provide no mechanical benefit, roll again. When a creature takes non lethal /stun damage, keep a running total of how much they’ve accumulated. Do not deduct the nonlethal damage number from their current hit points. When the amount of nonlethal damage exceeds the creature’s current hit points, they fall unconscious but stable. If this is too annoying to manage, simply allow that when the wielder reduces a creature to 0 hit points with an attack, the wielder can knock the creature out, leaving him unconscious but stable. 
  21. Twinned: Rather than one single businesses end like a typical weapon, this object has two smaller identical lethal points. While it is difficult to gain the full combat benefits of having the doubled weapon, it is no less lethal than a standard one of its kind. A bludgeoning weapon for example may have two smaller hammerheads next to each other rather than one large blunt surface. The reduced impact area of each face delivers a more directed impact making it just as dangerous to be struck by and twice deadly to be struck by both creating two spaced out injuries. A singular bladed or piecing weapon might be split partly down the middle like an overeager fuller, doubling the amount of sharp edges and stabbing points, while making the blade lighter and more maneuverable. Ranged weapons are modified to fire two pieces of ammunition simultaneously, (This can be ruled as fluff description for balance so the wielder doesn’t actually use twice as much ammunition) potentially doubling the chance of injury to the target. Not surprisingly, the larger and more complex the weapon, the harder it is to actually make use of the twinned business ends. It is fairly easy to stab a creature with a two pronged dagger but it is far more lethal to successfully cleave an enemy in half with a halberd bearing two forward facing, sharped crescent blades that slice into the target. Whenever the player rolls a damage die he must roll a second confirming die of the same sort. If the second die is the same result as the first, the player adds both dice to the total damage rolled. —Note: Combat example: The wielder attacks with a twinned halberd, hits and rolls 1d10 damage. The first damage die is a 6 and the confirming die is also a 6. Since the rolls match, the wielder deals 12 damage instead of 6. If the confirming die was a 10 the wielder would deal the original 6 damage. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. I recommend that the player or DM assign a color system so avoid confusion, for example the first die is always blue and the confirming die is always red. This way both dice can be rolled at the same time to speed the process along.
  22. Quickdraw: A weapon with this bonus has been created with an impressive, ergonomic design that allows it to be effortlessly drawn forth by the wielder. Even the sheath, straps or carry clips have undergone modifications so that the wielder can easily make adjustments to stow it in wherever is most comfortable for them while still being instantly accessible. This allows the bearer to place the weapon in an area on their body where their hands instinctively go to as a response to combat or stressful situations. The bearer is able to draw the weapon as a free action whenever he rolls initiative as long as he physically capable of doing so. The weapon is so naturally drawn forth that the wielder is even able to impulsively (If crudely) defend himself in the heat of the moment. In the first round of combat if the wielder has not yet taken his first turn, the first time a hostile creature comes within the wielder’s reach (Or 20 feet for a ranged weapon) he is able to make an attack of opportunity against that creature but suffers disadvantage on the attack roll. Lastly, drawing and stowing the weapon is considered a free action. To benefit from the weapon’s bonuses, the bearer must have spent at least one hour adjusting the weapon and its sheath in the most optimal position for his own unique frame and drawing habits. Once comfortable, the bearer only has to readjust the straps if the weapon has been changed to be used by someone else.
  23. Unforgiving: The grisly looking weapon has been designed to be extraordinarily effective during powerful finishing attacks. The wielder is able to manipulate the weapon to great effect when landing strikes that hit the target’s vital areas and the additional features cause the implement to be particularly lethal on decisive attacks. Whenever the wielder scores a critical hit with the weapon, the player may select any single damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of instead of the current result. This must be done after damage is rolled but before it is dealt to the target. —Note: This affects the weapon’s damage itself AND other sources of additional damage such as sneak attack, divine smite or spell effects.
  24. Reach: A weapon with this bonus sports a number of features all designed to extend the wielder’s effective threat radius, allowing him to attack enemies that would normally be out of reach. A melee weapon might have a longer haft or blade, or have a bludgeoning end on a short length of chain, allowing the blunt surface to be snapped out at a distant enemy. The weapon might be abnormally balanced or telescopic, allowing it to be overextended with ease, giving the wielder the ability to strike at range without falling over or leaving themselves exposed to retaliatory attacks. Ranged weapons with this quality sport thicker bowstrings and enhanced limbs, launching the projectiles even further than normal. Ammunition and thrown weapon bear aerodynamic grooving, masterful fletching, and weight distribution all meant for them to fly farther than they normally would. Melee weapons with this bonus add 5 feet to the wielder’s reach when he attacks with it, as well as when determining his reach for opportunity attacks with it. Ammunition, ranged and thrown weapons all add 20 feet to their normal and long distance attack ranges. There is however a downside to these modifications, as the weapons were originally designed to be shorter and smaller for good reasons. While the improved length and extended reach excel at hitting a foe from afar and keeping the fight at bay, they make it difficult to properly attack an enemy that is immediately adjacent to the wielder. Melee Reach weapons are cumbersome in close quarters and the wielder suffers disadvantage on attack rolls against targets within 5 feet of himself. Ranged weapons and projectiles with this bonus are meant for longer flights, making them difficult to aim properly without being given distance to stabilize causing the wielder to suffer disadvantage on attack rolls against targets within 10 feet of himself.
  25. Rebounding: The weapon is roughly half as heavy as a typical one of kind, made of lightweight materials arranged in an interconnected fashion that renders it just as durable as a standard weapon of its kind. In the grip of Rebounding melee weapons rests a core of rubbery, springy substance that causes the weapon to bounce back slightly with each hit aiding the wielder to get back into a fighting stance a fraction of a second faster than a normal. On particularly powerful blows, the weapon rebounds with enough force that the wielder can try to stab or swing again at the same spot, aggravating the severe injury even further. Projectile weapons with this bonus are crafted in such a way to place a mild spin on their ammunition causing them to corkscrew into the wound creating a hideously maiming injury if the wielder lands the shot just right. In thrown weapons and ammunition, the objects are designed to shatter on impact, hopefully leaving debris in the target’s body or potentially spraying shrapnel over the victim creating a wide area of serious lacerations. Following up with a secondary attack or landing a projectile in optimal area is a combination of luck and skill and not always possible. Whenever the wielder scores a critical hit, the player immediately makes another attack roll (See Note) with all the same modifiers as the initial attack. If this second attack roll also results in a hit, the wielder deals damage equal to the maximum result of one of the weapon’s damage dice (Like an 8 on a d8) in addition to the critical hit. The second attack roll just needs to be enough to hit the target normally, it doesn’t need to be a critical hit again. If the secondary attack roll would be considered a miss, then the initial attack is still considered a critical hit.  —Note: This secondary attack roll is not another true attack and does not take an action or use any resources. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  26. Decisive: The weapon has been shaped and formed with the precise eye of a master crafter. Built in a way to reward accuracy and efficiency, the bladed edge, sharpened tip or contact point has been reinforced with a small amount of a stronger, denser material. This substance is exceedingly rare and exorbitantly expensive even in such a minute quantity but it is enough to greatly increase the weapon’s lethality, if the wielder is skilled enough to hit the target just right. Although the weapon is no less lethal than one of its peers in the hands of an amateur, only a true professional killer in favorable conditions can really drive the rare material of the weapon hard into the enemy. Whenever the wielder attacks with advantage and hits the target, if the lower of the two d20 results would have also hit the target, the player can roll one of the weapon’s damage dice one additional time and add the result to the damage dealt by the attack. —Note: This works best in the D&D 5e Advantage / Disadvantage concept. In other systems the extra damage might kick in if the PC would have hit the target with its straight d20 roll without bonuses or if the attack roll exceeded the target’s AC by 5 or more. This only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  27. Hooked: The weapon bears a number of curling, spikes, backwards pointed hooks or is curved much more than a typical one of its kind. These crooks and grapples can catch on the enemy’s weapons, shields, legs and arms allowing the wielder to push and pull the target off balance. In an odd design quirk, these offensive anchors are placed in such a way that they can only way to properly utilized on the backswing of a particularly accurate blow. Ranged weapons are crafted in such a way to place a mild spin on the projectiles causing them to penetrate while turning, creating injuries designed to maim. In thrown weapons and ammunition, barbs and serrated edges which facilitates the same effect. While difficult to achieve, the benefit of this construction is that the precise nature of the hooks combined with the well landed blow denies the target a chance to properly defend themselves. Whenever the wielder attacks with advantage and hits the target, if the lower of the two d20 results would have also hit the target, the player can choose to either trip, grapple, disarm or shove the target five feet backwards and that combat maneuver automatically succeeds. —Note: This works best in the D&D 5e Advantage / Disadvantage concept. In other systems the bonus might kick in if the PC would have hit the target with its straight d20 roll without bonuses or if the attack roll exceeded the target’s AC by 5 or more. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  28. Cunning: The weapon is a model of combat utility making it perfect for harrying and debilitating opponents rather than directly injuring. The business end is undersized leaving room for a variety of modifications making it simple to perform specialized combat maneuvers. Often these takes the form of large barbs or hooks, serrated blades or an improved weight distribution that allows the wielder to better hinder, harass, and hobble his opponent. The hooks and counterbalancing greatly improves the wielder’s ability to trip, feint, grapple, pin, disarm, sunder, push and shove his opponents. Whenever the wielder successfully attacks a target, instead of rolling damage he can choose to deal the minimum result possible on his weapon damage roll (Like a 1 on a d8) and immediately attempt to make one of the previously mentioned combat maneuvers checks against the target. These follow the standard rules within the game system for resolving combat maneuvers and if none exist see Note. ——Note: This affects additional damage dice from critical hits but not die from other sources such as divine smite, sneak attack or spell effects. If your system doesn’t have rules for a contesting combat maneuvers, use this: The wielder declares the maneuver and chooses to make either a Strength or Dexterity check which is contested against the target’s Strength or Dexterity check (Target chooses the ability to use). If the wielder has the higher result, the target falls prone, disarmed of one object they’re holding, knocked back five feet, grappled, etc. If the target wins the contest, there is no effect and the action is consumed without effect. Recommended for melee weapons only, although certain throwing weapons or ammunition such as bolas or arrows designed to disarming or tripping could certainty be beneficial to a PC.
  1. The Infinite Tentacle: A foul whip crafted from a tentacle of an unnatural creature of unknown origin that was severed at the tip and imbued with aberrant sorcery. The sinuous tentacle is heavily muscled like a long dry tongue covered in irregular blemishes, unnatural mottled coloring, small patches of hair and assorted misshapen areas of perfectly smooth or heavily calloused skin and tipped with a cluster of barbed spines. Although only three feet in length at rest, the prehensile limb can stretch as far as it needs to in order to rake its barbs across bare flesh and coat itself in the blood of its wielder’s foes. Unfortunately, the farther it has to reach, the weaker and less precise the attack becomes. The wielder has a typical reach of ten feet with the whip but can choose to make an attack with the tentacle against any creature that he can see with a clear line of sight. If the wielder makes an attack at a target father than 10 feet away, the wielder suffers a cumulative -1 penalty on the attack roll’s accuracy for each 5 foot increment the target is farther away than 10 feet. For example, if the creature 30 feet away, the wielder has a -4 on their attack roll to hit the target.
  2. B-Flat: A well maintained steel warhammer emblazoned with the musical symbol for B-Flat on its wide flat head. The weapon makes no noise of any sort when it strikes a target and negates any sound the target would make as a result of being hit. Even if the wielder took the weapon into both hands and struck a gong as hard as they could, the result would only be silence. A creature struck by the weapon cannot utter any sounds louder than a barely audible whisper until the start of the wielder’s next turn. This does not prevent the victim from speaking or casting spell, it only affects the volume of their voice. While the warhammer is being wielded and for five minutes afterwards, the bearer cannot speak louder than a barely audible whisper. This does not hinder spellcasting (Unless the spell requires the target to hear the bearer) as the bearer is still able to speak but he cannot provide rallying cries to allies, give instructions or shout for help. The forced whispering hinders the bearer’s ability to properly project their personality and they suffer disadvantage on all charisma based checks that rely on them speaking. —Note: In game terms only creatures within five feet of the victim can hear him whispering in optimal conditions. During loud situations such as combat, thunderstorms or in a loud taverns, whispers cannot be heard at all.
  3. Aurum: A greatsword that is a masterwork of form and function. The hilt and cross-guard is crafted from bronze and polished ivory, forming the outstretched wings of an angel. Between the wings, set into the base of the blade on both sides, rubies the size of a mortal man’s eyes have been cut and shaped into crimson teardrops. The blade itself is forged of adamantite stained gold, with High Gothic runes hand-scribed along the weapon’s length detailing a long and illustrious lineage of fallen foes. The weapon’s kiss is death, a ravaging energy field surrounds the blade, tearing apart solid matter with every strike. Whenever the player rolls to determine the weapon’s damage, he may roll the weapon’s damage die twice and choose either result to use. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.
  4. Loxodon Warhammer: An enormous, silver maul inlaid with shining blue runes. The back of the hammer’s head looks like the tusks and trunk of a ferocious bull elephant. The weapon feels slightly heavier than normal as if its weight was slightly unbalanced to favour its business end. This quirk of the design allows the wielder’s blow to potentially smash through multiple foes at a time on particularly lethal blows. Once per turn, on the wielder’s turn, when he scores a critical hit with the weapon or reduces a creature to 0 hit points with it, the wielder can immediately make an additional attack with the weapon against a creature within reach.  
  5. Lucille: A long club of light wood, wrapped in spiked metal wire (Mace statistics) and covered in viscera that never cleans off. A creature in possession of the weapon feels a certain kind of romantic attraction to it and treats it as though it was a person as well as a weapon.  The wielder develops a deep hatred of undead and believes them to be a threat to the club and the weapon is treated as +1 against undead creatures.

—Most of these weapons have not been playtested whatsoever, so feel free to make any modifications that you feel like to use them in your campaigns. They are supposed to be game enhancing, not game breaking.

-Click here for the list of homebrew Minor Magic Weapon Enchantments that many of these weapons are based on.

—Or keep reading for 95 more Unique Minor Magic Weapons.

—Note: The previous 5 weapons are repeated for easier rolling on a d100.

  1. The Infinite Tentacle: A foul whip crafted from a tentacle of an unnatural creature of unknown origin that was severed at the tip and imbued with aberrant sorcery. The sinuous tentacle is heavily muscled like a long dry tongue covered in irregular blemishes, unnatural mottled coloring, small patches of hair and assorted misshapen areas of perfectly smooth or heavily calloused skin and tipped with a cluster of barbed spines. Although only three feet in length at rest, the prehensile limb can stretch as far as it needs to in order to rake its barbs across bare flesh and coat itself in the blood of its wielder’s foes. Unfortunately, the farther it has to reach, the weaker and less precise the attack becomes. The wielder has a typical reach of ten feet with the whip but can choose to make an attack with the tentacle against any creature that he can see with a clear line of sight. If the wielder makes an attack at a target father than 10 feet away, the wielder suffers a cumulative -1 penalty on the attack roll’s accuracy for each 5 foot increment the target is farther away than 10 feet. For example, if the creature 30 feet away, the wielder has a -4 on their attack roll to hit the target.
  2. B-Flat: A well maintained steel warhammer emblazoned with the musical symbol for B-Flat on its wide flat head. The weapon makes no noise of any sort when it strikes a target and negates any sound the target would make as a result of being hit. Even if the wielder took the weapon into both hands and struck a gong as hard as they could, the result would only be silence. A creature struck by the weapon cannot utter any sounds louder than a barely audible whisper until the start of the wielder’s next turn. This does not prevent the victim from speaking or casting spell, it only affects the volume of their voice. While the warhammer is being wielded and for five minutes afterwards, the bearer cannot speak louder than a barely audible whisper. This does not hinder spellcasting (Unless the spell requires the target to hear the bearer) as the bearer is still able to speak but he cannot provide rallying cries to allies, give instructions or shout for help. The forced whispering hinders the bearer’s ability to properly project their personality and they suffer disadvantage on all charisma based checks that rely on them speaking. —Note: In game terms only creatures within five feet of the victim can hear him whispering in optimal conditions. During loud situations such as combat, thunderstorms or in a loud taverns, whispers cannot be heard at all.
  3. Aurum: A greatsword that is a masterwork of form and function. The hilt and cross-guard is crafted from bronze and polished ivory, forming the outstretched wings of an angel. Between the wings, set into the base of the blade on both sides, rubies the size of a mortal man’s eyes have been cut and shaped into crimson teardrops. The blade itself is forged of adamantite stained gold, with High Gothic runes hand-scribed along the weapon’s length detailing a long and illustrious lineage of fallen foes. The weapon’s kiss is death, a ravaging energy field surrounds the blade, tearing apart solid matter with every strike. Whenever the player rolls to determine the weapon’s damage, he may roll the weapon’s damage die twice and choose either result to use. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.
  4. Loxodon Warhammer: An enormous, silver maul inlaid with shining blue runes. The back of the hammer’s head looks like the tusks and trunk of a ferocious bull elephant. The weapon feels slightly heavier than normal as if its weight was slightly unbalanced to favour its business end. This quirk of the design allows the wielder’s blow to potentially smash through multiple foes at a time on particularly lethal blows. Once per turn, on the wielder’s turn, when he scores a critical hit with the weapon or reduces a creature to 0 hit points with it, the wielder can immediately make an additional attack with the weapon against a creature within reach.  
  5. Lucille: A long club of light wood, wrapped in spiked metal wire (Mace statistics) and covered in viscera that never cleans off. A creature in possession of the weapon feels a certain kind of romantic attraction to it and treats it as though it was a person as well as a weapon.  The wielder develops a deep hatred of undead and believes them to be a threat to the club and the weapon is treated as +1 against undead creatures.
  6. Axe of the Gardener: A greataxe that’s nearly as long as the wielder is tall. The axe’s head itself is similarly large, shaped like that of a huge wood-axe, but ornately engraved with leaves and scrolls and inlaid with gold. The wielder feels a deep and strong connection to the natural world and develops an emotional attachment to the supernatural creatures who guard the earth from those who would abuse and corrupt it. The wielder is filled with a sense of reverence and utmost respect for the wilderness and the weapon functions as a +1 if the wielder has never personally cut down (Or directly aided in cutting down) a healthy living tree in his life.
  7. Devil’s Claw: A black greataxe consisting entirely of obsidian, its shape cruel and savage as if ripped from poisoned stone by obscene claws. Knowledgeable PC’s will be able to identify the material as rock taken from Dread Mountain, a profoundly unhallowed place whose active reaches so deep into the earth that is draws tainted magma up from the very edges of the highest circle of hell. The corrupted rock releases a miasma of polluted air that slowly corrodes nearby metal, petrifies wood and stings the skin. Particularly impressive blows create hairline fractures in the stone, releasing pockets of trapped volcanic air that spew outward dissolving the target’s flesh, leaving caustic, chemically burned wounds that reek of acerbic solvents. Whenever the wielder scores a critical hit, the greataxe releases a caustic burst dealing additional acid damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target.
  8. Azerian: A rapier carved from a smooth, matte white marble like material, with a thin blade that sings like a flame in the wind when swung. The handle is warm to the touch and the blade searing to the flesh. When the wielder speaks the command word (The name of the weapon; Azerian), the blade bursts into flames, shedding light equivalent to a torch and dealing one additional point of fire damage on each successful attack. Speaking the command word a second time snuff the flames.
  9. Battle Aspergillum: A heavy mace whose grip is emblazoned with the holy symbol of the God of Random Domain. The weapon sports eight steel flanges allowing for the greater penetration of plate armor and the utter devastation of those clad in less than that. The weapon’s true power though does not come from its physical qualities but by its ability to act as a vessel and conduit of divine power. Within the interior of the mace’s head rests a reservoir capable of storing holy or unholy water. The bearer can pour the contents of one vial of holy or unholy water into the aspergillum’s head (As an action equivalent to making an attack) which fills the reservoir. Whenever the wielder successfully attacks a creature, he can press a button on the shaft, causing tiny holes to open on the mace’s head, dousing the struck creature with the reservoir of holy or unholy water. While reservoir is filled with sacred or profane water, the wielder can utter a brief prayer to the God the mace is decorated with, who takes the liquid as an offering and blesses the weapon with divine power. The wielder can pray as an action equivalent to drawing a weapon, which consumes the water within the reservoir and for the next minute whenever the wielder successfully strikes a target, he inflicts radiant or necrotic damage (For holy and unholy water respectively) equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit. The weapon is designed to hold water and is not designed to hold flammable oil, acid, poison or other alchemical materials and will not function if filled with them.
  10. Blaster’s Bearing: A reinforced leather pouch containing 5d6 sling bullets. To the untrained eye the small, rough steel balls appears to fairly mundane, but careful observation reveals tiny holes dotting its surface that lead to a conductive crystal core that holds explosive arcane power. Upon contact with their target’s the bullets explode in a concussive blast of evocation magic. Whenever the wielder successfully attacks a target, he inflicts force damage equivalent to a dagger (1d4) to the target and all creatures within five feet of the target. This force damage is in addition to the attack’s damage and is not multiplied on a critical hit.
  11. Blind Reflection: A slender, feytouched longspear, its rowanwood shaft ornamented with brass and black iron. The blade of the weapon is long and shaped like a wickedly sharp prism while its tang is sunk into a black iron socket. The weapon’s head gleams with an impossibly reflective surface, like a crystal formed of a mirror’s glass. The fey’s blessing on the spear causes particular devastation to the unnatural undead and vile shapechangers and the weapon is treated as a +1 against such creatures. The spear has the vaguest hint of clairvoyant sentience and refuses to be wielded by those who its been sworn to destroy. Shapechangers and creatures who have been voluntarily shape changed in the last year (Typically through polymorphing or wildshaping magic) as well as undead and creatures who have ever summoned, created or raised undead are never considered proficient with Blind Reflection.
  12. Bloodflower: A greatsword with a blade of oddly milky steel, its grip wrapped in black snakeskin and its guard worked into the shape of briars and mandrake plants. The pommel-nut is a slightly-pointed dome of buttery-yellow amber, like a mandrake fruit. In combat the wielder feels the primal energy of unmitigated rage flood through their mind and can choose to throw aside all concern for defense to attack with fierce desperation. When the wielder makes their first attack on his turn he may choose to attack recklessly which gives him advantage on all attacks made with the weapon during this turn but all attack rolls made against him have advantage until the start of the his next turn. When this ability is activated Bloodflower’s blade turns crimson and seems to drip blood. The sight of humanoids causes a primal frenzy to stir in the back of the bearer’s mind. Whenever the wielder attacks a humanoid he must always choose to use the weapon to attack recklessly regardless of the risk to himself.
  13. Bloodlust: A brutal looking fullblade that dates from the age of endless war and suffering. It is no less than six feet in length, featuring two edges; one sharp, the other serrated. The metal is deeply marbled with black streaks. The crossbar features a fanged skull and the pommel is a rather serviceable spike. The bearer is imparted with cold, cruel ideas of the nature of battle and how no combat advantage can be ignored or unused, no matter how unfair or dishonourable it may seem. Seeing an impaired target fills the wielder with the purpose to execute them without hesitation or remorse. The weapon is treated as a +1 whenever the target is suffering a negative condition, including but not limited to; grappled, restrained, frightened, paralyzed, poisoned, blinded, prone, incapacitated, stunned or fatigued. The weapon can never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.
  14. Bonegrinder: A mace made from a massive femur, with steel flanges set into the striking surface. Its blows cause the victim to feel as if the bludgeon was grinding their bones to powder. The mace is uncommonly good at hitting legs right around the kneecap and the wielder is imparted with the knowledge and ability to injure the enemy in such a way that escape is no longer a viable option. These debilitating strikes allow the wielder’s allies to surround and subdue the enemy. Once per round when the wielder successfully attacks an enemy, he can choose to reduce the target’s maximum movement speed by ten feet until the start of the wielder’s next turn.
  15. Brain Hacker: A massive greataxe, jagged and irregular, with a single jutting spike that resembles the business end of an icepick. The back end of the axe blade is covered in convoluted lumps of metal arranged so as to resemble a human cerebrum. The weapon is specifically designed to slay arcane spellcasters, especially those that rely on their intellect to use magic. All creatures within five feet of the wielder suffer disadvantage on checks to maintain concentration on their spells. The weapon is treated as a +1 whenever the wielder is attacking a creature with a higher intelligence score than the wielder. The enchantment creates harsh synaptic feedback upon striking mentally inferior opponents and whenever the wielder successfully attacks a creature with a lower intelligence score than himself the wielder suffers psychic damage equivalent to a dagger (1d4). A creature who is able to cast arcane spells is never considered proficient with Brain Hacker.
  16. The Ashen Blade: A steel greatsword with a burnt and blackened blade and a hilt fashioned to look like the skull of a ram. While drawn, flakes of ash fall from the blade intermittently, drifting up and away as if riding the heat of a bonfire. When gripped with both hands, the wielder can smell smoke, taste ash, and feel searing heat envelop them for the briefest of moments before passing completely. On some lucky blows the sword flares with immense heat, immolating his target in a raging inferno of barely controlled flames. When used in combat, the wielder’s hands become coated in a fine layer of ashes and half of the damage dealt by the weapon is considered fire damage while the rest is normal for its type. Whenever the wielder scores a critical hit with the greatsword, the player may select a weapon damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of instead of the current result. This must be done after damage is rolled but before it is dealt to the target. —Note: This only affects the weapon’s damage itself, not other sources of additional damage such as sneak attack, divine smite or spell effects.
  17. Bramble: A primal weapon (Pike statistics) made of living blackberry vines woven together into a pike that bristles with thorns and blossoming flowers. When held the vines quickly shift to allow the bearer to grip the gaps between the spikes, usually leaving the wielder unharmed. Whenever the wielder rolls a natural 1 on their attack roll, the thorns are unable to turn in time and deal damage equivalent to a dagger (1d4) to the wielder. The weapon is alive and bears a connection to its bearer wishing to protect and provide for him. During combat if the wielder has not moved yet on his turn, he can plant his feet firmly on the ground and take up a defensive position which causes his speed to drop to 0 until the end of his turn. While in this stance, the wielder brandishes an impenetrable ticket of razor sharp thorns and is able to make an attack of opportunity with the pike against an enemy that enters his reach and if that attack is successful, the creature’s speed drop to 0 until the end of the turn. The defensive position ends if the wielder moves, attacks or at the start of the wielder’s next turn. Once per day, if Bramble is planted in the ground in full sunlight for one hour and at least a liter of water is poured at its base, the pike’s many flowers self-pollinate, turning into dozens of large, luscious blackberries that can be picked and eaten, providing one meal’s worth of nourishment for one creature. If not picked or eaten within eight hours, the berries rot and fall from the vines, replaced by new flowers.
  18. Cannon: A solid iron contraption of magic and a coiled spring (See Note) that belches fire and smoke with every bullet that it fires. The hefty weapon is made up mostly of one solid piece of iron and cast into the side of the cannon are the words “The Last Argument of Kings” in a deep confident letters. The magewrought implement is weighty in the hand but blows away the wielder’s enemies, firing hot lead with enough force to the penetrate plate mail and sheer off limbs, leaving charred, smoking corpses in the wielder’s wake. Half of the damage dealt by Cannon is considered fire damage while the rest is normal for its type and whenever the player roll a 1 or a 2 on a die to calculate the weapon’s damage, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The destructive weapon is so filled with evocation magic that it is prone to overheating and slight warping. Whenever the player rolls a natural 1 on an attack roll with Cannon it no longer fires properly and suffers disadvantage on attack rolls until a creature proficient with blacksmithing or heavy crossbows is able to spent 1d100 minutes making minor repairs to it. —Note: Cannon uses heavy crossbow statistics but uses sling bullets as ammunition and weighs five pounds more than normal.
  19. Capturebow: A heavily engineered apparatus (Heavy crossbow statistics except as noted) designed to fire nets with iron-weighted corners. It is a bulky contraption of oak and steel, with a hefty spidersilk string that requires the use of a foot-stirrup to cock, but can hurl a weighted net incredible distances due to the evocation magic that multiplies the crossbow’s kinetic potential. A wielder proficient with heavy crossbows can use the weapon to launch a weighted net up to 50 feet accurately. The net is launched with such tremendous force that if it hits a target that is human sized or smaller, the target is knocked prone in addition to being restrained by the net. The Capturebow cannot fire standard bolts.
  20. Cerastes Staff: A bronzewood quarterstaff carved with a sheath of tiny scales and bound with copper rings. When held up to the sun, the staff shines transparent like brazen glass, and reveals intricate internal clockworks of gold, adamant and garnet. A bearer that puts his ear to the grip can hear faint ticking and whirring noises coming from within. Knowledgeable PC will realize that the staff is powered by horomancy, an arcane discipline that uses clockwork to manipulate magic. Twice per day while attacking, the wielder can choose to forgo rolling the d20 to get an 11 on the die.
  21. Chromaglass Blade: A Random Sword whose blade looks like jagged glass, the facets of which are colored in deep jewel tones of emerald, sapphire, flame, blood, and amethyst. The glass has been magically enchanted to be stronger than steel and the the sword is brutally, supernaturally effective. The sword is always considered a +1 weapon but unfortunately for the bearer, the enchantments that provide the blade its lethal potential function by sapping the wielder of his vitality and resilience. While the weapon is being wielded and for one hour afterwards, anytime the bearer takes at least 1 hit point worth of damage from any source, the amount of damage the bearer receives is increased by 1 hit point, due to the weapon’s drain on his constitution. —Note: A combat example: The wielder is stabbed with a dagger and would normally only take 4 points of damage but because he is wielding the Chromaglass Blade (Or has actively wielded it in the past hour) he takes 5 points of damage instead.
  22. Chrysaor, the Sunlit Edge: A finely balanced longsword sharpened along both edges of the blade, Chrysaor is forged, blade and hilt both, of milky white steel. The weapon’s grip is wrapped with plaited rough linen and amber-scaled hide; its quillons are simple and recurved, its pommel an unadorned sphere. Most strikingly, both flats of the pale blade are inlaid with flames and vines of delicate golden wire. When wielded, Chrysaor is engulfed in light like warm sunlight. When swung, Chrysaor’s wirework burns bright gold and whenever the wielder successfully strikes a target, he inflicts radiant damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.
  23. Cloudstrike: A rather large mithral cloud-white lance. The guard for the wielder’s hand is shaped like a cloud. The wielder feels lighter than normal and the wielder is filled with a lofty sense of power and scorn for the pitiful creatures that are forced to walk along the filthy ground like ants in the dirt. As long as the wielder and his mount are flying, hovering or floating, their movement speeds are increased by five feet and the lance is treated as a +1.
  24. Deathtouch: A greatsword marked by its distinctive pommel in the shape of a human skull. The grip is etched with drawings of snaking skeletal fingers reaching up toward towards the hilt. When held, the bearer’s mind is filled with dark thoughts of cruelty, senseless violence and causing harm to innocents. The bearer instinctively understands that although the weapon is lethal in its own right, its true power can only be obtained by physically bonding with it. On the wielder’s turn he may activate Deathtouch’s magic, causing the grip’s skeletal fingers to animate, wrap themselves around one of the wielder’s fists and claw into the skin of his hand, creating an unnatural union of sword and flesh. This process takes an action equivalent to making an attack. The wielder feels an unpleasant amount of pressure but no actual pain and takes no damage as the material penetrates the skin, forcing it to remain grasped to the handle. While joined with the wielder, the blade’s perverse energies deal unnatural injuries that foul the flesh and stain the soul. When bonded the greatsword is treated as a +1 and all of the damage dealt by the weapon is considered necrotic damage rather than slashing. While attached, the weapon cannot be released or disarmed and the wielder cannot use that hand for tasks requiring any sort of manual dexterity as the hand is considered actively wielding Deathtouch at all times. To sever the bond, the wielder can spend one minute cutting and prying away the fused areas, suffering two hit points of damage per character level (Or 20% of his maximum health or other equivalent amount), or he can take an action equivalent to attacking or casting a spell and use a free hand to rip it off by force, dealing twice that amount of damage to himself due to the sheer amount of lost skin and tissue. —Note: Though Deathtouch only physically bonds with one hand, the wielder must still use both hands to make attacks with it as normal.
  25. Demonbone Arc: A composite bow crafted by the Church of Heavenly Light, a sect of fanatic demon hunting crusaders who believed that the ends justify the means and that demons deserved whatever violent fate they got. The weapon was made from bones and sinew extracted from a dozen living demons flayed while suspended from blessed chains as the Church did its grisly work. The bow was specifically to kill demons, and it does the job remarkably well. Those who use the bow become sadistic, carelessly ending life in the name of their cause, and soon seek only the most brutal, violent and agonizing means of achieving their goals. Whether this is due to the corrupting influence of the material from which the bow is made, or from the religious zealotry that went into its construction is an unanswered question. The weapon is treated as a +1 against demons, devils and fiends and such creatures are never considered proficient with the weapon.
  26. Drach'nyen: A two-handed greatsword whose guard is golden in colour with the leering face of a demon just above the handle. The ricasso of the weapon has spikes protruding from the sides as well as outward from the blade, and the blade itself is blue with red, tormented faces writhing across its surface. The weapon serves as a physical cage for an ancient daemon of pure, unadulterated malice bound to the sword which fuels the blade’s power. Knowledgeable PC’s are aware that demon known as Drach'nyen was born at the moment of the first murder, the first time a human killed another human outside of the need to survive. The name Drach'nyen (Which can be translated as the End of Empires), is an approximation of the scream of the first murderer and that of the brother he killed. The bearer feels a constant but manageable urge to slay the living and take peace from the earth. The demon rewards those who prove their domination over their own race and if the weapon is used to land the killing blow on a living creature of the wielder’s own species, the weapon glows slightly and functions as a +1 for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder meets the weapon’s demonic requirements. The sword can never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.
  27. Dùnaidh: A longsword that is truly a sight to behold. A golden dwarven rune inscribed at the base of the blade shines brightly as a candle and roughly translates to “barrier” or “prevention.” Etched deeply into the metal is the golden image of a boar. The hilt of Dùnaidh catches the light from the rune and seems to capture it within itself, glowing golden warmth. A single, perfect emerald is set into the pommel, gently releasing a golden-green aura of light. Two open-mouthed boars’ heads decorate each side of the crossguard. The blade itself seems to be simultaneously gold and silver while only being one or the other at one time, oddly reflecting golden light while appearing silver and vice-versa. The wielder’s every swing leaves behind pale golden streaks for a few seconds. The fuller dives deep and contains sharp ridges resembling a boar’s tusks and teeth every few inches. At the tip of the blade is another dwarven rune, this one roughly translating to “finality.” Dwarven mystics bound the sheer animal force of the charging boar within the blade allowing the wielder to shove aside the weak. Whenever the wielder successfully attacks a target with a lower strength score than himself, he may choose to push that creature five feet away from himself.
  28. Edge of Dawn: A heavy greatsword with sinuous, curving lines and an almost organic design, its grip contoured to fit the fingers, the bulbous curves of its quillons flowing into its deep-bellied blade. The Edge of Dawn seems alien, unrelated to anything in the known world. Nor does its material dispel this thought, as the huge battle-blade is formed entirely of a pale golden glassy substance tinted with the merest touch, at blade-edge and raised whorls, of pink and colourless fire. Rippled and textured, particularly in the hilt, sword appears to have been poured … or grown. Though the sword has never revealed itself to be sapient, Knowledgeable PC’s have heard that some wielders of the blade have recorded the sensation of an ancient presence watching their spirits and weighing their actions while they have borne the Edge of Dawn. The sword’s alien form, substance and unique properties suggests to many scholars that it is assuredly an artefact (Or even direct conduit) to the forces that shaped the world. Despite its apparent benignity, the Edge of Dawn may bring more than expected to an unwitting or displeasing bearer. When wielded in combat the greatsword is treated as a +1 but leaves the wielder with the disquieting sensation that an eldritch presence is passing some sort of esoteric judgement over his actions and the next time the wielder attempts to get a full night’s rest there is a 10% chance that the he is tormented by a Random Nightmare and gains no benefit from the rest whatsoever as the wielder’s psyche is punished over an unknown infraction.
  29. Embergild: A beautiful longsword, gilded in gold with a blue-black blade and wing-like engravings around the hilt. One third of the way up the blade, the sword has a disc-like pommel engraved with dwarven runes that read “Gold Burns Through Them”. A bearer may lay ten gold coins (See Note) along the length of the blade and meditate on the meaning of the dwarven inscription for ten minutes. At the end of this time, the coins are absorbed into sword and the gold gilding begins to glow red hot. For the next eight hours, half of the damage dealt by Embergild is considered fire damage while the rest is normal for its type and when the wielder lands a critical hit, instead of producing blood, ichor, tree sap, sloughs of undead flesh or other similar substance, the target sheds pure gold droplets. The equivalent of one gold coin per point of hit point damage dealt by the critical hit (In total, to a maximum limit of the amount of hit points the target has remaining), tumbles out of the target’s body and falls to the ground.. —Note: Rather than a flat ten gold, the DM can rule of another flat value, X gold per character level or other reasonable amount.
  30. Fandalurian, the Heartwood Rootblade: A Greatsword with a blade made of a teal-tinted metal with multiple runes etched into the flat towards the hilt end. The hilt and crossguard itself have been shaped into the likeness of a great oak tree, with small emeralds embedded into the branches as if to portray leaves, and a large, spherical aquamarine grasped within its roots. When the tip of the blade is held near to the ground, this aquamarine begins to glow, growing brighter the nearer to the ground the blade tips. The wielder is filled with a sense of reverence and utmost respect for the wilderness and the weapon functions as a +1 if the wielder has never personally cut down (Or directly aided in cutting down) a healthy living tree in his life. Whenever a living creature is killed with Fandalurian, the aquamarine in its pommel gleams brightly, and a small tree sprouts from the slain creature, taking root in its final resting place.
  31. Fenthras: A longbow whose handle is wrapped in tight, dark brown-black leather. At the cusp where nocked arrows rest against the handle, there is a golden-bronze metallic inlay.  The rest of the bow is a curved, verdant green, jungle vine texture as if building on itself in a series of natural leaf scales. Whenever an arrow is nocked it takes no strength to pull back the string as if the bow itself is doing all the work. Arrows fly off at an incredible speed when shot and the bow flexes forward with such intensity that it makes a roaring whooshing sound. Twice per day before making an attack, the wielder can choose to activate the bow’s natural druidic magic, potentially entangling the target. If the attack hits, dozens of brambles burst from the arrow’s wooden shaft, wrapping around the target who becomes restrained by the hard, thorny vines. In addition to the arrow’s wound, the target suffers piercing damage equivalent to a dagger (1D4) and is restrained as if caught in a standard weighted net.
  32. Firefly Dagger: A finely crafted dagger whose hilt is wrapped in a tightly woven red rope that is warm to the touch. The end of the dagger has a large bronze bulb and the end. The blade itself is engraved with the image of a flame, which seems to dance as light reflects of its surface. The bearer can mentally command the bronze bulb to glow with a fire coloured light equivalent to a candle or to extinguish itself at will. Only the wielder is able to perceive the light, all other creatures see no additional illumination. Twice per day as an action equivalent to making an attack, the wielder can launch a firebolt from the dagger as a target it can see within 60 feet. To hit the wielder must make an attack roll as if attacking with the dagger vs the target’s armor class and it deals fire damage equal to a greatsword (2d6).
  33. Flickering Mirage: A razor-keen, gleaming rapier bearing a hilt wrapped in gold wire. In the pommel is set a many-faceted topaz, and a sunburst picked out in amber ornaments the blade on either flat. The sword is warm to the touch like a stone heated by the light of a summer’s day and the blade is perpetually engulfed in a hazy heat mirage. Twice per day as an action equivalent to drawing a weapon, the wielder may grasp the bare blade, or press their thumb against a tiny barb tucked into the hilt dealing damage to himself equal to a dagger (1d4). When blood is drawn, the wielder shifts in a shimmering heat wave, teleporting up to fifteen feet away to an empty space that he can see and leaving behind a perfect illusory duplicate of the wielder in the space he left. The duplicate copies the wielder’s movements and moves as though it was the real thing. The illusion lasts until it takes any damage or until the start of the wielder’s next turn at which point it fades away.
  34. Flux: A multihued longsword that twists and writhes, almost like a snake, and very seemingly with a mind of its own. A small piece of roguestone has been embedded into its hilt, and fractured glyphs adorn the dark leather hiltwrap. With each successful strike in combat, the glyphs pulse and flicker with barely contained power threatening to explode with power and alter the very fabric of reality. On truly remarkable attacks, a small portion of the untamed artifice surges free and causes unpredictable effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll on the Wild Magic Surge Table and that effect occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll.
  35. Frozen Moment: A mace that’s faintly cold to the touch with a hilt wrapped in silver wire. In the pommel rests a domed snowy white opal, and snowflakes picked out in frost agate ornaments the flanges of the head. Knowledgeable PC’s will have heard stories of a peaceful knight who received Frozen Moment as a gift, that he might seize those scant moments in battle to parley and show his adversaries another path. At the first moment of combat the bearer can decide to take a moment and attempt to deescalate the situation, hopefully resolving the fight without overt bloodshed while simultaneously preparing for that grim eventuality. When initiative is rolled, the bearer can forgo his roll and instead choose to go last in the initiative order out of all creatures involved, causing the mace to frost over. When the bearer activates this power his breath becomes cold and icy as he gains the ability to chill his hot-blooded enemies. At the start of each of his turns during that combat the bearer can attempt (As a free action) to persuade, intimidate or bluff other creatures in combat to surrender, escape or follow an otherwise peaceful course of action and gains advantage on that roll. Those that refuse a peaceful option have accepted the consequences and when the wielder has chosen to go last in combat and has offered his foes a non lethal solution, the mace is treated as a +1 until the end of the fight.  
  36. Gilded Gyre: An ornate sling made of carefully stitched leather interwoven with gold thread. Stamped on the outside of the cup in gold leaf is the face of a smiling, pudgy halfling. Knowledge PC’s will have heard the story of Farel Harod, a halfling of some renown who was forced to use ammunition made from beaten gold coins when he ran out of proper bullets during a long dungeon crawl. Surviving the delving, he took the idea to an artificer and they partnered together to create this line of magical weapons, thus ensuring the Farel Harod could retire in peace. The weapon can load and fire silver or gold coins as easily as with as much effect as a typical sling bullet. Should a silver coin be fired, the bullet counts as a silvered weapon for the purposes of overcoming damage resistance and immunities. Should a gold coin be fired, the bullet is treated as a +1. The coins disintegrate upon impact and cannot be recovered. The sling can fire mundane bullets without issue.
  37. Goresong: A battleaxe forged to resemble two wings, much like those found on a valkyrie’s helmet. As it sweeps through the air, the weapon emanates a distinctive harmonic wail which changes in pitch and tone as it carves through foes. The weapon’s sonic vibrations change match the resonance frequency of its target, causing blows that splinter bone, rupture eardrums and explode hearts. Whenever the wielder successfully attacks a target, the wielder inflicts thunder damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.
  38. Gryphbane: A well-balanced warhammer, Gryphbane has a spiralling haft of magically-hardened bronze and a grip of blackened iron wrapped in wolfskin. Its head is composed of two stylized predator’s heads of bronze, picked out with gold and silver wirework and the eyes inlaid with amber; out of the gaping, fanged mouths of the beasts protrude the two massive heads of the hammer, cast from iron as strong and polished as fine steel. Knowledgeable PC’s will have heard of the legendary Gryphbane; an ancient weapon belonging to Therex of the Nightwolf House, famous in song and legend as wielded by that chieftain in his battles against the arcane Neu and their artificial servants. Many of the inhuman spell-wielders had the life crushed from them by the hammer’s pitiless blows. The warhammer is treated as a +1 against creatures capable of casting magical spells, as well as animated constructs and all beings summoned or animated by magic. None of the creatures that Gryphbane would be considered a +1 against can wield the hammer properly and are never considered proficient with it.—Note: A DM may rule that innate or racially gained spells and magical abilities do not count towards being a spellcaster for the weapon’s purpose.
  39. Helshezag: An evil bastard sword with a blade unlike any that has been seen before. It is wholly black, a black so dense that it appears entirely separate from the hilt, like a tear through which the wielder can glimpse the nightmarish depths of space. Use of this evil sword magnifies the warrior’s combat prowess but also drains the wielder’s life force. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
  40. Holy Moonlight Sword: An arcane claymore (Greatsword statistics) that attracts the faint light of the nighttime. When blue moonlight dances around the sword, it channels the abyssal cosmos and its great blade swings with a shadowy lightwave. The weapon is treated as a +1 in direct moonlight or starlight and the wielder can see twice as far as normal in moonlight or starlight.
  41. Horn of the Storm Dragon: A spiralling horn originating from a storm dragon and long enough to be held in both hands and wielded as a pike. The horn flickers with jolts of power and discharges small static shocks on a regular basis and when held, the wielder’s hair stands on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the weapon audible crackles and violently sparks. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. Half of the damage dealt by the pike is considered lighting damage while the rest is normal for its type. Whenever the wielder brings a creature to 0 hit points or kills a creature with a blow from the spiked chain, any damage in excess of that needed to kill or down the creature surges in the corpse and can be redirected. The wielder can immediately choose another creature he can see within 30 feet of the dead creature and launch a bolt of electricity at them which automatically hits, dealing lighting damage equal to the amount of damage left over after bringing the original target to 0 hit points. If this lighting bolt kills the second target, the wielder may repeat the process on a third target (Then forth, fifth, etc) until there is no more excess damage. —Note: A combat example: The wielder hits a near death creature who has 5 hit points, and deals 20 damage. The creature dies at 0 hp and the wilder directs a lighting bolt dealing 15 damage at another wounded creature who has 10 hp remaining. The second creature also dies and the wielder directs another lighting bolt at a third creature which deals 5 damage, leaving the third target injured but alive.
  42. Ironfoe: A battleaxe crafted from a single, massive block of dark iron, sculpted into a perfectly symmetrical shape. Dwarven runes are carved in relief on its surface, suggesting that this is a weapon of great power. The weapon feels perfectly comfortable in its wielder’s hand, despite its obvious heft and weight. The wielder is able to repeatedly guide the weapon to strike the exact same location, causing increasing amounts of damage. Whenever the wielder attacks, each hit against a singular target deals additional damage equal to the number of successful hits made against the target during this turn. The first hit against the target deals 1 extra damage, the second 2 points, the third 3 hit points, etc. This is added to the attack’s damage and is considered the same damage type.
  43. Ironheart: A mace made of cold iron, set with heavy, wicked flanges but no core in its striking head, only a small hook. Certain talismans made of fine jewels are designed to attach to such a hook. The simple movement of a single pure gem within the cage of the flanges creates a heavy tolling, like the bells of doom. If a certain type of gem with a value of at least 100 gold pieces is set within Ironheart, half of the damage dealt by the mace is considered the corresponding damage type (See Note) while the rest is normal for its type. The mace’s magic draws upon the different classes of precious stones in unique ways, allowing the wielder to switch between talismans for different effects. Changing out one of the gems within Ironheart for another requires a free hand and an action equivalent to making an attack or casting a spell. When the mace is set with a precious enough stone and is used to land a killing blow on a living creature, the weapon emits a deep loud reverberation and heavy tones remind all those who hear it of the fleeting nature of life and their own mortality. The wielder can then lock eyes with any living creature within 60 feet and cause them to become frightened of the wielder until the end of that creature’s next turn. —Note: The gemstones and corresponding damage types are as follows: Ruby = Fire, Sapphire = Cold, Diamond = Force, Emerald = Acid, Amber = Poison, Topaz = Lighting, Amethyst = Psychic.
  44. Midnight’s Claw: A greatsword whose blade and hilt forged of one solid length of pitch-black steel, Midnight’s Claw is a massive and yet surprisingly maneuverable weapon. Simply ornamented, the sword’s hilt is wrapped in white wolfskin, the pommel a heavy ring and down the blade runs a series of etchings that resemble a lacework of frost. The wielder experiences a strange unnatural calm while holding the blackened talon, as if all of their empathy, hatred, compassion, rage and all their strongest emotions were locked away behind a frozen wall of objective reason. The wielder acts with brutal rationalism and callous logical reasoning which makes them a nightmarish opponent on the battlefield but an unfeeling sociopath in casual conversation. The wielder is able to use the abominable looking weapon in ways a person with even a drop of compassion never would, manipulating the blade to great effect, landing cruel, maiming strikes. Twice per day when the wielder successfully attacks, the player may select any single rolled damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of die instead of the current result. This must be done after damage is rolled but before it is dealt to the target. Handling Midnight’s Claw leaves the wielder emotionally crippled and while the greatsword is being wielded and for one hour afterwards, the bearer suffers disadvantage on all skill checks involving animal handling, insight, sense motive and all charisma based skill checks. —Note: This affects the weapon’s damage itself AND other sources of additional damage such as sneak attack, divine smite or spell effects.
  45. Dreadforge Retaliator: A fearsome greataxe with a huge serrated blade, with cruel-looking spikes jutting out from the top and back of the blade. The weapon appears to be orcish made and blessed by shamans attuned to the natural rhythms of the world. The weapon is infused with the spirit of a wild boar that lends its primal rage against any foe that dares harm its bearer. Whenever the wielder is struck by a critical hit in melee, the spirit pours its natural aggression into the wielder who is able to immediately attack any creature within his reach as an attack of opportunity.  
  46. One Foot In The Grave: A heavy pickaxe once owned by the gravedigger of a large cemetery. Its dull grey cast and half rotted leather grip make it look like a poor choice of weapon, despite its serviceable construction. When in possession of the weapon, the bearer’s nose only pick up the scent of freshly turned earth and mildew. At exactly midnight each night, creatures within earshot of the pickaxe will hear the sound of the blade being dragged across a whetstone emanating from this weapon as it sharpens itself to a well-honed point. The digging tool does this without the need for an actual oil stone or lubricant and afterwards an observer will notice that the weapon penetrates tough rocky soil or plate mail armor as easily as a stabbing a hot knife through butter. The supernatural maintenance wears down quickly and it only takes a couple of successful hits before the pickaxe reverts to a respectably sharpened head. After the weapon prepares itself at midnight, the next two successful attacks made with it are treated as if the weapon damage dice rolled the maximum amount possible. Afterwards the damage is rolled normally until the pickaxe can sharpen itself again. If the blow is a critical hit, that damage is also maximized, however other sources of extra damage such as a paladin’s divine smite, a rogue’s sneak attack or spell effects are not affected.
  47. Orcsplitter: A battered battleaxe that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for “orc,” but the runes are depicted with a gap or slash through the markings; the word “orc” is literally split in two. When in the presence of orcs the bearer will feel uncomfortable and suspicious of their words, actions and goals. If the bearer himself has orcish heritage, he feels a great sense of animosity and unreasonable anger directed towards him from the implement. The weapon is treated as a +1 against orcs and such wielders are never considered proficient with the weapon.
  48. Oth’noarithvim: A longsword made from iron rendered from the blood of a great red dragon, tempered in magical flames from the charcoaled bones of said dragon and cooled in the fluids drawn from its massive eyes, forging a blade of devout and selfish purpose. The crossguard is set with black horn, the hilt in ivory and the pommel tipped with a smooth conical tooth. Wrapped around the hilt is an oddly pebbled hide cured from the wyrm’s tongue. The scabbard appears to have been shaped, split, hollowed and re-bound from a single great horn. Knowledgeable PC’s will know that the namesake of this longsword is one who seeks treasure hordes that will and must be found. In Draconic runes Oth’noarithvim is etched down the blade and on the other side the phrases “Dragon Born” and “Dragon Bane”. In the language of wyrms there is a difference between seeking something that may be found and seeking something that will or must be found. The longsword is vengeful towards its own kind and is treated as a +1 weapon against dragons and draconic creatures. The covetous nature of dragons still rests within the blade and once per day, the bearer may meditate over the weapon for one hour in order to gain the senses of a hoarding dragon for a moment. At the end of the hour, the bearer is imparted with the direction of the largest collection of precious metals or gemstones that is more than 50 feet away but within a 500 foot radius of himself. The draconic blade imparts the bearer with the direction to the hoard of wealth but not the specific path to take and the heightened senses lasts for only a moment before returning to normal.  
  49. Pale Soul: A scepter (Mace statistics) the size of (And eerily bearing a faint stylized resemblance to) a human femur, carved of a solid length of translucent, white jade. The scepter’s shaft is delicately carved in low relief with curls and arabesques that make up an artistic rendering of a soul. One end is tipped with a sculpted demisphere, the other with a vaguely scroll-shaped finial. In total darkness the weapon glows faintly with a soft pearly light. Pale Soul grants an individual the ability to contend with restless spirits. The wielder can attack incorporeal undead (And similar disembodied spirits) as if they were material creatures capable of being harmed with nonmagical weapons. Pale Soul’s bearer may also use the scepter to perceive incorporeal undead and intangible entities within a 100 foot radius who aren’t behind total cover. This ability takes an action equivalent to drawing a weapon and such creatures glow a faint pearly white to the eyes of the scepter’s bearer.
  50. Plague Splinter: A longbow made of gnarled and rotten wood covered in irregular patches of sickly moss and beads of dried dark green sap. Any arrow fired from the bow takes on a similar mossy rotten appearance and burns with sickly green glowing light for the round it’s fired. Upon impact the arrowhead shatters into a number of diseased fragments that taint the wound and strain the target’s body. Whenever a living creature damaged by the weapon would be healed (By any source, power or ability whatsoever), roll the amount healed twice and use the lower result. Should the creature instead be healed for a non-rolled amount of hit points, reduce the amount healed by one to a minimum of zero. The target’s body is able to overcome the necrotic splinters fairly quickly and the effect only last until the start of the wielder’s next turn.
  51. Prismatic Greataxe: A greataxe with a haft of bronze and copper metal, on which five multicolored runes are inscribed in an ancient language. Cogs and gears turn and spin, clicking and whirring noises rise from its center. At the top of the haft is a large gear with five colourful gems. A spectral blade appears whenever the weapon is drawn, in a colour that matches the wielder’s eyes. The glowing, translucent blade takes on a specific elemental or metaphysical quality in to the bearer, instantly changing to match each new wielder. Whenever the wielder successfully strikes a target, the wielder inflicts X damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit. The weapon displays no special function for creatures without a natural eye colour or who lack eyes entirely and creatures with multiple eyes colours can will the weapon to glow and deal damage in either of their natural eye colours. —Note: The X for damage is based on the wielder’s eye colour and associated damage types are as follows: Amber / yellow = Lighting. Black = Necrotic. Blue = Cold. Brown = Acid. Green = Force. Gray = Thunder. Hazel = Poison. Purple = Psychic. Red = Fire. White = Radiant.
  52. Quiver of Dark Wings: A quiver made of stiffened leather, bound with iron and decorated with fine silver trim. Inlaid into the leather are several runic symbols that appear to show a raven in flight. Inside the quiver are 5d6 crossbow bolts, each of which has a tiny sigil engraved on the head. A bearer can concentrate for a minute while speaking a message of up to 25 words and fire one of the bolts into the air. This process transforms the projectile into a magical raven which is capable of travelling up 50 miles in any direction over the next 24 hours. While concentrating the bearer must specify a location, which he must have visited and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. When the raven arrives, it delivers the message to the creature that the bearer described, replicating the sound of the bearer’s voice. The bird speaks only to a creature matching the description the bearer gave. After delivering the message, running out of time or dying en route, the raven crumbles to dust.
  53. Razor, the Warrior’s Weapon: A glass-like blade formed of magical force, appearing as a near-transparent sheet of impossibly thin material. When lifted, the wielder can feel a slight mental presence from the sword, urging them to fight, to kill and to win. Shaped like a machete (Shortsword statistics) the enchanted blade is sharpened to the molecular level and it slices through the wielder’s enemies as if they were warm butter under a hot knife. All of the damage dealt by the weapon is considered force damage rather than piercing or slashing damage. Attempting to block or parry the paper thin blade is a hopeless effort and whenever the wielder attacks he ignores any and all defensive benefits that an opponent’s shield would normally provide. Razor has a tendency to open arteries, and sever spines in its victims and it can  never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.
  54. Reaper: A slim harvester’s scythe (Warscythe or bastard sword statistics) with a severely angled blade like that of a serpent’s fang. The curving cutting edge is honed to a point fine enough to draw blood with the slightest touch and wisps of dark smoke drift from the pitch black blade. When the wielder scores a critical hit while wielding the scythe with two hands, he can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Furthermore, on a two handed critical hit, whenever the player roll a 1 on a die to calculate the scythe’s damage, they can reroll the die until they receive a result that is not a 1. —Note: This only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.
  55. Salt of the Sea: A trident made of a green tinted steel that has green algae growing from the prongs, the tips of which have large, reinforcing shark teeth attached. The weapon is constantly damp, drips saltwater intermittently and when grasped, the wielder’s ears pop as if subjected to a drastic change in pressure. If the weapon is completely submerged in saltwater it is treated as +1 for the next hour. When the wielder successfully lands an attack against a kraken or other giant sea creature at least one size category larger than himself, the player can roll the trident’s damage dice twice and choose either result to use. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. If your system doesn’t use size categories, the enchantment can function as long as the aquatic creature is at least twice as large as the wielder.
  56. Serum Katar: A brass punch-dagger (Dagger statistics) with a web-patterned engraved into the metal. The deep grooves connect to a hidden chamber in the handle, where the arcanely preserved venom glands of a number of different mundane and magical creatures await to produce various toxins to suit the wielder’s specific needs. Apart from the standard weakening, numbing or sickening venoms, the dagger contains more exotic natural toxins can render a victim mentally unbalanced, with confused thoughts, paranoid delusions or even leave the poor soul in severe dissociative state. With a successful strike, the wielder can mentally direct one of the glands to release some of its venom which travels along the blade’s grooves and into the unwitting foe. Twice per day when the wielder successfully attacks a creature, he may choose to impose disadvantage on saving throws of one of the target’s ability scores (Such as Strength, Dexterity, Intelligence or Charisma) until the start of the wielder’s next turn. These venoms spoil quickly once outside of their preserving enchantment and does not last long enough to apply to a secondary weapon or to store in a vial.
  57. Shining Blade of Keljaia: A finger ring of translucent crystal that when closely inspected appears to hold a tiny rippling ribbon of golden flames within its core. When so willed by the band’s bearer (An action equivalent to drawing a weapon), the ring produces a thin blade-like ray of golden fire a foot or so in length. The wielder may attack with this blade as if it was a rapier that deals entirely magical fire damage. On a successful hit, the wielder can choose to do nothing more than superficial damage (Dealing zero hit points), such as to leave no more than a fine slice down the target’s cheek as a warning. The wielder can smother the flame with a thought and the fire gutters out if the ring is removed.
  58. Snowfall: A two-handed greatsword that feels uncomfortably cold to the touch. The blade and hilt are a si
  1. Accursed: The fiendish visage of a demon has been branded into the grip of the weapon. The weapon bears small infernal runes along its length that provide the wielder power at the cost of his personal well being. Knowledgeable PCs are able to determine that the symbols are not a demonic contract, nor does the source of the power stem from hellish origin. Rather the abyssal glyphs forcibly draw energy from the wielder’s mental and physical defenses, worsening his ability to protect himself from harm. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
  2. Shiftsword: The symbol of a different Random Melee Weapon (See Note) is etched into the grip of this Random Melee Weapon. This enchantment was tailor made for adventurers who wish to travel light while still retaining access to an assortment of armaments. The weapon is imbued with transmutation magic and once per round on his turn, the wielder can concentrate for a fraction of a moment (Taking an action equivalent to drawing a weapon), to cause the weapon to instantaneously change from its current form to the type of weapon etched onto the grip or back again. Any observer can clearly tell that both of the weapon’s forms are of exceptional workmanship and that a great deal of time and skill went into their creation. Both weapons gain a single Random Masterwork Bonus (Either the same for each or two different benefits, DM’s discretion). —Note: I recommend choosing two melee weapons that serve different purposes or deal different types of damage or a one handed weapon and a two handed weapon to increase the wielder’s variety of attack options. A mace that turns into a halberd is far more useful than a mace that turns into a club.
  3. Peaceful Rest: The image of a corpse with its arms peacefully crossed over its chest, coins covering its eyes and a serene smile on its face is etched on the grip of the weapon. The bearer feels a sense of serenity and calmness over the prospect of their mortality and is able to accept the grim inevitable with stoicism and grace. The bearer will still fight to the bitter end against hopeless odds to save their own life or that of an ally but the wielder knows that with his last breath he will great death as an old friend and go gladly into the light. If a creature is dealt a killing blow from this weapon, their body does not rot or decay in any way for seven days and during this time the body cannot be made into an undead. The effect also extends the time limit on raising the target from the dead and days spent under the influence of the weapon’s effect don’t count against the time limit of spells such as raise dead. Should a creature be killed while actively wielding the weapon, their body is also affected in the same manner. —Note: Not recommended for thrown weapons or ammunition.
  4. Wild Magic: A large glyph of raw magic is emblazoned on the business end of the weapon. With each successful strike in combat, the mark pulses and flickers with barely contained power always threatening to burst free from the weapon’s confines and alter the very fabric of reality. On truly remarkable attacks, a small portion of the untamed sorcery surges free and causes unpredictable effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll on the Wild Magic Surge Table and that effect occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: The DM could also rule that the magic surges on a natural 1, however many of the table’s results are based on a successful attack / spell. For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll. Not recommended for thrown weapons or ammunition.
  5. Cinders: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered fire damage rather than the weapon’s normal damage type. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
  6. Nightmares: The handle of the weapon is pitch black and seems to soak in the ambient light around it. Whenever a creature makes contact with the weapon, (Be they the wielder or target) that creature relives a fleeting instant of a long forgotten childhood nightmare before the memory quickly submerges back into their subconscious. Twice per day, when the wielder lands a successful attack against an enemy he can choose to cause that creature to suffer from severe night terrors during their next eight hours (Consecutive or non-consecutive) of sleep as they experience a vivid and specific Random Nightmare. The victim’s sleep is plagued with thrashing and screaming as they frequently bolt awake terrified, drenched in cold sweat, their heart pounding heavily in their chest. The creature’s sleep is so disturbed by the nightmares that they gain no benefits from the rest whatsoever. —Note: Projectile weapons with this enchantment bestow the magic upon their ammunition for the turn that it’s fired.
  7. Patience: The length of the weapon is covered in a complicated pattern of swirling silver whorls that calm and soothe a creature who observes it. At the first moment of combat, the bearer senses that the battle may go better for them if they take a moment to observe the situation and ready themselves before joining the fray. When initiative is rolled,  if the bearer chooses (Before rolling) to go last in the initiative order, the silver patterning begins to glow a dull red and the weapon is treated as a +1 weapon for that wielder until the end of combat.
  8. Wolfbrother: A weapon simple in its design, lacking any sort of flair or decoration save for the imprint of a leaping wolf stamped into the leather grip. A bearer feels a sense of animalistic cunning from the weapon and that despite its simple appearance, it is much more than it seems. After three days in the possession of a bearer who has never deliberately harmed or killed a wolf, the bearer’s eyes become a bright yellow even golden color, glow faintly in the dark and catch the light, granting a wolfish appearance. This effect fades 24 hours after the weapon has left the wielder’s possession. A wolf eyed wielder takes on some of the heightened senses of the untamed wolf and can see in low or dim light as if it was bright light and gains advantage to any perception checks made regarding their sense of smell. Wolves are pack hunters and a golden eyed bearer instinctually benefits from a nearby ally while in combat, using the minor distraction to go for the enemy’s throat. The wielder gains a +1 on damage rolls with the weapon if an allied creature is within five feet of the target. Bearers who have ever harmed or killed wolves feel a strong sense of betrayal and revulsion when touching the weapon and they cannot benefit from its magic nor are they considered proficient with the weapon. —Note: Recommended for melee weapons.
  9. Bloodied: The symbol of a ferocious, wild eyed badger is etched on the grip of the weapon. A healthy bearer can feel the faintest hint of dormant, primal rage at the back of their mind waiting patiently for its power to be called upon. The knowledge of this emergency, animalistic violence hibernating within himself can leave the bearer comforted or uneasy, depending on how civilized or evolved he views himself. When the wielder is heavily injured the wielder flies into a bestial frenzy and channels that power into the weapon, which is treated as a +1 if the wielder has less than half of his total hit points remaining. This adrenaline fueled rage immediately departs a wielder whose life is not in immediate danger (Above half of his total hit points) as the primal urges retreat back into dormancy rather than further taxing the wielder’s energy.
  10. Tithing: The holy symbol of a God of a Random Domain is etched on the grip of the weapon. The object functions as a direct spiritual connection to that deity and a creature can make offerings directly to the God in return for a minor blessing. The bearer may lay ten gold coins (See Note) along the surface of the weapon and pray to the God for ten minutes. At the end of this ritual, the gold coins vanish and the weapon is treated as a +1 weapon for the next eight hours but only for the creature who prayed. The bearer feels a strong sense of religious devotion during the eight hour span and feels motivated to carry out the basic tenets of the domain the God represents. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. —Note: Rather than a flat ten gold, the DM can rule of another flat value, X gold per character level or other reasonable amount. Not recommended for ammunition or thrown weapons.

—Most of these enchantments have not been playtested whatsoever, so feel free to make any modifications that you feel like to use them in your campaigns.


—Follow the links for the Unique WeaponsorRandom Weapon tables to find examples of base weapons that these enchantments can be applied to.  


—Keep reading for 172 more minor weapon enchantments.

—Note: The previous 10 minor weapon enchantments are repeated here.


  1. Accursed: The fiendish visage of a demon has been branded into the grip of the weapon. The weapon bears small infernal runes along its length that provide the wielder power at the cost of his personal well being. Knowledgeable PCs are able to determine that the symbols are not a demonic contract, nor does the source of the power stem from hellish origin. Rather the abyssal glyphs forcibly draw energy from the wielder’s mental and physical defenses, worsening his ability to protect himself from harm. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
  2. Shiftsword: The symbol of a different Random Melee Weapon (See Note) is etched into the grip of this Random Melee Weapon. This enchantment was tailor made for adventurers who wish to travel light while still retaining access to an assortment of armaments. The weapon is imbued with transmutation magic and once per round on his turn, the wielder can concentrate for a fraction of a moment (Taking an action equivalent to drawing a weapon), to cause the weapon to instantaneously change from its current form to the type of weapon etched onto the grip or back again. Any observer can clearly tell that both of the weapon’s forms are of exceptional workmanship and that a great deal of time and skill went into their creation. Both weapons gain a single Random Masterwork Bonus (Either the same for each or two different benefits, DM’s discretion). —Note: I recommend choosing two melee weapons that serve different purposes or deal different types of damage or a one handed weapon and a two handed weapon to increase the wielder’s variety of attack options. A mace that turns into a halberd is far more useful than a mace that turns into a club.
  3. Peaceful Rest: The image of a corpse with its arms peacefully crossed over its chest, coins covering its eyes and a serene smile on its face is etched on the grip of the weapon. The bearer feels a sense of serenity and calmness over the prospect of their mortality and is able to accept the grim inevitable with stoicism and grace. The bearer will still fight to the bitter end against hopeless odds to save their own life or that of an ally but the wielder knows that with his last breath he will great death as an old friend and go gladly into the light. If a creature is dealt a killing blow from this weapon, their body does not rot or decay in any way for seven days and during this time the body cannot be made into an undead. The effect also extends the time limit on raising the target from the dead and days spent under the influence of the weapon’s effect don’t count against the time limit of spells such as raise dead. Should a creature be killed while actively wielding the weapon, their body is also affected in the same manner. —Note: Not recommended for thrown weapons or ammunition.
  4. Wild Magic: A large glyph of raw magic is emblazoned on the business end of the weapon. With each successful strike in combat, the mark pulses and flickers with barely contained power always threatening to burst free from the weapon’s confines and alter the very fabric of reality. On truly remarkable attacks, a small portion of the untamed sorcery surges free and causes unpredictable effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll on the Wild Magic Surge Table and that effect occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: The DM could also rule that the magic surges on a natural 1, however many of the table’s results are based on a successful attack / spell. For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll. Not recommended for thrown weapons or ammunition.
  5. Cinders: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered fire damage rather than the weapon’s normal damage type. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
  6. Nightmares: The handle of the weapon is pitch black and seems to soak in the ambient light around it. Whenever a creature makes contact with the weapon, (Be they the wielder or target) that creature relives a fleeting instant of a long forgotten childhood nightmare before the memory quickly submerges back into their subconscious. Twice per day, when the wielder lands a successful attack against an enemy he can choose to cause that creature to suffer from severe night terrors during their next eight hours (Consecutive or non-consecutive) of sleep as they experience a vivid and specific Random Nightmare. The victim’s sleep is plagued with thrashing and screaming as they frequently bolt awake terrified, drenched in cold sweat, their heart pounding heavily in their chest. The creature’s sleep is so disturbed by the nightmares that they gain no benefits from the rest whatsoever. —Note: Projectile weapons with this enchantment bestow the magic upon their ammunition for the turn that it’s fired.
  7. Patience: The length of the weapon is covered in a complicated pattern of swirling silver whorls that calm and soothe a creature who observes it. At the first moment of combat, the bearer senses that the battle may go better for them if they take a moment to observe the situation and ready themselves before joining the fray. When initiative is rolled,  if the bearer chooses (Before rolling) to go last in the initiative order, the silver patterning begins to glow a dull red and the weapon is treated as a +1 weapon for that wielder until the end of combat.
  8. Wolfbrother: A weapon simple in its design, lacking any sort of flair or decoration save for the imprint of a leaping wolf stamped into the leather grip. A bearer feels a sense of animalistic cunning from the weapon and that despite its simple appearance, it is much more than it seems. After three days in the possession of a bearer who has never deliberately harmed or killed a wolf, the bearer’s eyes become a bright yellow even golden color, glow faintly in the dark and catch the light, granting a wolfish appearance. This effect fades 24 hours after the weapon has left the wielder’s possession. A wolf eyed wielder takes on some of the heightened senses of the untamed wolf and can see in low or dim light as if it was bright light and gains advantage to any perception checks made regarding their sense of smell. Wolves are pack hunters and a golden eyed bearer instinctually benefits from a nearby ally while in combat, using the minor distraction to go for the enemy’s throat. The wielder gains a +1 on damage rolls with the weapon if an allied creature is within five feet of the target. Bearers who have ever harmed or killed wolves feel a strong sense of betrayal and revulsion when touching the weapon and they cannot benefit from its magic nor are they considered proficient with the weapon. —Note: Recommended for melee weapons.
  9. Bloodied: The symbol of a ferocious, wild eyed badger is etched on the grip of the weapon. A healthy bearer can feel the faintest hint of dormant, primal rage at the back of their mind waiting patiently for its power to be called upon. The knowledge of this emergency, animalistic violence hibernating within himself can leave the bearer comforted or uneasy, depending on how civilized or evolved he views himself. When the wielder is heavily injured the wielder flies into a bestial frenzy and channels that power into the weapon, which is treated as a +1 if the wielder has less than half of his total hit points remaining. This adrenaline fueled rage immediately departs a wielder whose life is not in immediate danger (Above half of his total hit points) as the primal urges retreat back into dormancy rather than further taxing the wielder’s energy.
  10. Tithing: The holy symbol of a God of a Random Domain is etched on the grip of the weapon. The object functions as a direct spiritual connection to that deity and a creature can make offerings directly to the God in return for a minor blessing. The bearer may lay ten gold coins (See Note) along the surface of the weapon and pray to the God for ten minutes. At the end of this ritual, the gold coins vanish and the weapon is treated as a +1 weapon for the next eight hours but only for the creature who prayed. The bearer feels a strong sense of religious devotion during the eight hour span and feels motivated to carry out the basic tenets of the domain the God represents. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. —Note: Rather than a flat ten gold, the DM can rule of another flat value, X gold per character level or other reasonable amount. Not recommended for ammunition or thrown weapons.
  11. Bonded Power: The symbol of a hand holding this weapon is etched into the weapon’s grip. The lines of the symbol where the hand and the weapon meet are blurred, making it hard to distinguish them as separate entities. The bearer understands that although the weapon is lethal in it’s own right, it’s true power can only be obtained by physically bonding with it. On the wielder’s turn he may activate the weapon’s magic, causing the grip to animate and wrap itself around the wielder’s fist and burrowing into the skin of his hand, creating an unnatural union of weapon and flesh. This process takes an action equivalent to making an attack or casting a spell. The wielder feels an unpleasant amount of pressure but no actual pain and takes no damage as the material penetrates the skin, forcing it to remain grasped to the handle. The weapon becomes more powerful and deadly as it fused with its wielder and is treated as a +1 while bonded. While attached to the wielder’s hand, the weapon cannot be released or disarmed and the wielder cannot use that hand for tasks requiring any sort of manual dexterity as the hand is considered actively wielding the weapon at all times. To sever the bond to the weapon the wielder can spend one minute cutting and prying away the fused areas, suffering one hit point of damage per character level (Or 10% of his maximum health or other equivalent amount), or he can take an action equivalent to attacking or casting a spell and use a free hand to rip it off by force, dealing twice that amount of damage to himself due to the sheer amount of lost skin and tissue. —Note: For two handed weapons, the weapon only bonds to a single hand (Wielder’s choice) leaving the other one free to interact with other objects, however the wielder must still use both hands to make attacks with it as normal. This allows the wielder to hold a bonded crossbow in one hand while the other retrieves a potion, makes a rude gestures or loads said crossbow. Not recommended for ammunition or thrown weapons.  
  12. Flamboyant: A fine looking weapon with a pictorial representation of the last magical sound the weapon made outlined in the last color it was ordered to shine in, emblazoned on the grip. When the weapon is drawn, the wielder may mentally command the weapon to shine up to or as bright as a torch in any color they choose and can choose to cause the weapon to create any noise they can imagine, which can be up to as loud as one grown man yelling. The wielder cannot alter the ongoing effect but may suppress it at any time. Both effects are illusionary and last until the weapon no longer held, the wielder dismisses it or until one minute passes. The weapon requires one hour of recharging before the magic can be activated again. Knowledgeable PC’s will know that these weapons are often used by highwayman, charlatans and bards to fake an actual magic weapon or bluff an enemy into believing they have a specific type of weapon enchantment. For example, a “Holy” weapon can be faked with a pure high pitched tone and a bright white light, while an “Evil” enchantment would be the sound of a deep horn, dirge or pained wail accompanied by dark reds, purples, or sickly green colors. Occasionally lesser nobles or knights will use these and display their main house colors and cause the cry of their house animal. This weapon enchantment is rarely used by those with the money to afford better as the magic is illusory and not long lasting.
  13. Conquest: The weapon is tinted white and the symbol of a horse and crown are etched into the grip. The weapon is lavishly decorated with images of triumphant battles and the bearer is filled with the urge to conquer and be victorious over all others. The weapon rewards those who spread the message of their dominion over others and if the weapon is used to land a killing blow on an intelligent creature while being witnessed by at least three other non-allied, intelligent creatures, the weapon glows slightly and functions as a +1 for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder meets the enchantment’s requirements. —Note: Not recommended for thrown weapons or ammunition.
  14. Depths: A flowing motif of tidal waves decorates the weapon’s grip. The weapon is constantly damp and drips saltwater intermittently and when grasped, the wielder’s ears pop as if subjected to a drastic change in pressure. If the weapon is completely submerged in saltwater it is treated as +1 for the next hour.
  15. Morning Glow: The symbol of a newly rising sun is etched on the weapon’s grip. When wielded, a dull yellow glow similar to a sunrise emanates from the business end of the weapon. The weapon’s light flares on contact with an enemy and a creature struck by the weapon suffers disadvantage on visual perception checks until the end of its next turn. The weapon is considered a +1 against creatures who are harmed or sensitive to natural sunlight and such creatures are never considered proficient with the weapon due to its flaring light.
  16. Risen: The hieroglyphic symbol of an ankh is etched on the weapon’s grip. Whenever the wielder quickly regains health, he feels an overwhelming rush of strength and vigor as the weapon harmonies with the sudden rush of vitality and becomes empowered in its own right. If the wielder has regained more than 1 hit point per character level (Or 10% of his maximum hit points or other equivalent amount) through any source or means since the start of his last turn, the weapon is treated as a +1 until the end of the wielder’s next turn.
  17. Legacy: An antique handed down from generation to generation, within a well-established organization (See Note), this ancient weapon was masterfully crafted and has been lovingly cared for by each passing member. The weapon sports decorations and coloring based on the institution and is an unmistakable physical symbol of their long lasting existence. The group’s crest, sigil or emblem is emblazoned on the weapon’s grip and their motto, adage or creed (Roll a Random Motto or DM’s discretion) is expertly carved into its blade or shaft. The object is a true masterpiece from a time when that meant something and the weapon gains a Random Masterwork Bonus (DM’s choice or roll randomly, rerolling Impervious). Despite its age, the heirloom is in remarkable shape and is extraordinarily durable, and any wielder can plainly feel the solid construction under its unyielding form. The weapon is five times harder to damage than a typical one of its kind and never breaks, chips or dulls as a result of casual use and is all but impossible to break or damage as a result of combat, even when targeted by enemies who attempt sundering or weapon breaking techniques. —Note: Not recommended for thrown weapons or ammunition. Depending on your game system the weapon may either have five times as many hitpoints or have a greatly increased hardness or damage reducing quality. If there is no existing system in place and weapons simply break or do not break as a result of damage, consider giving the weapon five “charges” or “lives”. Each time it would be broken as a result of damage, it instead remains fully intact but looses a life or charge and it is destroyed when all five have been used up. This weapon requires a little more setup than others on this table but allows a DM to drop in a physical piece of lore and tradition. A DM can either have the weapon originate from an in-game organization relevant to the plot and give it a masterwork quality and motto that fit in well their ideals or generate one at random to provide a richer world. Examples of organizations can include: 1, Assassin’s guild 2, Mercenary company 3, Paladin order 4, A national or royal military 5, Order of werewolf, vampire, witch or monster hunters 6, A long standing family, clan or tribe 7, An adventurers or explores league 8, A forbidden cult 9, The followers of the God of Random Domain 10, An order of warmages. 11, A secret society that subtly influences political events 12, A circle of druids or nature wardens
  18. Rampaging: The symbol of a charging bull is etched onto the grip of this weapon. Simply holding the weapon fills the wielder with barely controlled rage and the desire to run down their enemies and stomp them into the dirt. These feelings are magnified in combat and the wielder is flooded with vitality and power whenever they vanquish an enemy. Upon killing a creature, the bearer can immediately move up to half his base move speed towards any enemy they can see. This movement still provokes any attacks of opportunities as normal but does not count against their total move speed for the turn. —Note: Not recommended for ranged weapons of ammunition.
  19. Magewright Made: This masterpiece of a weapon was created entirely by magical means by the arcane order of the magewrights. The ancient order was comprised of hardworking mages who were all gifted craftsmen in one trade or another and who used magic as their main tool in all steps of their creative process. This weapon in particular was made entirely from summoned or conjured materials that were then forged, carved and sculpted by eldritch power, adorned with  quenched in the magewright’s own blood before spending weeks undergoing polishing, buffing and cleansing spells to ensure that it be without physical flaw, inside and out. The resulting tool of violence is a testament to the magewright guild and to the power of harnessed magic wielded with a driven purpose by a true eclectic master of magic and weaponcraft. It gains a Random Masterwork Bonus (DM’s choice or roll randomly, rerolling Spellbound) as the weapon spent such a great deal of time exposed to mana in its rawest form, it tingles with power imbued by the countless overlapping magical fields it spent so much time in. It has retained enough mystical essence for it to be considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses. —Note: Not recommended for thrown weapons or ammunition.
  20. Visionary: Etched into the grip of this weapon are nearly a dozen different simple pictographic symbols including the four primal elements (Water, earth, fire and air), a symbol of magic, a human brain, a lightning bolt, a musical note and a holy and unholy symbol, that are all clustered around the image of an open eye. The weapon looks standard for its type until it is picked up, at which point it takes on a specific elemental or metaphysical quality in response to a specific physical trait of the wielder, instantly changing to match each new wielder. Once held, the weapon begins to glow the same colour as the wielder’s eyes and on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered X damage rather than the weapon’s normal damage type based on the wielder’s eye colour (See Note). The weapon displays no special function for creatures without a natural eye colour or who lack eyes entirely and creatures with multiple eyes colours can will the weapon to glow and deal damage in either of their natural eye colours. —Note: The X for damage is based on the wielder’s eye colour and associated damage types are as follows: Amber / yellow = Lighting. Black = Necrotic Blue = Cold. Brown = Acid. Green = Force. Gray = Thunder. Hazel = Poison. Purple = Psychic. Red = Fire. White = Radiant.
  21. Quickness: The grip of the weapon is covered with a motif of small blue lighting bolts. When held, the weapon begins to vibrate so quickly that its edges shimmer and blur as if hidden behind a heat mirage. At the same time a faint sound, similar to the buzzing of insect wings, can be heard and the wielder is flooded with torrents of physical energy and the desire to go fast. The wielder’s base movement speed is increased by five feet for as long as the weapon is held. After releasing the weapon, the magical stimulation immediately departs leaving the creature with sore muscles and a sense of lethargy that lasts about a minute.  
  22. Death’s Toll: The symbol of a heavy bell inscribed with a human skull, is etched into the grip of the weapon. When the weapon is used to land a killing blow on a living creature, the weapon emits a deep loud reverberation just like a large gong or heavy bell. The heavy tones remind all those who hear it of the fleeting nature of life and their own mortality. The wielder can then lock eyes with any living creature within 60 feet and cause them to become frightened of the wielder until the end of that creature’s next turn.
  23. Youthful: The symbol of an hourglass with most of the sand in the top half is etched into the weapon’s grip. A creature holding the weapon feels youthful, as if the weight of all the responsibilities, regrets and consequences in the wielder’s life has been lifted away. The weapon is treated as a +1 if the wielder is the youngest intelligent creature within 100 feet.
  24. Heartbreaking: A simple, unembellished weapon save for a large gem the color of blood on snow, seamlessly embedded into its grip. The large gem glows bright and warm when the wielder is within the presence of someone they truly love. If the weapon is used to purposely kill someone that the wielder truly loves (DM’s discretion), the weapon is permanently treated as a +1 for that wielder alone. This process can be repeated with any number of wielders who are willing to make the sacrifice.
  25. Seeming: A large weapon with arcane runes carved along its length, with a pommel consisting of the shrunken head of an illusionist wizard. When in the bearer’s possession, it creates an illusion of normalcy that completely conceals any mutations, amputations, horrifying scars, disfiguring marks, curse brands, burns, tattoos or other strange, immediately identifying or unnatural features, causing its bearer to seem completely and perfectly ordinary for his race and gender. Essentially this causes the bearer to be disguised in an illusion that is a generic unremarkable version of themselves. While the illusion is active, the bearer gains advantage on checks made to pass themselves off as another person and other creatures gain disadvantage on checks made to recognize the bearer.  This is an illusionary effect and although perceptive creatures could spot inconsistencies with the illusion, most creatures would never notice. The bearer can choose to activate or suppress this ability at will. —Note: Not recommended for ammunition or throwing weapons.
  26. Black Ice: The business end of the weapon is covered in a thick layer of what appears to be highly polished silver that’s constantly shedding small clouds of fog. Closer inspection reveals the material to be frozen quicksilver that never melts or loses its icy nature. Knowledgeable PC’s will actually recognize the material as mercury mined by ice demons from the lowest circle of the nine hells, a place of perpetual frost where traitors betrayers and oathbreakers are tortured within the unyielding ice for eternity. The treacheries of these souls are punished by denying them the love of the Gods and of all human warmth. When the weapon strikes a target, small particles of the fiendish metal works into the victim’s skin freezing the tissues before melting, causing the toxic liquid mercury to course through the creature’s bloodstream. Half of the damage dealt by the weapon is considered cold damage, while the other half is poison, no mundane damage is dealt. The demonic material retains the wretched properties of the Abyss and can actually corrupt and become empowered by mundane quicksilver. If two ounces of ordinary mercury is poured over its hellspawned counterpart (Using up the regular mercury in the process), the weapon is treated as a +1 for the next hour. The weapon is not without its flaws however and is tainted with the sin of treachery and will turn on the mortal who trusts it most. A wielder who rolls a natural 1 on an attack roll must roll damage as normal for the attack and deals half of that damage to themselves, as the weapon seems to twist in their hands and nicks them. —Note: Not recommended for ranged weapons. Two ounces of mercury can provide the +1 for up to 15 pieces of ammunition or thrown weapons at a time.
  27. Elemental Attunement: The unified symbol of the four natural elements (Fire, earth, air and water) is etched into the grip of the weapon. The weapon is always attuned to one of the four elements at all times, which provides the wielder power at a cost. When carried, the bearer gains a physical link to the particular element the weapon is attuned to and feels warm, solid, light or damp and causes their eyes glow faintly in a color matching the element’s energy. This allows the bearer to channel the weapon’s power in combat so that whenever the wielder successfully strikes a target, he inflicts fire, acid, electrical or cold damage equivalent to a dagger (1d4, Based on which element the weapon is attuned to) in addition to the attack’s damage. However, due to the deeper connection the bearer has to that element, whenever the bearer would take the elemental damage of the same type that he is attuned to, that damage is rolled twice and the bearer takes the higher result. This occurs whenever the weapon is on the bearer’s person, even when not actively wielded. The bearer can change the weapon’s attunement through a ten minute ritual by directly exposing the weapon to the new element such as holding it over a candle’s flame, covering it in soil, holding it up to a light breeze or submerging it in water. This ritual never damages the weapon and the bearer wills the weapon to change its attunement, making it impossible to do accidentally. —Note: Since the weapon is always attuned, the DM can roll a d4 or choose which element the weapon is linked to when it is found. Not recommended for thrown weapons or ammunition.
  28. Icy: The weapon is fashioned from frigid materials and the symbol of a snowflake is carved into the frost on the grip. The frozen implement never melts or cracks, even in the fiercest of heat but will mist and emit water vapor in warm temperatures. Although the object feels cold to the touch, the ice never freezes material it touches or cause frostbite in its wielder. The weapon’s icy magics create rime rimmed wounds that leak slushy, half frozen blood from blackened, frostbitten flesh. When used in combat, the wielder’s hands become coated in a fine layer of frost (Which deals no damage and melts normally) on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered cold damage rather than the weapon’s normal damage type. Projectile ranged weapons will freeze their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
  29. Unquiet Dead: The symbol of a skeletal hand bursting up from the earth of a fresh grave is etched on the grip of the weapon. When the bearer sees a fresh corpse their mind is distracted with faint whispers of forbidden utterances, visions of unholy symbols and quasi-memories of black rituals. The ensorcelled weapon contains the profane wisdom of experienced necromancers and is imbued with a small portion of their knowledge and raw magical power. When the weapon is used to kill, it leaves a seed of necromantic energy in the resulting corpse. This spark of unholy flame can be fanned by conventional necromantic spells if they are cast before the black fire burns itself out. A living creature dealt a killing blow by this weapon, only needs half of the costly material components (Such as onyx gems, rare incense or diamonds) that the spell requires need in order to raise it as an undead creature. This benefit lasts for one hour after the creature is killed after which it requires the normal amount of materials. —Note: For example, if Animate Dead is cast on a corpse and it would normally need an onyx gem worth 50 gp, the weapon’s enchantment reduces that cost to a gem worth only 25 gp for one hour after the creature is killed by the weapon.
  30. Ki Focusing: The airy symbol of three wavy lines is painted onto the grip of the weapon in beautiful flowing calligraphy. When held, the weapon hums in a deep, centering tone that is barely audible, yet strangely compelling to concentrate on and use as a meditative focus. A wielder feels connected to his inner self and at any time, can assume a relaxed position and enter a meditative trance. In this state the wielder turns his inner eye to his spiritual self and becomes unaware of his surroundings. The wielder is aware of how long he’s been meditating for and can instantly rouse himself from the trance becoming fully awake at any time. He is automatically roused from the trance if he takes any sort of damage, is physically moved, his name is spoken within earshot or if he is no longer touching the weapon. Time spent in this meditative state fulfills the same purpose as sleeping for an equivalent amount of time (Making eight hours of broken up meditation over the course of a 24 hour period equivalent to a full night’s sleep) but they must meditate in at least 30 minute increments. A weapon must match itself to its bearer’s unique energy flows and the first time it is used, the bearer must meditate using the weapon for a period of four consecutive hours before they can benefit from the meditative sleep. The weapon can only be attuned to one creature at a time.
  31. Ruthless: The image of a mercenary dealing the final deathblow to a heavily wounded enemy is etched on the grip of the weapon. The bearer’s perception’s seem to speed up in combat and he can all but smell out a wounded enemy, feeling the urge to pounce on the weak, like a wolf taking down the most injured member of a herd. The bearer understands that there’s no fairness in love or war and that allowing a battered foe to recover for a fair fight only means that you value your enemy’s life more than your own. The weapon is treated as a +1 if the target has less than half of their total hit points remaining.
  32. Indomitable: The symbol of a bear rearing up on its hind legs as a show of force is etched on the grip of the weapon. The wielder feels strong and physically powerful, as if they could wrestle bears with nothing but their hands and win. The bearer gains advantage on checks made to initiate or break grapples, holds, clinches, wrestle other creatures or break out of restraints such as weighted nets. If the bearer is being grappled or restrained by multiple sources and is trying to break loose, he may choose to break the strongest hold on him (The check with the highest DC or creature with the highest modifier) and if successful, the bearer breaks free from all grapples and restraints with the same action. In order to benefit from these effects, the bearer must be actively wielding the weapon or have been wielding it at some point within the last 30 seconds. —Note: Recommended for melee weapons.
  33. Alarm: The symbol of a Random Creature Type is etched into the grip of the weapon. The enchantment serves as a warning beacon to its bearer that enemies are nearby and that the wielder should prepare themselves for battle. The weapon begins to glow with the intensity of a candle when a creature of the symbol’s type is within 200 feet of the weapon. If a creature of that type is within 100 feet of the weapon it shines as bright as a torch. When that creature type is within 50 feet of the weapon, it emits a shrill whistling noise in additional to the bright light. The bearer is able to suppress or resume any of these effects with a thought. —Note: The DM can assign one colour for both lights or two different colours to better differentiate between them such as yellow within 200 feet and red within 100 feet.
  34. Dryad’s Blessing: A simple weapon made almost entirely out of wood with accents of stone or animals products (See Note), the lethal tool has a rugged and wild appearance. The weapon lacks a single tool mark and seems as though it was grown into shape rather than carved. The wielder feels a deep and strong connection to the natural world and develops an emotional attachment to the supernatural creatures who guard the earth from those who would abuse and corrupt it. Knowledgeable PC’s will be able to determine that the object’s wood was willingly sacrificed by a dryad who grew it of herself into a weapon to strike back against the intruders of her sacred forest. The wielder is filled with a sense of reverence and utmost respect for the wilderness and the weapon functions as a +1 if the wielder has never personally cut down (Or directly aided in cutting down) a healthy living tree in his life. —Note: The DM can decide exactly how some weapons are crafted without any metal components. A rapier for example could have a wooden hilt with the blade made of a single giant porcupine quill, while a garrote could be fashioned from two wooden handles with a cord of braided vines or sinew.
  35. Greed: The symbol of an open hand is stamped in gold leaf on the grip of this weapon. The bearer develops a nagging feeling that he never has enough and that he is not happy. The bearer begins to feel that collecting more material possessions and amassing an increasing amount of wealth of any variety will satisfy his soul and bring him peace. The bearer is aware that using the weapon against others may grant him more gold to add to his horde and that causing pain and injury to others is worth it if the end result is more gold in his pocket. The bearer is never forced to act on these feelings but so long as he carries the weapon he may be swayed by its avarice. When the wielder lands a critical hit, instead of producing blood, ichor, tree sap, sloughs of undead flesh or other similar substance, the target sheds pure gold droplets. The equivalent of one gold coin per point of hit point damage dealt by the critical hit (In total, to a maximum limit of the amount of hit points the target has remaining), tumbles out of the target’s body and falls to the ground. —Note: DM’s can change the effect to function on the first time per day the wielder lands a critical hit if they feel their players will get distracted trying to abuse the effect to get rich rather than treating it as a fun, novel weapon.
  36. Light Launcher: The symbol of a shooting star is etched on the grip of the weapon. When a projectile is fired from this weapon the wielder is able to cause it to emit light that’s as dim as a dull glow to as bright as a fresh torch, with nothing more than a mental command. The wielder chooses the colour of the light and can choose to have the projectile emit light the moment the ammunition is launched, halfway to the target or immediately upon impact (Hit or miss). The ammunition emits light for up to one minute, until the wielder mentally dismisses it or until a second projectile is enchanted with light. The wielder can choose to fire ammunition without enchanting them and can enchant up to two pieces of ammunition per hour. —Note: Recommended for Projectile Ranged Weapons.  Can be applied to Ammunition and Thrown Weapons in which they can only be set alight once, but the wielder can have multiple units of ammunition illuminated at a time.
  37. Sanguin: The symbol of a drop of blood is etched into the grip of the weapon. The weapon is pristine and any blood that touches the weapon is immediately absorbed into itself, leaving no trace. The weapon possesses a monstrous thirst for blood and gore that can never be fully sated but can be temporarily quenched. The weapon passes along this bloodlust to the wielder who never craves blood for himself but is given the understanding that providing the weapon with what it desires will increase its power. If the weapon is plunged into a freshly deceased creature (See Note) and remains there for at least one uninterrupted hour, it is treated as a +1 for eight hours after being withdrawn from the body. During this time the weapon draws all the blood and general moisture from the corpse leaving it a desiccated husk when it is withdrawn. —Note: The creature should be no more than 12 hours dead, be the size of a wolf or larger and have possessed a blood based circulatory system while alive. The DM’s has discretion on what corpses qualify to feed the weapon’s hunger as some that have died due to fire or bleeding damage or who have been caught in explosions of power, may be too charred, mangled or lack enough blood for the weapon’s liking.
  38. Panache: A flamboyant weapon with a long sleek form and an ornate hilt. The weapon has been empowered to augment the bearer’s natural grace and allows even a clumsy oaf to wield the weapon with a certain panache that resembles a gymnastic performance. In combat, a naturally captivating wielder’s movement’s become outright distracting and the wielder is able to strike and step away from the fascinated enemy before the creature can even consider repaying the favor. On the wielder’s turn if he successfully attacks a target with a lower charisma score than himself, that specific creature can’t make opportunity attacks against the wielder for the rest of the turn. —Note: Recommended for melee weapons only.
  39. Mindstrike: The grip of the weapon is formed not of wood, leather or metal but rather of corded brain tissue that has been wrapped around the handle. The grip feels damp and squishy beneath the wielders grip as if the grey matter was still fresh. A knowledgeable PC will be able to determine that the brain tissues come from a number of different creatures who all had psionic, telepathic, telekinetic or other powerful mental abilities. Bearers who hold the weapon for long periods of time or attack with it, experience fleeting mental flashbacks of lives they never lived, as the memories locked away in the preserved brains leak into the wielder. The weapon’s psionic power attacks its victim’s very psyche, mutilating their mind, exterminating their ego and brutalizing their brain. On a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered psychic damage rather than the weapon’s normal damage type. Projectile ranged weapons will enhance their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
  40. Drunkard: The symbol of a mostly finished bottle of whiskey is etched on the grip of the weapon. A creature who grasps the weapon experiences blurred vision, feels slightly dizzy has slurred speech and is filled with unearned courage. This pseudo alcoholic buzz is mild and actually seems to sober up a creature who is unreasonably drunk. An intoxicated bearer who is experiencing disadvantage on attack rolls, saving throws or ability checks, suffers no penalties from being intoxicated as long as they are actively wielding the weapon. Furthermore if the wielder would be suffering disadvantage on rolls due to his intoxicated state (But is not because he is benefiting from the enchantment), the weapon functions as a +1.
  41. Earthbreaking: The symbol of a mountain that’s been cracked in half is etched into the grip of the weapon. The weapon is infused with earth shattering power and the wielder can feel the destructive potential flowing through his body. As an action equivalent to making an attack, the wielder can swing the weapon with all their might at a patch of ground within their reach. The weapon’s reverberations shake the dirty, stone or wood floor creating cracks, small fissures and uneven patches of ground an area of five square feet. The area becomes difficult terrain and creatures must use twice as much movement in order to move in or out of the five foot square. Abnormally powerful attacks also trigger this effect and whenever the wielder scores a critical hit with the weapon, a five foot square of ground under the struck creature becomes difficult terrain. —Note: Recommended for melee weapons.
  42. Runic: The weapon is covered in arcane runes that glow and pulse slightly when held by a creature capable of casting spells. A bearer can choose to siphon magical energy into the weapon which fuels the runes latent potential, causing it to hum with violent power. The bearer can take an action equivalent to making an attack to channel a finite magical resource (Such as a level 1 spell slot, mana points or an encounter power) into the weapon. While empowered in this way, the runes flare with eldritch light and the weapon is treated as a +1 for the next ten minutes regardless of who holds it.
  43. Warmage: The weapon is adorned with arcane runes, druidic glyphs, eldritch marks, sorcerous emblems and holy symbols to various Gods of magic. The combination of the various patterns and designs allow the weapon to be used as a material focus for casting magical spells of any sort. In addition, as long as the caster is wielding the weapon in one or both hands, he can wave it around to replicate the physical movements of casting, allowing him to perform the somatic components of the spell as if his hands were free.
  44. Hidden Light: The weapon looks absolutely mundane for its type and has no markings, identification or hint as to its true power. The object contains a divine spark that subtly guides its bearer towards a path of righteousness, bravery and self-sacrifice. The holy weapon doesn’t wish to be sought after for its power for those who simply wish to use it for battle and it is not detectable as a magical weapon when carried by a noble creature. The divine essence provides the bearer the courage to stand firm in the face of adversity and the first time per day the wielder attempts to resist a fear type spell or effect, he gains advantage on the roll. In combat a wielder may flare the holy spark to harm the foe and after confirming a hit but before rolling damage, the wielder may choose to convert all of the damage dealt by this weapon to radiant damage. When this occurs, there is no outward flash of magic, divine light or sense of holy power, which makes it a favored enchantment of traveling priests wishing to lay low, humble paladins and inconspicuous clerics in the fight against evil. To benefit from these magical effects, the bearer must be a good aligned creature and have used the weapon as a focus of prayer, meditation or self-reflection on how they can help others, for at least one uninterrupted hour in the past day. —Note: Not recommended for thrown weapons or ammunition.
  45. Bowblade: The symbol of a Random Melee Weapon (See Note) is etched into the grip of this Random Projectile Ranged Weapon. This enchantment was tailor made for adventurers who wish to travel light while still retaining access to an assortment of armaments. The weapon is imbued with transmutation magic and once per round on his turn, the wielder can concentrate for a fraction of a moment (Taking an action equivalent to drawing a weapon), he may cause the weapon to instantaneously change from its current form to the type of weapon etched onto the grip or back again. Any observer can clearly tell that both of the weapon’s forms are of exceptional workmanship and that a great deal of time and skill went into their creation. Both weapons gain a single Random Masterwork Bonus (Either the same for each or two different benefits, DM’s discretion). —Note: I recommend choosing two weapons that deal different types of damage to increase the wielder’s variety of attack options.
  46. Ghost Touched: A weapon with this quality seems insubstantial and mists slightly as if it was incredibly cold. The weapon can be wielded by a missing limb and when used in this fashion, the wielder is always considered proficient with it. The weapon appears to float and swing in midair, however perceptive characters might notice spectral wisps of the missing limb. The weapon is treated as a +1 when wielded by a missing limb. —Note: Not recommended for ammunition or thrown weapons.
  47. Lucky: The symbol of a horseshoe encircling a four-leaf clover is etched on the grip and a small rabbit’s foot charm hangs from a short silver chain, unobtrusively attached to the base of the grip. A creature who handles the weapon for more than a few moments gets a hunch that it is somehow lucky and would bring them good fortune to use in combat. It is common for long term bearer’s to become quite superstitious and develop or practice small rituals (Such as throwing spilled salt over your left shoulder, saying “Bless you.” when someone sneezes or never washing your socks.) to attract good luck or ward off bad luck. The bearer is not compelled to do this but does receive small gut instincts originating from the weapon if the ritual was done satisfactory or not. The first time per day that the wielder critically fails an attack roll with the weapon (See Note) they must roll again and take the new result. This effect cannot be suppressed, delayed or saved for later. The weapon must have been in the bearer’s possession for at least 24 hours before the wielder can benefit from the effect. —Note: The DM can expand this to also include other combat rolls that are not attacks such as attempting to shove, trip or disarm a target as long as the weapon was used at least in part to do so. Not recommended for thrown weapons or ammunition.
  48. Blood Called: This weapon is covered in bloodstains that can never be washed clean with water, solvent or magic. Once attuned, the weapon always has a few drops of fresh blood somewhere on its surface which reappear if wiped away. A creature can attune this weapon to themselves during a one hour ritual that bathes the weapon in the creature’s own blood causing three hit points of damage per character level (Or 30% of maximum health or other equivalent amount). Afterwards, they are able to instantly summon the weapon to their hand with a thought, by sacrificing one hit point per character level (Or 10% of maximum health or other equivalent amount. This sacrifice is simply hit point damage not a permanent loss but cannot be prevented by any means), as long as the creature and the weapon are one the same plane of existence. The magic involved in the ritual binds the creature together with the weapon and the fresh blood that beads on the object’s surface is actually that of the attuned creature. This arcane ritual allows the weapon to bypass certain magical barriers that oppose teleportation as the enchantment tricks the barrier into thinking that the weapon and the attuned creature are physically attached. The anti-teleportation field therefore believes that the weapon is simply moving incredibly fast over long distances but not actually “teleporting” and therefore will allow the weapon to be called in or out of it. Attuning the weapon to a new user breaks the previous owner’s connection. Due to the nature of these weapons they are not often stolen and typically the previous owner is already died. Note: For ammunition it is suggested that the one hour ritual can effect up to ten units of the same type of ammunition and that the user can sacrifice a single hit point in order to summon a single unit. If a DM finds the anti-teleport bypassing power too powerful, consider having it cost twice as much hit points (2 per level or 20% of max health) to call the weapon in or out of such a field.
  49. Deceptive: A weapon decorated with bright colors and bold patterns defined by thick black lines. The conspicuous weapon becomes invisible whenever it’s actively being wielded or held in at least one hand. The bearer does not gain the ability to see the weapon but as they are physically grasping it they suffer no penalty to using it in combat. The wielder gains advantage to checks made to feint with the weapon (Or the target gains disadvantage whichever benefits the wielder more) and on any checks made to disguise the fact that they are wielding or holding the weapon. The first time the weapon is used in a combat encounter, the wielder gains advantage on the attack roll as the target has trouble avoiding or blocking an unknown, invisible weapon. The invisibility does not extend to anything other than the weapon itself and shed blood will appear to float and move in midair as the wielder fights. —Note: Not recommended for ammunition or throwing weapons.
  50. Daywalker: The symbol of a blazing sun is etched on the grip of the weapon. The bearer can feel the power and heat of the sun tingle over their entire body like a warm embrace. The weapon is treated as a +1 in direct sunlight and the wielder can see look directly into the brightness of the sun without suffering any sort of discomfort or damage whatsoever. —Note: Direct sunlight can include shady areas such as under a forest canopy but not areas primarily lit but non sunlight such as most indoor settings.
  51. Venerable: The symbol of an hourglass with most of the sand in the bottom half is etched into the weapon’s grip. A creature holding the weapon feels old, and the burdens of all the responsibilities, regrets and consequences in the bearer’s life weighs heavy on their mind. The weapon is treated as a +1 if the wielder is the oldest intelligent creature within 100 feet.
  52. Bonded Skill: The symbol of a hand holding this weapon is etche
  1. A blue steel mask that resembles a face at rest, emotionless and cold to the touch when not worn.
  2. A small silver orb with the word “McGuffin” acid etched into its surface. It is coveted by all who look upon it.
  3. A jar filled with potpourri that smells like their childhood home to each person who smells it.
  4. A charm made from small pieces of whale bone fastened together by metal and leather and etched with strange sigils. The object has been treated with mixtures of rare herbs and other substances and the entire bonecharm hums with power, creating a faint but distinctive ‘song’ that the spiritually perceptive can hear.
  5. A small, polished, fossilized cross-section of wood. The interior cracks have filled with some opalescent material in shimmering blues and green. Knowledgeable PC’s can identify the mineral as opalized wood.
  6. A double recorder hewn from a strange, pale ivory not of this earth.
  7. An iron pocket watch with the chain extruding from an eagle’s mouth mounted into the top of the watch. The clasp at the end of the chain is a talon.
  8. A small, handheld harp made from the wishbone of a celestial griffin. It was alchemically treated with elemental fire, laminated with entsap, and enameled with scenes from myth and legend. The instrument is translucent and slightly opalescent in coloration and strung with mithril wire.
  9. A dozen glass roses are arranged in a lovely bouquet. A ribbon of purple silk around one of them has an ivory card attached. The words on the card say, “Glass thorns cut more deeply, my dear.”
  10. A glass bauble with no visible means of opening it contains blue sand and white insects that resemble ants but have iridescent wings. When they fly, a pleasant and soothing song emanates from the bauble.

—Keep reading for 90 more trinkets.

—Note: The previous 10 items are repeated for easier rolling on a d100.

  1. A blue steel mask that resembles a face at rest, emotionless and cold to the touch when not worn.
  2. A small silver orb with the word “McGuffin” acid etched into its surface. It is coveted by all who look upon it.
  3. A jar filled with potpourri that smells like their childhood home to each person who smells it.
  4. A charm made from small pieces of whale bone fastened together by metal and leather and etched with strange sigils. The object has been treated with mixtures of rare herbs and other substances and the entire bonecharm hums with power, creating a faint but distinctive ‘song’ that the spiritually perceptive can hear.
  5. A small, polished, fossilized cross-section of wood. The interior cracks have filled with some opalescent material in shimmering blues and green. Knowledgeable PC’s can identify the mineral as opalized wood.
  6. A double recorder hewn from a strange, pale ivory not of this earth.
  7. An iron pocket watch with the chain extruding from an eagle’s mouth mounted into the top of the watch. The clasp at the end of the chain is a talon.
  8. A small, handheld harp made from the wishbone of a celestial griffin. It was alchemically treated with elemental fire, laminated with entsap, and enameled with scenes from myth and legend. The instrument is translucent and slightly opalescent in coloration and strung with mithril wire.
  9. A dozen glass roses are arranged in a lovely bouquet. A ribbon of purple silk around one of them has an ivory card attached. The words on the card say, “Glass thorns cut more deeply, my dear.”
  10. A glass bauble with no visible means of opening it contains blue sand and white insects that resemble ants but have iridescent wings. When they fly, a pleasant and soothing song emanates from the bauble.
  11. A white ceramic mug with an unknown substance or creature that has excess of writhing gray tendrils coming out of it.
  12. A dartboard that has a picture of the local regent on it. The eyes currently have darts sticking out of them.
  13. A dark, mahogany box roughly the size of a dozen coins. The box does not appear to have any obvious hinges or opening mechanisms. A perceptive PC will discover a tiny hidden latch that opens the box. Inside and laid together are a matching set of ten gold coins. Each coin is ornately crafted, but slight variations in the coins suggest that they may have been individually handmade.
  14. A smoky black precious stone. When held up to the light you can see the back of a devil pressed against the gem, but no matter how you turn it, you can never see its face.
  15. A small pouch with a moist eye within it. When you bring it into the light, you see the pupil quickly constrict. A PC well versed in religion can tell that this is the living eye of a dedicated follower of the god of orcs. The original owner can still see from this eye.
  16. An ink dip pen made entirely of tiny bones, complete with matching ink pot.
  17. A mummified baby wrapped in funerary wrappings with a solid silver and gold scarab on its neck on a very tight dried leather thong.
  18. A basilisk egg, tightly bound within a leather pouch and swaddled in a bundle of furs.
  19. A small sack filled with eight gears and springs of incremental sizes that appear to be of the same make or set.
  20. A Gnome’s skull that possesses a distinct odour of wine and gnome blood, faint to a human, but strong to a race with keen noses, like elves or kobolds. Rough garnets the color of clotted blood have been pounded into the skull, along with nails of silver and gold. Around lower edges of the brain-case, the tails of giant weasels have been attached, giving the item a furry fringe. The jaw has been wired to the skull with silver wire and a wispy fringe of beard and mustache cling to the bits of dried skin around the skull’s mouth. Runes of foul power have been chiselled into the bone.
  21. A small bag made of chainmail, tightly tied closed and locked. Found inside is a heart made of glass.
  22. A grossly oversized fist-shaped gauntlet that is a fused amalgamation of plates, spurs, gears, and rivets. It smells of grease and machinery.
  23. A child’s toy chariot with the face made from a stuffed growling dog.
  24. An unsettling ceramic figurine of a whale with a mouth full of victims.
  25. A pair of repulsive metal bells designed like bloated women eating fish.
  26. A drum, set with stretched gargoyle hide and woven with choker sinews. It requires a strong arm to pound the instrument but the sound is unique, like a deep thumping of stone.
  27. A black fan made of kobold skin with graphic images of kobold torment.
  28. A worn-looking box of dark wood, fitted with simple hinges of brass, is roughly the size of a man’s head, and rattles when moved. The interior contains a collection of tiny humanoid bones. The underside of the lid bears writing that appears in the primary language of anyone reading it, and states that the most recent reader is attuned with the box. No further explanation is to be found within.
  29. A masterwork steel lute with a triangular body and a headstock that resembles a carved demon’s skull.
  30. A strand of ten flat black stones on a knotted leather thong, each carved with the “Yr” rune and roughly the size of a typical gold piece.
  31. A gleaming crystal shard that shifts its coloration every few seconds, hurting the eyes of witnesses as it does so.
  32. An eel-hide leather pouch filled with an unspeakably foul-tasting coarse salt.
  33. A grey leather vest is made of the rough, tanned hide of a goblin shark.
  34. Orb of forgetfulness. When touched the orb you will remember the last thing you tried to think about but forgot. You will however forget why you wanted to remember it.
  35. A small silk pillow has split open here to reveal that it has been stuffed entirely with brilliant golden hair.
  36. A handwritten note which reads, in part: “She keeps it in the vanity. Without it, there’s no proof.”
  37. A porcelain mask resembles a skull with its mouth sowed shut.
  38. A box made to resemble a heavily pregnant woman with fangs instead of teeth. Her copious belly contains a rather grotesque image of an infant with three heads, each with an open mouth like a key-hole.
  39. A large hourglass labelled “The World Entire.” There isn’t much sand left in the top bulb.
  40. A clay pipe with the name “Underhill” inscribed on the side.
  41. A copy of Playdrake magazines. Its pages are filled with lewd images and salacious stories of draconic females. It is not suitable for minors.
  42. A small wooden bowl engraved with the heads of a snarling lion, bear, a screaming eagle, and a fish’s face.
  43. A vial of scented oil that can be burned as incense of worn as a perfume. Everyone smells something different but, always something nostalgic and a bit sad.
  44. A cube three inches across, made of thin glass of six different colors, one on each face. When it is placed on a side, the colors shift until they finally settle with one color on top (sometimes the same color that was placed, often a different one). There doesn’t seem to be a pattern to which colour ends up where.  
  45. A leather vest with one hundred pockets, divided between the outside inside and a number of secret hidden ones. One of the pockets contains a four leaf clover.
  46. A guitar that, regardless of what string is plucked, will always produce the same set of notes in the same order. Only the speed at which these notes are produced can be changed.
  47. An iron orb that always rolls against gravity, but only while in contact with a solid surface. If not in contact with a solid surface, it has no unusual properties.
  48. A gemstone that takes on the appearance of the birth stone of the last person to touch it.
  49. A chess set that animates and attacks people who attempt to cheat at the game.
  50. A vivid, deep purple crystal that appears to consist of a random assortment of thousands of tiny cubes bound together. Knowledgeable PC’s can identify the mineral as fluorite.
  51. A small hood for a trained falcon. Any bird wearing the hood does not need to eat or drink as long as the hood remains on.
  52. A pair of small metal rods, each about five inches long and a half inch wide, with bulbs at one end. When held, the bulb transmutes into the proper utensil needed for the current meal.  
  53. A glass jar that automatically separates any liquid poured into it into multiple layers of individual substances, as though a centrifuge had been employed.  
  54. A braided lanyard bearing the words “BEST FRINEDS”. When the wearer of this braided lanyard closes their eyes, they experience the sensations of having warm sun shining on their face and a gentle breeze tousling their hair. The scent of campfire smoke can be smelled, and the laughter of children can be heard.
  55. A pen of exquisite craftsmanship with a body like smooth, polished marble and gold trimming. The pen has a small golden leaver where in the tip of the pen can be touched to the shadow of an individual’s head and enough ink for a full sheet of paper is extracted.
  56. A leather wallet stamped with the symbol of a mousetrap, containing a full set of certified identification papers denoting that the bearer is a member of the ratcatcher’s guild. The section containing the member’s physical description (Height, weight, sex, race, eye, skin and hair colour) is completely blank and could be filled in by anyone with half decent handwriting.
  57. Mirror of Self-Interest: A small steel mirror that doesn’t reflect anything but the face of the person holding it. However, this image of the person is perfect, devoid of any flaws or incongruities with the holder’s appearance as though they were the most attractive person in the province. This image is also only visible to the bearer.
  58. A black and purple scale of some enormous horror of the far realm.
  59. A velvet coin purse containing half a dozen egg-sized polished stones in various natural hues.
  60. A skull carved out of charcoal. When burned, the skull will turn into a pile of ash. Within an hour, the skull reforms into charcoal.
  61. A thick caribou skin frontier jacket covered in mythological scenes.
  62. A perfectly preserved human brain, encased in a large dome of clear glass.
  63. Apple of Doubt: A fruit that looks like an apple, it tastes like an apple, it smells like an apple, for all intents and purposes it appears to be an apple, but you are certain it is not an apple.
  64. A blood red mask made from carefully sculpted bone, shaped to look like the face of a grinning demon. The eyes of the mask are the only parts that are open, with the eyes of the bearer appearing bright crimson while looking through it.
  65. A suncatcher in the shape of an evil deity literally catches the light of the sun, forming a hazy space of shadows around it.
  66. A large, round-bottomed flask containing a faintly golden liquid which smells sweet, but overwhelmingly of alcohol.
  67. A deck of cards carefully organized within a small box. The card faces are beautiful but contain a great deal of seemingly meaningless text beneath hand-painted pictures.
  68. A set of windchimes that move though no wind is present. The mellow sounds of their chimes bring back memories that make you ache with anguish and despair.
  69. A scroll that repeats these words endlessly; “Seek out the Gilded Glade and place me upon the pedestal.”
  70. A large painting portraying the wonders of underwater life. The viewer see merfolk, sea elves, and all manner of aquatic creatures going about their lives. The edges of the driftwood frame around the canvas is dripping seawater.
  71. A simple silver fork. Embossed into the handle are the letters “JA.” The tines of the eating implement give off a slight green glow. A crowded inscription on the back of the fork reads: “To King Ragnis, may venom never touch thine lips.”
  72. A small envelope sealed with a wax sigil. If unsealed the letter inside reads: “Meet me at the Red Rose at 7 in the eve. Kill the bearer of this note.”
  73. A tightly rolled cloth that unfurls into a solid black banner, with a faint, hard-to-look-at pattern shimmering in the weave.
  74. A rough-hewn, rust-colored stone filled with half-buried flakes of dark blue crystals forming the semblance of a rose. Knowledgeable PC’s can identify the mineral as azurite.
  75. A statuette of a six armed man, holding shields in each hand. With a ring-loop for a head, which is looped onto a necklace.  
  76. A large obsidian sphere with jutting shapes carved in and sticking out.  Each surface is intricately carved with a complex script composed of squares.  It is wrapped several times and held inside a smooth pottery sphere.  
  77. A squat metal cylinder of brass that resembles a small compass. When opened, it reveals a dull blue gem.
  78. Neverspill Mug: Any drink poured into this mug can never be spilled accidentally. Someone can be struck upside the head with it, without a single drop escaping.
  79. Unending Chalk: A stick of chalk can be used to draw, but never gets shorter or breaks.
  80. A rolled up canvas painting of a dreary field with dark uninviting woods beyond. The leaves of the trees in the background of the painting seem to sway and there appears to be something moving through the field.
  81. A hilt of what once must have been a magnificent sword but the blade has been removed. When the hilt is picked up, the wielder feels the weight of a whole sword and when the hilt is whipped around, the wielder can hear a blade slicing through the air. But it is just a hilt…
  82. An apple that is the most mouth-watering, beautiful apple you have ever seen…but when you approach within three feet of it you begin to see it rot and spoil right in front of your eyes and even touching it and smelling it confirms that it is indeed rotted. As you back away you see the apple’s rot and decay reverse and it becomes the same beautiful apple you saw seconds earlier.
  83. A set of sky blue robes made from a high quality cotton with the Order of Deacons symbol sewn into the chest.
  84. A set of bagpipes made from a rich mahogany wood, artfully carved and well balanced.
  85. A hooded lantern with an adjustable iris to control the light level. Its adamantine casing is covered in stars and concentric circles, as well as text no one seems able to read.
  86. A set of robes primarily red in colour, with subtle green highlights, as well as silver thread embroidery and grey fur lining around the collar, hood and sleeves. Overall it seems to border a fine line between looks and utility, given that the sleeves feature each a strap allowing them to be rolled up and secured, and several leather belts attached to the inside of the robe fill in the role of pockets or holsters. Under direct sunlight, the robes have a very faint, barely noticeable iridescent sheen to them.
  87. A large obsidian sphere with jutting shapes carved in and sticking out.  Each surface is intricately carved with a complex script composed of squares.  It is wrapped several times and held inside a smooth pottery sphere.  
  88. A long and pale wand engraved with several horizontal slits,
  89. A bleached white jawbone once belonging to a dwarf. It shouts insults in dwarven whenever it is touched by an elf.
  90. A pair of golden earrings, with sapphires set in the center. The sapphires always appear to be as if they are catching light, no matter the light condition, giving them a false, glowing appearance.
  91. A marble statuette of a scowling woman with octopus tentacles for arms emerging from dark ocean waves.
  92. A well-made holy symbol of the minor God of Random Domain that when carried or worn by a bearer who is not a devout follower of that God, fills its owner with a sense of dread
  93. A pair of war drum clubs whose handles are made of a dark brown wood with human skulls bound with leather strips on the ends.
  94. A heavy iron mask, intricately carved patterns and runes.
  95. A white porcelain mask, smooth and beautiful, except for the tears of blood coming from the eye sockets.
  96. A small, palm-sized mass of interlocking carvings. The carvings on closer examination resemble five interlocking crescents. The icon is fashioned from what looks to be ancient bone and knowledgeable PC’s can determine that the object was fashioned from the knuckles of five different dragons.
  97. Coin of Indecision: A gold coin with the word “YES” on one side and the word “NO” on the other. If it is flipped while asking a question, the coin always lands on edge.
  98. A thin chisel wrought in the shape of a stylized finger, with a perpetually flaking lacquer of dark green.
  99. A leather wallet acid etched with the symbol of an alembic, containing a full set of certified identification papers denoting that the bearer is a member of the alchemists and apothecaries guild. The section containing the member’s physical description (Height, weight, sex, race, eye, skin and hair colour) is completely blank and could be filled in by anyone with half decent handwriting.
  100. Wand of False Life: An elm wand that if set down on a solid surface, will sprout tiny legs and arms, and move around like a living thing, spontaneously wandering around in a small area and sometimes dancing, particularly if there is music being played. It isn’t actually alive and will not move more than three feet from where it was placed. The arms and legs will fold away if the wand is picked up, but it always seems to have an elongated face as part of the grain of the wood at one end.
  1. A burlap bag containing a dozen assorted doorknobs.
  2. A rather large and dead hairy spider that looks as if someone tried to make a wig out of it.
  3. A small beige oilcloth sack embroidered neatly with the word ‘CHEESE.’ You can smell it from halfway across the room.
  4. An expertly taxidermied rat with a built in candle holder capable of bearing a small tea candle. The mouse is posed as if scurrying
  5. A lump of coal with runes carved into it.
  6. A five pound pyrite (Fools gold) ingot.
  7. A worn minotaur’s nose ring that has been bent and beaten back into shape many times.
  8. A lacquered wooden coin engraved with the holy symbol of a minor God of Random Neutral Domain.
  9. A smooth, flat, black river stone.
  10. A small, tattered canvas sack containing a dozen half-rotted teeth that are as long as a thumb, but are decidedly identifiable as human.

—Keep reading for 90 more trinkets.

—Note: The previous 10 items are repeated for easier rolling on a d100.

  1. A burlap bag containing a dozen assorted doorknobs.
  2. A rather large and dead hairy spider that looks as if someone tried to make a wig out of it.
  3. A small beige oilcloth sack embroidered neatly with the word ‘CHEESE.’ You can smell it from halfway across the room.
  4. An expertly taxidermied rat with a built in candle holder capable of bearing a small tea candle. The mouse is posed as if scurrying
  5. A lump of coal with runes carved into it.
  6. A five pound pyrite (Fools gold) ingot.
  7. A worn minotaur’s nose ring that has been bent and beaten back into shape many times.
  8. A lacquered wooden coin engraved with the holy symbol of a minor God of Random Neutral Domain.
  9. A smooth, flat, black river stone.
  10. A small, tattered canvas sack containing a dozen half-rotted teeth that are as long as a thumb, but are decidedly identifiable as human.
  11. A single feather hanging from a chain of slender twigs reminiscent of a bird’s nest.
  12. A dull-red, cloth pouch filled with five pounds of finely ground, rust flakes.
  13. A pair of minotaur horns, which were well used by their original owner.
  14. A tangled mess of metal wires fused together with heat and attached to a wooden plaque. It may be a worthless mess of twisted scrap metal or a priceless piece of inspired artwork.
  15. A heavily used hand cranked wood drill that creaks loudly when used.
  16. A foggy hand mirror that when cleaned, immediately fogs back up.
  17. A cracked and weathered hourglass that only has some sand remaining
  18. A battered leather satchel filled with dried red beans.
  19. A fishing hook that cannot be bent.
  20. A large tin canister whose lid is crudely stamped with the word “JURKY”, which contains dozens of sticks of meat jerky. Any creature can clearly identify the jerky as “meat” but as to the exact animal the dried “food” came from, (If it is only from a single species of animal) is impossible to tell.
  21. A battered stone shaped like a heart.
  22. A child’s wooden doll that makes whoever looks at it uncomfortable.
  23. A cloth sack packed to the brim with cat fur.
  24. A cloth sack packed to the brim with dog fur.
  25. A flat, round, dark gray stone speckled with reddish flecks, and about six inches across.
  26. A sewing thimble that, when poked by a needle, will roughly squeeze the bearer’s thumb.
  27. A small brass key.
  28. A hand mirror with a horn handle. Instead of actually functioning correctly, the mirror reflects all creature’s image as a specific bald human of unknown origin.
  29. A very roughly drawn map of the surrounding area. A knowledgeable creature is able to tell that the map is not to scale and is barely useable for actual navigation.
  30. A spindly iron key.
  31. A chipped nautilus shell.
  32. A moth eaten, gray velvet clutch purse.
  33. A fairly convincing but ultimately inaccurate map, with a single red dot marking “You are here”.
  34. An old scratched up lyre, strung with well-worn cat gut strings.
  35. A Random Humanoid Race’s rotting, severed head.
  36. A crudely made staff topped by a small skull.
  37. An uneven, gnarled length of wood from a grotesque tree.
  38. An old and cracked velum scroll whose script has been rendered illegible by the ravages of time.
  39. A simple, springy rod made of twisting vines and twigs.
  40. A rotting wooden goblet filled with a festering brew of pus, blood, wriggling maggots and worms that spill from the froth on the liquid’s surface.
  41. A dusty old pair of half-moon glasses of such a strong prescription that they are unwearable for most creatures.
  42. A cracked glass jar containing a crudely removed bear claw.
  43. A poorly embroidered handkerchief with the words “I love you dad” crudely stitched into it.
  44. A red, child sized, fuzzy blanket that smells of mold and mildew.
  45. A desiccated hoof that once belonged to a large, male elk.
  46. A simple dusty scroll has no marking, seal nor text on it. By all appearances, it is a standard sheet of writing material that is bound by a single hemp thread.
  47. A stone jar of filled with acid. The jar’s lid is badly fitting, and the acid bubbles and froths as it moves. The object’s sole markings are a skull symbol resting overtop of a warning written in Dwarvish.
  48. A bedroll that is covered in a large, dark stain, but is in otherwise fair condition.
  49. A set of crude fishing supplies, including a box of maggots, several bent hooks and a ten foot length of wire.
  50. A set of clothes, appearing halfling in size and design. They appear partially burnt and have a large, black stain on the chest.
  51. A primitive woolen bag filled with bones.
  52. A rough bag full of leaves and stems of an unknown plant.
  53. A crude animal cage. Inside there are two dead rats a dead bat and a large number of healthy maggots feeding on the aforementioned corpses.  
  54. A badly water damaged book whose pages cannot be read.
  55. A set of badly maintained scientific instruments, including a compass, measuring rods, quills and ink. With some repair, they could form a cartographer’s toolkit.
  56. A humanoid skull that has been cleaned and bleached white. It has a large, drilled hole in the center of the crown and several abyssal symbols are crudely carved into the temples.
  57. A long clock hand of dark metal, the end raggedly pointed and stained with old blood.
  58. A dusty glass bottle that still holds a few drops of viscous red liquid.
  59. A page torn from a hymnal book dedicated to a god of war.
  60. A clay tablet with indecipherable symbols.
  61. A padlock that any key can open.
  62. A bundle of crumpled papers, each having a partially completed love poem on them. Most of the words are scribbled out and are illegible, but the intended recipient appears to be a woman by the name of Neurelia.
  63. The skull of a bird with an iron nail driven through it.
  64. A crude wooden mask featuring a head crest of branches. The entirety of the mask is scorched wood and it smells like charcoal.
  65. A beaten crate filled with rotted children’s clothing and old toys.
  66. An alligator skull that reeks of sulfur and bog water. The druidic rune for “Preserve” is carved into the forehead.
  67. A stone statue of a goblin, paper-thin and hollow. If the statue is broken, goblin bones tumble out.
  68. A rusty dagger with a blade that is wildly unsuited for any sort of cutting whatsoever. Dangling from the pommel-nut is a leather thong strung with teeth and walnut shells.
  69. A latticed or deformed stone that’s possibly a meteorite
  70. A malformed doll with a strange leer that wears a sackcloth dress.
  71. A stitched up bear composed of multiple parts from different teddy bears.
  72. A lady’s brush, elegantly carved of ivory with boar bristle. The ivory is stained and cracked, and many of the bristles are missing.
  73. A hefty book full of notes written by many authors and inserted pages from other books. There are bite marks and slashes on the covers and some dirt might slip from between the pages when shaken.
  74. A wizard’s spellbook that was enchanted to repel liquids. Unfortunately, the enchantment is so strong that the pages cannot be written on rendering it completely unusable.
  75. A reasonably shiny pebble.
  76. A plank of wood whose knots and grain, crudely (At best) depict a lesser known deity of Random Domain.
  77. A corroded metal cylinder bearing forbidden writing. The runic script bears little coherence, appearing like mad ramblings about the things beyond.
  78. A set of brass lockpicks that couldn’t possibly fit into any known style of lock.
  79. A sheaf of poorly rendered sketches made by children.
  80. A torn flag of an ancient city long since fallen into ruin.
  81. A dissected and flayed corpse of a tiny fey creature.
  82. A syringe with a squared-off crystal barrel. The plunger, flange, and needle hardware are nickel alloy ornately etched in twining, serpentine coils. Though it has no needle, and the plunger no longer seals, it is finely made, given its age.
  83. A rotting quarterstaff made of oak wood. The staff has grips wrapped in slimy brown ape skin.
  84. An old pair of trousers that are almost entirely made of patches and stitches, having been kept in service long past their time.
  85. A crooked rod of dark wood with a possum skull lashed to the top.
  86. An antique sword, rusted to its mildewy scabbard.
  87. A length of heavy rusty chain, entangled in an impossible knot.
  88. A thick waxy candle the colour of sickly pallid skin. When burned, the smoky odor of roasting ghoulflesh fills the room, ideal for setting the mood for foul necromantic rituals, preparing volunteers for human sacrifice, and all manner of depraved acts involving corpses.
  89. A large bird’s nest that has human finger bones woven into it.
  90. A thick shirt of coarse brown horsehair.
  91. A small leather pouch containing a double handful of seemingly fresh tree nuts, still in their shells.
  92. An ugly gray wine skin, heavier than it looks, sloshes and gurgles in response to any movement.
  93. A large, cast pewter vial containing a quantity of strangely textured sand. It clumps and sticks in a single doughy mass.
  94. A piece of parchment bearing an unusual symbol drawn in iridescent green ink.
  95. A long and tangled piece of twine with tiny brass bells knotted into it every few feet.
  96. A dingy, brown leather collar with a sea serpent branded along its length is stuck on a jagged piece of splintered wood.
  97. An intricate and spiky ball of cat and rat whiskers.
  98. A heavy shot glass with a cat’s face carved into the bottom.
  99. A copper coin with a small hole drilled at the top and attached to a long length of fishing line.
  100. A small, stained sack with a crudely painted figure of a halfling on the side. Opening the sack releases an odour that invokes tears and gagging to those nearby. The sack itself contains a number of crude items designed to disguise a goblin as a halfling. Laying the kit’s inventory out on the ground, you assess its value as a tool for subterfuge and determine a figure of zero. The wig leaves an odor of wet dog on your hands. The goblin disguise kit contains the following items: a chopped and damp wig made from worg fur, flesh-toned paste that burns when applied, a set of incomprehensibly disgusting false teeth, a canvas tunic with a poorly painted “shirt front,” and a pair of greasy gloves.
  1. A set of technical diagrams to create a weapon of unspeakable power. The diagrams are hundreds of years old and show how to make a trebuchet.
  2. A stunning broach, embedded with a misty quartz crystal.
  3. A flat, otherwise unremarkable pearlescent-white overcoat button about an inch across. It is heavier than it should have any right to be. It practically vibrates with barely contained magical force.
  4. The severed claw of some monstrous scaled creature, preserved and formed into a camping stool.
  5. A human skull, yellowed with age, with the jawbone wired in place with fine copper wire. The skull has been etched with very fine runes, visible only in bright light, that identify it with the name of “Jerimr”. When the skull’s name is spoken aloud by someone holding it in their left hand, it will rise into the air and assume a position over his left shoulder, hovering unsupported.
  6. An opaque, black eyepatch that the bearer can see through perfectly.
  7. Bag of Useless Junk. A tattered burlap sack that jingles as if it were full of broken glass, rusty nails and wooden scraps even when empty. The bag actually generates its own trash and three times per day, the bearer can reach into the sack and withdraw a Random Worthless Trinket. 
  8. An ornate bullseye lantern adorned with gold filigree and sun patterns.
  9. A carved rosewood relief depicting half-men, half-rhinos whipping peasants into an oven.
  10. An illustration of a silver tabby cat with these words on what seems to be a flyer: “Lost kitty. Responds to the name ‘Mankiller.’ Please return to Alda’s Alchemy Shoppe if found. Reward provided—higher if alive. Do not feed or raise from the dead. He bites; wounds will be treated. You kill him, you will be cursed and haunted by something that is utterly unholy and has a somewhat questionable sense of humour.”

—Keep reading for 90 more trinkets.

—Note: The previous 10 items are repeated for easier rolling on a d100.

  1. A set of technical diagrams to create a weapon of unspeakable power. The diagrams are hundreds of years old and show how to make a trebuchet.
  2. A stunning broach, embedded with a misty quartz crystal.
  3. A flat, otherwise unremarkable pearlescent-white overcoat button about an inch across. It is heavier than it should have any right to be. It practically vibrates with barely contained magical force.
  4. The severed claw of some monstrous scaled creature, preserved and formed into a camping stool.
  5. A human skull, yellowed with age, with the jawbone wired in place with fine copper wire. The skull has been etched with very fine runes, visible only in bright light, that identify it with the name of “Jerimr”. When the skull’s name is spoken aloud by someone holding it in their left hand, it will rise into the air and assume a position over his left shoulder, hovering unsupported.
  6. An opaque, black eyepatch that the bearer can see through perfectly.
  7. Bag of Useless Junk. A tattered burlap sack that jingles as if it were full of broken glass, rusty nails and wooden scraps even when empty. The bag actually generates its own trash and three times per day, the bearer can reach into the sack and withdraw a Random Worthless Trinket.
  8. An ornate bullseye lantern adorned with gold filigree and sun patterns.
  9. A carved rosewood relief depicting half-men, half-rhinos whipping peasants into an oven.
  10. An illustration of a silver tabby cat with these words on what seems to be a flyer: “Lost kitty. Responds to the name ‘Mankiller.’ Please return to Alda’s Alchemy Shoppe if found. Reward provided—higher if alive. Do not feed or raise from the dead. He bites; wounds will be treated. You kill him, you will be cursed and haunted by something that is utterly unholy and has a somewhat questionable sense of humour.”
  11. A hand mirror with a butterfly relief on it’s non-mirror side while it’s reflective surface appears to be a pool of moonlight.
  12. A jointed ceramic finger on a leather thong. A nub of bent and broken metal, whereupon the thong is tied, sticks from the stump like an end of bone ripped from its joint in a whole hand. The finger’s two joints may be manipulated with some difficulty, articulated over some rusty armature of metallic bone.
  13. A long arrowhead with only one barb, like a fishhook. The shank is helically grooved, as if meant to screw onto a shaft. No rust, nor any sign of age or wear at all shows on the brilliant, blued alloy from which the point is crafted.
  14. A tiny skull themed toy castle with a hinged “jawbridge” and a handful of tin soldiers.
  15. A velvet cloth that erases most scratches, scuffs, and ink when passed over them.
  16. A large, weathered bit of cloth covered in inter-woven spider’s silk. It has been folded many times over and bears an ever-changing nonsensical mass of blurred lines, shapes, and symbols.
  17. An ancient animal skin drum yellowed and worn with age. It naturally hums softly to the rhythm of nature’s heartbeat.
  18. An ebony carved walking cane with tiger head; the head has a hidden jaw with space within to hold a small object such as a potion vial or scroll. The interior hinge is fashioned from a preserved human finger.
  19. A large incense burner depicting an apocalyptic scene; A palace and surrounding town is levelled by an earthquake and fire. Dancing tiger-headed demons laugh and dance and whip the dying locals
  20. A wooden teapot with brass and wood inlays with a handle made from a vitrified monkey hand.
  21. A gold piece that has been bitten in half.
  22. An exquisitely crafted red ceramic cup, incised with black figures depicting lions, wolves, and fruiting plants.
  23. A small glossy stone on which is drawn a complex runic sigil.
  24. A wide-brimmed leather hat that has a tall crown with a crease down the middle. A trio of small, gold rings pierces the hat’s brim along one side.
  25. A crystal orb, awash with a swirl of colours at its centre, bearing a crack along one side. The colours within are constantly leaking out, in a thin mist.
  26. A cello made of maple inlaid with hornbill ivory and tuning keys of cold iron.
  27. A jar made of cut crystal that is sealed with a stopper of iron. Its filled with amber fluid, and a floating clot of tissue that undulates and pulses.
  28. A squat stone goblet made of dark green stone with black intrusions, polished to a silky veneer and carved with capering, vomiting frogs and nonsense rhymes in abyssal. Any liquid poured into this goblet instantly becomes a rancid, foul smelling greenish slime.  
  29. A hickory cane with a polished rose gold head in the shape of a grinning head.
  30. A dark crystal orb with the patterns of the night sky revolving within it; a small sun and moon appearing and submerging over time.
  31. A bead, about the size of a large man’s thumbnail, carved from brilliant orange opal with sparkling yellow flaws inside. It looks like a stylized flame or sunburst on casual examination.  
  32. The skull of a dire tiger, painted in infernal runes and mounted upside-down on a pedestal of black basalt carved in the shape of an erinyes who holds the basin up. The skull’s eye sockets are filled with blood coloured star-sapphires.
  33. A crescent-shaped wooden handharp, about the size of a human hand, with metal strings.
  34. An iron pocketwatch with the chain extruding from an eagle’s mouth mounted into the top of the watch. The clasp at the end of the chain is a talon.
  35. A strange looking stone made of a material that looks like basalt, only with small insets of strange red, almost gleaming, material. It is slightly warm to the touch, and if one examines it very carefully or is very tactile to the touch, it seems to be almost pulsating.
  36. A rattle that looks like a shrunken humanoid skull. Eyeball-like marbles rattle within it.
  37. A lace-trimmed white silk handkerchief embroidered with the initials ‘FLS’ and stained in one corner with fresh blood.
  38. A handful of polished dice carved from bleached human knucklebones. One of the dice is obviously heavier than the rest.
  39. A calligraphic playbill for “The Physicians’ Apprentice” with yesterday’s date and covered with half a dozen half-illegible signatures.
  40. An envelope, yellow and weathered, but still sealed with wax pressed by a local legate’s signet.
  41. A neck guard made from hardened leather reinforced with a band of metal etched with the sunburst holy symbol of the God of Light. Knowledgeable PCs will know that collars such as these are worn mainly by vampire hunters and the extremely paranoid. The guard protects the bearer against vampire bites and attacks directed against the throat when worn.
  42. A set of half a dozen tiny figurines carved into simple animal shapes. When placed on a reasonably flat surface or held in the palm of your hand, they gradually begin to animate and interact with one another.
  43. A small tin box with a hinged lid, half-filled with finely ground, pure white, sea salt.
  44. A goblet carved from blackened bone and ivory with black adamantium fittings. It is the size of a large brazier, its basin in the shape of a toothed demon face, its base a nest of serpents.
  45. A perfectly round ball of translucent crystal as black as the night sky. Floating in the darkness of the ball are twinkling motes of white light, and seven steady coloured lights. Looking into this darkened orb is like looking out a window onto the night sky.
  46. A pair of goggles made of leather that have an unwholesome oily sheen and fitted with lenses ground from a transparent crystal that makes objects refract and shimmer slightly when the bearer looks through them.
  47. A brooch made of gray stone, studded with uncut dull gems and wrapped in tarnished metal wire.
  48. An elegant yet simple flute carved from a single piece of ebony wood.
  49. A coin-sized piece of polished bone that can be worn around the neck as an amulet or pinned to clothing as a brooch.
  50. A herbalism kit that contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions.
  51. A bizarre structure of pink, worm-like protrusions, each ending in a clear, bright violet crystal. Knowledgeable PC’s can identify the mineral as cobaltian calcite.
  52. A large, clear quartz embedded with a seemingly random assortment of tiny golden crystals. Knowledgeable PC’s can identify the mineral as pyrite.
  53. A ragged hunk of malachite has been broken open to reveal a series of translucent cyan domes. Knowledgeable PC’s can identify the mineral as chrysocolla.
  54. A collection of hundreds of delicate, clear white crystals the length of a finger radiate from a central point. Knowledgeable PC’s can identify the mineral as strontianite.
  55. A series of sharp teeth on a leather strap, which can be affixed around the head. A realistic yellow cat eye blinks in the central position.
  56. A wand crafted by moon druids in honour of the great beasts of nature. The core is made of a dryad sapling grown from the fertile remains of a large beast. The bones grow around the sprout and meld into it.
  57. An ornate bronze tube, capped on each end with polished horn and wrapped tightly with thick red cord.
  58. An intricate metal contraption which clamps to a table top and consists of a small vise, several articulated arms with lenses, clamps, and unidentified doodads. The entire thing is covered in small coils and loops as though to hold a vast array of tiny tools.
  59. A life-like painting of a skull on black canvas with intricate embroidery decorating every surface of the skull and tiny silk flowers sewn throughout the surface.
  60. A polished jade hair band studded with tiny black stones which sparkle with a faint, internal light.
  61. A collection of small pastel spheres made of some tightly packed powdery substance with a cloying floral scent.
  62. A slick, polished cane with a ferocious sea monster’s head modelled on the top. A hidden trigger causes the monster’s mouth to open and close.
  63. A six inch bronze fish hook encased in a clear glass cube. Knowledgeable PC’s will recognize this as the third place trophy of the annual fishing competition of a local port city.  
  64. A perfectly smooth clear glass square, roughly arm-length along each side, with bevelled edges and rounded corners. It may have once been a table top.
  65. A leather mask that is probably depicting the front half of a skull, with two tiny horns stuck on the top. It is sewn of layers, and layers of a strange leather, needing the multiple layers to give it any sort of structural stability. Knowledgeable PC’s can determine that the disturbing object is sewn of ancient human skin, taken from bodies long lost under the hungry earth of swamp bogs. Should the bearer wear the mask and make eye contact with another intelligent creature, he feels as though he is just at the cusp of tapping into unfathomable knowledgeable.
  66. An old lute made of ironwood, with strings and tuning keys of glistening steel.
  67. A large, transparent red tumbler made of some unidentifiable material, its sides textured delicately and a single seam recognizable down one side. Strange characters decorate the bottom.
  68. An ornate, hand-inlaid, glass globe contained within a protective wicker cradle.
  69. A leather wallet containing a full set of certified identification papers denoting that the bearer is a member of the moneylenders, investors and bankers guild. The section containing the member’s physical description (Height, weight, sex, race, eye, skin and hair colour) is completely blank and could be filled in by anyone with half decent handwriting.
  70. A series of ancient, hand-drawn maps representing uncountable countries and territories in some unknown part of the world.
  71. A crystal ball containing a miniature frozen landscape. When shaken, the landscape appears to experience simulated snowfall.
  72. A polished metal case containing a set of fine needles, similar to those for sewing, several thin glass cylinders, and a single ampoule of a sluggish red fluid.
  73. A small sterling box engraved with the image of a small bunch of fruit with leaves and vines. Resting inside is a sealed paper packet which rattles when shaken.
  74. An intricately detailed figurine posed as though singing to an audience on a balcony above her. Her eyes sparkle with tiny jewels to make it appear that she is crying.
  75. An inky black square housed within an ornate golden frame. On closer inspection, faint shapes and motion are visible in the painting, as though it shows an active scene in an unlit room or perhaps underground.
  76. A large brass hook that vaguely reminds you of a boating implement. Sharpened to a wicked point at one end and threaded for mounting on the other, the metal is polished to a mirror sheen.
  77. An intricate clockwork crow that stands frozen in a quizzical pose, as though gazing at something interesting just above your head.
  78. A sheaf of parchment that contains entirely too many limericks.
  79. A pair of crystallized humanoid eyeballs. You can see something dancing inside the pupil of each eyeball.
  80. A carved wooden mask depicting a snarling animal face with sharpened teeth and painted in brilliant yellows and reds to resemble flame.
  81. A large travel pouch crammed full of preserved cheeses.
  82. A joined oak stool with troll-shin legs.
  83. A small dowry chest inlaid with enamel pictures depicting lusty milkmaids.
  84. A bronze lamp of a leaping sun figure being pulled by three heavily pregnant sphinx.
  85. A papyrus scroll depicting a ritual disembowelling.
  86. A bronze horse figurine trampling on slave children.
  87. A written note saying, in what looks like a child’s handwriting, “You’d better stop doing what you’re doing. It’ll get you killed…or worse.”
  88. A smooth piece of rounded amber that has a human eyeball in it.
  89. A handheld mirror that’s cracked with one missing shard of glass. Each new moon, the missing shard appears, and voices singing unsettling songs emanate from it until the sun rises.
  90. A lady’s ankle bracelet designed to look like rutting unicorns.
  91. A delicate lacquer and silver fan with death’s head moth motifs.
  92. A set of five bones wrapped with different-hued ribbons. Each ribbon is made from different fabric, and each one causes the bearer to smell or taste something unsavory when touched.
  93. A bracelet made of brass triangles each with a face of anguish carved into them.
  94. An anklet crafted from jade with hieroglyphic warnings of dire things to come.
  95. A pair of large earrings set with faceted citrines that flash again and again with a thousand twinkles, attracting the eye.
  96. An embroidered claret-coloured jacket decorated with brass buttons on the front and on the sleeves.
  97. A crimson, demonic bloodstained robe that grants the bearer the unholy vigor of the demonic blood that taints the cloth.
  98. A set of fine, angular robes closed with a wide band, tied behind him in a crisp, elaborate knot. The clothing is impeccably clean and its former owner must have been fastidious about his appearance.
  99. A perfectly preserved hummingbird, its wings fully spread as if in flight, encased in a clear glass cube.
  100. An enormous star sapphire, well over a hundred carats, but of very poor quality. The colour varies from cloudy gray to muddy brown, and there are concentric rings crossing the material and several black inclusions and imperfections.
  1. A mostly full bottle of whisky on which the label has been crossed out with ink and under it is scrawled “Potion of Emotional Healing”.
  2. A silver pocket watch as thick and round as a pomegranate that makes a sound like a bag of coins when moved. The delicate crystal face is shattered, and tiny gears and wheels skitter and jumble randomly within the interior.  
  3. A masterfully executed painting depicting the aftermath of a horrific battle; pain and fear radiates from every living face. In the lower left corner is a familiar signature.
  4. A strange, tiny inkwell, barely large enough to contain more than a few drops of ink, with a pointed, small-diameter needle protruding from its bottom. The needle, if embedded in one’s flesh, causes the pot to well with waiting red.
  5. A steel collar set with a coin sized medallion of rare, red flecked obsidian at the front of it. The stone is inscribe with a Necromantic rebuke.
  6. A set of bongos made of elephant hide stretched over alder.
  7. A scrap of paper that says, “Thank you for dealing with this ‘person.’ For a reward, please visit the Dancing Diva Festhall.” Under those words is a smudged, bright red lip imprint.
  8. A marvelous lute of light, tastefully inlaid wood with a slender, engraved neck. The instrument’s wood seems to sing on its own, its strings almost alive with wonderful tonality.
  9. A pair of earrings, with red garnet cabochons, rounded on one side, flat on the other, shining prettily.
  10. A hawthorn walking stick. The end stained with mud, and worn from use from walking through cities, deserts, moors, up mountains, and from being used to pry open many windows, and doors.

—Keep reading for 90 more trinkets.

—Note: The previous 10 items are repeated for easier rolling on a d100.

  1. A mostly full bottle of whisky on which the label has been crossed out with ink and under it is scrawled “Potion of Emotional Healing”.
  2. A silver pocket watch as thick and round as a pomegranate that makes a sound like a bag of coins when moved. The delicate crystal face is shattered, and tiny gears and wheels skitter and jumble randomly within the interior.  
  3. A masterfully executed painting depicting the aftermath of a horrific battle; pain and fear radiates from every living face. In the lower left corner is a familiar signature.
  4. A strange, tiny inkpot, barely large enough to contain more than a few drops of ink, with a pointed, small-diameter needle protruding from its bottom. The needle, if embedded in one’s flesh, causes the pot to well with waiting red.
  5. A steel collar set with a coin sized medallion of rare, red flecked obsidian at the front of it. The stone is inscribe with a Necromantic rebuke.
  6. A set of bongos made of elephant hide stretched over alder.
  7. A scrap of paper that says, “Thank you for dealing with this ‘person.’ For a reward, please visit the Dancing Diva Festhall.” Under those words is a smudged, bright red lip imprint.
  8. A marvellous lute of light, tastefully inlaid wood with a slender, engraved neck. The instrument’s wood seems to sing on its own, its strings almost alive with wonderful tonality.
  9. A pair of earrings, with red garnet cabochons, rounded on one side, flat on the other, shining prettily.
  10. A hawthorn walking stick. The end stained with mud, and worn from use from walking through cities, deserts, moors, up mountains, and from being used to pry open many windows, and doors.
  11. A beautifully polished obsidian carving shaped into a jaguar skull. Those that touch it feel a deep connection to the animal world and the earth itself.
  12. A palm-sized gem wrapped in rune-embroidered cloth that glows with an inner radiance.
  13. A small sliver of crystal that is completely translucent, although it flickers with a weak glow when held by a living creature.
  14. Reveler’s mug: A large horn mug that cannot be turned upside down while containing liquid. If one attempts to do so, the mug changes shape in their hands so that it does not spill.
  15. A razor sharp hunting knife with a gut hook.
  16. Beauticians clippers: Once per day the bearer can use the clippers to cause finger or toenails grow as if a month had gone by allowing damaged nails to be trimmed and cleaned much easier.
  17. A pair of padded greaves, back-stitched in a diamond pattern that provides maximum flexibility without diminishing the effectiveness of the leg protection. A pair of buckled straps on the back side fasten the padded greaves while allowing some adjustment of the fit.
  18. A broken lump of dark gray rock that shimmers like a rainbow along its jagged surfaces. Knowledgeable PC’s can identify the mineral as titanium quartz.
  19. A palm-sized stone, flat and ellipsoidal, made from roughly hewn marble. In the centre is a slight indentation, polished mirror smooth from countless thumbs rubbing circles over the years. Some creatures who uses the worry stone claim that catching their own reflection in this divot brings a sense of serenity and peace of mind.
  20. A fist sized glass orb filled with scintillating colours and pinpoints of light swirling in a nebula.
  21. A well-made backpack that appears to be well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material.
  22. A vibrantly coloured mask, made from the feathers of a variety of rare and beautiful songbirds.
  23. A scroll case containing a scroll scribed with an unfinished spell.
  24. A broken sword hilt with strange runes on the remains of the blade.
  25. A small piece of fabric that holds the scent of a lost love.
  26. A rock with a patch of curious purple moss that occasionally puffs out hallucinogenic spores.
  27. A rough bone carving of a golden dragon and a kobold, etched into the bottom is a name in Draconic: “Vimrul”.
  28. A curved warhorn bearing engravings of armed men on horseback, charging into battle.
  29. An elaborately braided bicorne made of rich blue felt, embroidered with golden thread. It has a showy badge called a cockade, proclaiming nationality, faith, family crest, and the like.
  30. A small, elaborately carved silver tube is designed to hold a single piece of chalk.
  31. A translucent and oddly shaped prism that seems to fade in and out of existence when seen in daylight.
  32. A black silk robe embroidered with adamantine thread in an elegant waterfall pattern.
  33. A fancy choker made of barbs and black webbing, with nine gray spheres depending from it. Knowledgeable PC’s are aware that the decoration is considered high fashion for drow priestesses.
  34. A small wooden case containing a gaming set known as Mazes & Manticores. Inside is a wide variety of items. Maps of made-up continents and cities, sets of polyhedral dice in a variety of colours, quill pens, “Character Sheets”, and a set of large books talking about “XP” and “Levels”.
  35. A glassy charm in the shape of a moon, with many claw and tooth marks.
  36. An intricately made harp, inlaid with several glassy gray gemstones of various types.
  37. An ivory disk engraved with an image of a grinning skull and inlaid with black enamel to form a shield-shaped background.
  38. A scarlet sash woven of fine red thread and delicate gold wire.
  39. An elaborate, high-necked bustier laced and lined with black silk and adorned with sapphires and beljurils.
  40. A mask, made of a beaten copper-mithril alloy and set with a constellation of seven variegated semi-previous stones, is made to cover the right half on an individual’s face. A set of three chains circle round the back of the head and fasten the mask by resting over the cheekbone, the bridge of the nose, and the chin. Any creature wearing the mask feels a sleight tingling sensation in the skin it touches, and has the sensation that he sees sharper, more precise details with the eye looking through the eye hole.
  41. A finger-sized shard of blue crystal that’s constantly shedding flakes and chips of crystal without ever getting smaller.
  42. A curved staff made of coiled brass and glass wire.
  43. A cluster of translucent green roughly hexagonal crystals covering the surface of a dark green speckled stone. Knowledgeable PC’s can identify the mineral as emerald.
  44. A joyfully coloured terracotta rattle with a skull motif subtly woven into the pattern of hues.
  45. A rattle shaped like the skull of a horned creature. Dried blood adds a macabre touch to the horns.
  46. A small and lightweight wooden whistle. Lazily carved, the instrument features a single finger hole to alter its pitch. A childlike carving of a bird has been hewn heavy-handedly into the whistle’s foot. When putting the reed to your lips and forcing a small puff of air through it, a tuneless squawk sets everyone on edge.
  47. A silken veil that glistens in strange colours, like oil on water.
  48. A transparent glass polyhedron about the size of a human fist. Light passing through it tends to blend into white, and to magnify, so that when in the open it glows with pure white bubbles of light.
  49. A three foot tall chalice carved in the shape of an open mawed dragon resting on its curled tail. It is made from petrified dragon bone of mottled purple and blood red hues. It is worked with sharp, horny and scaly looking protrusions that one can quite easily cut themselves on.
  50. A half-mask like one worn to a masquerade party, but the bottom edge has numerous sharp-looking catlike teeth.
  51. A wax paper packet filled with dried rose petals.
  52. A glass hookah with a cap made of gold, its hose of tightly woven silk, and its mouth piece is cunningly carved from a piece of amber that contains an entire tiny scorpion. Even when the hookah is not lit, the interior of its glass body is hazy, as if with smoke.
  53. A flask made of a metal that resembles a light gold with a curious dark iridescence tinting its lustre. The container is cast with a face on four sides, each bearing a different expression. Their eyes glow with a bloody purple light.
  54. A swirling purple gem that if pressed against the forehead and held there for a few seconds, will then float in front of the bearer’s forehead until he is slain or removes it. While the gems floats around the head, the bearer feels a sense of clarity and foresight.
  55. A forgery kit that contains a variety of papers, parchments, pens and inks, seals, sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents.
  56. A forest of tiny bright red crystals emerging from an uneven brown stone that resembles soil. Knowledgeable PC’s can identify the mineral as crocoite.
  57. A crude wicker doll whose bead eyes glitter in any available light.
  58. A polished marble model of a human heart, nearly the size of a human heart. Although it looks like a single solid piece, it weighs next to nothing.
  59. A convoluted system of brass tubes and dials containing several lenses and polished mirrors. Peering into one end reveals that the entire system does nothing to change what you see through the tube.
  60. A small, inverted L-shaped machine with a hand crank on one end. The crank seems to power a rather intricate system on the other end consisting of several delicate metal plates and a tiny needle.
  61. A shimmering, clean yellow robe made of the lightest silk. Runes skitter across it and vanish. It smells of musk and roses.
  62. A simple razor blade, used for shaving, resting on a pile of ash. A single drop of fresh blood marrs the perfect sheen of the blade.
  63. A damaged ebony case containing a masterful set of pearl and onyx engraving tools in extreme disrepair.
  64. An intricately articulated wooden figure of a multi-headed dog covered in a mouldy gray fur.
  65. An extraordinarily fine miniature saddle, as though for a small dog, worked in supple leather and decorated with gold and silver thread.
  66. A once-beautiful golden clasp, as for a ladies’ travelling cloak. The shape has been bent and distorted and now resembles a sneering face.
  67. A pale gray, formless sculpture. While nothing about the piece gives the impression of movement, you get the vague impression that it has shifted every time you look away.
  68. A small blue glass butterfly attached to a barrette. When the clip is opened, the butterfly stirs and gently flaps its wings.
  69. A plain iron goblet with a cracked rim. It is filled to the brim with a frothy, clear amber substance that resembles a freshly poured lager frozen in place.
  70. A set of fancifully etched translucent yellow wineglasses that flash brilliant fluorescent green when they catch the sun.
  71. A truly ancient clay jug, stoppered with cork and wax. The lower half is caked with dried mud and the upper half is covered in salt and barnacles.
  72. A glass globe that has a winged being dancing on the head of a pin within it.
  73. A padded metal case filled with a hundred tiny figurines depicting warriors of various races, all obviously hand assembled and painted with great care. A half-painted kobold figure on top is especially well-sculpted.
  74. A tortoise shell table snuff-box set with six crow feet.
  75. A funeral urn made of fine porcelain some two feet high.
  76. A slim, blown-glass bottle filled with a shimmering golden liquid. The bottle is sealed with a cork and wax, and the label is hand-written in a language you do not recognize. The fraction 1/500 is neatly penned in the bottom right corner.
  77. A teak camphor chest with grinning, demented angelic handles.
  78. A large stone needle carved with figures running from a pyramid with a single eye floating above it; the eye is made from obsidian and set with a ruby centre.
  79. A funeral urn sealed with a stopper depicting a golden-haired jackal.
  80. An ebony statuette of a sphinx with three faces.
  81. A matte black sphere studded with a thousand tiny gemstones, many of them in the shape of recognizable constellations in reverse. The entire thing twinkles as though it contains a small flame.
  82. A sun token made of pure gold with dried leather headdress fittings still hanging from it.  
  83. An ankh made of carved human bone.
  84. A bronze incense burner with an ibex figure with a human female body.
  85. A single gold earring fashioned to represent a man being eaten by a crocodile.
  86. A travel pouch made of an elephant’s ear.
  87. A shoulder bag of great age with ornate decorations made from human finger bones.
  88. A collection of human lower jaws made into bracelets.
  89. A deeply flawed, translucent blood red cube buried deep within a black stone covered in white calcification that vaguely resemble snowflakes. Knowledgeable PC’s can identify the mineral as garnet.
  90. A set of juggling balls made from dried lamb heads.
  91. A pair of fancy earrings in the shape of swarming hornets.
  92. A tin case containing a dozen small purple sugar balls that taste like the hottest and sweetest bit of delight you’ve ever had.
  93. A hand fan made of stretched aquatic elf skin decorated in horn and painted with animal scenes of hunger.
  94. A bone and silver corkscrew on a leather thong hung with rabbit’s feet.
  95. Automatic Whetstone: A small  unremarkable whetstone that never wears out and when touched to a dull edge and let go, starts sharpening it automatically. The whetstone stops and falls to the ground when the edge has been sharpened to perfection.
  96. A piece of cloth written with a short prophecy.
  97. A ludicrously flamboyant, oversized hat with a dull metal disk affixed to the front. The hat reads the wearer’s emotional state and displays images on the disk to match; an exclamation mark when surprised, a smiling face when happy, a frowning face when angry, and so forth. When the wearer is really angry or frustrated, in addition to displaying an appropriate face on the disk, the hat causes jets of steam to issue from the wearer’s ears, accompanied by a whistling noise.
  98. A battered old longcoat that reeks of alcohol and ash.
  99. A clear glass hemisphere containing an arrangement of perfectly preserved rose petals in the shape of a heart.
  100. A leather wallet containing a full set of certified identification papers denoting that the bearer is a monk of a local monastery who has taken a vow of silence. The papers also include a list of questions people typically ask along with the answers for them so the bearer does not have to speak while still remaining polite. The section containing the monk’s physical description (Height, weight, sex, race, eye, skin and hair colour) is completely blank and could be filled in by anyone with half decent handwriting.
  1. An eccentric plum coloured hat decorated with a silver buckle and a long egret feather that droops over the bearer’s eyes.
  2. An unremarkable gray stone covered in myriad tiny pink growths, ranging in shape from rough textured flowers to near-perfect spheres. Knowledgeable PC’s can identify the mineral as rhodochrosite.
  3. A blank envelope containing a single jigsaw puzzle piece and a  note that reads “You have two months to find the rest of this puzzle. If you do not, the entire population in this forsaken area will die.”
  4. A centaur hair pictorial prayer rug.
  5. A small harp with little vines for strings and a oaken body with stray leaves. It appears to be alive, requiring water and light to sustain itself. Its leaves change with the seasons and it blooms in the spring. If broken or damaged, it will slowly but surely repair itself.
  6. An accordion made brown suede of with bronze keys.
  7. A tiny hourglass no larger than a man’s pinkie finger filled with phosphorescent sand that emits a faint Random Coloured glow in the dark. It takes one hour for the sand to pass from the top end to the bottom.
  8. A shiny leather doublets trimmed with seal fur and belted with checkered woollen sashes.
  9. A single stick of chalk carved with swirls and twists across the powdery stone.
  10. A finely crafted leather backpack that seems to have been handmade from excellent materials by a master’s needle and knife. The style is simple, but durable and effective.

—Keep reading for 90 more trinkets.

—Note: The previous 10 items are repeated for easier rolling on a d100.

  1. An eccentric plum coloured hat decorated with a silver buckle and a long egret feather that droops over the bearer’s eyes.
  2. An unremarkable gray stone covered in myriad tiny pink growths, ranging in shape from rough textured flowers to near-perfect spheres. Knowledgeable PC’s can identify the mineral as rhodochrosite.
  3. A blank envelope containing a single jigsaw puzzle piece and a  note that reads “You have two months to find the rest of this puzzle. If you do not, the entire population in this forsaken area will die.”
  4. A centaur hair pictorial prayer rug.
  5. A small harp with little vines for strings and a oaken body with stray leaves. It appears to be alive, requiring water and light to sustain itself. Its leaves change with the seasons and it blooms in the spring. If broken or damaged, it will slowly but surely repair itself.
  6. An accordion made brown suede of with bronze keys.
  7. A tiny hourglass no larger than a man’s pinkie finger filled with phosphorescent sand that emits a faint Random Coloured glow in the dark. It takes one hour for the sand to pass from the top end to the bottom.
  8. A shiny leather doublets trimmed with seal fur and belted with checkered woollen sashes.
  9. A single stick of chalk carved with swirls and twists across the powdery stone.
  10. A finely crafted leather backpack that seems to have been handmade from excellent materials by a master’s needle and knife. The style is simple, but durable and effective.
  11. A small, flat slab of dark stone that, nondescript though it is, gives off an unmistakable eeriness.
  12. A torc fashioned from a coiled length of interlocking chains, constructed of two unknown metals. Black and white, they swirl around each other like yin and yang, darkness and light.
  13. An armoured gorget consisting of a metal throat-shield and a series of overlapping metal plates that encircle the neck. The entire device is connected to a belt made of leather. When worn, the battle gorget protects the wearer from physical strangulation and bites to the neck such as the case if they were hung by a noose or attacked by a vampire.
  14. A clear crystal the size of a child’s fist, covered in eldritch runes. The gem flickers with a weak glow in various coloured hues depending on who its being held by.
  15. A heavy iron bell inscribed with distorted musical symbols that releases an incredibly cacophonous noise when rung.
  16. A magnificent goblet formed from a basalt-like stone permeated with veins of violet crystal.
  17. A hauntingly terrifying mask that appears to have be fashioned from leather, metal and nightmares.
  18. A druid’s staff fashioned by woodland spirits. The shaft is carved from sturdy oak and bound in vines. The head piece of the staff is a slightly oversized rose bud which blooms whenever its wielder casts a spell whose power stems from natural magic.
  19. A peacock-feather quill that always writes smoothly and never needs to be filled with ink.
  20. A large oil painting of some otherworldly sea, where creatures who are octopoid from the neck down but with human heads float in bliss.
  21. A piece of torn red cloth bearing a royal insignia.
  22. A leather bandolier that can be worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. The bearer can easily retrieve any of the items stored in it during combat without having to dig through their pack.
  23. An obsidian icon of a forgotten deity.
  24. A recorder carved from brilliant white ash.
  25. A short necked, round bottom flask that could hold about a half-gallon of liquid. Clearly visible through the glass sides, though, is a city. When viewed extremely closely, such as under a magnifying glass, what appears to be tiny people walk through the streets, conducting their daily lives. No matter how the bottle is moved or tilted, those within don’t seem disturbed.
  26. A leather military horse saddle, engraved with battle scenes of human knights slaying kobolds.
  27. A damp beaver skin bagpipe.
  28. A marble sculpture of an elven woman being swallowed by a large wave.
  29. A twisted warhorn blasted into a dark ebony hue and wrapped in bands of bronze with draconic runes that glow with purple eldritch fire. The low moaning drone of the horn discomforts all who hear it.
  30. A wooden armband, intricately carved with interweaving vines and snaking dragons’ heads,
  31. A silver horseshoe with foreign writing etched on to the side of the shoe. Roughly translates to “Trailfire”.
  32. A high, conical mask, intricately decorated with dried corn kernels of different colours.
  33. A war banner depicting a bone-white skeleton on a field of midnight blue.
  34. A maple linen chest with false bottom holding a number of lewd porcelain figures.
  35. An innocuous-looking, fist-sized piece of faceted glass. When placed upon a flat surface the object floats about three feet into the air, glowing and chiming softly.
  36. A fist-sized orb that resembles the eye of a dragon and dangles from a heavy gold chain.
  37. A simple quartz crystal with a series of emerald green and brown straws extending from within its central structure. Knowledgeable PC’s can identify the mineral as tourmaline in quartz.
  38. A colourful ball formed from silk ribbons that randomly unfurls in a multi-hued explosion of noise and whipping fabric, before suddenly reforming.
  39. A small cut glass bottle has a hinged silver top emblazoned with a caduceus.
  40. A bronze rattle with a set of small openings that allow you to see the glowing purple stone within it.
  41. A lacquered wood-carved mouth instrument resembles a duck-hunter’s call, except for the red band along the mouthpiece and the hooked dragon’s claw wood-burned into its side. Blowing into the object causes it to sound like a drake’s mating call, barely resistible to any draconic creature within earshot.  
  42. An empty djinn lamp. There is a note attached on which are written the words: “It’s out. It is coming for you.”
  43. A pair of small ceramic vials stoppered with corks. The sigil of the local constabulary has been stamped into the sides.
  44. A handful of small, silver and copper coins pressed with unfamiliar faces and strange lettering.
  45. An empty, crumpled leather belt pouch with a large hole opened along the bottom seam and a snarling beast embossed on the side.
  46. A set of thieves’ tools that includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
  47. An egg-sized smooth white stone poorly carved on one side to resemble a grinning skull. The tiny eye sockets appear far deeper than should be possible on an item this size.
  48. A dozen brass keys in various sizes linked on a polished steel ring. One of the keys appears far too intricate for any mechanical lock you have ever encountered.
  49. A polished dark wood box inlaid with silver tracery and lined with velvet, suitable for displaying a single piece of jewellery.
  50. A small metal cube with dark glass on two opposing faces. Holding the box up to a light source causes it to project a colourful image of two men in orange robes, arguing over what appears to be a carefully flayed human skin.
  51. A garish tabard made from simple red cloth, with gold-coloured trim that has frayed badly. The effect of the wear is such that the tabard’s edge appears to be fluffy; the strands of cheap gold fabric float like tentacles in the slightest breeze. The front of the tabard is dominated by a somewhat-successfully stitched image depicting a drop of blood. The back is adorned with a single letter “I” and has undergone the same transformation as the gold trim. Donning the tabard causes several wayward strands to drift upward into the bearer’s face.
  52. A doss lute carved from alder wood in a graceful, pear-shaped form. Abstract designs were inlaid in the wood in copper.
  53. A mask of smoked glass cut into a half shell that obscures the bearer’s features.
  54. A golden, translucent bracelet made of a lightweight, silky material that resembles warm amber. In fact, small creatures can be seen trapped within. If watched closely, they seem to move.
  55. A disguise kit consisting of cosmetics, hair dye and small props that allow the bearer to create disguise and change their physical appearance.
  56. A coinpurse crafted from shimmering bronze-hued fabric that features humanoid teeth as part of its clasping mechanism. The incisors seem particularly pronounced.
  57. A rough, milky white gem with a red crystal grown directly through one side and tinged with yellow discolorations. Knowledgeable PC’s can identify the mineral as realgar.
  58. A curious jade rod tipped with a glowing knob of crimson that shimmers with eldritch phosphorescence like a live thing.
  59. A tiny finch made of overlapping metal plates. A gentle tug on its tail causes it to unfold into the shape of a small flower. Touching the centre of the flower causes it to reconfigure into the shape of a small lizard.
  60. A tightly rolled vellum scroll, apparently blank on both sides, but with a deep blue shimmer as it catches the light.
  61. A simple clay pin in the shape of a human face. Its eyes dart about and its mouth moves as though attempting to speak.
  62. A small brown leather bag contains a double handful of black shale shards that ring like coins as it moves about.
  63. A slate-grey box covered in tiny blinking lights. Along one edge is a panel which folds down to reveal a seemingly random assortment of letters and numbers on individual buttons opposite smooth black glass.
  64. A padded trunk that contains a device to extend and display several small drawers when the trunk is opened. Beneath the display drawers are several additional removable padded drawers, all of which contain neatly sorted tiny decorative beads and wires.
  65. A simple silver mirror that shows a perfect reflection delayed by several seconds.
  66. A soft fur stole lined with black satin. Something solid has been sewn within the lining at one end.
  67. A filthy, mummified monkey’s paw, curled into a fist and clutching what looks like an egg.
  68. A tiny, polished wooden coffin. The lid is sealed with wax and the sound of tumbling glass shards can be heard as the box is moved.
  69. A pair of excruciatingly detailed false glass eyes, in grey and green. While held or placed on a solid surface, they gradually turn to face each other.
  70. Some garish crushed velvet pantaloons, monogrammed with the initials ‘AJW.’ So obviously out of fashion that they can only be antique.
  71. An old, thick coin, dented but cleanly cast with bas reliefs. Some runes on the obverse; and on the reverse: the cruel-eyed face of a woman with spiral horns. The con has a scent of mildew and copper that rubs off when handled.
  72. A small glass cube filled with a faintly luminescent blue fluid, with a small latch on one side securing the top. Something about the liquid suggests a degree of consciousness to its movements.
  73. A leather drawstring pouch filled with a dozen perfectly spherical polished stones. The stones stick together as though magnetic, but come apart again with almost no effort.
  74. A hard black leather case containing a flawless set of well-used professional kitchen knives, one nearly as long as your arm.
  75. A coloured glass hemisphere made to resemble a distant galaxy seen on a clear dark night.
  76. An odd red badge in the shape of a hunting bird’s head. The maker’s mark on the reverse appears strikingly similar to the local duke’s seal.
  77. A folding leather wallet filled with strangely coloured bits of paper. Tucked within, you also find a small pewter badge showing the symbol of a great wyrm atop a castle wall, with the initials ‘GG’ on its reverse.
  78. A shattered magenta stone with two dark green edges and that vaguely resembles sliced fruit. Knowledgeable PC’s can identify the mineral as watermelon tourmaline.
  79. A miniature castle constructed from a series of slick, modular blocks. Tiny, smiling figures man the parapets.
  80. A well-polished brass oil lamp covered with intricate characters and a strange landscape in relief.
  81. A brass and steel orrery, animated by clockwork and magic in real time. The spheres are nearly perfectly aligned.
  82. A military chest with silver handles, three drawers, and iron-edged pigeon holes. The chest is covered in crossbow bolt holes.
  83. A bronze candelabrum depicting angels being chased by stirges.
  84. A crystal-beaded gossamer headpiece that sparkles with the slightest movement. The pattern of beads is that of an icon for a long-dead religion.
  85. A clay pot with four faces; one a jackal, one a crocodile, the third a vulture, and the fourth a grinning hawk swallowing a human eye.
  86. A large pot scarab filled with mummified human fingers.
  87. A flat brass clockwork dial so richly studded with circles and hands and curious symbols that it looked like a cross scowly face.
  88. A painted limestone incense burner set with a garnet.
  89. A black basalt statuette of a lion wearing a gold crown and crushing slaves beneath its paws.
  90. A leather wallet stamped with the design of a market stall, containing a full set of certified identification papers denoting that the bearer is a member of the merchants guild. The section containing the member’s physical description (Height, weight, sex, race, eye, skin and hair colour) is completely blank and could be filled in by anyone with half decent handwriting.
  91. A pouch filled with a dozen silver coins of great age, depicting forgotten gods and god-kings engaged in carnal acts.
  92. A terracotta lamp with silver filigree work depicting lions killing escaping slaves.
  93. A suspiciously clean wallet made from sewn mice and rats.
  94. A scroll case made of sewn snakeskin and metal plates.
  95. A fancy snuff box made from carved whale bone.
  96. A set of flint and steel in an old calfskin wrap with the tail still attached held in a wool holdall.
  97. A walnut, iron, and onyx pipe with a clay bowl depicting a swan.
  98. A set of dice carved from white dragon bone. They will chill small quantities of liquid if placed inside a vessel of any kind. If rolled the dice will cover a small surface in a thin layer of ice.
  99. An ornate linen headband with brass decorations.
  100. A strange looking stone made of a material that looks like basalt, only with small insets of strange red, almost gleaming, material. It is slightly warm to the touch, and if one examines it very carefully or is very tactile to the touch, it seems to be almost pulsating.
  1. Psychic Paper: A foldable leather wallet containing a pair of blank pieces of paper that cannot be removed. When examined, the small paper cards appear to be whatever the reader expects to see. If handed to a literate guard with the explanation that the paper is in fact a writ of passage, a license, or some other document, the guard would see it as such. The bearer gains advantage on all charisma based checks (Bluff, deception, diplomacy, etc.) to convince the reader that they are who they say they are and that the credentials are genuine. This object only functions on creatures with no innate psychic abilities and who have a lower intelligence score than the bearer, otherwise the reader only sees blank paper, wavy lines or gibberish text. The paper ceases to display anything if it is more than ten feet away from the bearer but this does not break attunement. The paper must stay in the bearer’s possession for a full three days in order to attune to his mind and can only be attuned to one creature at a time.
  2. Devil’s Ink: A sealed vial of red glass, filled with pitch black ink that can be used to write a document (Typically a binding contract) on parchment or leather. When the document is signed by each creature mentioned by name in it, the script as well as the material it’s written on spontaneously combusts. The resulting black flames completely engulfs the material and after a moment nothing is left but a layer of fine white ash. After the document burns itself out, each creature whose name was on it is able to flawlessly recall the entire text for a period of a year and a day, after which they start to forget as normal. The vial contains enough ink for 3d6 contracts.
  3. Spectacles of Lip Reading: A pair spectacles made of clear glass lenses set in a wire frame that fits most humanoids. While worn, the bearer can read the lips of creature they can see within 50 feet and understand the words that are being spoken. The bearer must have a clear line of sight to the creature and adequate lighting conditions (Or other special means or seeing the creatures lips) and the bearer only understands spoken words in a language that he knows.
  4. Oil of Minor Magic Weapon: A sealed glass vial filled with a Randomly Coloured glowing oil. The oil can be carefully applied to one weapon (Or up to 15 pieces of ammunition) over the course of an hour in order to grant it a weak magical enchantment. Roll on the Minor Weapon Enchantments Table and the weapon gains that property or reroll if the specific enchantment is not appropriate for the weapon. The weapon may undergo physical changes (As per the enchantment’s description) following the application, causing it to shift in form or take on additional properties. The physical changes and enchantment are permanent. The oil doesn’t mix well with existing magic and has no effect if applied to a weapon that is already enchanted. —Note: It is up to the DM whether the oil’s enchantment is random or not. The oil’s magical enchantment could have been pre-rolled by the DM and could be determined by a successful magical identification check by a PC or the oil could be a type of wild or unknown magic that is too random to identify. A default option is that the enchanted weapon can be activated once per day causing it to become a +1 weapon for one minute.
  5. Discs of Illumination: A set of 1d3+1 Randomly Brightly Coloured metal disks one foot in diameter. When placed on a flat surface or less than one foot underground (Or under leaves, a carpet or other light covering) and the command word is spoken it functions as a sort of sentry. A creature weighing 50 pounds or more that steps on the disc or the ground above it, will trigger a pillar of light five feet wide and ten feet tall centered on the disk’s location. The light is as bright as a campfire, coloured the same as the disk and fades after two rounds. The disk cannot be activated again for eight hours. Each disk functions completely independently with its own command word and timer.
  6. Outsider’s Ore: A fist size chunk of raw meteoric ore which imparts the bearer with the direction of the nearest creature that was not born or created on the world the bearer is standing upon such as angels, demons, outsiders, aliens, extra planar creatures or eldritch horrors from beyond reality.
  7. Wraith’s Hood: A black silk hood which when raised, can projects shadows upon the bearer’s face. This magical shade is impenetrable by normal means, and is not dispelled even by direct bright light. With a thought the bearer can choose how much of their face is covered by the shadows or how opaque they are, ranging from light shadows that serve to obscure, partial darkness that only reveals the eyes or a pitch black void that covers the entire face. The shadows remain this way until the bearer chooses to change them or dismisses them entirely. The hood automatically provides a pitch black full face covering whenever the bearer is surprised (Such as when he takes damage or rolls initiative) or becomes unconscious, making it an invaluable tool for thieves, rogues and assassins. The bearer’s sight is never diminished when the shadows are active and a bearer who does not wish the hood to accidentally activate can simply lower it, rather than remove it entirely. Creature with darkvision can’t see through the magical darkness, and nonmagical light can’t illuminate it.
  8. Everfood Bowl: A heavy iron bowl that produces a nutritious meal that only a beast would find palatable. Once per day, upon command the bowl fills with a nutritious meal of liver and fish flavored mush. Most carnivorous and omnivorous animals enjoy the flavor and it provides enough nourishment to sustain such a creature for an entire day. Intelligent creatures and herbivores find the mush to be inedible. The created food disappears after one hour if not eaten.
  9. Grim Lantern: A macabre lantern, composed of a humanoid skull dangling from a short length of heavy iron chain. A small fragment of soulstuff is trapped inside, burning slowly in a heatless flame. Its flickering light shines from the skull’s eye sockets, casting virulent green light with the intensity of a candle in the direction the skull is facing.
  10. Hound of Treasured Memory: A small stone disc, carved with indecipherable letters attached to an almost completely rotten away scrap of leather. If a humanoid creature buries the tag in loose earth unearth a large chunk of raw meat or steak and remains within ten feet of the tag for eight hours, a large mastiff formed of earth arises from ground. The dog is wearing the tag and is affectionate, loyal and obeys the telepathic commands (100 foot range) of the humanoid, who it considers its new owner. The creature has the same statistics of a mastiff (Or wolf if your DM is generous) but it is considered a construct rather than a living being. If killed or destroyed, the dog can be recreated after a period of one week, using the same tag burying process.

—Keep reading for 90 more trinkets.

—Note: The previous 10 items are repeated for easier rolling on a d100.

  1. Psychic Paper: A foldable leather wallet containing a pair of blank pieces of paper that cannot be removed. When examined, the small paper cards appear to be whatever the reader expects to see. If handed to a literate guard with the explanation that the paper is in fact a writ of passage, a license, or some other document, the guard would see it as such. The bearer gains advantage on all charisma based checks (Bluff, deception, diplomacy, etc.) to convince the reader that they are who they say they are and that the credentials are genuine. This object only functions on creatures with no innate psychic abilities and who have a lower intelligence score than the bearer, otherwise the reader only sees blank paper, wavy lines or gibberish text. The paper ceases to display anything if it is more than ten feet away from the bearer but this does not break attunement. The paper must stay in the bearer’s possession for a full three days in order to attune to his mind and can only be attuned to one creature at a time.
  2. Devil’s Ink: A sealed vial of red glass, filled with pitch black ink that can be used to write a document (Typically a binding contract) on parchment or leather. When the document is signed by each creature mentioned by name in it, the script as well as the material it’s written on spontaneously combusts. The resulting black flames completely engulfs the material and after a moment nothing is left but a layer of fine white ash. After the document burns itself out, each creature whose name was on it is able to flawlessly recall the entire text for a period of a year and a day, after which they start to forget as normal. The vial contains enough ink for 3d6 contracts.
  3. Spectacles of Lip Reading: A pair spectacles made of clear glass lenses set in a wire frame that fits most humanoids. While worn, the bearer can read the lips of creature they can see within 50 feet and understand the words that are being spoken. The bearer must have a clear line of sight to the creature and adequate lighting conditions (Or other special means or seeing the creatures lips) and the bearer only understands spoken words in a language that he knows.
  4. Oil of Minor Magic Weapon: A sealed glass vial filled with a Randomly Coloured glowing oil. The oil can be carefully applied to one weapon (Or up to 15 pieces of ammunition) over the course of an hour in order to grant it a weak magical enchantment. Roll on the Minor Weapon Enchantments Table and the weapon gains that property or reroll if the specific enchantment is not appropriate for the weapon. The weapon may undergo physical changes (As per the enchantment’s description) following the application, causing it to shift in form or take on additional properties. The physical changes and enchantment are permanent. The oil doesn’t mix well with existing magic and has no effect if applied to a weapon that is already enchanted. —Note: It is up to the DM whether the oil’s enchantment is random or not. The oil’s magical enchantment could have been pre-rolled by the DM and could be determined by a successful magical identification check by a PC or the oil could be a type of wild or unknown magic that is too random to identify. A default option is that the enchanted weapon can be activated once per day causing it to become a +1 weapon for one minute.
  5. Discs of Illumination: A set of 1d3+1 Randomly Brightly Coloured metal disks one foot in diameter. When placed on a flat surface or less than one foot underground (Or under leaves, a carpet or other light covering) and the command word is spoken it functions as a sort of sentry. A creature weighing 50 pounds or more that steps on the disc or the ground above it, will trigger a pillar of light five feet wide and ten feet tall centered on the disk’s location. The light is as bright as a campfire, coloured the same as the disk and fades after two rounds. The disk cannot be activated again for eight hours. Each disk functions completely independently with its own command word and timer.
  6. Outsider’s Ore: A fist size chunk of raw meteoric ore which imparts the bearer with the direction of the nearest creature that was not born or created on the world the bearer is standing upon such as angels, demons, outsiders, aliens, extra planar creatures or eldritch horrors from beyond reality.
  7. Wraith’s Hood: A black silk hood which when raised, can projects shadows upon the bearer’s face. This magical shade is impenetrable by normal means, and is not dispelled even by direct bright light. With a thought the bearer can choose how much of their face is covered by the shadows or how opaque they are, ranging from light shadows that serve to obscure, partial darkness that only reveals the eyes or a pitch black void that covers the entire face. The shadows remain this way until the bearer chooses to change them or dismisses them entirely. The hood automatically provides a pitch black full face covering whenever the bearer is surprised (Such as when he takes damage or rolls initiative) or becomes unconscious, making it an invaluable tool for thieves, rogues and assassins. The bearer’s sight is never diminished when the shadows are active and a bearer who does not wish the hood to accidentally activate can simply lower it, rather than remove it entirely. Creature with darkvision can’t see through the magical darkness, and nonmagical light can’t illuminate it.
  8. Everfood Bowl: A heavy iron bowl that produces a nutritious meal that only a beast would find palatable. Once per day, upon command the bowl fills with a nutritious meal of liver and fish flavored mush. Most carnivorous and omnivorous animals enjoy the flavor and it provides enough nourishment to sustain such a creature for an entire day. Intelligent creatures and herbivores find the mush to be inedible. The created food disappears after one hour if not eaten.
  9. Grim Lantern: A macabre lantern, composed of a humanoid skull dangling from a short length of heavy iron chain. A small fragment of soulstuff is trapped inside, burning slowly in a heatless flame. Its flickering light shines from the skull’s eye sockets, casting virulent green light with the intensity of a candle in the direction the skull is facing.
  10. Hound of Treasured Memory: A small stone disc, carved with indecipherable letters attached to an almost completely rotten away scrap of leather. If a humanoid creature buries the tag in loose earth unearth a large chunk of raw meat or steak and remains within ten feet of the tag for eight hours, a large mastiff formed of earth arises from ground. The dog is wearing the tag and is affectionate, loyal and obeys the telepathic commands (100 foot range) of the humanoid, who it considers its new owner. The creature has the same statistics of a mastiff (Or wolf if your DM is generous) but it is considered a construct rather than a living being. If killed or destroyed, the dog can be recreated after a period of one week, using the same tag burying process.
  11. Witch Bottle of Trapping: A clear glass wine bottle covered with various arcane runes, this object can act as a form of protection for witches (Or any creature capable of casting spells) against hostile magics. A mage must fill this bottle with three things: something of themselves (blood, hair, tears, etc); something that binds (rope, glue, wine, etc); and something sharp (nails, pins, razors, etc). Afterwards the mage must attune to the bottle by placing a small portion of their life essence within the bottle. This ritual takes one hour and reduces the mage’s maximum hit points by 1 point until the bottle is used, destroyed or is more than one mile away from the attuned creature. Once attuned, the next time the mage would fail a saving throw against magic, the Witch Bottle instead fails for them, trapping the spell within it. The bottle must be within 30 feet of the attuned creature in order for this to function. The mage cannot suppress or delay this effect and should he fail a saving throw for a magical effect, the bottle must absorb the magic. Once used, the bottle’s contents have a 1-in-4 chance of becoming a potion relevant to the spell it captured (See Note). Once the bottle captures a spell, the arcane runes fade it never functions as a protective ward again. Knowledgeable PC’s know that rumors of witches completely shrug off spells cast against them are not always due to their natural resilience, as they may be utilizing a bottle such as this. —Note: A captured spell of a fire type might become a potion of resist fire for example. The potion should always be the weakest type of its kind available in your setting and a DM can always default to a healing potion if a there are no relevant types of potions to choose from.
  12. Cloak of the Predator: A hooded fur cloak made out of a wolf pelt, with the head of the animal incorporated as the hood. While wearing the cloak the bearer emits the pheromones and scents of the strongest natural predator in the local area. A useful item in wilderness survival as the cloak will deter other predators, scavengers and some vermin from approaching the bearer. Its use makes hunting and stalking difficult as the scent cannot be easily masked. Mundane animals including domesticated dogs and horses consider the bearer a threat and will not come within 30 feet unless first threatened and unable to flee. The cloak must be worn for one hour before the magic takes effect and the scents linger for 30 minutes after it is removed.
  13. Headband of the Missionary: A tiny box containing religious scripture, affixed to a leather cord that is meant to be tied around the forehead so that the box sits upon the brow. When worn, the headband imparts its bearer with the direction of the nearest atheist, agnostic or intelligent creature who has no religious affiliation that could possibly be inducted into the bearer’s religion. For example: If the bearer’s religion only accepted humans, the headband would point the bearer to the nearest religiously unaffiliated, agnostic or atheistic human. Knowledgeable PC’s will know that items like these are sometimes given to members of churches that venture out on missionary journeys to serve as a constant guide to the nearest soul that needs to be saved.
  14. Candle of Spirit Protection: A small wooden box painted with symbols of protection against ghosts and unquiet spirits which contains five pale candles. These candles are crafted from ectoplasm and wax and their smoke wards off creatures from the spirit world. Fine coils of smoke flow out from the candle when lit, creating circular lines of smoke in a 15 foot radius around the candle. The circle is then protected against intrusion by astrally projected creatures, ethereal creatures, ghosts, shadows, haunts, incorporeal creatures, mediums channeling a spirit, and phantoms. Such creatures cannot enter the area of effect, cast spells into the area or magically influence creatures within the area. Capable and intelligent spirits could throw physical objects in by building moment outside of the circle or by dropping objects into the area. A single candle burns for one hour and if moved or extinguished the remaining candle loses effectiveness.
  15. Scholar’s Mask: A mithril mask covered with esoteric symbols and runes suggesting an otherworldly power lurks behind it. The lines around the eyes flare sharply, giving a sense of righteous anger, while the mouth is flat and unsmiling, humorless in the face of lesser mortals. The reverse side is padded delicately with a soft red cushion, providing comfort and safety for the bearer. The mask’s enchantments allow the bearer to consciously blink to create and store a picture perfect image of whatever they are looking at. Up to ten of these images can be stored and recalled later for study. Multiple images can be recalled at once, allowing the bearer to cross reference the images, overlap them, compare details or compile notes. If an eleventh image is added, the bearer must immediately choose and discard one of the stored images. The pictures are stored in the mask itself and if it’s worn by another creature, that bearer can freely access the ten stored pictures or overwrite them as normal. The mask is often found filled with “cheat sheets” of a scholarly nature such as quick reference tables, mathematical or alchemical equations or formulas or distilled notations of large treatises.  
  16. Master of the Mists: A smooth thumb sized piece of cold, white crystal that’s constantly producing coils of dense, opaque vapor. If mounted on a staff or wand, the wielder can launch a cloud of dense, harmless mist that’s roughly two feet in diameter at any target or area within 50 feet with perfect accuracy. If worn set into a necklace the bearer can exhale the same type of cloud, however dense vapor coils constantly trail out of the bearer’s mouth. The bearer can launch one cloud per round and the mist dissipates after one round. The vapor cloud can be launched in combat which uses an action equivalent to making an attack or casting a spell OR consumes all of the wielder’s movement for the round (Wielder’s choice) but the harmless mist can do nothing but serve as a signal or a mild distraction.
  17. Living Torch: A shiny brass rod with a rounded head that’s constantly on fire. The rod is the home of an impulsive but good natured fire elemental named Fuegis. The elemental has an upbeat personality and loves burning things but doesn’t like hurting living creatures (Even indirectly) and refuses to ever do so. A bearer who asks Fuegis (Who speak ignan and common) politely can convince him to change the colour, brightness, and size of the flame, from the equivalent of a candle to that of a torch. At the bearer’s request, Fuegis can launch a ball of fire with perfect accuracy against target which deals fire damage equivalent to a shortsword. Fuegis will never launch fire at a living creature or at an area that will ignite causing immediate harm to living creatures. Should the flame on the end of the rod ever go out (Such as being doused or snuffed, the flame is no more resilient than a non-magical fire of the same size), the elemental will be banished back to the plane of fire and the rod will lose all magical properties. Fuegis requires oxygen in order to remain burning but the rod provides fuel for his magical fire and he does not need oil or coal to remain alive.
  18. Drunkard’s Hat: A simply made straw hat meant to keep the sun out of the bearer’s eyes during farm work. While worn, the hat imparts its wielder with the direction of the nearest alcoholic beverage.
  19. Unimaginable Orb: A durable metal orb that cannot be scried, detected, divined, conjured or searched for by magical means. It cannot be sensed in any way other than with one’s own eyes, ears, touch, smell, or taste. If the object is viewed through another creature’s point of view (Such as possessing a creature or experiencing its memories.) it will be invisible, noiseless, intangible and lacking of taste and scent. A creature who has experienced it through their own senses becomes completely unable to imagine what it looks and feels like once they stop actively experiencing it, though it is recognizable when seen again. The creature can remember that they interacted with “something” and vague things about the interaction (They were able to hold it in one hand, it did not cause pain to touch, etc.) but the object seems to be the literal representation of “Out of sight, out of mind” and is widely considered the world’s worst object to lose. Those who have had interactions with the orb and have tried to recall anything about it describe the attempt as having the memory “Right at the tip of the tongue.” and that their mind just draws a blank every time they try. Creature’s viewing the object find that they are physically incapable of drawing a picture of it, writing down a description on paper, creating a sculpture or magical illusion of it or other such means of creating a permanent description or representation of it. The orb has a thin seam that runs around it and the sphere can be opened to reveal a fist sized interior. Any objects stored within the orb gains some of the forgetting properties of the orb itself. Objects stored within the orb cannot be affected by most magical means and creatures who are not actively looking at the orb cannot imagine or remember what it looks like. When an object is removed from the orb the forgetting magic instantly fades and all creatures are able to imagine and remember it as normal.
  20. Orb of the Horse: A dappled semi-sentient globe that insists that it’s a horse. It is a perfect sphere, two feet in diameter and covered in horse hide that hovers one foot above the ground. It can be mounted and has a top speed of 20 miles per hour (Or 30 feet a round in combat) but constantly spins and rotates randomly on various axis, throwing off all but the most determined of riders. It has a few saddle horns and can be easily fitted with saddlebags and extra packs.  The orb can carry up to 300 pounds, speak telepathically to creatures within 30 feet and is about as intelligent as a trained horse.  
  21. Container of Heat and Frost: A dense metal container adorned with three arcane designs along the edge of its removable lid. When filled with up to one gallon of liquid, the vessel can either heat, chill, or maintain the liquid’s temperature. The bearer can press one of the arcane symbols to heat the liquid to a boil (212°F or 100°C), chill it (33°F or 0.5°C), or keep it at temperature for up to 24 hours. It takes one minute for the vessel to heat or cool a liquid down, and, once at temperature, maintains it. Liquids placed inside without activating the arcane designs will maintain its temperature for up to 8 hours before becoming tepid.
  22. Indestructible Prayer Book: A book containing all major holy texts, important rituals and common hymns and prayers associated with a God of a Random Domain in a binding that matches the deity’s aesthetics. The book is waterproof, flameproof, tear proof and stain proof and the pages are illuminated with a soft coloured light (Based on the primary colours of the god or religion), so it can be read in the darkest of places. A creature holding the book can verbally command it to open to a specific page (Or prayer ritual, hymn, etc.) rather than fumbling through its pages. The book can be commanded to immediately shrink or grow from the size and weight of a deck of cards or grow to a heavy tome no larger than one foot cubed and five pounds in weight. The holy text bears a sacred connection to the deity and can serve as a divine focus for spells and class abilities. If the bearer of the book worships a different deity or belief than the book, he can change the book’s spiritual connection to that of a deity or religion that he personally worships. This ritual requires the bearer to pray over the tome for eight uninterrupted hours to gain their deity’s attention as a show of faith and dedication, which instantly changes its appearance and content to reflect that of the new God. Knowledgeable PC’s will know that books like these are sometimes given to traveling clerics who see their equipment suffer a significant amount of wear and tear and require a prayer book that will stand up to the harshest of environments.
  23. A large, magically preserved maple leaf that is perpetually engulfed in illusionary red and white fire. The flame cannot spread, creates no heat and is as bright as a candle.
  24. Stormchaser: A fist sized chunk of petrified lighting created when the electricity courses through beach sand fusing it together into a solid glasslike object. The object still occasionally shoots out harmless sparks and the bearer can feel the dormant power of the lighting trapped inside the glass. When held, the fulgurite imparts its bearer with the direction of the nearest newly forming or ongoing storm system (Tornadoes, hurricanes, typhoons, severe thunderstorms, whiteout snowstorms, hailstorms etc.) thus giving him the opportunity to run in the opposite direction.
  25. Helm of Vomitose: A dented steel great helm with a small reversed symbol of physical fortitude etched on its interior. One minute after being donned, the bearer begins to vomit uncontrollably until the helm is removed. There is no curse that keeps the helmet in place, but the automatically re-sizes itself to be a snug fit to most heads and there is a magnetic chin strap that automatically does itself up as soon as its donned. A creature actively throwing up as a result of the curse suffers disadvantage on all rolls and is not able to speak or concentrate. The bearer can attempt to undo the chin strap and remove the helmet but due to the uncontrollable muscle spasms they only have a 25% of fully removing it per round. Knowledgeable PC’s will remember the story of a cursed helm created by a trio of warlocks who were constantly harassed by an overbearing Patron to create enchanted items. They escaped his small demiplane while he lay on the floor of their workshop, retching into the helmet. —Note: This is considered a cursed item for the purposes of any detection magic or curse breaking powers.
  26. Morpho’s Box: An ornate cedar box covered in layered scraps of pink, green, and teal silk. The container (Six cubic inches in size) has a slight preservation enchantment that immediately places all insects that enter it into a harmless stasis. Insects kept in the box become paralyzed and do not age, require food, sleep, water or other physical necessities and are not aware of the passage of time. The box currently contains a stunning, hand-sized, Blue Morpho butterfly but a less moral adventurer could use this to keep a venomous insect hidden. Knowledgeable PC’s will know that this box used to belong to the head priest of an ancient temple who used to collect butterflies and release them during his sermons for emotional effect.
  27. Handy Handle: A shiny brass handle large enough for a pair of grown man’s hands. The handle has flat ends that, when placed on a sufficiently flat object and the command word is spoken, will bind itself to that object. If affixed to a dry, rigid, durable surface, the handles will stay affixed up to 2000 pounds of force, but if the surface is crumbling, slippery, or otherwise mutable, the handles will only hold anywhere from 10 to 1000 pounds of force (A d100 X 10 or DM’s discretion.) before the handles rips free with a section of the surface still attached. If the surface is too flexible, soft or gelatinous, the handles may hold a maximum 1-5 pounds or fail to work at all. Using this object can grant a creature advantage on strength checks made to lift, move or otherwise interact with heavy objects as it creates a firm grip in a prime leverage position where one may not have existed before. A rope can also be looped through the handle allowing for multiple creatures or a horse to pull on the handle. A character using it to climb can also provide himself prime handholds, which may grant him advantage or lower the DC to climb.  
  28. Drypowder: A small silk bag that contains 2d8+3 uses of a fine, clear powder that, when sprinkled on an object or area five cubic feet in size or smaller, instantly dries it. Liquid dried in this fashion magically disappears leaving no trace of itself behind. A puddle of acid, flammable oil or adhesive glue could all be removed with the dust. The powder has very little effect on large bodies of water but dumping out the entire bag could temporarily dry up a significant portion of a small pond, stream or clear up a swampy area. If consumed, it makes the consumer incredibly thirsty and chaps their lips to an uncomfortable degree, but is otherwise harmless.
  29. Retrieving Wormband: A dark bronze, segmented bracelet that always feels slick to the touch. The bearer can mentally command the bracelet to slither off of his wrist and crawl up to 30 feet away in order to coil around an object weighing no more than five pounds and drag it back to the bearer. If the bracelet ever travels more than 30 feet from the bearer or is damaged in any way, it immediately snaps back into bracelet form and becomes inert until worn again.
  30. Misplacement Box. An ordinary-looking wooden box with a volume of a six-inch cube. Any object that has been placed in the box is immediately teleported the moment the lid closes to a random unobserved location within a 30 foot radius. If there are none, the item simply stays in the box until an unobserved space large enough exists. This effect cannot move living or otherwise animated things or cause objects to appear inside of living creatures.
  31. Boots of the Red Rogue: A pair of supple black leather boots decorated extensively with red furred fringes and stitching. A pair of silver bells hang from the boots, yet they do not produce any sound. When one slides these boots upon their feet, they feel a pleasant warmness down to the tips of their toes with a spring in their heels. The bearer’s feet (And only their feet) are entirely immune from all cold and frost effects both natural and magical, while wearing these boots. Furthermore the bearer ignores any negative conditions caused by cold or icy ground conditions (Magical and mundane) such as disadvantage on balance, slowed speed or difficult terrain. Knowledgeable PC’s will know these boots once belonged to the previous Red Rogue, a local folk legend of a man in red with a great sack whom would give gifts to sleeping children on the night of the winter solstice. The presents were said to have been nicer if the children had been well behaved and nearly garbage if they had not been.
  32. Glutton’s Fork: A large four pronged utensil crafted of hammered steel is rumored to be a gift to mortals from the God of Gluttony himself. Once per day, this fork will allow the bearer to eat any non-magical item they can fit in their mouth. Typically this is not larger than a fist or more than five pounds. Once the fork is tapped on an object it is rendered perfectly edible for the bearer regardless of what is was before. The bearer never suffers any negatives penalties, injury or unpleasantness for ingesting an object affected by the fork and is able to chew through pure steel as it were bread crust. A handful of broken glass covered in a layer of stonefish neurotoxin and a sprinkling of tainted demon’s blood becomes a crunchy treat with a spicy kick and a devilishly good aftertaste. The bearer receives a pleasurable euphoric high from eating the object and regains one hitpoint if he consumes something that would normally have caused him injury, disease or death, such as the previous example. Regular use of this object seems to warp the bearer’s palate and can cause dark unnatural urges to consume dangerous inedible object on a regular basis even when the fork’s power has already been used for the day. Fork’s such as these are sometimes found on the corpses of miserable creatures whose bellies are filled with rocks, sewing needles, dung or rotten meat as the gluttonous cravings overcame their better judgment. Each time the bearer uses the fork’s power they gain a 5% cumulative chance to become unwavering certain that they will be able to use the fork’s magic again that day. This means that the bearer may attempt to use the fork a second without realizing that the food is inedible and be overwhelmed with the need to consume something dangerous. Should the bearer refrain from using the fork’s power for an entire week, the chance of this happening is lowered to 0%. —Note: This is considered a cursed item for the purposes of any detection magic or curse breaking powers.
  33. Algernon’s Gloves of Temporary Sentience: A pair of floral-patterned gloves that fit comfortably on any bearer. The bearer may activate the gloves power by spending a moment touching an object three cubic feet or smaller and speaking the command word “Mouse”. The object immediately sprouts a mouth, two eyes and becomes sentient, speaking whatever languages the bearer speaks and becomes twice as intelligent as a trained dog. It remembers nothing of the time that it was not sentient but is aware of what is currently going on around or inside of it. The object remembers previous times it was sentient if the gloves have been used on it before and objects that are routinely animated can develop complex personalities and human-like intelligence. The gloves can be used twice per day and its effects fade after five minutes. —Note: The personality of the object is determined by the DM and most objects begin sentience indifferent to the bearer who may have to bargain, bribe, persuade or intimidate the object into helping him. Although able to speak, the objects are not capable of moving. A locked safe would not be able to open itself, but could describe its contents or what its key looks like or aid the bearer pick the lock or select the correct combination code. A locked door would describe what was on its other side if the bearer threatened to break it down to get past it.
  34. Grimluck: A small, brightly polished, skull shaped silver medallion. Creatures who catch a glimpse of the medallion wish to wear it for themselves and to keep it hidden from others, believing it to be lucky and valuable. It is possible to overcome this compulsion and it will not cause creature to act against their base ideals. The first time per day the bearer rolls a natural 20 (Such as a weapon attack, skill check or saving throw), they must roll again and take the new result. The bearer is not automatically aware that this effect is caused by the medallion and usually chalks it up to fate or bad luck. —Note: This is considered a cursed item for the purposes of any detection magic or curse breaking powers.
  35. Compass of the Damned: A feather taken from one of the many demonic vultures that inhabit the depths of hell. The feather has been fashioned into a rusty, black-iron tipped quill which is stained red with the blood of a creature who sold their soul in exchange for the powers of a warlock. A creature holding the quill is imparted with the direction of the nearest creature who has ever made a formal pact, bargain, or deal with a devil or demon.
  36. Gabber Amulet: A copper amulet with a mouth on one side and an ear on the other. When the command word is spoken, a 30-second long message may be dictated to the ear side. With a second command word, the mouth side repeats the last phrase that was dictated to it, then erases the message. These items are often found with the last message uttered to it still recorded. Knowledgeable PC’s are aware that although these items are commonly used by nobles to communicate privately with mistresses, they are often used by intelligence communities to pass secret messages. As the command words can be made secret and entirely unrelated to one another and the delivered message is single use only, a spy can use the amulet for dead-drops without risk of the message being recorded or received by just anyone. Furthermore, unlike a letter than can be read and resealed, if a spy find the amulet blank when there should be a message on it, they know they’ve been compromised.
  37. Rambler’s Remedy: A stoppered glass vial filled with a clear, strong-smelling fluid. Upon consuming the liquid, the imbiber immediately becomes sober from the effects of alcohol and is cured from all the negative effects of the hangover the he is or would experience. The liquid does not have any effect an alcohol consumed after that point, however allowing the creature to get drunk again should they choose. The vial holds up to four doses worth of liquid and will regenerate 1d4 doses each dawn as long as a small tuft of dog hair (Which instantly dissolves into the clear liquid) and a shot of strong spirits (Such as whisky, brandy or gin) is placed in the vial during that time. The liquid loses all magical properties if not consumed within one minute of leaving the vial.
  38. Compass of the Lost and Found: A clear glass orb the size of a large marble, encased in a single band of gold. The glass is etched with a number of arcane whorls and geometric shapes. When held, the orb imparts the bearer with the direction of the nearest object they have personally misplaced in the past 24 hours. The orb fills with swirling red smoke when it functions this way. The compass does not function if another creature intentionally had a hand in concealing or taking the item from the bearer.
  39. Ring of Invisible Visibility: A glass ring whose glass is so transparent it’s practically invisible but contains a rainbow of sparks dancing within the band. When activated, the bearer instantly becomes completely invisible, however they also become wreathed in harmless brightly coloured flames, which sheds light equal to a campfire or five torches. The rainbows coloured flames are incapable of doing damage, but do negate the stealth benefits normally associated with being invisible. The effect lasts for one minute and can be suppressed at any time. The ring can be activated three times per day and functions by mental commands. It is likely that this is some sort of prank gift given by a fey creature to a mortal or a poorly thought out wish to a malicious genie.
  40. Covetous Gold Serpent: A gold ring depicting a snake that could have been but never was; a dragon. The envious reptile’s desire for gold is so strong that the creature is biting its own golden tail as it wraps around the bearer’s finger. While wearing the ring the bearer gains advantage on search or investigation checks made to search areas (Such as rooms, chests or corpses) for treasure or valuables. The bearer must be able to search the area for at least one minute in order to gain advantage this way. The bearer must have worn the ring constantly for 24 hours before they can benefit from this effect.
  41. Cutpurse’s Ring: A copper, gold, and silver banded ring that when peered through, allows the viewer to detect metallic coinage through nonmagical material less than one foot thick in total, within 20 feet of himself. The bearer could gaze through the ring into a locked safe or a passerby’s coin pouch and see bright disks that glow in various colors based on the type of metal the coin is composed of. The viewer is then able to more accurately assess if the potential victim is worth robbing or if it’s worth taking the time to pick a lock and risk a trap or alarm. The ring reveals nothing other than metal currency in the form of coins and would not detect paper money, jewels, rings or even ingots of valuable metal. The ring has a small eye loop on its outer band and could easily be fit with a small glass lens, allowing it to be worn as a ring or as a monocle.
  42. Cloak of the Vagabond. A well-worn, travel stained, waterproof, hooded traveler’s cloak. When thrown over a horizontal branch, bar or raised walking staff, this cloak turns into a tent large enough for one creature and contains a bedroll and blanket. The inside of the tent is kept dry from outside precipitation. A creature within the tent can adjust the tent’s internal temperature warmer or colder by 5° Celsius (About 10° Fahrenheit) compared to the outside temperature. The bedroll and blanket disappear if removed from the tent, reappearing inside of it. The tent can be transformed back from a tent simply by picking it up from the branch, which causes the blanket and bedroll to disappear and the item to revert back to a cloak.
  43. Garrote Rings: A matching pair of fairly plain silver rings with large polished agates in their settings. With a mental command the bearer can cause a thin, magically unbreakable silver wire up to four feet long to instantly appear between the rings, forming a garrote. The bearer is considered proficient with the magical wire and can use it to quietly subdue or kill unsuspecting enemies. The bearer can dismiss the wire’s existence with a mental command at any time. The rings are protected by minor shielding wards and when both are worn by a living creature they do not give off a magical aura and are not detectable as magical objects. Both rings must be wore by the bearer for their magic to function.
  44. Antimnemonic Hammer: A small, shiny, blue hammer can be used to briefly erase an idea from a user’s head. A creature holding the small triangular hammer feels as though they have forgotten something vaguely important but can never recall exactly what it was. A willing user must first call to mind a specific event, person, object, word, phrase, spell, picture, location, etc, and a length of time of no more than one year. The bearer must then softly tap their own head with the hammer in order to forget all memories of the thing that was called to mind. The user also forgets that they used the hammer in order to bury the memories. The experiences are not truly lost and are instead partitioned off from the bearer’s conscious and unconscious mind and they are not able to access them in any way, shape or form including outside magical probing. The bearer instantly regains the memories after the length of time specified expires or if the bearer is hit with any Antimnemonic Hammer again. Knowledgeable PC’s will know that objects occasionally find uses in intelligence agencies to use on couriers who can carry messages in their mind that they do not remember while the sender and receiver have the hammers allowing only them to encode and decode. —Note: Although the object can be used to entirely forget large important times in the user’s life, the DM can impose penalties for the hammer’s use. A traumatized veteran for example might choose to forget the entire war in order to free himself from panic attacks and night terrors. However a DM might rule that the veteran will lose out on any military training, muscle memory, battlefield experience and weapon skills he might have gained as a result of being a soldier during that time.
  45. Flickflint: A small mechanism similar to a pair of cooking tongs but instead of gripping prongs there are opposing pieces of flint and steel. The bearer can click the tongs together rapidly in one hand (Taking an action equivalent to attacking or casting a spell) to cause a small shower of sparks to appears in a place he can see within 50 feet. That sparks produced this way are not strong enough to cause injury but can ignite easily flammable objects such as paper, oil, alcohol, kindling or other objects that the proficient use of a flint and steel could conceivable ignite.
  46. Snuffing Glove: A single white glove that smells faintly of smoke and can be comfortably worn on either the left or right hand. The glove can be activated by licking its forefinger and thumb which allows the bearer to pinch out a torch-size or smaller non-magical fire that they can see within 50 feet, which completely extinguishes it. The glove can be used once per minute and its activation requires an action equivalent to attacking or casting a spell.
  47. Lucky Four-Leaf Clover: A perfectly preserved four leaf clover, encased in clear crystal and strung on a silver chain. Any creature touching the clover feels tingles of supernaturally good luck flow through them. The first time per day the bearer critically fails a roll (Such as a weapon attack, skill check or saving throw) they must roll again and take the new result. The bearer or PC cannot choose to suppress or delay this effect. The bearer must wear the necklace for 24 consecutive hours before the effect can be triggered.
  48. Orb of Wild Magic: A strange and peculiar orb that changes its appearance, colouring, weight, and even size, randomly. Smooth and cold to the touch sometimes, hot and ruggedly textured at other times. Its weight fluctuates between that of a feather’s, to that of a hefty war-hammer, sometimes growing as large as a small goblin’s head, while shrinking to be as small as a large pearl. Different colours appear and disappear, swirling about in the orb, as well as around it, occasionally faintly emanating strange and weird tangled weave-like patterns of light that are stuck to it. A knowledgeable PC will be able to determine that the orb is a drop of crystallized wild magic and that its nature corrupts spells cast in its immediate vicinity, infusing them with chaotic power. Powerful spells (That use consumable spell slots or mana) cast within a five foot radius of the orb have a 5% chance of unleashing a surge of untamed magic and causes the caster to roll on the Wild Magic Surge Table to create a random effect. A mage with a significant amount of recent experience with the orb (And survived the intense surges) finds that they are able to subtly influence the usually unpredictable outcome to their own benefit. A creature who has triggered at least seven wild magic surges in the past week is able to roll twice on the Wild Magic Surge Table and use either result.
  49. Lycan Draught: A clear flask filled with a dark, near opaque liquid has what appears to be heart tissue of some animal floating inside of it. Bubbles occasionally spill out from the mass, disturbing the fluid and breaking onto the surface. The taste isn’t so bad, if the drinker likes the taste of oil and copper in his mouth that is, and its best to down it in one shot. But one can’t deny the rush that comes with it. Immediately after being consumed things seem to slow down from the drinker’s perspective; he can hear things, smell things that he never could before. The drinker spends one round racked with growing pains as his body changes and he becomes covered in a pelt of thick fur. The drinker gains advantage on all perception checks that rely on hearing or smell and gains advantage on initiative checks. The drinker’s nails grow and sharpen, becoming outright claws. The drinker can attack with the claws causing (Which he is considered proficient in, the hands cannot be holding objects) dealing damage equal to a shortsword if the drinker uses one hand or a greatsword if both hands are used. All of the effects except the fur wear off after 1d8+1 hours, leaving the drinker physically exhausted as if he’d gone a night without sleeping. The pelt of fur lasts for an additional 3d12 hours before falling out in a downpour of discarded hair.
  50. Afterglow Spectacles: A pair of gentle amber glasses with a fine silver frame. They allow the bearer to see traces of spells that were cast within the last ten minutes, allowing the bearer to attempt skill checks in order to properly identify those spells. Though the lenses are of amber, the colors left by spells are vivid and varied.
  51. Portable Library: A lightweight pinewood box covered in a clear waterproof lacquer and emblazoned with the holy symbol of the God of Knowledge. The object is rectangular in shape and could hold a large tome within its interior. The top lid of the box slides out and a series of instructions for the box’s use is printed on the inside of the wood in several languages. Once per day, a creature can place a book within the box along with a silver coin and close the lid. The book and coin are teleported to the great library of the God of Knowledge and one of the acolytes acknowledges the offering and teleports a different Random Book back to the box. A creature can request a specific book, certain author or writings on a particular topic by placing a written note along with the silver coin and a book within the box before closing it. The creature will then either receive a book matching their request or will find a Random Book along with a note apologizing for being unable to fulfill the order. The returned note may say that a donation to the Great Library of X gold is required instead of a single silver (DM’s prerogative based on the rarity or plot sensitivity) or that the book or topic is too rare or impossible to acquire and send through this fashion. When first found the Portable Library already has one Random Book within it.
  52. The Crown of the Mountain: An ancient stone circlet of unknown origin that possess a number of magical properties related to earth and rock. The crown is carved from rough, unpolished stone, studded with a number of spikes. To accommodate its bearer, the crown resizes itself to fit their brow. The bearer can cause shapes, colors, or both to appear on dirt or stone, spelling out words, creating images, or shaping patterns. These changes last for one hour. The bearer can choose a portion of loose earth that he can see and that fits within a five-foot cube and instantaneously excavate it, moving it along the ground, and depositing it up to five feet away. This movement doesn’t involve enough force to cause damage. All of these effects have a range of 30 feet.
  53. Boots of the Salticidae: A pair of thick, fur-padded leather boots with large straps to adjust the size. The bearer can use the boots to artificially empower his muscles in order to jump three times as far as he normally would. He may do this once per hour without consequence but the stress and impact of multiple landings deals as much damage as a club with each subsequent jump after the first.  
  54. The Emerald Flask: A gorgeous flask carved and carefully hollowed from a single piece of gemstone. A mixture of resin, venom, and alchemical reagent has been carefully condensed into a unique catalyst that rests at the bottom of the flask, too large to slip out the neck even when the flask is upturned. The catalyst reacts to water, and when the flask is filled with clean water will produce five shots worth of potent alcohol in one week’s time. The alcohol tastes strongly of bitter herbs and smoke, and one dose has the added effect of greatly slowing one’s perception of time while intoxicated. One minute after consuming a shot of the liquor, the drinker suffers disadvantage on perception and initiative checks as the various poisons are absorbed into the bloodstream.
  55. Gloves of the Spider: A pair of black and gold gloves crafted with leather stitched together by spider silk thread. Each glove has a small reservoir of webbing that clings tightly to all surfaces except for the gloves. The gloves are capable of ejecting enough webbing to affix one object weighing up to five pounds to another object. The two items can be separated by a force exerting five or more pounds of force on them such as a strong breeze or a creature pulling them apart. The wielder can launch the webbing up to 40 feet away, making a ranged attack or dexterity check to glue unattended objects together. The wielder does not have to make a checks against objects within ten feet of himself. The wielder can fire twice per hour and the webbing completely dissolves after one hour.
  56. Purifying Bowl: A bowl of soft silver roughly one foot in diameter. It bears strange web-like patterns and has been treated with a slick, resinous coating on the inside. Any solid foodstuff placed in the bowl will be dissolved into a liquid slurry over the course of one hour. The liquid food loses none of its taste or nutritional value, and is also cleansed of any poison or disease once the process is complete. The bowl has no effect on anything already in liquid form.
  57. Corpse Seeds: A small dingy pouch containing a dozen small, rotten-looking seeds. When planted in soft earth, each seed will grow over the course of a minute into a damaged-looking corpse of whatever medium or small humanoid race and gender the user speaks while planting it. The corpse has exceedingly damaged and indistinct features and will otherwise decompose like a normal corpse once fully grown. Bodies created by these seeds are not true corpses and cannot be raises as zombies or skeletons and their souls cannot be spoken to with necromantic magics.  
  58. Wei Chin’s Portable Writing Desk: A rolled tube of closely fitted lacquered bamboo slats, capped at both ends with darkly glazed porcelain. A long leather thong is wrapped around it to use as a strap for traveling. If the caps are removed and the tube unrolled, the slats will lock together to form a smooth flat writing surface that will hover above the ground at the height desired by the user. The desk can be repositioned by hand by the user as desired. It will support up to 50 pounds of weight so the user can lean on the desk to write. Each cap also serves a function. The unseen portion of the first cap is a detailed clay model of a pond, complete with rocks, plants and grasses, the ‘water’ of which is ink. The water level remains constant until the ink reservoir runs dry, and may be refilled. The ink in the pond cap will not spill, even if tipped on its side or used to cap the rolled-up desk. The other cap is formed into an octopus on a rocky seabed, the arms of which grasp four quills or brushes, and they will be held in place when the cap is employed. When finished, the user need only grasp the desk at one end and re-roll it. A maximum of 4 brushes, one pot of ink, and 12 sheets of paper/parchment/vellum may be stored in the desk when rolled for travel.
  59. Kesiera: A small sapphire pendant, strung on a thin gold chain, meant to be worn as a hair ornament on the forehead. The bearer can focus on a spot they are aware of within 15 feet of themselves and are treated as if they were occupying that spot for the purposes of their hearing. In other words the bearer can choose to hear as if they were 15 feet closer or farther away from where they actually are, allowing the bearer to listen to a whispered conversation from across a tavern as if he was sitting at that table.
  60. Glasses of Speed Reading: A pair spectacles made of clear glass lenses set in a wire frame that fits most humanoids. When worn, these glasses allow the bearer to read at five times their normal speed. The glasses to not allow the wearer to understand languages they cannot already read.
  61. Eye Stalk: A one inch diameter, by three feet long, segmented metal cylinder with glass lenses on both ends. The tube can be bent into nearly any twisted shape, including into a loose knot. No matter the shape, looking into the lens on one end, the user can see whatever the lens on the other end is facing, out to the limits of normal vision. This allows the bearer to look into cracked open windows, under loose doors or around corners easily without significant effort. The segmented cylinder is telescopic with a maximum length of three feet and a minimum length of half a foot.
  62. Horseshoes of Stealth: A set of four ordinary looking iron horseshoes with uncannily smooth faces. Any mount fitted with these shoes leaves no tracks regardless of terrain. The mount’s rider can utter a command word that engulfs the animal in a muffling effect, complexity eliminating all sounds created by the horse and its equipment. This effect does not extend to the rider who must make stealth checks as normal but will not suffer disadvantage on the roll due to being mounted on a large noisy creature.
  63. Cloak of Bleeding Feathers: A cloak of rich rust-red, crimson and maroon feathers that fall weightlessly from the shoulders of the bearer. On closer inspection the feathers slowly drip delicate drops of blood which evaporate on contact with any surface. When the bearer is hurt the feathers begin to vibrate and hum; straining to escape the bonds of earth. If the bearer has less than half of their total hit points remaining, the cloak splits into a pair of red wings and the bearer gains a fly speed equal to their walking speed. The bloody wings only work in short bursts and the bearer falls if he ends his turn in the air with nothing else holding him aloft. If removed or if the bearer has more than half of his total hit points the wings reforms into a solid cloak.
  64. Flask of Divine Essence: A heavy steel flask bearing the holy symbol of God of a Random Domain. The vessel is a portable source of divine blessings for travelling priests and spiritual adventures, capable of purifying mundane water into its holy counterpart. Should a creature fill the flask with water, a drop of their own blood as a show of devotion, five gold pieces worth of material components (rare incense, perfumed oil, powered silver, small gems, etc) and pray over the sealed flask for ten minutes a day for seven full days, the contents take on divine properties. The flask’s contents becomes one dose’s worth of holy water that can be used normally directly from the flask or transferred into a glass vial to be used as a projectile. The flask’s holy water loses its divine grace if it sits outside of the flask for longer than one hour. If the bearer fails to pray for at least ten minutes each day for the seven day period, the liquid sours and the contents must be dumped out and the process started from the beginning. —Note: If your system uses other versions of holy water such as unholy, axiomatic or anarchic water, the DM can have the flask only produce the type of water associated with the God’s Domain, or the bearer can specify what type of water they wish to produce when the process is started.
  65. Lonesome Horseshoe: A single seemingly unused iron horseshoe, that imparts the bearer with the direction of the nearest horse. —Note: At the GM’s discretion the object could locate the nearest equine animal such as a zebra, donkey or mule.
  66. Grimoire, the Living Tome: A semi-sentient tome bound in humanoid skin whose cover pulses with the faint rush of blood, glowing veins protrude faintly underneath. The thoughts of the creature touching the book spill unto its pages, appearing as if handwritten in blood, along with pictures or diagrams. Although the images that form on the grisly vellum pages are eerily similar to the reader’s own train of thought, the tome adds in its own notes in the margins of the reader’s written thought, arrows pointing at important passages, and detailed pictures that even a child could understand. If touched while trying to recall something that is known to the reader, the bearer can physically consult with his own thoughts. If the bearer spends one minute reading the book, he can reattempt a knowledge or memory check made within the last ten minutes and gains advantage on the new roll. If the bearer still fails to remember, the words on the page form a particularly cutting insult aimed at the reader’s most deep seeded source of self-doubt, weakness or shame, dealing one hit point of psychic damage per character level (Or 10% of maximum health or other equivalent amount) to the reader and causing Grimoire to cease providing assistance for 24 hours.
  67. Cloak of Daggers: A indistinct, hooded, brown cloak that is clean, comfortable and well-made while also modestly designed, understated and ordinary. It would not be out of place on a laborer courting a lover or on a humble nobleman going about daily business. A perfectly bland article of clothing, the cloak serves as a tool of murder and violent subterfuge by assassins, spies and clandestine operatives. Once per round, the bearer can reach one or two free hands within the cloak and withdraw one or two daggers made of gloomy magical force, using an action equivalent to drawing a weapon. The shadow blades are wickedly sharp, difficult to truly see and perfectly balanced for stabbing and throwing. The dagger’s are barbed cruel weapons made for nothing other than inflicting vicious wound and whenever the player roll a 1 on a die to calculate the weapon’s damage, they can reroll the die until they receive a result that is not a 1. The umbral knives are held together by tentative magic and dissipate into nothingness at the start of the wielder’s next turn after being drawn. The cloak displays no mundane emblems, crests or insignia that might aid an observer to recall details about it or the bearer, nor does it bear and arcane markings, enchanted runes or magical designs of any sort that would provide a clue as to its true nature. The cloak is protected by subtle shielding wards that guard it from detection and when worn by a living creatu
  1. The Seventy Maxims of Maximally Effective Mercenaries: A compact handbook detailing 70 concise sentences of wise words to prospective mercenaries. The first rule takes up the entire page and simply says: “Pillage THEN burn.”
  2. The Tome of Furion: An unholy volume of dark magic bound in obsidian with pages of flayed Orc-hide. The inscribed letters writhe and shift like living creatures and the pages are warm to the touch even in the dead of winter. Reading the tome is excruciating, as even its most basic precepts are corrosive to the mind, body and soul.
  3. Tales from Within: A leather-bound research and saga book of Garren the Bravefool, it details the pioneering efforts by the individual of killing giant creatures from within by being eaten by them and cutting his way out. Although the author notes Garren’s zeal leading to his death when he attempted his trade on a gelatinous cube, he is apparently credited (At least in this book) for the death of three dragons.
  4. A fey made tome bound in sheet of smooth bark gilded in silver entitled “Lexicon of Stealing Mortal Babies”. The text is a guide to obtaining newborns from humans with tricks. The book is written in sylvan and the pages are transparent sheets, made from giant insect wings with text painted on.
  5. A holy gospel of a fictional religion. The only god seems to be a tentacle monster formed of pasta, meatballs and eldritch power. Although the book is a paperback it has been design to appear as a hardcover.
  6. A depressing but oddly romantic novel entitles “Wed to a Mortal” which tells the sad story of a lovestruck elf who loved a young mortal and how they spent 80 years together until he died of old age, leaving the elf a widow in the prime of her life.
  7. A wood bound tome with the symbol of a tall black tower branded into the front cover. The volume is a true account of one of the first members of the Black Tower an order of male mages who served as soldiers and guardians of a world rocked by chaos and darkness. The book is partly historical but leans heavily on accounts taken from personal journals and reliable word of mouth stories from that era. According to all sources, the use of magic damaged their sanity and stole from their lifespan, making each solider a martyr in his own right. The sheer power they would wield astounded even themselves and the war they fought in preyed heavily on their souls. An anonymous poem that is attributed to a member of the Black Tower is etched into the inside of the front cover; “We rode on the winds of the rising storm, We ran to the sounds of the thunder. We danced among the lightning bolts, and tore the world asunder.”
  8. A pulp romance book entitled “Secret Loves Of Dryads, Kiss And Tell Love Diaries Of Immortal Magical Seducers”. The paperback text has a number of dog-eared pages at some of the more stirring passages.  
  9. A discrete brownish book the size of a deck of cards without decoration or title. Its contests reveal themselves to be a Changeling training manual and guidebook on how the fey train the supernatural shapeshifters to infiltrate humans, live among them and carry out their nefarious goals.
  10. Skin-bound Ledger: A small lined notebook bound in supple, tanned leather, with a dedication in the front cover reading “Binding from Reijek, RIP.” Touching the ledger produces a deep sense of revulsion strong enough to prevent the weak-willed from looking at its contents. Inside is written a detailed list of transactions, with columns for Name, Quantity (g), Surface Area (m2), Skin Quality, and Police Inquiry (y/n?).

—Keep reading for 90 more trinkets.

—Click Here for additional Book Descriptions to give these objects even more personality.

—Note: The previous 10 items are repeated for easier rolling on a d100.

  1. The Seventy Maxims of Maximally Effective Mercenaries: A compact handbook detailing 70 concise sentences of wise words to prospective mercenaries. The first rule takes up the entire page and simply says: “Pillage THEN burn.”
  2. The Tome of Furion: An unholy volume of dark magic bound in obsidian with pages of flayed Orc-hide. The inscribed letters writhe and shift like living creatures and the pages are warm to the touch even in the dead of winter. Reading the tome is excruciating, as even its most basic precepts are corrosive to the mind, body and soul.
  3. Tales from Within: A leather-bound research and saga book of Garren the Bravefool, it details the pioneering efforts by the individual of killing giant creatures from within by being eaten by them and cutting his way out. Although the author notes Garren’s zeal leading to his death when he attempted his trade on a gelatinous cube, he is apparently credited (At least in this book) for the death of three dragons.
  4. A fey made tome bound in sheet of smooth bark gilded in silver entitled “Lexicon of Stealing Mortal Babies”. The text is a guide to obtaining newborns from humans with tricks. The book is written in sylvan and the pages are transparent sheets, made from giant insect wings with text painted on.
  5. A holy gospel of a fictional religion. The only god seems to be a tentacle monster formed of pasta, meatballs and eldritch power. Although the book is a paperback it has been design to appear as a hardcover.
  6. A depressing but oddly romantic novel entitles “Wed to a Mortal” which tells the sad story of a lovestruck elf who loved a young mortal and how they spent 80 years together until he died of old age, leaving the elf a widow in the prime of her life.
  7. A wood bound tome with the symbol of a tall black tower branded into the front cover. The volume is a true account of one of the first members of the Black Tower an order of male mages who served as soldiers and guardians of a world rocked by chaos and darkness. The book is partly historical but leans heavily on accounts taken from personal journals and reliable word of mouth stories from that era. According to all sources, the use of magic damaged their sanity and stole from their lifespan, making each solider a martyr in his own right. The sheer power they would wield astounded even themselves and the war they fought in preyed heavily on their souls. An anonymous poem that is attributed to a member of the Black Tower is etched into the inside of the front cover; “We rode on the winds of the rising storm, We ran to the sounds of the thunder. We danced among the lightning bolts, and tore the world asunder.”
  8. A pulp romance book entitled “Secret Loves Of Dryads, Kiss And Tell Love Diaries Of Immortal Magical Seducers”. The paperback text has a number of dog-eared pages at some of the more stirring passages.  
  9. A discrete brownish book the size of a deck of cards without decoration or title. Its contests reveal themselves to be a Changeling training manual and guidebook on how the fey train the supernatural shapeshifters to infiltrate humans, live among them and carry out their nefarious goals.
  10. Skin-bound Ledger: A small lined notebook bound in supple, tanned leather, with a dedication in the front cover reading “Binding from Reijek, RIP.” Touching the ledger produces a deep sense of revulsion strong enough to prevent the weak-willed from looking at its contents. Inside is written a detailed list of transactions, with columns for Name, Quantity (g), Surface Area (m2), Skin Quality, and Police Inquiry (y/n?).
  11. Perfection Attained: A delicate handbook in immaculate physical condition. The work serves as a reference to personal grooming, hygiene and good manners for elves.
  12. Summoning Demons and Befriending Fiends, What NOT to Do: A musty volume bound in flaky, deteriorating black leather, its title being barely legible. The author of the book draws from his vast body of knowledge and experience in courting creatures from the Abyss, the Nine Hells, and beyond to provide the reader with a comprehensive list of do’s and don’ts when attempting to contact, summon, or otherwise deal with such creatures.
  13. Sources of Magic: A basic textbook bound in tanned leather that is commonplace to nearly every institution of magical learning. The book, written by a powerful and long-dead sorcerer, is every spellcaster’s go-to resource for studying the origins of magic as well as serving as a jumping-off point for researchers in any area of magical study. Much of the information in the book is widely-known and somewhat fundamental, but a good grasp of the fundamentals of magical knowledge can be a powerful thing.
  14. An unsuspecting handbook entitled “Rogues Can but Thieves’ Cant” that serves as a dictionary for translating common into the secret language of the criminal underworld and vice versa.
  15. Gras: A book entitled simply “Fat” in its original language, this is the definitive cookbook of the Sovereign Isles, a land known for its creation and embracement of fat-frying and buttered everything. Croissant, steak chips, liver, cheeses, oily fish: All served with bread and wine and defined by their buttery richness.
  16. Arcane Trickery and Dastardly Deeds: A shoddy paperback that is written partly in Common and partly in Goblin. This text gives detail and step-by-step instructions on carrying out multitudes of pranks, tricks, and traps using various forms of low-level magics. While the average magic-user may not learn anything new or practical in the realms of spells and rituals, they may find that some of the author’s applications of well-known and widely-used spells are supremely creative; although, perhaps a bit mean-spirited and sadistic at times.
  17. A thief’s memoir entitled “The Art of the Steal by Ronald J. Rump aka Ronny Rump”. The book is an exhaustive treatise on all forms of stealing, from picking pockets to running a loan bureau.
  18. Lessig’s Guide to Northern Beasts: A book penned by Field Sergeant Artr Lessig, of Pyle, distinguished as the Ward Rangers’ most senior active officer, has over four decades of ranging seen nigh-every animal and monster to roam the moors, forests, and mountainous fjordlands of the North. Lessig recalls in its sketch-illustrated pages encounters mundane and incredible, including with such beasts as stryge and pool-nymphs. All of these he escaped, often barely, unscathed. His ability to survive the monstrous is rivaled only by his luck in encountering it.
  19. The Cognitive Nature of Magic: A book that claims magic is limited by the mind only. It states that we as a society place limits on spells, without these limits even a lowly cantrip could have wish level effects. It presents “experiments” it claims proofs this such as how a simple mending spell cannot repair living skin yet it can repair leather. It claims this proves societies perception of things effects magic. A knowledge PC will find that the author’s ideas actually do have some merit but the wording or the argument and the style of the author’s rhetoric is abysmal and worthy of a pulpy political debate.  
  20. The Book of Numbers: A book that contains every number in existence, even those ones that shouldn’t exist. The text is at the same time, mind numbingly boring and ridiculously confusing.    
  21. The Predator. A rare and insightful work published by renowned anthropologist and natural philosopher Dr. Wallace Piedmont, of Lastreshire shortly before his disappearance. A treatise compiling all his research and case material on the Feywild, a realm he classifies as a “dominant and predatory ecosystem” and frequently refers to as simply “the Predator.” A world naturally bent on influential expansion, composed of a network of species both familiar and alien, all of which, even the sentient ones, exist in unnatural symbiosis. Piedmont, supported by evidence retrieved on his many expeditions to feywild portals, diagrams the biology of the fey in detail never before seen (As these diagrams were gleaned by performing untold vivisections and autopsies), including detailed analyses of its sentient species, including pixies, redcaps, and dryads; topics fearful, forbidden, and folkloric in their mystery, broached with candor and method not before attempted. His book is banned anywhere where the fey are considered allies. It is uncommonly available in other countries, although very expensive.
  22. A journal kept by a king’s personal valet, which contains a complete record of the lineage of the current King, complete with all mentions of affairs and bastard children.
  23. Wyrm in a Bottle: A book containing a detailed account of how one with proficiency in magic could create an enchanted container then bait, ensnare and place a draconic creature within. However it consistently references seemingly made up or unheard of spells and materials.
  24. The Redwater Journal: A collection of notes that has recently become popular reading in port cities. The notes, now reprinted and bound in red linen, were found two decades ago on the waterlogged corpse of a sailor, who was spotted, floating, on open water midst the Trackless Isles. His notes tell of the fearful last days of the whaling ship Spineback. They describe how its course became lost in a fog bank, how it’s first hand was first to go mad from whispering song. How its crew were eventually stolen from the rails as they stared, transfixed, at the reddened water below.
  25. No Nose for Nonsense: A novella presenting a spirited epic about a Dwarf called Bra'al the Nosebreaker who is exiled from his homeland. He moves to the coast to poach Merfolk and sell their components to exotic nobles. It ends with a small band of strangers visiting the fishing village. Who, coming together to solve the series of curses and problems his poaching caused, removed his ring of water walking and let him drown as he sunk to the merky* depths of the ocean. (*A pun because it was merfolk waters).
  26. Eight Ate and Ain’t; An unsuspecting handbook whose pages are stained with brown and green liquids. It seems cryptic, meandering and at times nonsensical. Those fluent in Thieves Cant (The language of rogues and scoundrels) are able to read what is truly says; A poisoner’s guide for creating for eight different ingested poisons with different crippling or fatal effects.
  27. The Clever Folk: An old and out-of-print collection of original children’s tales, all of which concern the fearful and enigmatic fairy creature that is the black-eyed spriggan. Its publisher ceased all production after certain allegations of actual fey communion emerged concerning the author, who reportedly lived in a cottage surrounded by strange charms and little-toed footprints. It remains a desired book, not by children, but by magicians and adventures: Practitioners interested in the ways of the fey’s servants.
  28. The Blessing of Bone Smoking; Osteomancy for Beginners: A detailed exposition of the funeral ritual prescribed by Secrund (The aspect of death). An important bone of the deceased is alchemically processed and smoked to infuse the imbibing person with some of the powers and memories the deceased had in life. Certain bones have different stores of powers and memories and the book strongly cautions against doing too much of one being or any of something too powerful.
  29. Incurable Curses of Mimetic Transference: A book filled with incurable curses, jinx’s and hexes, some benign and others malevolent with their afflictions in an array of varying degrees. Upon viewing any curse, the reader will suffer an immense compulsion to read its entry, with the farther they go the more difficult it is to stop. If read far enough then the reader will learn about the nature of the curse, how to make it, safeguard against it, and how to detect it but never how to cure it. However, if they read it to completion then they themselves will be afflicted by it, and in any attempt to share the information they’ve learned will in turn “infect” the listener with said curse.
  30. The Collected Works of Merrill: A book of poetry penned by Merrill, an antique poet of mysterious origin. Whoever he or she was, they wrote a substantial body, mostly pastoral, sweetly rhymed, and finished by flat, disturbing notes. Scholars have observed many of Merrill’s works reference fey phenomena: a field of study that is fearful and poorly-understood, at best. As a result, to those who care for such a thing, Merrill’s Collected Works have become a useful, if vague, reference in understanding the Feywild and its black-eyed denizens.
  31. Aio’s Political Manifesto: An old slightly singed manuscript from a book written in squid ink by a Lord Aio. It argues against feudalism and monarchies and promotes a more ideal magically selected government.
  32. A guidebook exploring and explaining the nature of demons and their biology. It explains the different types and has various speculations from the author as to how they all relate to each other. It attempts to put them in a hierarchy of which is superior proposing each demon is a step closer to what the God’s intended than the previous type.
  33. The Limit of Man: An inflammatory journalistic expose on the traditions, cruel alchemical transformative processes, and totalitarian institution of holy order of Alagóran knight-paladins. It describes, in no lack of gruesome detail, the ways in which a young human is broken down, both in mind and body, and reassembled into a dubious paragon of “humanity.” Unavailable in its subject-country, this short book has thrown the methods and ethics of some knight-orders continent-wide into question.
  34. A Material Realm Fling: An erotic romance novel about a demon and an angel being sent to stop the others deeds and ultimately falling in love. It’s told from the perspective of a farmer who helps hide their love and the author claims to be the farmer. It ends in heartbreak as the demon must leave back to the hells. At the back of the book are angrily scribbled comments with two clear identifiable handwriting claiming the book is false and full of lies.
  35. Arcanium of Outsider Entities: A large leather bound book, with a silver clasp and electrum leaf writing on the front. It is dated to 1562 in an unknown calendar, and the book holds faint traces of magical protection. It details a variety of outsider entities, and how both to interact as well as protect oneself from them.
  36. The Los Karkinos Letters: A bound series of correspondence between two prominent statesmen on one of the most fractious issues of the last century: The restructure of government houses and agencies following a recent war. Regarded as a masterclass in diplomacy in the face of seemingly insurmountable partisan tensions, but also reviled as a prime example of systemic corruption within the state, whether related to the church or the principality.
  37. Black Book of the Hunt: A Hunter’s journal of the process of fighting both undead and beasts, it provides both a list over common knowledge on a few of these creatures, as well as handwritten notes on specific weaknesses, and properties of metal for hunting use.
  38. Chronicles of the Wolf War: A drake-skin leather tome, imbued with faint magic to protect it from wear and tear. The book is dated back to the year of 1102, in an unknown calendar. It contains the history of a great war between Orcs of Gruumsh against a coalition of Elves and Dwarves, in the distant lands of the West. The book contains names of some great lords of the war as well as a few heroes, and refers to a battle known as “Blackfire Pass”, a great battle against vast armies where the elves and dwarves managed to beat back hordes of orcs.
  39. The Mersdotr Medical Manual: A small, red book sturdily bound. Favored by adventurers, who swear by its simple, reliable advice in times of illness and injury. Many a life has been saved by its perusal, by little pages turned under bloody fingers and frantic eyes.
  40. The Life and Death of Necromancy: A smallish, black, leather bound journal filled with the scribbling notes of a past wizard, a skull of silver is set on the front of the book. The text concerns itself on the exact nature of necromantic effects and how to turn such effects to beneficial energy. The writing are imperfect theories and require years to decades of extensive testing before yielding conclusive results.
  41. Mez’kadan’s Ouroboros: A large tome, bound in leather and clasped with gold. A closer inspection of the volume reveals that each page is perfectly preserved drakeskin inscribed with black ink. It describes the scientific use of most metals, and the properties these metals can contribute to a concoction, making it a useful reference tool for any alchemic project.
  42. The Book of Knives. A book penned by an enthusiast of dangerous penchants that catalogues the blades of the kingdom. Stilettos, soap knives, messers; all are accounted for and described in form, history, and purpose.
  43. The Works of Warding: A dark blue book set with silver runes, its pages written in a special silver ink which shines whenever the book is opened. The book is a compendium of abjuration and protective magic, with a specific focus on the research and development of creating new arcane barriers and shields. This specific volume is part of a regularly published series with multiple authors.
  44. A heavy old tome with yellowed pages and a blank cover. The book does not match the design of any other books in the area and has a somewhat homemade feel to it. Nearly all the pages are filled with impressively lifelike sketches of an assortment of common folk, each with a smile on their face. All the drawings seem to be situated in the same village, with a single family and house appearing more frequently than any of the others. Extremely knowledgeable PC’s will be able to discern that each of the members of that family bear a slight resemblance to the physical description of a notorious witch who resides in the surrounding area.
  45. Tales of the Yawning Portal: A great leather bound book, from the hide of some kind of red and orange colored monstrosity, inside inked on the pages are stories of the Yawning Portal, a mythical tavern that supposedly appears for tired travelers in times of need. Inside they find safety and rest, but when they awaken, they discover that they have been transported great distances into the far off places of the world.
  46. A wizard’s spellbook bound in copper plates, filled with silk pages that have been written on with golden ink.
  47. A well-used copy of Danver Teth’s “Of Blazing Glory”, a religious volume honored by the church of the fire god. Inscribed on the opening page is the following written in a flowing, red script: “This foretells of the coming fire. When the Flame ascends, all glory comes to the Pitmaster!”
  48. 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, as well. The foreword mentions that Darius spent almost twenty years amongst the orcs of the north, and eventually married an orc before being killed a score of years ago in a rival tribe’s ambush.
  49. A strange bestiary that details all the different creatures from another world, though you have never seen nor heard of any of them and neither has anyone else.
  50. Tome Of Neverlife: A book infused with strong necromantic energy that is so palpably evil, it radiates a feeling of dread to every non-evil creature within 30 feet. The grimoire’s pages contain a selection of rare necromancy spells and decoded within its pages lies a method to becoming a lich.
  51. A manuscript of military outpost construction, the plans are quite detailed and might be worth something to a military or mercenary leader. The fort is meant for 100 soldiers and is thus far too large for adventuring groups. The book has descriptions and pictures of wall and ditch fortifications, siege defense measures, sanitation facilities, tent and building layouts, watchtowers, digging wells, and underground storage. The book has options for building and maintaining temporary (A week or less) outposts as well as permanent and semi-permanent fortifications.
  52. The Trade of Blades: A series of historically based, fictional tales of various infamous blade-runners (Weapon smugglers) throughout a series of civil wars. The stories focus on the charm, ingenuity and quick sleazy thinking of the various criminal protagonists as they sell weapons to both sides of the conflict. Many of the war profiteers have hearts of gold despite their illicit affiliations a common theme through the stories is minimizing civilian casualties and making sure children and innocents are spared from the ravages of war as much as possible.
  53. Fundamentals of Terrible Destruction: A primer of war and siegecraft focusing only on offensive strategies and the complete annihilation of the enemy at every cost.
  54. The Thrill of the Chaste: A religious text of a group who worship the ideals of cleanliness and sexual abstinence. It details the extremely strict dietary, sexual, and clothing restrictions which followers must follow.
  55. Cipher Book: A compact pocketbook that contains numbered grids on each page which simply and easily catalog random lists of words. This allows a user to write messages which substitute letters and numbers that reference the page, row, and column of a particular word found within the cipher book. These books are always sold in pairs to allow two different creatures to pass coded messages over long distances, however this book’s mate is nowhere to be found.
  56. Book of War Prayers: A small, leather-bound collection of war prayers written on pages of fine vellum. The prayers are interdenominational and seem to only have war in common than any specific god, religion or specific alignment. Secular readers could easily adapt most of these prayers into rallying speeches to inspire an army before battle.
  57. Book of Puzzles: A book containing two dozen puzzles made to test the mind and stir the intellect. The nature of the puzzles vary from math, logic, critical and abstract thinking as well as cryptic. Answering each puzzle gives the reader part of a final secret riddle. The secret riddle at the end can only be answered when all the previous ones have been solved for their piece of it, and it if far more complex that the others.
  58. A book made of thin glass plates bound in copper. When held, it fills itself with treasured illustrated fables that the reader heard in their childhood.
  59. A book describing the history of the evil God Tash, an enemy of the Great Lion whose father is emperor-over-the-Sea. Tash is described as an unclothed humanoid demon, much larger than a man, with four arms and the head of a vulture with a cloud of pestilent insects that surround him constantly. His presence brings cold and the sickening stench of death. Tash’s followers are a warring people and often invade neighboring areas in order to capture men to sacrifice on the altar of Tash. The war cry of his fanatics is enough to make the blood of a brave man turn to ice in his veins: “In the name of Tash the irresistible, the inexorable–forward!”
  60. Tome of Remembrance: A small, leather-bound book whose first few pages are filled with assorted prayers. Knowledgeable PC’s know that these books are created empty with each page filling with the prayers of its owner as they are offered to their god. The owner of this tome should be careful that their less-than-pious prayers and wishes may be recorded as well.
  61. A fairly simple leather-bound book filled to the brim with the hand-written history of the Church of Bahamut written inside, in Draconic. According to the first few pages, it belonged to a dragonborn cleric of Bahamut, Plynic Loremark, who was convinced that coded in the text was an ancient prophecy.
  62. Book of Fel Names: A grotesque book bound by the stitched together hides of several demons and fiends. The entire text is written in the language of devils and must be deciphered to be understood. The book appears to be a ledger of sorts written by a middling devil and contains the true names of a few dozen minor imps and the favors they owe to the author.
  63. Collection of Legendary Tales: A leather-bound book containing a collection of the most awe-inspiring, captivating stories sung at taverns and told around campfires across the land.
  64. Beginner’s Guide to Dimensional Rifting: A small book containing a seven step process for mastering dimensional travel in one week, provided all the knowledge is there. *Disclaimer: The knowledge is never there.
  65. The Big Book o’ Beards: A small pocketbook containing dozens of beard grooming techniques complete with instructions and images. It features such favorites as the ‘Thundermar Triple-Fork’ and the 'Blammenhammer Chin Strip.’
  66. Wildhammer Book of Verse: A small pocketbook of a collection of the filthiest limericks ever penned to parchment.
  67. Diary of Balldir Deeprock: A travel journal filled with waterlogged pages that have mostly faded. Careful reading near the end reveals some lines about field testing a poison immunity. There are no entries after that.
  68. A small songbook containing a complete set of sheet music and lyrics to the bawdy tavern song “The Hedgehog Can Never Be Buggered At All ”
  69. A small handbook of baby names for males and females of various races and cultures, arranged in alphabetical order.  
  70. A well-kept travel journal bound in black leather. It is completely filled with an indecipherable script that disappears when a shadow passes over it.
  71. Book of Cults: A strange leather-bound book containing erratic handwriting. The words within it appear to have been translated from Gnome into Common (and perhaps some other language before Gnome). It contains notations of strange cult practices, disturbing rants about ancient godlike beings, and confusing diagrams resembling summoning circles, with many parts crossed out or obliterated with ink or fire.
  72. Interview with Some Vampires, by Ena Neric: A black leather bound book with a symbol of a fanged mouth colored a blood red on the front cover.  The author spent extensive time meeting with a wide range of known vampires. Her precise question-and-answer style writing has become the definitive work on the subject of these cursed undead.
  73. St. Aubert’s Book of the Damned: A vile work that contains detailed descriptions of all the evil private demiplanes of existence, as well as the summoning rituals for every denizen. Knowledgeable PC’s will know that to protect the information from evil hands, a hundred copies were made, each with slightly incorrect information from the original. Using the information found in one of the copies to summon a demon, would result in a quick death at best and the loss and eternal torture of your soul at worst. There is no way to know if this tome is the original or a copy.
  74. A hand-written memoir of an ineffective bureaucrat who never managed to do anything noteworthy over his extensive career.
  75. A mage’s spellbook bound in copper and trimmed with hippopotamus tooth. When the tome is opened, it flashes with bright light. According to the inside of the front cover, the original owner was one Darward Zelus.
  76. Scry Hard; A Good Way to Scry: A particularly edgy and bombastic work of literature that aims to equip the reader with a deeper knowledge of arcane scrying.
  77. Astraldynamics 101: A beat-up and heavily-used leather-bound textbook that provides the reader with details on cosmological history and structure, the fundamentals of Astral projecting, what risks are entailed in traveling by Astral means, and how best to prepare oneself for taking such a journey.
  78. Tome of the Southern Sigil: A leather-bound book written in Draconic, in a delicate handwriting. It describes the specific motions and practices required to train monks in the Quivering Palm technique. Rather than a primer, it assumes that the reader is already an accomplished martial artist, in good physical condition and able to focus and direct their inner chi. While an interesting topic, the overwhelming majority of readers would not be able to execute the Quivering Palm technique in any form.
  79. Stranger In My Dreams: A nondescript journal that talks about the author recalling a depraved creature who over time got closer and closer to her in her dreams. The book seems to be a diary and was never finished. In the last passage, the author says that the monster has finally come within arm’s reach of her. Upon reading the entire volume the reader immediately suffers psychic damage equivalent to a dagger.
  80. Patterns of Behavior: A small hardcover anthology of mood affecting quilt work and fabric designs. Inside is dozens of pictures and instructions to create a variety of patterns that slightly affects one’s mood when looked upon.
  81. Income Management and Financial Assessment: A book containing several long chapters detailing ways to horde, hide, and invest gold. Hidden within are several nude illustrations of females of the common races.
  82. Learn To Read: An incredibly dense book that details the process of learning the art of reading Common, almost impossible to understand, even for those fluent in Common.
  83. An Almanack of Practical Mortis: An exhaustive collection of tables detailing how corpses decompose under various circumstances, along with an appendix that explains step-by-step how to remove maggots, close large wounds, and reset broken bones.
  84. Crying Laughing: An alchemical reference guide which details a large number of funny and entertaining uses of tears, outlining their magical and alchemical properties.
  85. Hilarious Knock-Knock Jokes to Say Out Loud: A thin and surprisingly old-looking book containing a few genuinely good knock-knock jokes. At least one punchline is actually the true name of a powerful demon which attracts her attention when said aloud granting her an opportunity to break through into this plane of existence.
  86. The Next Hunt - Volume I, Wyverns: A ranger’s guide bound in lizard skin that is the first in a series of installments detailing an abundance of methods for finding and hunting various monsters. Each volume covers a different creature. This text details the highly aggressive yet simple minded dragon species known as the wyverns.  
  87. Our Friend the Cactus: A black wood bound tome written by a dwarf wizard by the name of Daven Wraithmail. This treatise explains the growth and upkeep of a Gulthias Tree as well as several manners to corrupt seeds of other trees in order to create a suitable vessel. An entire chapter is dedicated to the domestication of the resulting blights which sprout from said tree and their training to better protect your new sapling.
  88. To Cheat A Devil: An autobiography of a man who tricked dozens of minor devils, and even a few archdevils into doing his nefarious bidding. It seems like this man should be much more well known if the events described in this book actually took place.
  89. The True Rulers of Our Countries: A controversial document in and of its own right, this book talks about the creation of the Prime Material and Inner planes. A thin volume which only contains four pieces of paper, however these papers are magically enchanted to pass through the thousands of pages of content which this book holds. The author of the document seems almost too knowing on the subject, almost as if he were there…
  90. The Night’s Embrace: A book about the primordial titans, mostly legend and myth, collected by an eccentric young wizard who traveled the planes looking for information about them. This book is highly frustrating to scholars because the last entry is the beginning of a summary of an actual historical document, which has never been found. The book is unfinished and the wizard has not been seen for hundreds of years.
  91. The Story of Graye: The story of a slave forced to be a pit-fighter who turned to meditation as an escape from his violent life. This book is not well written, and is probably an earlier work of a novice author that never reached widespread fame.  
  92. A large, weather resistant guidebook entitled “So Your Son Is a Centaur”, written by Wiltlin Lorearthen. The book contains minor translating magics and can be read and understood by any human, horse or centaur regardless of what languages they do or do not speak.
  93. A leatherbound guidebook bound with expert stitching entitled “Something I Cobbled Together: A Guide To Shoe Repair”. The author mentions that her dedication to her profession is unmatched and that no matter who you happen to be, if you come into her shop in need, she will heel you, she will save your sole and she will even dye for you.
  94. A small black book containing names, descriptions, and important information about hundreds of politically or socially significant individuals written in neat, tight script.
  95. The Enchiridion of the Evoker: A grey book, though covered in a thick gold leaf, that appears mostly plain. When touched by a creature capable of casting magical spells however, the books shines brightly in a myriad of colors. The book is a compendium of evocation magic, with a specific focus on the research and development of creating new offensive spells. This specific volume is part of a regularly published series with multiple authors.
  96. Bali’s Folio: A flawless tome written upon silk pages and bound in monstrous hide trimmed with bone. A map of the local area, with several landmarks drawn in red ink, has been added in the middle of the tome. Knowledgeable PC’s will be able to determine that the areas in red are good sources for either harvesting or purchasing alchemical and arcane supplies.
  97. So Long, and Thanks for All the Ale: The humorous tale of Tarvish the dwarf, who had unpaid bar tabs worth a total of 10,000 gold all across the country before being arrested.
  98. Backstage: A tell-all book detailing the more mundane dangers of the adventuring life, like insufficient supplies, inappropriate gear, public reactions, illnesses and the common lack of money. The text has tips and advice on how to prevent and deal with the issues as they pop up, which usually all boils down to travel three days march in any direction and kill things for money.
  99. Every. Accomplished. Recognizable. Sentient. by Tommeltop the Gnome: An encyclopedia of anyone who accomplished anything of moderate note ever, however most of each page is dedicated to greatly exaggerated, suitably cringy and oddly romantic paragraphs about how great each person’s ears must have been. Any brave soul who actually reads the book through is suddenly able to recall in perfect detail the ears of anyone they’ve ever seen before for no apparent reason.
  100. Liber Daemonicum: A religious book, sacred to a chapter of holy warriors known as the Grey Knights that contains prayers, battle rituals, litanies, funeral rites, and lore on the nature of Chaos. While it may appear to be a normal book, opening it will reveal a series of flickering paper-thin sheets of unbreakable glass that contain interactive information that can be brought to focus or enlarged. Page after page discusses tactics and how to fight the denizens of the nine hells, as well as, listing the True Names of a great many Daemonic entities; information collected from the Librarium Daemonica. The book pulls no punches; it includes an extensive discourse of when to terminate allies under demonic influence and a whole chapter discussing the moral implications and appropriate use of purifying entire cities by the use of razing them to the ground by sword and fire, exterminating the guilty and the innocent alike.

—Note: The links sometimes don’t work on mobile devices or some apps. Try using a desktop or browser extensions if they aren’t working. 


-The Omni Loot Table: The loot mega-table that allows the user to roll randomly on the 131 tables this blog has collected. This grants a DM literally millions of unique trinkets, equipment and items that players can find to enrich their world and playing experience.


-Character Creation Loot Generator: This generator creates an sample of trinkets, curiosities and loot, pulled from a wide list of other tables that is meant to provide the player with items to encourage engaging roleplaying. Best used at character creation to help with ideas of where the character has traveled, what they’ve accomplished and what they’ve chosen to carry with them.


-All Trinkets: Interesting baubles or semi magical items that have little to no practical in game or mechanical use for an adventurer.

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-All Unique Armors: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Distinctive armors that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.

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-Masterwork Armor Bonuses: Over a dozen homebrew armor improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than standard armor but weaker than a +1.


-All Artifacts: Artist masterpieces, rare magics and opulent combinations of jewels and precious metals. These objects can be found in the throne rooms of kings, the demiplanes of archmages and the pinnacle of a dragon’s hoard.

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-All Books: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals.  

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-Book Descriptions: A short list of quirks, physical descriptions and eccentricities to add additional characteristics to the book trinket list. Rollable Book Descriptions table


-All Cloaks: A collection of unique descriptions of cloaks for DM’s to give to their players as magical or mundane loot and for players to use during character creation to help flesh out their personal style.

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- All Circlets, Crowns and Coronets: Resting on the noble head of the mighty king or regal queen are the physical manifestations of their wealth and power. The symbols of their right to rule, these various headdresses are often tailor made to serve as metaphor for the monarch’s personality or that of their kingdom.

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-All Minor Magical Items: Not-quite-wondrous objects, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts. These options are essentially cantrips and weak magic spells in physical form and are perfect for low level characters.

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-All Necklaces: Amulets, lockets and pendants that grant an immediate glance into the bearer’s personality, wealth, rank or social class and often serves as an iconic part of that character’s look. While a locked metal torque can instantly mark the bearer a penniless slave and a string of lustrous pearls mark their owner a flauntingly wealthy noble, so can an adventurer’s necklace mark them as a creature to bestow quests upon.

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-All Rings: Enough bands, loops and rings to wear three on every finger and toe while still having dozens to spare. These tiny bejeweled circlets of bone, metal and wood always add more to the story than the sum of their parts.

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-All Sealed Glass Vials: Faulty potions, weak elixirs, alchemical supplies, spell components, ritual elements, enchanting materials, crafting ingredients and magically preserved biological samples.

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-All Unique Weapons: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Distinctive weapons that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.

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-Masterwork Weapon Bonuses: Over 20 homebrew weapon improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary weapons but weaker than a +1. Rollable Masterwork Bonus Table

-Running the Numbers: On Balancing Homebrew Masterwork Weapon Bonuses

-Random Weapon + Random Masterwork Weapon Bonus.

-Random Unique Weapon + Random Masterwork Weapon Bonus.


-Minor Weapon Enchantments: A collection of minor bonuses that are weaker than a standard +1 weapons, as they come with trade-offs, risks, prerequisites, limited uses or niche benefits. These enchantments provide feat-like bonuses, low level class abilities, modify damage types, provide short bursts of power or replicate the effects of low levels spells. Rollable Minor Weapon Enchantments Table.

-Random Weapon + Random Minor Weapon Enchantment.

-Random Unique Weapon + Random Minor Weapon Enchantment.


-All Unique Minor Magic Weapons: A collection of weapons of artifact level  flavorful but low level power. Much like the Minor Weapon Enchantments, these provide small bonuses and combat options that are restrained by limited uses, niche situations or come with risky drawbacks. 

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-All Valuables: More useful than simple baubles touched mystery, these items have either a clear purpose, a reliable ability or are made from a fairly costly material. The items could fetch fair prices to collectors of the strange, jewelers, antique or art dealers or simply to barter with if the owner is short on actual currency.

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-All Worthless Trinkets: Vaguely interesting garbage, vendor trash and junk loot. Not magical or mysterious like regular trinkets or worth anything more than a copper piece or two even if you could find someone to buy it in the first place.

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—Keep reading for all reference and resource tables.

-Battle Cries: Simplistic and bone chilling warcries, complex and inspiring calls to arms and primal wordless screams of rage that shakes the enemy down to their iron-shod boots. A collection of simple phrases, threats, insults and violent promises for creatures to yell before and during combat to add verbal spice to each attack.

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-Random Color Table: Pretty self explanatory and it’s basically only here because many of the trinkets reference it. Roll for colors or just use it as a reference while handing things out if you don’t have a color wheel handy. Rollable Random Colour Table.


-Random Creature Type Table: A quick guide to the various creature types for reference purposes. Rollable Random Creature Type Table.


Random Godly Domains Tables: Depending on your system and in-game universe, there may already be a pantheon, singular or lack of Gods. However, people are superstitious wherever your players go and these tables allow a DM to generate a domain, theme or patronage to quickly flesh out a trinket with a “Random Godly Domain”. Rollable Godly Domains Table.


Unique Metamagic Options: The practice of learning, preparing and casting spells is often considered Art rather than religious fervour, academic knowledge or inborn skill. Over a dozen homebrew options all of which provide a vivid description of exactly how the caster is deliberately warping the nature of the spell to achieve their goal. Rollable Unique Metamagic Options.


-All Mottos: Whether they’re called adages, maxims or creeds, these simple statements are essentially promises made to oneself, family, or institution. A character’s motto can be a goal in itself or a moral anchor that centers his life and guides his action. A mixed collection of real life and fictional mottos that can aid a DM to quickly expand the history of the campaign or to aid a PC in a richer character creation.

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Random Musical Instruments Table: There are a surprisingly large number of ways to pluck a string, blow through a tube or hit something with a stick. This collection of real life instruments are all capable of being created with pre-industrial techniques and can be easily be carried, maintained and played by a traveling adventurer. Rollable Musical Instruments Table.


Random Nightmares: A collection of unspeakable, nonsensical night terrors, worse than the strongest of bad trips on powerful hallucinogens. These exist to frighten adventurers who have seen more than their fair share of trauma. A cleric’s healing words can mend the flesh but nothing truly mends the mind from witnessing the aberrant horrors, monstrous beasts and undead abominations, whose defeat is an adventurer’s main source of income. Rollable Nightmares Table.


Random Weapon Tables: Sometimes you just need a weapon and literally anything mildly lethal will do the trick. These lists give a DM the ability to quickly look through different options when generating loot. Rollable Random Weapons Table.

-Random Sword Table


-Wild Magic Surges: A collection of Wild Surge options for DMs and PCs who find the published tables limiting, repetitive or boring, three things wild magic by definition, should never be. Rollable Wild Magic Surge Table.


Glossary and Common Terms: A collection of terms and lingo that are frequently used in D&D and other tabletop games, along with terms written by me specifically for use in this blog. Some words used in this blog are purposely written as “catch all” ideas or “Common Terms” that can easily be adapted to any game system.

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