#homebrew magic items

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Another Untamed inspired magical item, although using talismens to create a subclass base could be f

Another Untamed inspired magical item, although using talismens to create a subclass base could be fun. 


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  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

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-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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