Weird Treasure

Download as pdf or txt
Download as pdf or txt
You are on page 1of 46

Name [1] Description Est.

Value Rarity Weight Category Properties Requirements Author

A large, leather-bound tome has a large illustrated potion vial stitched into the front
"The Art of Potionmaking" by cover. Above the illustration, written in Dwarven is the title; "The Art of Potionmaking".
20gp Common 1.lb Book Language: Dwarven Uberbeard
Zygmunt Brigge Further examination reveals this to be a comprehensive guide to potionmaking written
by a Dwarf called Zygmunt Brigge.
You have a bonus to attack and damage rolls made with this piece of magic ammunition.
1d20 Ammunition +1 The bonus is determined by the rarity of the ammunition. Once it hit a target, the 25gp Uncommon n/a Weapon DMG
ammunition is no longer magical. Value listed is for individual units.
You have a bonus to attack and damage rolls made with this piece of magic ammunition.
1d20 Ammunition +2 The bonus is determined by the rarity of the ammunition. Once it hit a target, the 100gp Rare n/a Weapon DMG
ammunition is no longer magical. Value listed is for individual units.
You have a bonus to attack and damage rolls made with this piece of magic ammunition.
1d20 Ammunition +3 The bonus is determined by the rarity of the ammunition. Once it hit a target, the 400gp Very Rare n/a Weapon DMG
ammunition is no longer magical. Value listed is for individual units.
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. You
can use an action to throw the bead up to 60 feet. The bead explodes on impact and is
destroyed. Each creature within a 10-foot radius of where the bead landed must succeed
on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent
force then encloses the area for 1 minute. Any creature that failed the save and is
completely within the area is trapped inside this sphere. Creatures that succeeded on the
1d4 + 4 Beads of Force 960gp Rare n/a Wondrous Item DMG
save, or are partially within the area, are pushed away from the center of the sphere until
they are no longer inside it. Only breathable air can pass through the sphere's wall. No
attack or other effect can. An enclosed creature can use its action to push against the
sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can
be picked up, and it's magic causes it to weigh only 1 pound, regardless of the weight of
creatures inside.
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some
are more focused than others; for example, there are both arrows of dragon slaying and
arrows of blue dragon slaying. If a creature belonging to the type, race, or group
associated with an arrow of slaying takes damage from the arrow, the creature must
2d4 + 2 Arrows of Slaying make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a 600gp Very Rare n/a Weapon DMG
failed save, or half as much extra damage on a successful one. Once an arrow of slaying
deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of
magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow,
though arrows are most common. Value listed is for each arrow.
Garnet is a general class of crystals ranging from deep red to violet in colour. a typical cut
for this rare isometric gem is 12 to 24 sides, with the very rare 36 sides being known
48-sided Garnet Gemstone 10,000gp Legendary n/a Treasure BGII
from time to time. This may be the only 48 sided garnet in existance. and as such it is
highly prized.
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
A Study of Orcs, by Darius Grants a +2 circumstance check on speaking orcish, knowledge of orcish history
added a lot of information on orcish heraldry and politics, as well. Darius spent almost 90gp Rare 1.lb Book Language: Common PlatypusPal
Woodherd and heraldry, and on diplomacy checks with orcs.
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.
A large, nearly unbreakable leaf from Tree of Adamant. The leaf is extremely durable; no amount of force applied to the leaf is able to
Adamant Leaf 200gp Rare 5 lb. Wondrous Item PlatypusPal
break it and it can only be damaged by Piercing or Slashing with a weapon.
This suit of armor is reinforced with adamantine, one of the hardest substances in
Adamantine Armor existence. While you're wearing it, any critical hit against you becomes a normal hit. 500gp Uncommon 20 - 60 lb. Armor Medium, Heavy (Not Hide) DMG

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

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds
whether full or empty. Sloshing sounds can be heard from within the jug when it is
shaken, even if the jug is empty. You can use an action and name one liquid from the
table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the
Alchemy Jug 6,000gp Uncommon 1 lb. Wondrous Item DMG
jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum
amount of liquid the jug can produce depends on the liquid you named. Once the jug
starts producing a liquid, it can't produce a different one, or more of one that has
reached its maximum, until the next dawn. [2]
A transparent dark green Alexandrite emerald.
Alexandrite Emerald 500gp Rare n/a Treasure DMG

These pieces of unweatherd, thick parchment are lined by a thin string of gold woven
into the paper. To anyone who cannot read magic, they are always blank and featureless.
However, someone who can read magic realizes that these scrolls can contain spell
charges—of ANY type of spell, rather than just Arcane. Paladins, Clerics, and Druids,
Allmagic Scrolls 150gp Uncommon n/a /u/LittleDizzleDaGusha
rejoice! Two charges of the spell must be spent to write one to the scroll, and some
scrolls might be found with magic already written to them. These scrolls, once written to,
can be cast free of charge—but the scroll is consumed in the process. Store those odd
utility spells on Allmagic Scrolls, and never waste an unused daily charge again!
An amber gemstone of watery gold colouring. It has been polished so that you can see a
Amber Gemstone small petrified leaf suspended inside. 100gp Uncommon n/a Treasure DMG

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

A detailed account of an adventurer who lived in an Kobold tribe for a number of years.
Among the Kobolds You get a sense that there may have been some embellishment at some points, but it is 10gp Common 1 lb. Book Language: Common Uberbeard
otherwise an interesting examination of their general nature.
This amulet is a golden disk on a chain. It usually bears the image of a lion or other Your Constitution score is 19 while you wear this amulet. It has no effect on you if
Amulet of Health powerful animal. 8,000gp Rare n/a Wondrous Item Requires Attunement. DMG
your Constitution is already 19 or higher.
Amulet of Proof Against While wearing this amulet, you are hidden from divination magic. You can't be targeted
by such magic or perceived through magical scrying sensors. 20,000gp Uncommon n/a Wondrous Item Requires Attunement DMG
Detection and Location
While wearing this amulet, you can use an action to name a location that you are familiar
with on another plane of existence. Then make a DC 15 Intelligence check. On a
successful check, you cast the plane shift spell. On a failure , you and each creature and
Amulet of the Planes 160,000gp Very Rare n/a Wondrous Item Requires Attunement DMG
object within 15 feet of you travel to a random destination.
Roll a dlOO. On a 1- 60, you travel to a random location on the plane you named. On a 61-
100, you travel to a randomly determined plane of existence.
These two amulets are enchanted as a pair and both must be worn at the same time for
Amulets of Inedibility the enchantment to work. Anything wearing it cannot be considered as food. 1,000gp Very Rare n/a Wondrous Item Requires Attunement PlatypusPal

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

An ancient mummy which was given full burial rites and laid within a stately
sarcophagus. Arranged on five pedestals around the sarcophagus are the canopic jars in
Ancient Mummy which the mummy’s vital organs were placed. Although the mummy is not of the undead, 0gp Uncommon n/a Treasure PlatypusPal
opening these jars will reveal that its organs continue to function: The heart beats, the
lungs fill with air and empty again, and so forth.
A used, slightly rusted double-bladed sword.
Ancient Sword 2gp Mundane 3 lb. Weapon 1d4 Piercing - Finesse, Light PlatypusPal

Miniature golden replica of ancient mythical temple – location map inside


Ancient Temple Replica 30gp Rare 3 lb. Quest Hook PlatypusPal

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

A collection case holding fifty spent wands – crafted by the finest craftsman and
Ancient Wand Box enchanted by the mightiest wizards of a bygone age, but now reduced to mere wood, 40gp Uncommon 1 lb. Treasure PlatypusPal
bone, and glass.
Andar is hard and durable, yielding translucent gems that flash green-red or brown-red
Andar Gem when properly faceted. 15gp Mundane n/a Treasure Baldur's Gate

Once per day, you can remove AC of target granted by armor, last until end of your next
turn. User takes -2 to AC for same duration. (I think lasting until the end of combat might
Anderson's Medallion 400gp Very Rare 1 lb. Wondrous Item PlatypusPal
be a bit op, also I have named it after Hans Christian Anderson because it makes me
thing of the Emperor's New Clothes)
A small box of turquoise animal figurines.
Animal Figurines 250gp Uncommon 1 lb. Treasure DMG

Animated pet rock – capable of killing people! Spend a bonus action to have the rock attack anything within 25 feet of the pet
Animated Pet Rock 250gp Rare 5 lb. Wondrous Item owner, can only be used every other turn (the rock needs to return to its owner!). Uberbeard
Deals 1d4+1 bludgeoning damage.
Smart 50’ rope – obeys simple commands, animated like snake
Animated Rope 50gp Very Rare 5 lb. Wondrous Item PlatypusPal

While holding this shield, you can speak its command word as a bonus action to cause it
to animate. The shield leaps into the air and hovers in your space to protect you as if you
Animated Shield were wielding it, leaving your hands free. The shield remains animated for 1 minute, 6,000gp Very Rare 6 lb. Armor Requires Attunement DMG
until you use a bonus action to end this effect, or until you are incapacitated or die, at
which point the shield falls to the ground or into your hand if you have one free.
A tiny toy soldier which marches ceaselessly back and forth – eternally vigilant and
Animated Toy Soldier pissed off if anyone disturbs. 300gp Rare 3 lb. Treasure PlatypusPal

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

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


Aphrodisiac Root 400gp Rare 20 lb. Treasure PlatypusPal

An apparatus of Kwalish appears to be a large, sealed iron barrel, but it has a secret catch
that opens a hatch in one end. Inside, a character finds ten levers. The levers perform
various functions, including extending or retracting the legs, tail, pincers and feelers,
Apparatus of Kwalish 10,000gp Legendary 500.lb Wondrous Item See DMG page 151. DMG
covering and uncovering the portholes, moving the apparatus, snapping its pincers,
opening and closing its magically-lit "eyes", rising and sinking in water, and opening or
closing the hatch. When activated the apparatus looks like a giant lobster.
Apple of the God’s – gain random ability of 1 god aspect at risk of save vs death, then
Apple of the Gods random forbidden fruit side effect; ability is 1 per day/50% chance success 5,000gp Legendary 1 lb. Wondrous Item PlatypusPal

Aquamarine is a hard, transparent form of beryl, blue-green in colour. These sought after
Aquamarine gems are found primarily among the tribes that roam the tundra. 500gp Rare n/a Treasure DMG

A thick copper necklace set with a small aquamarine.


Aquamarine Necklace 7gp Common n/a Treasure PlatypusPal

A large arbalest/bolt thrower. It is disassembled and crated for shipping. It requires four
Arbalest strong men to lift. When reassembled, it hurls a 5’ bolt for 2d12 damage. 3,000gp Rare 2000 lb. Weapon PlatypusPal
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

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

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

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


Armor +1 1,500gp Rare 8 - 60 lb. Armor Light, Medium or Heavy DMG

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


Armor +2 6,000gp Very Rare 8 - 60 lb. Armor Light, Medium or Heavy DMG

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


Armor +3 24,000gp Legendary 8 - 60 lb. Armor Light, Medium or Heavy DMG

This is a set of Studded Leather Armour that has been enchanted with the spirit of a long Light Armor (AC is 14+DEX mod) - Once per day the user can use Barbarian Rage
dead barbarian warrior. Once per day it allows the user to channel it's rageful spirit. during this rage:
You have advantage on Strength checks and Strength saving throws. When you
make a melee weapon attack using Strength, you gain a bonus to the damage roll
that increases as you gain levels, counting your own level as the levels you would
Armor of Barbarian Rage 300gp Rare 13 lb. Armor have in barbarian, as shown in the Rage Damage column of the Barbarian table. Requires Attunement PlatypusPal
You have resistance to bludgeoning, piercing, and slashing damage. You cannot
cast any spells while in the rage and any concentration spells being maintained
when you enter rage instantly fade. This effect lasts for 1 minute, or dissipates if
you do not deal physical or take any type of damage in a turn.

You have resistance to nonmagical damage while you wear this armor. Additionally, you
can use an action to make yourself immune to nonmagical damage for 10 minutes or
Armor of Invulnerability 18,000gp Legendary 65 lb. Armor Plate Armor Requires Attunement DMG
until you are no longer wearing the armor. Once this special action is used, it can't be
used again until the next dawn.
You have resistance to one type of damage while you wear this armor. The DM chooses
Armor of Resistance the type or determines it randomly from the options below. [3] 6,000gp Rare 8 - 60 lb. Armor Light, Medium or Heavy Requires Attunement DMG

While wearing this armor, you have resistance to one of the following damage types:
bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on
Armor of Vulnerability the armor or you attune to it. Attuning to the armor curses you until you are targeted by Rare 65 lb. Armor Plate Armor Requires Attunement DMG
the remove curse spell or similar magic: removing the armor fails to end the curse. While
cursed you have vulnerability to two of the three damage type associated with the armor
(not the one to which it grants resistance).
Whenever an arrow is fired in the vicinity of this amulet’s wearer, it will strike the
Arrow Magnet Amulet amulet wearer Wondrous Item

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus
is in addition to the shield's normal bonus to AC. In addition, whenever an attacker
Arrow-catching Shield 6,000gp Rare 6 lb. Armor Requires Attunement DMG
makes a ranged attack against a target within 5 feet of you, you can use your reaction to
become the target of the attack instead.
Created by the very old and very crotchety wizard Arval long ago, this hollow silver box
the size of a deck of playing cards has a rotating dial on top, as well as a button. When the
button is pressed, a single target of the wielder's choice is linked with the device
Arval's Soundpiece 1,800gp Rare n/a /u/LittleDizzleDaGusha
magically. By then rotating the dial, the user can alter his target's voice by up to 100%.
That is to say the target can be either muted or doubled in volume, and anywhere in
between. A will save DC 30 is required to resist the effect.
An astrologer’s chart, inscribed with the finest instruments and the greatest precision
upon a vellum which is both supple and expensive. Close inspection by those with the
Astrologer's Chart proper knowledge, however, reveals that these charts were constructed around an 100gp Uncommon n/a Treasure PlatypusPal
entirely different night sky – and, possibly, a calendrical system and length of year unlike
anything known upon this world.
A miniature golden chest with tiny emeralds lining the top that trace out a mage’s sigil.
The chest is crafted in exquisite detail. (This is the material component of a “Secret
Aumurille's Chest 75gp Uncommon 5 lb. Treasure PlatypusPal
Chest” (from the spell of the same name) for the ruthless lady-mage Aumurille, who will
likely want it back....)
When you take off this ring and it transports you to where you first put it on and
Back to the Beginning Ring disappears. 9,000gp Very Rare n/a Ring Uberbeard

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

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

1d6 angel feathers aura of good; razor sharp; stronger than steel (can be used as weapon
Bag of Angel Feathers like dagger) Rare 1 lb Weapon 1d4 Piercing - Finesse, Light, Range, Thrown - 20/60 PlatypusPal

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

Inside this heavy cloth bag are 3d4 dry beans. The bag weights 1/2 pound plus 1/4
Bag of Beans pound for each bean it contains. Rare 1.lb Wondrous Item See DMG page 152. DMG

This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic
extradimensional creature. Turning the bag inside out closes the orifice. The
extradimensional creature attached to the bag can sense whatever is placed inside the
bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever.
When part of a living creature is placed in the bag, as happens when someone reaches
inside it, there is a 50 percent chance that the creature is pulled inside the bag. A
creature inside the bag can use its action to try to escape with a successful DC 15
Bag of Devouring Strength check. Another creature can use its action to reach into the bag to pull a 10,000gp Very Rare 15 lb. Wondrous Item DMG
creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled
inside the bag first). Any creature that starts its turn inside the bag is devoured, its body
destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such
material. However, once each day, the bag swallows any objects inside it and spits them
out into another plane of existence. The DM determines the time and plane. If the bag is
pierced or torn, it is destroyed, and anything contained within it is transported to a
random location on the Astral Plane.
This bag has an interior space considerably larger than its outside dimensions, roughly 2
feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not
exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its
contents. Retrieving an item from the bag requires an action. If the bag is overloaded,
pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral
Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must
be put right before it can be used again. Breathing creatures inside the bag can survive
Bag of Holding 4,000gp Uncommon 15 lb. Wondrous Item DMG
up to a number of minutes equal to 10 divided by the number of creatures (minimum 1
minute), after which time they begin to suffocate. Placing a bag of holding inside an
extradimensional space created by a Heward's handy haversack, portable hole, or
similar item instantly destroys both items and opens a gate to the Astral Plane. The gate
originates where the one item was placed inside the other. Any creature within 10 feet of
the gate is sucked through it to a random location on the Astral Plane. The gate then
closes. The gate is one-way only and can't be reopened.
A small bag of saffron. It can be used to flavor the parties travel rations, but is probably
Bag of Saffron more valuable as a trade good. 22gp Uncommon n/a Treasure Uberbeard

This ordinary gray cloth bag appears to be empty. Reaching inside the bag, however,
reveals the presence of a small, fuzzy object. You can use an action to pull the fuzzy
object from the bag and throw it up to 20 feet. When the object lands, it transforms into a
creature you determine by rolling a d8 and consulting the table that corresponds to the
bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can
use a bonus action to command how the creature moves and what action it takes on its
Bag of Tricks, Grey 900gp Uncommon 0.5 lb. Wondrous Item DMG
next turn, or to give it general orders, such as to attack your enemies. In the absence of
such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy
objects have been pulled from the bag, the bag cannot be used again until the next dawn.

[4]
This ordinary rust coloured cloth bag appears to be empty. Reaching inside the bag,
however, reveals the presence of a small, fuzzy object. You can use an action to pull the
fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms
into a creature you determine by rolling a d8 and consulting the table that corresponds
to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit
Bag of Tricks, Rust points. The creature is friendly to you and your companions, and it acts on your turn. 3,000gp Rare 0.5 lb. Wondrous Item DMG
You can use a bonus action to command how the creature moves and what action it takes
on its next turn, or to give it general orders, such as to attack your enemies. In the
absence of such orders, the creature acts in a fashion appropriate to its nature. Once
three fuzzy objects have been pulled from the bag, the bag cannot be used again until the
next dawn. [5]
This ordinary tan cloth bag appears to be empty. Reaching inside the bag, however,
reveals the presence of a small, fuzzy object. You can use an action to pull the fuzzy
object from the bag and throw it up to 20 feet. When the object lands, it transforms into a
creature you determine by rolling a d8 and consulting the table that corresponds to the
bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can
use a bonus action to command how the creature moves and what action it takes on its
Bag of Tricks, Tan 6,480gp Rare 0.5 lb. Wondrous Item DMG
next turn, or to give it general orders, such as to attack your enemies. In the absence of
such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy
objects have been pulled from the bag, the bag cannot be used again until the next dawn.

[6]

Bagpipe of Invisibility Wondrous Item Renders the user invisible whilst the bagpipes are being played. Requires Attunement /u/dustybullets

A large bale of rare furs


Bale of Furs 40gp Mundane 20 lb. Treasure Uberbeard

A long steel blade with an amber edge and lustrous golden hilt. When first discovered, 1d8, plus an additional 1d8 radiant damage to Dragons, Garou, and Spiders for
Balering, the Sword of Balance the blade is without detail, but is filled with runes as members of other races volunteer 3,000gp Legendary Weapon each rune that appears on the blade. The blade is adorned with a rune for every 3 /u/gimme_some_sunshine
their blood as tribute to the blade's cause. different races that willingly shed their blood on the sword.
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

Ballistic Fist Hammer (Hammer with each side acting as ballistic fists from Fallout
Ballistic Fist Hammer series) Rare 7 lb. Weapon Damage? Will determine cost. PlatypusPal

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

Despite appearing to be a normal dagger, even those not able to recognise the presence
of magic can tell that there is something imbued in the unassuming metal hilt and blade.
On a critical hit, it'll scream like her. It hasn't happened yet, but I imagine it'll
Banshee Spirit Dagger 2,000gp Rare 2.lb Weapon either force the target to make a will save or be feared, or possibly drop to zero hit /u/Silanoch
When appraised it transpires that this blade was buried with a banshee and it's spirit has
points.
somehow been absorbed. Now whomever uses the dagger carries the risk that its spirit
will be unleashed.
A beautiful, vibrantly colorful cloth parasol with a light wooden handle. The object feels As a reaction, you may open this parasol to defend you, provided it is easily
delicate and weightless. reachable on your character. When you make a dexterity save, you may use your
Bardweave Parisol 1,500gp Very Rare Wondrous Item reaction to open the magical parasol, giving you resistance to all damage. If you /u/gimme_some_sunshine
suffer more than 10 damage after this resistance, the parasol is damaged and can
no longer protect you. It can be repaired with a sewing kit or a proficient tailor.
A large barrel of pickled eels.
Barrel o' Eels 15gp Mundane 35 lb. Treasure Uberbeard

A newly crafted barrel filled with iron nails. Might be difficult for the players to get this
Barrel o' Nails around if they don't have a cart. 5gp Mundane 40 lb. Treasure Uberbeard

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


Bat Sack 300gp Uncommon 1 lb. Wondrous Item PlatypusPal

A famous battle banner, long lost, smells badly


Battle Banner 200gp Uncommon 10 lb. Treasure Uberbeard

A pair of dark leather boots upon which a curious gnomish mechanism has been fastened
around. There is a small lever on the side of the ankle that, when toggled, extends on
The mountaineering claws provide a +2 circumstance bonus to climb checks. This
Bear Claw Boots each boot a set of sharp mountaineering claws. The boots are sized for medium 300gp Uncommon 4 lb. Wondrous Item Uberbeard
bonus can be used in addition to a Climber's Kit.
humanoid but the mechanism itself would be easy enough for a blacksmith to scale up or
down.
A string of 8 beaver pelts.
Beaver Pelts 1gp Mundane 20 lb. Treasure Uberbeard

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

A stoppered behir horn containing 300 gp worth of powdered electrum


Behir Horn 300gp Uncommon 4 lb. Treasure Uberbeard

An old leather belt.


Belt 15cp Mundane 1 lb. Treasure Uberbeard

To all intents and purposes this resembles a Belt of Fire Giant Stength, and it certainly
does have a giant's strength enchantment on it; unfortunately, the it was accidentally
While wearing this belt, your Strength score changes to 10. If your Strength is
Belt of Baby Fire Giant Strength made with the strength of a baby fire giant. Fire giant babies have roughly the same 1,000gp Rare 1 lb. Wondrous Item Requires Attunement Uberbeard
already equal to or greater than 10, the item has no effect on you.
strength as an average human man.

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

While wearing this belt, you gain the following benefits: Your Constitution score
increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion)
checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of
growing a full beard if you're capable of growing one, or a visibly thicker beard if you
Belt of Dwarvenkind 6,000gp Rare 1 lb. Wondrous Item Requires Attunement DMG
already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
You have advantage on saving throws against poison, and you have resistance against
poison damage. You have darkvision out to a range of 60 feet. You can speak, read, and
write Dwarvish.
While wearing this belt, your Strength score changes to 25. If your Strength is already
Belt of Fire Giant Strength equal to or greater than 25, the item has no effect on you. 24,000gp Very Rare 1 lb. Wondrous Item Requires Attunement DMG

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

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

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

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

A dark, water-worn leather belt embossed with an intricate seascape all around its girth.
It has a polished golden buckle, as well as the name “Jadmek” carved into the front. It
Belt of the Shippey confers a +2 bonus to all Use Rope checks, as well as a +2 bonus to knowledge of 220gp Uncommon 1.lb /u/LittleDizzleDaGusha
anything maritime. Any encounter with pirates or seafaring merchants might prove
interesting if the NPCs spot this belt.
You gain +1 bonus to attack and damage rolls made with this magic weapon. In addition,
Cursed.
Berserker Axe while you are attuned to this weapon your hit point maximum increased by 1 for each Rare 5.lb Weapon Requires Attunement DMG
See DMG page 155.
level you have attained.
Shake this lantern well and you get 2d4 hours of light. It takes a standard action to shake
Bioluminescent Fluid Lantern the lantern and requires 8 hours to 'recharge'. 100gp Rare 1 lb. Wondrous Item PlatypusPal

An antique golden bird cage with an electrum filigree.


Bird Cage 250gp Uncommon 10 lb. Treasure DMG

Four half-pound bricks of compressed Black Lotus pollen


Black Lotus Pollen 400gp Uncommon 2 lb. Treasure Potent poison. Very valuable to...the right people. PlatypusPal

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

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

Black Opal has a greenish hue with black mottling and gold flecks. Usually found in
ancient hot springs, the gem is tumbled smooth and cut cabochon. The phrase in the
Black Opal 1,000gp Rare n/a Treasure DMG
north "Black as an opal" is used as a subtle form of praise for kind-hearted rogues and
the like.
A dark blue-black Pearl.
Black Pearl 500gp Rare n/a Treasure DMG

A translucent lustrous black Sapphire with glowing highlights.


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

An ornate black velvet mask sitched with silver thread.


Black Velvet Mask 25gp Mundane n/a Treasure DMG

A worn coin with notched edges. This coin will always come up heads. It takes on the appearance of any other
Blacksalt’s Luckmaker 200gp Rare Wondrous Item /u/gimme_some_sunshine
coinage it is mixed in with, but retains its notched edges.
A contract with blank parts. Can be modified into any sort of deal you wish. The first
Blank Contract party to break the contract is blasted with a beam from above (d12, ignore armour) and Wondrous Item
the contract dissolves into shredded parchment.
A blank scroll. It could have any spell in the world on it, eventually. The possibilities are
Blank Scroll endless. 50cp Mundane n/a Treasure Uberbeard

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

A hard, roughly cut piece of basalt rock which bleeds when pressure is applies to it.
Bleeding Rock 300gp Rare 3 lb. Wondrous Item The rock has a soft limit of 800ml blood a day. Uberbeard

Allows comprehension of all written languages. Unfortunately, said comprehension is


Blindfold of Reading only granted when the blindfold is worn over the eyes - meaning you cannot see to read 100gp Rare n/a Wondrous Item
anything. Perhaps your group can find a work around?
Semi-reliable Blindfold of Trap Awareness, sends shivers down the wearer’s spine when
Blindfold of Trap Awareness traps are near – or at random times. Rare n/a Wondrous Item

Twice per day, whomever users this dagger can instantly teleport up to 30 ft in any
Blink Dagger direction. Cannot be used if you were attacked since your last turn. 7,000gp Very Rare 1 lb. Weapon 1d4+2 Piercing | Finesse, Light

A plain wooden spoon that appears to have been used in many, many meals. The spoon
comes in a stained walnut box with two brass hinges and a brass hook on the front. No Any creature that touches the spoon must make a DC 12 Charisma save or be
Bloka Tao's Spoon of Cooking other markings are present. [Any markings made on the box or spoon will disappear in n/a Wondrous Item dominated by the spoon for 1d2 hours. The spoon then urges the creature to make /u/Bloka2au
24 hours. The box itself is magical in nature and will alter any spoon made to the same the most delicious meal they can from the immediately available ingredients.
size of the Spoon of Cooking to become a duplicate of the Spoon of Cooking.]
A scabbard stained the dark color of rust. Any blade which is placed within the scabbard
Blood Scabbard will emerge covered in a sheen of blood. 3,000gp Rare 2 lb. Wondrous Item

A scroll that when signed with blood would enter the participant into an assassin
ranking system. Upon the scroll was also an arrow that always pointed to the assassin
Blood Scroll that was a rank above you. The goal is to reach rank 1 for a single wish however the only n/a Quest Hook PlatypusPal
way to gain a rank is to kill the assassin above you. The Rank is infamous and well paid
for their trade so strong assassins are always waiting for a rank opening.
A blood-stained dress which, despite being found in ruins which have lain undisturbed
Blood Stained Dress for centuries, is still a vibrant, stunning blue. Mundane 2 lb. Treasure

Waterskin of lamb’s blood


Blood Waterskin Uncommon 1 lb. Treasure

A blood-soaked book; a partially written history about a long-lost keep on the


borderlands. The last written page is done in a different hand, and is scrawled with “The
Blood-Soaked Book 5gp Mundane 1 lb. Book Language: Common
rules have changed!” in large, bold letters. Roughly a third of the book (of 100 pages) has
been used.
This greatsword belongs to the current mortal champion of Vingaret, the goddess of
vengeance. Once per day, the attuned champion can choose to have one attack with
Bloodgaze, Champion of
Bloodgaze deal an extra 1D10 damage to the target if the target was the last creature to Priceless Legendary 15 lb. Weapon Scribnibbler21
Vingaret
attack the champion. This damage increases to 2D10 when the champion reaches 7th
level and to 3D10 when the champion reaches 15th level.
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

An old looking brass harp that has only 3 strings left. The strings are flecked with rust, or Plucking the harp strings causes you great pain and triggers magical effects. The
so it seems. Holding it gives you a feeling of cold anxiety. first string deals 1d6 damage to you, and casts the "sleep" spell at first level, using
Bloodied Harp 2,500gp Very Rare Wondrous Item Charisma. The second string deals 2d6 damage to you, and 2d6 damage to all /u/gimme_some_sunshine
targets within 20 feet. The third string deals 3d6 damage to you, and heals a
target in 20 feet for 4d6. You may pluck 3 strings each day.
This dark red-brown heliotrope can sometimes be mistaken for a Stone of Invisibility but
Bloodstone this one bears no overt magical powers. 50gp Common n/a Treasure DMG

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

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

A silver ring with a transparent blue-white sapphire.


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

A finely woven blue, wool scarf.


Blue Scarf 1gp Mundane n/a Treasure

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


Blue Spinel Ring 500gp Rare n/a Treasure DMG

Crossbow bolt of chaos – 1 random effect on hit


Bolt of Chaos Rare n/a Weapon PlatypusPal

A butter churn made of bone slats, bound with hoops of silver. A scrimshaw scene
Bone Butter Churn depicting a crowd of human villagers beating a Halfling with shovels and hoes wraps 5sp Mundane 1 lb. Treasure
around it.
Bone crushing mace – critical renders limb useless; two handed by any smaller than
Bone Crushing Mace large Rare 4 lb. Weapon

This is a pair of engraved bone dice.


Bone Dice 25gp Mundane n/a Treasure DMG

Bits of bone from an unknown creature.


Bone Fragments 0gp Mundane n/a Treasure Uberbeard

A long needle carved out of bone.


Bone Needle 25cp Mundane n/a Treasure Uberbeard

Write the name of your antagonist in your flesh and he will leave you be. Causes one hit
Bone Stylus point of damage for every letter inscribed in the bearer's flesh. Lasts until the damage is Rare 1 lb. Weapon 1d4 Piercing | Finesse, Light
healed.
The bonesaw was used to amputate body parts after the skin had already been cut
Bonesaw through with the amputation knife. 15gp Common 8 lb. Weapon 1d8 Slashing | Finesse D&D Wiki

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

An elegant, decorative hand held scepter made of bronze and small jewels. You can hear Speaking directly into the scepter causes your voice to amplify so that it can be
Booming Scepter a mild humming resonance when held to your ear. 500gp Rare Wondrous Item heard for 300 ft around for one minute. It requires 8 hours to build up its potency /u/gimme_some_sunshine
again.
The wearer of the boots gains water-walking, with a twist. On any body of salt water, the
boots generate a 30 ft. radius of dry, walkable sand beneath the wearer. Which means
Boots of Dry Land Very Rare 3 lb. Wondrous Item
several party members could benefit from the effect. They functioned for an hour per
day, but it didn't have to be continuous.
While you wear these boots, your steps make no sound, regardless of the surface you are
Boots of Elvenkind moving across. You also have advantage on Dexterity (Stealth) checks that rely on 2,500gp Uncommon 1 lb. Wondrous Item DMG
moving silently.
Plain leather boots, tattered and worn, but glistening with a soft white light similar to the When you wear these boots you can instill your leaps with incredible bursts of
sunlight reflecting off freshly fallen snow. power. As a bonus action, you can attempt to leap. Make a DC16 Strength check: if /u/gimme_some_sunshine
Boots of Feral Leaping 1,500gp Rare 2.lb Armor
you are successful, you can leap either 15 feet vertically or 20 feet horizontally. On via Matt Mercer
a failure, you are knocked prone where you stand.
While you wear these boots, you can use an action to cast the levitate spell on yourself at
Boots of Levitation will. 4,000gp Rare 1 lb. Wondrous Item Requires Attunement DMG

While you wear these boots, you can use a bonus action and click the boots' heels
together. If you do, the boots double your walking speed, and any creature that makes an
Boots of Speed opportunity attack against you has disadvantage on the attack roll. If you click your heels 4,000gp Rare 1 lb. Wondrous Item Requires Attunement DMG
together again, you end the effect. When the boots' property has been used for a total of
10 minutes, the magic ceases to function until you finish a long rest.
A pair of tan boots which are fastened around the foot with three adjustable belts. The While you wear these boots, your walking speed becomes 30 feet, unless your
inner sole of these boots feels springy to the touch and seems to mould itself around the walking speed is higher, and your speed isn't reduced if you are encumbered or
Boots of Striding and Springing 5,000gp Uncommon 1 lb. Wondrous Item Requires Attunement DMG
user's foot for a fit so comfortable it's like walking on the clouds. wearing heavy armor. In addition, you can jump three times the normal distance,
though you can't jump farther than your remaining movement would allow.
A pair of hide boots lined with dense, warm white fur. The eyelet for each bootlace is
Boots of the Winterlands patterned with small gemstones and the sole of the boot is spiked so as to benefit the 2,500gp Uncommon 1 lb. Wondrous Item See DMG page 156. Requires Attunement DMG
user over icy and unstable terrain. These furred boots are snug and feel quite warm.
Once per day, restores 4d2 HP.This goes up to 4d4 at 5, 6d4 at 10, 8d4 at 15 and 10d4 at
Bottle 20. Cannot use during Combat Rare 1 lb. Potion

This bottle stinks before it's even been opened. The stench of it's contents will protect
whomever can stomach to wear it from almost any wandering predators. It's very
Bottle of Giant's Urine 200gp Rare 1 lb. Potion PlatypusPal
difficult to get said stench out of adventuring gear, however. Potency may vary on
weather, but it should ward of predators for at least a day or two.
A reusable bottle corck embossed with gold leaf and set with amethysts.
Bottle Stopper 750gp Rare n/a Treasure DMG

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

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

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

Bountiful Spade

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

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

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

The bracers appear to be Bracers of Specialization, but when donned, bind the wearer
wrists together, making it quite difficult to wield a weapon or cast a spell. These bracers lower damage by 5 points, increase spell failure to 75% and give the wearer a +5
Bracers of Binding are sometimes offered as rewards for services rendered by the Drow. The recipient, 300gp Uncommon n/a Wondrous Item penalty to THACO. Since they are cursed, they can't be unequiped without a BGII
believing them to be very powerful, will often don them before examinating them. At this Remove Curse spell or the services of a priest
point, the drow find it amusing to conjure a hook horror.
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and
Bracers of Defense using no shield. 6,000gp Rare 1 lb. Wondrous Item Requires Attunement DMG

This peculiar spear-like weapon is popular among travelers and law enforcement. The
brandistock's three-pronged head is retractable, which renders it indistinguishable from
Brandistock a quarterstaff (unless closely inspected). Extending the blades is instantaneous, but 10gp Common 4 lb. Weapon 1d8 Piercing, Special, Two-Handed D&D Wiki
pulling them back requires you to spend an action.

A brass chamber pot in which has been hidden 3 pieces of rosy quartz.
Brass Chamber Pot 12gp Common n/a Treasure

A delicate brass dragon egg; hollowed out and painted into a seascape, resting on a
Brass Dragon Egg wooden stand. 35gp Uncommon 1 lb. Treasure

A small brass flame-shaped charm on a black cord. The center of the flame is overlaid
CHA +2 Whenever you cast a spell, roll a d20. On a 20, that spell will be cast as a
Brass Halo with platinum and is visible in darkness. Holding it in your hands fills you with a tingling 2,000gp Legendary Wondrous Item /u/gimme_some_sunshine
10th level spell. A spell slot of the lowest castable level is expended as a result.
sense of ambition and an urge to act.
A set of brass knuckles. Used, but in good condition.
Brass Knuckles 5sp Common 1 lb. Weapon 1d4 Bludgeoning, Light, Hidden D&D Wiki

A plain brass mug with a surprisingly ornate jade inlay.


Brass Mug 250gp Uncommon 1 lb. Treasure DMG

While a fire burns in this brass brazier, you can use an action to speak the brazier's
Brazier of Commanding Fire
command word and summon a fire elemental, as if you had cast the conjure elemental 8,000gp Rare 5 lb. Wondrous Item DMG
Elementals
spell. The brazier can't be used this way again until the next dawn.
Brazier of infinite imps. 1d4 imps spawn every 24 hours. If they are not killed by the
Brazier of Infinite Imps time the brazier spawns a new set, the previous imps die and vanish. 500gp Very Rare 2 lb. Wondrous Item

This is simply a regular sword that has been partially broken, in combat or however.
Broken Sword Most people would just get rid of it, but maybe this sword has a nice hilt, or sentimental 5sp Mundane 3 lb. Weapon 1d4 Piercing, Finesse, Light D&D Wiki
value.
A cask full of bronze caltrops.
Bronze Caltrops 3gp Uncommon 6 lb. Treasure

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

A flattened bronze halo that hovers behind the bearer's head. It spins rapidly when the INT +2 You may add 1d20 to any dice roll you make. A bolt of lightning then
Bronze Halo bearer exhibits great presence of mind. 1,000gp Legendary Wondrous Item strikes you, dealing lightning damage equal to the result of the roll. This can only /u/gimme_some_sunshine
be done once per dice roll.
A tower shield of bronze, cast into the likeness of a chimera’s heads and enameled to
Bronze Tower Shield provide the appropriate colors. +3 AC, Strength 17, Stealth Disadvantage. 85gp Common 18 lb. Armor PlatypusPal

While wearing this brooch, you have resistance to force damage, and you have immunity
Brooch of Shielding to damage from the magic missile spell. 7,500gp Uncommon n/a Wondrous Item Requires Attunement DMG
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

This wooden broom functions like a mundane broom until you stand astride it and speak
its command word. It then hovers beneath you and can be ridden in the air. The broom
stops hovering when you land. You can send the broom to travel alone to a destination It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed
Broom of Flying 8,000gp Uncommon 3 lb. Wondrous Item DMG
within 1 mile of you if you speak the command word, name the location, and are familiar becomes 30 feet while carrying over 200 pounds.
with that place. The broom comes back to you when you speak another command word,
provided that the broom is still within 1 mile of you.
This buckler has been enchanted with the power to protect you and your allies.
Buckler of Friendship Rare 6 lb. Armor For one round, all allies gain +1 AC.

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


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

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

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


Bullette Horn Barding Uncommon 40 lb. Treasure

A wooden buckler with a burned-in sigil of a bee on the shield face. It vibrates Adds no armor. If you are the victim of a ranged attacked, you may use your
ferociously when struck. reaction to increase your AC by +1. If you choose to do this, and the attack fails to
hit you, the projectile is deflected by your shield, and bursts into a cloud of angry
Buzzing Buckler 2,500gp Very Rare Armor bees that will seek the attacker and sting it relentlessly, causing 1d6 poison /u/gimme_some_sunshine
damage at the beginning of each of their turns for one minute, or until you recall
the bees. The victim also suffers disadvantage on attack rolls and can no longer
maintain concentration.
A diamond of incredible beauty which slowly shifts its color from the purest white to
Canary Diamond canary to blue to black and back again. 250gp Rare n/a Treasure

1d8 red wax candles. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an
Candle 1cp Mundane n/a Adventuring Gear PHB
additional 5 feet.
This slender taper is dedicated to a deity and shares that deity's alignment. The candle's
alignment can be detected with the detect evil and good spell. The DM chooses the god
and associated alignment or determines the alignment randomly. The candle's magic is
activated when the candle is lit, which requires an action. After burning for 4 hours, the
candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it
burned in increments of 1 minute from the candle's total burn time. While lit, the candle
Candle of Invocation sheds dim light in a 30-foot radius. Any creature within that light whose alignment 8,400gp Very Rare 0.5 lb. Wondrous Item Requires Attunement DMG
matches that of the candle makes attack rolls, saving throws, and ability checks with
advantage. In addition, a cleric or druid in the light whose alignment matches the
candle's can cast 1st-level spells he or she has prepared without expending spell slots,
though the spell's effect is as if cast with a 1st-level slot. Alternatively, when you light the
candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
[7]
The word “STYX” is sewn into the inner headband of this cap. While wearing this cap underwater you can speak its command word as an action
to create a bubble of air arround your head. It allows you to breathing normally
Cap of Water Breathing 1,000gp Uncommon 1.lb Wondrous Item DMG
underwater. This bubble stays with you until you speak the command word again,
the cap is removed or you are no longer underwater.
These three chickens have been trained to check for traps, unfortunately they are not
very good at it. Once released, each chicken will roam a dungeon at 30 feet a round and
will walk in the direction of any nearby traps. If there are no nearby traps, they will walk
Carlin's Courageous Chickens in the direction that the players imagine there to be traps (they are prone to getting 10-20cp Rare 18 lbs. Wondrous Item
caught up in the moment). Each chicken will accidentally set off any trap it is feasible for
it to set off and be killed by the trap. The chicken have name tags and are called Dara,
Demi and Miki.
This is an opaque orange gemstone set in a small brooch.
Carnelian Gemstone 50gp Common n/a Treasure DMG

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

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

A carved wooden mantle, meant to be mounted above a fireplace, crafted of ash-wood


and stained a medium brown. The left side is carved in images of demons and flames, the
Carved Wooden Mantle 65gp Common 100 lb. Treasure
right in images of angels and air. The top is carved into an idyllic forest theme and has a
moon above the left corner and a sun above the right.
An electrum pendant shaped like a curled-up cat.
Cat Pendant 6gp Common n/a Treasure

4 ceramic canopic jars, holding the stomach, intestines, lungs, and liver of a long-ago
Ceramic Jars monarch. Each has a golden lid with a likeness of a paunchy, hook-nosed man with pale 80gp Uncommon 20 lb. Treasure
skin and a squint.
This is a ceremonial dagger made of electrum with a black pearl in it's pommel.
Ceremonial Dagger 750gp Rare 1 lb. Treasure DMG

A reinforced gauntlet which protects the knuckles and transforms mere punches into 1d4 Bludgeoning - Light, Special, Hidden
Cestus lethal blows. This weapon cannot be disarmed. It takes an action to don or doff a cestus. 5sp Common 0.5 lb. Weapon D&D Wiki

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

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


Chalk 5cp Mundane n/a Treasure Uberbeard

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

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

Rabbit-fur mittens and hat sized for a child.


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

Chrysoberyl is a hard, transparent, green gem which is usually facet-cut. It is said that
Chrysoberyl Gem Chrysoberyl has ties to the outer planes and hence its use with battling demonic 100gp Uncommon n/a Treasure DMG
possession and the undead.
An apple-green gemstone consisting of a variety of chalcedony that contains nickel.
Chrysoprase Gemstone 50gp Common n/a Treasure DMG

A left-handed glove. It remains warm regardless of atmosphere, and is almost painfully Rubbing the fingertips of this glove together creates flames that can ignite easily
Cinder Glove hot to be touched with. 150gp Rare Armor flammable objects. Holding a creature with it causes painful burns that will blister /u/gimme_some_sunshine
the skin, and unarmed strikes with this glove deal an additional 1 fire damage.
Cursed. Anything who puts on this circlet is sent into an irreversible state of misery for
Circlet of Inconsolable Weeping 1d4 hours. 400gp Rare n/a Wondrous Item

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

A clàrsach harp in the style of the northern barbarians, but crafted with an elegance
which suggests the decadence of a great civilization. Its strings are almost too fine to be Add your proficiency bonus to all Performance (Charisma) checks made when
Clàrsach Harp 375gp Uncommon 80 lb. Treasure
perceived with the naked eye, and when they are played they resonate with the force of a playing the harp.
full orchestra.
A leather bag containing an embroidered black silk shirt with eight silver buttons.
Classy Shirt 8gp Common n/a Treasure

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

A cloak of griffon feathers set on black velvet.


Cloak of Griffon Feathers 60gp Common 5 lbs. Treasure

A commanding cloak of authority, used to hide whole legions of armies against the 1/ Day: Creatures within a 30 feet radius, including the user, are granted the
Starwizards of the astral planes. effects of greater invisibility, and cannot be detected by Truesight and other means
Cloak of the Shadow General Legendary 2 lb. Wondrous Item u/giratina2648
of reveal, e.g. Mordenkainen's Faithful Hound.
Charges are restored at dusk.
A child’s cloth doll with a small silver brooch pinned to it in the shape of a butterfly.
Cloth Doll 4gp Common 1 lb. Treasure Uberbeard

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


Cloth Scrap 0gp Mundane n/a Treasure Uberbeard

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

A small cask of yellow clothiers’ dye.


Clothier's Dye 8gp Common n/a Treasure Uberbeard

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


Cockatrice Statue 17gp Common 10 lbs. Treasure Uberbeard

This rope coils itself after 10 rounds of being uncoiled, regardless of what is happening
Coiling Rope (50 feet) to it. It will undo all knots and will wind itself up around one end (always the same end). 800gp Rare 5 lbs. Wondrous Item
This process always takes 1 round.
1’, 10’, or 20’ – any size you need!
Collapsible Rod 500gp Rare 10 lbs. Wondrous Item

This book appears to be a phrasebook for those looking to learn the basics of the Orcish
language. It has an entire section of swear words, which is most amusing. The book
Colloquial Black Speech for
seems to have an effect on fluent Orcish speakers talking to anyone using the phrase 10gp Common 1 lb. Book Enables the reader to speak basic Orcish phrases. Language: Common Uberbeard
Orcs, Trolls and Men
book. They become prone to shouting louder and louder the less they are understood.
Nobody knows why this is; the book is not magical in the slightest.
A small wooden comb.
Comb 20cp Mundane n/a Treasure Uberbeard

A Companion Cube: It was created by a wizard who had stuck himself in a tower to show
complete dedication to his studies. However, after several decades he became so lonely
that he chose to make a friend... literally. Using what little non-component materials he
had laying around his tower, he created a small cube and gave it sentience. It was able to
communicate telepathically with anyone who made a link with the cube. Unfortunately,
Companion Cube the wizard eventually died and the cube became lonely. Unable to travel and find a new Uncommon 30 lb. Quest Hook PlatypusPal
friend, the cube simply sat there and waited for anyone to come along. Anyone seeing the
cube would be compelled to be with the cube and have it in their possession. Upon
holding the cube, they would feel the need to keep it with them at all times, and protect it
as if it were their own child. Little by little, the connection between the cube and it's
possessor would grow, until the two would be inseparable.
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

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

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

Heavy, solid copper acorns with perfect natural detail. These acorns drop from the oak-like trees that sprout on the graves of Copper
Copper Acorns 1gp Mundane Treasure Dragons. They can be lethal when falling, often embedding themselves in the /u/gimme_some_sunshine
ground.
A copper band with a scale-pattern etched into it. At the top of the bracelet is a broken Grants the wearer a feeling of safety that they become instantly addicted to.
inset where a platinum decoration used to be. Wearing it for a full day creates a feeling of dependency, requiring a DC 12 wisdom
save to overcome and remove the bracelet. Attempting to do so makes the user
panicked and sickened and fearful of the dangers of the world. The DC increases by
2 for each day that they bracelet is worn. After a week, the bearer will look sickly
Copper Band of the Deceiver 0gp Legendary Wondrous Item and lose their will to eat. After a month, they will become dark and boney, and /u/gimme_some_sunshine
begin to develop scarring, and their features will become shifted and demonic. This
transition continues until they resemble a waifish demonic figure.

The wearer of this bracelet is immortal in the physical sense, no amount of harm
will cause them to die.
Four bars of copper.
Copper Bars 8gp Common 4 lb. Treasure

A small copper chalice with a silver filigree.


Copper Chalice 25gp Mundane 1 lb. Treasure DMG

A copper gauntlet that never greens. The bearer feels a sense of influence and STR +2 You may point at a creature and give it a command. The command must be
importance. phrased as helping you or helping another person to complete a task. If the target
has less than 10 intelligence, it obeys you. If its Intelligence is 10 or higher, it
Copper Halo 1,500gp Legendary Wondrous Item /u/gimme_some_sunshine
makes a DC 17 Wisdom save or follows your command. You may do this to any
number of targets, but if one of them fails to listen to you, the effect may break on
all others (roll 1d2, success on 1).
A copper necklace set with a small amulet shaped into a symbol representing the sun.
Copper Necklace 2gp Common n/a Treasure

A copper tongue scraper


Copper Tongue Scraper 4gp Common n/a Treasure

A dark crimson Coral gemstone fitted into a golden circlet.


Coral Circlet 100gp Uncommon n/a Treasure DMG

A large sword with jewels that sequentially light up after activation. After the last jewel Each time an attack roll with the Countdown Cutlass succeeds, one of the 10
is lit, the sword will explode! gemstones illuminates. Upon a successful hit with 10 stones illuminated (the 11th
Countdown Cutlass 3,000gp Rare 3 lb. Wondrous Item
hit), the item explodes, dealing 4d8 fire damage in a 10-foot radius centered
around the cutlass. The cutlass is consumed and cannot be remade.
A cow. It's a real hoofer.
Cow 10gp Common 1500 lbs. Treasure

A normal, if not well-crafted looking shortsword. There is a sigil of a chicken on the Damage: 1d6+1 slashing (considered magical). If the wielder receives a critical hit,
Cowardly Blade bottom of the pommel. 0gp Rare Weapon /u/gimme_some_sunshine
faces imminent death, or is subjected to a fear effect, the sword falls to pieces.
Provides +2 AC when worn, but attracts the attention of crabs, who will come from
Crab Crown nearby and cling to the wearer Wondrous Item

This wooden crate is about 60cm by 60cm by 40cm, with 'Chaos Mushrooms' burned The box contains 1d10+4 'Chaos Mushrooms', which are considered a delecacy at
into the lid in Sylvan. It fizzes with a faint magical aura, and smells delicious Fey dinner parties. If a creature eats one of the Chaos Mushrooms, they must roll
Crate of Chaos Mushrooms 2,000gp Rare 30.lb Treasure /u/Ragatan
on the Wild Magic Surge table (PHB, p104) and are subject to the result. Each
mushroom eaten requires a seperate roll.
This set of 12 torches burn different colors. There are two sets of Red, Yellow, Blue,
Crayon Torches Green, Orange and Purple torches. 50gp Uncommon 12 lbs. Wondrous Item

A set of Armor Spikes made out of thick, sharp silver. They can be attached to full or half-
plate, and behave like normal armor spikes. However, they grow faintly in total darkness
Crescent Armor Spikes 650gp Rare 10.lb /u/LittleDizzleDaGusha
- - enough for the wearer to see 5 ft, or for another person to see the wearer from up to
50 ft away.
Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can
Crowbar be applied. 2gp Mundane 5 lb. Adventuring Gear PHB

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

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

A crudely carved wooden holy symbol.


Crude Holy Symbol 5cp Mundane 1 lb. Treasure Uberbeard

A crudely carved wooden pipe.


Crude Pipe 15cp Mundane n/a Treasure Uberbeard

Crystal prism (d20 x 10 gp)


Crystal Prism 200~ Rare 1 lb. Treasure

A finely-crafted, clear crystal pyramid with no noticeable impurities. If a creature focuses on the item for at least 30 seconds, the creature sees a
glimpse of a historical event in extraplanar history and takes 1d4 Int (psychic)
Crystal Pyramid Very Rare 1 lb. Treasure
damage. The image changes every 30 seconds of concentration and the creature
takes 1d4 Int (psychic damage) for every event seen.
When used this sword will deliver 1 instant hit for max damage, including bonuses. Once
Crystal Sword used, the sword shatters into crystal shards. Anyone within one square must roll reflex 40gp Uncommon 3 lb. Weapon
or take 1d4 damage from shard pieces.
A large crystal vase, silver trimmed, with a dozen dead roses and some stagnant water
Crystal Vase within. 15gp Common 2 lb. Treasure

Metal box of unidentifiable powder.


Curious Powder Box Mundane 2 lb. Treasure

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

Allows a blind user to see but at a cost. (will at random cause you to attack others) May attack the player while not connected. (The player has to lack at least one
Cursed Eye Very Rare n/a Wondrous Item asdf3011
eye)
Demonic themed tarot/playing cards – extra planar repercussions based on game
Cursed Tarot Cards played; tarot tales come true Rare n/a Wondrous Item

DC save to avoid bleeding damage


Dagger of Bleeding Rare 1 lb. Weapon 1d4 Piercing; Finesse, Light, Range, Thrown

Dagger of slicing – ignores armor bonus


Dagger of Slicing Uncommon 1 lb. Weapon 1d4 Piercing; Finesse, Light, Range, Thrown

A set of dark blue rings, which rotate freely against each other, but cannot be separated. Donning this ring will spawn a replica of you with inverse motivations. The replica
Dark Gemini Ring 0gp Very Rare Wondrous Item will have dark blue eyes, and will seek to ruin you. The ring cannot come off as /u/gimme_some_sunshine
long as the clone survives, and you always know the direction of the clone.
1d20 normal bone darts. They resemble fletched knitting needles, about 1 foot in length.
Dart Not used often by themselves, but rather as ammunition in a blowgun. Can be dipped in 4sp each Common 0.25 lb. Weapon Finesse, Undersized, Thrown (30/60) D&D Wiki
poison and used as an effective delivery device.
Dead/dried up fey hanging from ceiling
Dead Fey Mundane 120 lb. Treasure

The skeletal remains of a long-dead warrior, wearing a suit of plate armor which still
glistens as if it had been polished yesterday. The name of every warrior to ever don the
Dead Warrior armor has been inscribed upon the front and back of the chest plate, covering nearly Common 80 lb. Armor
every inch of its surface with precisely written, black runes. A careful inspection of the
armor will reveal that there remains room for one last name.
Charm that tells 1 truth about a creature killed in the area
Death Talker Charm Uncommon 1 lb. Wondrous Item

Debt of a Soul – contract of soul ownership


Debt of a Soul Uncommon n/a Quest Hook PlatypusPal

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

The skeletal remains of a long-dead warrior, wearing a suit of plate armor which has
long since tarnished. The name of every warrior to ever die by the last wearer’s hand has
Decrepit Skeleton in Armor Uncommon 60 lb. Armor
been inscribed upon the front and back of the chest plate, covering nearly every inch of
its surface with chaotically written, black runes.
The mounted head of a deer, it's impossibly massive horns possessed of a thousand and
Deer Bust one points. Mundane Treasure

Description needed.
Dehydrated Homunculi Mundane Treasure

A preserved Minotaur head, old but still retaining most detail. The skin is old and
decrepit, yet both the horns have been dipped in molten gold. When donned, this helmet
Dehydrated Minotaur Helm magically causes the wearer to appear as a living minotaur—as well as protecting the 2,400gp Rare 5.lb /u/LittleDizzleDaGusha
wearer against critical hits. The user's stats remain the same, however, and the player
only appears to be a minotaur (+4 on intimidate checks).
246. A one-gallon cask of Demon’s Vale Wine; a fiery red wine known to be made
Demon's Vale Wine from hot peppers. (10gp) 10gp Mundane Treasure

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

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

A long, Hollow wooden rod with a narrow opening at one end, and a wider one at the 1d6, Finesse, blowing into the narrow end of the rod creates a circle of silence
Digiridoom other. 250gp Rare Weapon /u/gimme_some_sunshine
within 10 feet for as long as the note is sustained.
Dinosaur bacon
Dinosaur Bacon Mundane n/a Treasure

Three vicious little mollusks (1hp, Armour 1) that explode in a 2m blast (d8) when
Dire Barnacle killed. Wondrous Item
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

Dire bat/eagle wings


Dire Bat Wings Mundane Treasure

A disk of finely polished stone. On one side, the elvish rune for death is inscribed in
Disk of Balance blackest obsidian. Upon the other, the dwarven rune for life is inscribed in the palest Mundane Treasure
ivory.
The party finds a complete set of bronze and carved stone weight training equipment
Do You Even Lift? issued to the 4th army of some Ancient Empire Mundane Treasure

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

The remnants of a massive door of stone which has been smashed into rubble. A magic
mouth which had once adorned the door remains intact. As the PCs draw near it will
Door Rubble Common Treasure
issue its warning: “Disturb not this chamber, lest the world suffer.” Whatever the mouth
was set to guard is gone – the chamber beyond the broken door is empty.
The double spear is a polearm comprising of a wooden haft with a short thrusting blade
at either end. It can be used in one or two hands like a spear, but in the hands of a master
Double Spear both heads can be used effectively. If you use the Double Weapon Master feat to make an 5gp Common 5 lb. Weapon 1d6 Piercing - Thrown (20/60), Versatile (1d8) D&D Wiki
additional attack with a double spear, it deals 1d6 piercing damage.

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

Dragon balm – reduced heat damage


Dragon Balm Uncommon Potion PlatypusPal

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

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

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

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

A statuette of a dragon, forged from the finest mithril, which responds to yes or no
Dragon Statuette questions which are posed to it in draconic. The answers given may appear prophetic or 400gp Uncommon Treasure
oracular, but are actually random.
Dagger with blood line to drain victim’s blood
Draining Dagger Mundane 1 lb. Weapon

A long, black feather with violet iridescence. The shaft glows softly white in moonlight. Holding this feather at night will allow you to fly with a speed of 60 feet, as long as
Dreaming Nightfeather 1,500gp Rare Wondrous Item /u/gimme_some_sunshine
your eyes are closed. The feather ignites in sunlight.
A flower that has been dried out to preserve it.
Dried Flower 0gp Mundane n/a Treasure Uberbeard

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

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


Druid's Magnet Uncommon 1 lb. Wondrous Item

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

This compass is carved out of heavy, hard Petrebony (a wood that grows in caves). A
Duergar Compass brass needle sits in the center. However, this compass' needle points East, not North. 135gp Uncommon n/a /u/LittleDizzleDaGusha
There are no markings on its surface.
Stack of 4, user covers 20ft radius in magic dust that shows anything that is hidden or
Dust of Appearance dispellable. Uncommon Wondrous Item

Magical dust that makes anyone cough and sneeze (combat)


Dust of Coughing and Sneezing Uncommon Wondrous Item

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

A ruby the size of a man’s fist which sparkles and gleams with the promise of untold
Dust Ruby wealth in the faintest of lights, but which crumbles to dust upon the lightest touch. Mundane Treasure

A finely crafted compass of gold and silver, decorated and labelled with ornate, dwarven
Dwarven Compass and draconic runes. Once every 1d4 hours it randomly changes the cardinal direction to Common Wondrous Item
which its arrow points.
A dwarven holy symbol in silver; shaped into a flaming war-hammer set against an anvil-
Dwarven Holy Symbol shaped backdrop. 55gp Common 1 lb. Treasure

A thick shaft of wood with totemic carvings. It has a slight gradual spike shape, being You may use your action to plant this into any reasonably soft ground. If the totem
thinner and sharper at one end, and thick and flat at the other. takes 15 bludgeoning damage (from being forcibly smashed deeper into the
Earthbreaker Totem 1,500gp Very Rare Wondrous Item ground), it will trigger an earthquake, causing 4d12 thunder damage to all /u/gimme_some_sunshine
ground-bound targets within 200 feet. Constructs and buildings are considered
vulnerable. Targets within 10 feet of the totem are unaffected.
A prismatic crystal which echoes back – in a deep, melodious voice – every word which is
Echo Crystal said around it two seconds after it has been said. Common Wondrous Item

Works like a normal greatsword. Great tasting and low in calories! Regenerates 6 inches
Edible Greatsword per day. Uncommon Weapon

In the laboratory, vault, or home of the famed (and thought long dead) Eldhand the
Scholar sits a small glass box. Across the lid is a grid of very tiny holes for air. The box
contains a pink, slimy slug admidst some wet sawdust. A tag on the box reads “Eldhand.”
The bug can be killed easily, like any slug. However, placing the slug near one's nose or
mouth allows it to crawl up into the player's brain. The player will go into a coma for 3d4
hours and, upon awakening, will find that the voice of Eldhand the Scholar can be heard
Eldhand's Mind Slug inside their head. He is quite sarcastic, pessimistic, and usually upset that someone so 0gp Very Rare n/a /u/LittleDizzleDaGusha
“pea-brained” ended up finding him. However, he can be convinced to give help in
scholarly matters—granting the host +6 on all Knowledge Arcana, Knowledge History,
and Spellcraft checks. He is reluctant to give out help unless you have proven yourself a
more than worthy host. But he is generally willing to help in exchange for your player
eating some odd or expensive food item (plums, goat cheese, and Ruby Port liquor tend
to be his favorites).
Eldritch flint & steel – 10’ reach – blinding/minor burns
Eldritch Flint & Steel Uncommon Wondrous Item

An archer’s bracer of leather and electrum.


Electrum Bracer 25sp Mundane Armor PlatypusPal

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

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

A large (18”x28”), rectangular electrum sheet with ancient writing on it. The writing, if
deciphered, is a brief history of a powerful magical item known as the House of Winds,
Electrum Sheet 75gp Common 115 lb. Treasure
with several clues as to where the item may have been lost fourteen hundred years ago.
The House of Winds is described as an ornate mithril helm of legendary power.
A collection of 6 elephant tusks. (2x12gp, 4x10gp)
Elephant Tusks 64gp Common Treasure

Upon taking a single sip of this potion, you are afflicted with some form of madness. Roll
1d6. On a 1-3 you are afflicted with a short-term madness (DMG p. 259); on a 4-5 you are
Elixir of Madness afflicted with a long-term madness (DMG p. 260); on a 6 you are afflicted with an 100gp Rare n/a Potion Cursed. D&D Wiki
indefinite madness.(DMG p. 260). The remainder of the elixir loses its magical
properties, becoming merely a foul tasting liquid.
An elegant carved comb of oak, engraved with the name Aethelren and decorated with
Elven Engraved Combs twin dragons. Elsewhere, a similar comb of ash, engraved with the name Ilthorien and 60gp Uncommon n/a Treasure
decorated with twin unicorns, can be found.
An embroidered glove set designed for human sized hands, each with jewel chips.
Embroidered Gloves 2,500gp Rare n/a Treasure DMG

An Emerald is a brilliant green beryl, cleaved along straight box like lines, with
Emerald rectangular cutting in the finished gem. Emeralds are often connected with health, and 1,000gp Rare n/a Treasure DMG
so are used ornamentally for such a purpose.
This magical mason jar is made of uneven, lumpy, blue-green glass with a copper lid. No
matter what is placed in this transparent jar, it will always appear to be empty from the
Empty Mason Jar 800gp Uncommon 1.lb /u/LittleDizzleDaGusha
outside--so long as the lid is on. On the lid is pressed “calasse,” Elven for “clean.” It
cannot hold more than its actual volume.
An empty vial, just waiting to be filled with something more valuable than itself.
Empty Vial 35cp Mundane n/a Treasure Uberbeard

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

A large, unmarked blue tome. Every page inside is blank. Speak any subject to its spine and roll 1d4. On a 4, the reader is given a couple
pages of accurate and detailed information on the subject (more accurate and
Encyclopedia Approximatus 500gp Very Rare Wondrous Item detailed the most specific you are). All other rolls provides the user with /u/BardicFire
approximate information, with regular errors. Regardless of accuracy, it's always
written in a condescending tone.
Extract the consciousness of a pacified or willing being to be stored within. The
Essence Extractor consciousness can be injected into the still warm body of a dead being, giving them a Wondrous Item
new body to inhabit.
Nigh-unbreakable golemsteel armor enchanted to withstand nearly any strike.
If a ranged attack targets a friendly creature besides yourself within five feet radius, you
Eternity Armor Legendary 80 lb. Armor Heavy Armor | AC 20 | Str 20 | Stealth: Disadvantage u/giratina2648
can move them and take the shot to negate the damage and effects instead; if they are
within a 10 feet radius, use your reaction.
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

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

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

Extra dimensional flask – holds 1 gallon


Extra-Dimensional Flask Rare Wondrous Item

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

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

These appear to be normal Gnomish fireworks (although even those might seem unique
and valuable to anyone unfamiliar with Gnomish ingenuity) but when they are
eventually set off they spell out giant obscenities across the night's sky. It seems, in
F**k You Fireworks 30gp Uncommon 10 lb. Wondrous Item Uberbeard
retrospect, that they may have been created by a rather angry Gnome. Sadly, whomever
created the fireworks and who they were originally intended for will forever remain a
mystery.
A small wooden case holding four pairs of fairy wings. (4gp per pair to an alchemist,
Fairy Wing Cage wizard, or university) Common Treasure

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

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

A small wooden box with a silver embossed flame on the lid. Inside is a pipe-shape horn When the flame ignites an object, the fire cannot be doused by any other method
Filligins Uncontrollable Flame that spouts a tiny flame that can not be snuffed. The box is not flammable. 350gp Rare Wondrous Item than returning the flame to the pipe. When the fire runs out of fuel, it will reduce /u/gimme_some_sunshine
to a candle-like flame and remain indefinitely.
A filthy bucket, bolted to the floor, ¾ full of urine, containing silver coins, rings and
Filthy Bucket necklaces. 820gp Rare Treasure

A 5’ diameter wheel of fine, aged cheese


Fine Cheese 50cp Mundane 4 lb. Treasure Uberbeard

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

Fire Agate is the name given to chalcedony which contains thin lines of iridescent
Fire Agate Gem goethite. When properly cut, the iridescence displays red, brown, gold, and green hues, 30gp Common n/a Treasure BGII
and the finest specimens are partly translucent.
A heavy rug that has been kept rolled up. When unrolled, it reveals that the surface of the
Fire Blanket rug is permanently on fire. When rolled back up the fire disappears. Rare Wondrous Item PlatypusPal

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

A fine gold chain set with a fire opal.


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

This gem normally looks like quartz, but if allowed to absorb heat will change in color to
Firestone Gem resemble a bright orange garnet. When smashed against something, it is drained of color Wondrous Item
and will light that thing on fire
Useful for catching fish.
Fishing Tackle 1gp Mundane n/a Adventuring Gear PHB

This imposing, three-headed flail has a +2 bonus to attack and damage rolls. Any
Flail of Flagellation creature that takes damage from this flail may immediately make a saving throw against Rare Weapon 1d8 Bludgeoning - Two-Handed Scribnibbler21
any one ongoing effect that is affecting them.
A bandolier holding 8 silver flasks (empty (x3), brandy (x2), acid (x1), ogre blood (x1),
Flask Bandolier gold dust (x1, value of gold: 12gp). (Flasks: 3gp each, bandolier: 5gp, ogre blood (to Common Treasure
alchemist): 12gp, acid: 10gp, brandy: 5sp each)
Utility belt of flasks
Flask Belt Common Armor

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

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

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

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

A ceremonial short spear; ash wood with an iron point. Seven red and three blue dyed
Fluted Short Spear vulture feathers are attached to the head of the spear. The iron is fluted to whistle Common Weapon
through the air, if thrown. (3gp)
½ of fool’s gold
Fool's Gold Mundane Treasure

A life sized ivory carving of a chicken.


Foul Ivory Statue 20gp Common Treasure

Torches infused with fragrance


Fragrant Torches Mundane Treasure

Frolee's Guide to Follicle Frolee's five page guide to mustaches and beards.
2gp Mundane Book Language: Common PlatypusPal
Perfection
A frost giant necklace of silver upon which are pierced 17 human-sized hands. All of
Frost Giant's Necklace them appear to be the right hand of their former owner. 55gp Common Treasure

A pure white lily that becomes rigid when picked. Its petals are icy cold and shatter like If kept intact, this flower will refrigerate any container smaller than a 6x6x6 cube
Frostbite Lilly glass if mishandled. 150gp Rare Potion for up to one week. The six petals may be plucked and crushed, creating a sheen of /u/gimme_some_sunshine
ice in a 10 foot radius. If used over water, this will freeze 3 inches thick.
A heavy cast iron frying pan. This can be used for frying, searing, browning and whacking
Frying Pan people over the head! It has the remnants of this morning's breakfast smeared around 1sp Common 4 lb. Weapon 1d6 Bludgeoning - Versatile D&D Wiki
it's rim. Damage is doubled when wielder has proficiency with cooking.
A plain, heavy ring of dark metal. It seems occasionally heavy. Mundane in most respects--except when pinched hard from the sides, it will refuse
Fulcrum Ring 2,000gp Very Rare Treasure /u/gimme_some_sunshine
to move. It does not need to be worn for this to take effect.
A sundial which runs backwards.
Fundial Uncommon Wondrous Item

A wicker basket with a pair of mink furs within.


Fur Basket 20gp Common Treasure

1d8 buds of garlic.


Garlic 10cp Mundane n/a Treasure

Garnet is a general class of crystals ranging from deep red to violet in colour. a typical cut
for this rare isometric gem is 12 to 24 sides, with the very rare 36 sides being known
Garnet Gemstone 100gp Uncommon n/a Treasure DMG
from time to time. it is rumored a 48-sided garnet exists although none have ever been
able to track down its location.
The curse of the gauntlets was that no magic would ever help you, beneficial or baneful
and anything you were in contact with would lose its magical properties while you're
touching it. found out the contact one when visiting flying mage's tower. I was no longer
welcome there, but with certain classes the gloves are pretty sweet even considering the
Gauntlets downside. Oh also the curse had a very specific trigger, the gauntlets could only be Rare Armor
removed if you cast remove curse on them and then had a chaotic neutral halfling pull
them off of you with the intention of stealing them. even if you hacked your arms off and
then had regeneration cast on you your hands would grow back with the gauntlets on
them.
A teal gem.
Gem 1gp Mundane n/a Treasure Uberbeard

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


Gem of Azurite 10gp Mundane n/a Treasure DMG

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

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


Giant-King's Necklace Uncommon 2 lb. Treasure

A huge arrow, with a steel tip and copper wire inlaid spirally down the shaft. To a
Giant's Arrow medium or large creature, it behaves just like a javelin. However, when thrown, it 80gp Uncommon 2.lb /u/LittleDizzleDaGusha
whistles loudly.
The cursed Girdle of Femininity and Masculinity, a rare yet oft-discussed magical item, is
wrought with a most powerful magic. Anyone unfortunate enough to secure it around
Girdle of Changes the gender of the wearer.
their waist instantly finds their gender to be transformed. It is said that not fifty years 200gp Rare 2 lb. Wondrous Item Baldur's Gate
Femininity/Masculinity Requires "Remove Curse".
past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke
Lobelahn's lover.
A high quality, perfectly balanced gladius that is excessively comfortable to wield. The 1d8, +1 to hit. Whenever you kill a foe in combat, the blade gains an additional +1
blade only seems to sharpen with use. slashing damage on a hit, up to 10 total bonus damage. If the wielder is reduced to
Gladiator's Prizeblade 4,000gp Very Rare Weapon /u/gimme_some_sunshine
0 hit points, the blade dulls and loses its damage bonus in exchange for a -1
damage penalty. The bonus damage then accrues normally by slaying foes.
This is a short pole-arm resembling a Fauchard or Guan do, with an additional spike for
Glaive thrusting. It deals slashing damage when wielded in one hand and piercing damage 5gp Uncommon 4 lb. Weapon 1d6 Slashing - Versatile (1d8 Piercing) D&D Wiki
when wielded in two hands.
A 3’ diameter sealed glass sphere containing water and a live ornamental fish
Glass Sphere Mundane Treasure

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

A sparkling handful of raw gems. These convincing rocks are actually made of a river-tumbled glassy stone that is
Glittering Glass 0gp Mundane Treasure /u/gimme_some_sunshine
said to form from the aftermath of elemental turmoil.
This is a tiny jar of glitternight dust. (a narcotic)
Glitternight Dust 3gp Mundane 1 lb. Treasure

Globe of Invulnerability (It's a snowglobe. Not even the gods themselves can destroy it.)
Globe of Invulnerability Uncommon Wondrous Item
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

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

Glow stones
Glow Stones Mundane Treasure

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

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

Ring of a god
God Ring Uncommon n/a Ring

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


Gold Bracelet 25gp Mundane n/a Treasure DMG

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

A gold circlet set with four aquamarines.


Gold Circlet 2,500gp Rare n/a Treasure DMG

A jeweled gold crown of superb quality.


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

A small gold idol.


Gold Idol 750gp Rare 1.lb Treasure DMG

A solid gold jewelry box with a platinum filigree.


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

A charming golden locket with a painted portrait inside.


Gold Locket 25gp Mundane n/a Treasure DMG

Gold plated idols – possession = death penalty


Gold Plated Idols 160gp Rare Quest Hook PlatypusPal

A small gold ring set with bloodstones.


Gold Ring 250gp Uncommon n/a Treasure DMG

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


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

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

A necklace of large gold-and-platinum prayer beads, 12 beads in all. They project a WIS +2 You may choose one target within ten feet to be encapsulated in an opaque
feeling of safety and austere silence. sphere of white force. The target must have 100 or less current HP. When a target
Golden Halo 1,000gp Legendary Wondrous Item is captured in a sphere, a bead on the necklace will turn platinum. Once inside the /u/gimme_some_sunshine
sphere, time ceases to pass within it, effectively preserving the captive indefinitely.
The captives can be released at will.
An 8’ Golden horn
Golden Horn Common 1.lb Treasure

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

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

This mighty spear is favoured by centaurs.


Great Spear 75gp Common 8.lb Weapon 1d8 Piercing - Oversized (1d10), Thrown (20/60), Two-Handed D&D Wiki

This is a large greataxe, with a steel shaft and silver floating blade much like the
Greataxe of Blindness Telescoping Glaive. Upon raising this axe to swing the wielder suffers 1 minute of total 0gp Uncommon 10.lb /u/LittleDizzleDaGusha
blindness. A successful hit deals 1d14.
http://www.dandwiki.com/wiki/Grog_of_Susbtantial_Whimsy_%283.5e_Equipment%29 [8]
Grog of Substantial Whimsy Rare Potion

A thick, flesh-like leather vest adorned with occult symbols and human teeth. Parts of it Grants 12 AC +Dex. Undead creatures revere the bearer of this garment, and will
are ragged with wear, and it feels clammy to the touch. not attack you, unless they are in threat of being destroyed. A good-aligned
Hallowed Skin 5,000gp Legendary Armor character wearing this vest will become nauseous, and suffers fitful nightmares on /u/gimme_some_sunshine
any night after this has been worn, preventing them from benefitting from a long
rest.

Hammer Mundane 3 lb. Adventuring Gear PHB

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


Hammer of Thunderous Power Rare Weapon

A hand axe and belt sheath.


Hand Axe Common Weapon

Silver hand sized harp


Hand Harp Common Treasure

Hand Mirror 2gp Mundane n/a Treasure Uberbeard

A cloth tool-roll that contains six needles of varying thickness. A melody is embroidered While humming the melody inscribed in the roll, the needles will move very slowly
Harkol's Agonizing Instruments on the inside of the roll. 500gp Very Rare Wondrous Item and very accurately according to the user's will. It would not be possible to cause /u/gimme_some_sunshine
bodily harm to an unrestrained creature by using these.
A carved harp of exotic wood with an ivory inlay and zircon gems.
Harp 750gp Rare 80 lb. Treasure DMG

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


Harpy Feather Fan 15gp Common Treasure

Description needed.
Headband of Enslavement Rare Armor

At the end of a long rest, a Bard attuned to this item may perform a dancing ritual while
wearing it. That bard makes a Performance check. Each creature that watches the whole
Headdress of the Dawn Dancer ritual performance may replace their result for one attack roll, ability check, or saving Rare n/a Wondrous Item Scribnibbler21
throw with the result of the bard's performance check. The ritual performance takes 5
minutes to complete.
A small, heart-shaped token carved out of rose-colored sandstone, holding the mad soul
Heart Shaped Token of a princess who was trapped there by a sorcerer many centuries ago. Her body remains Uncommon Treasure
in the hidden royal sepulchers of her homeland, perfectly preserved by ancient magic.
A set of enhanced, heavenly armor. Powerful enough to protect and shield a hero on his
journey through the the world, or even beyond the Gates of Hell itself. These armors are
made for the most faithful and divine mortals and angels alike. Requires Attunement
Heavenly Armor Very Rare Armor Light, Medium or Heavy
While wearing this armor, you gain a +2 bonus to AC, you have advantage on all saving Lawful Good
throws against effects caused by fiends, and it creates an aura in a 5-foot radius around
you. Fiends in the aura have disadvantage on saving throws.
Potpourri with demon blood – invigorating & entrancing
Hell Scented Potpourri Common Treasure

Helm – cherubic infant embellishment, emits confusion spell at wil


Helm of Confusion Rare Armor

Helm of Unsurvivable A 'God-Helmet' that explained the universe when you put it on. It usually just fried your
brain though, small chance of enlightenment or instant death. Rare Armor
Knowledge
Bandage A person bandaged with this item will be unable to do anything for themselves
and will rely on others for everything. They will not remove the bandage until the wound
Helpless Bandage Wondrous Item
is healed

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

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

These start getting made after the party does something particularly heroic. Little cloth
dolls that look like party members, when squeezed, the caster spouts illusionary flames,
Hero Dolls Uncommon Treasure
the cleric spouts prayers "Praise Avandra!", the fighter has kung-fu action where he
swings his sword.
Concealed punching dagger-bracer 1d4 Piercing - Finesse, Light - Range: 20/60
When you attack and hit a creature that is surprised with this dagger, it must
Hidden Blade Bracer 200gp Common 2.lb Weapon
make a Constitution saving throw DC 18. On a failed save, the target takes an
extra 2d4 damage from your attack.
A dozen quality daggers in a rolled up rug.
Hidden Daggers Common 1 lb. Weapon 1d4 Piercing - Finesse, Light - Range: 20/60

A hollow glass sphere of surprising proportions – nearly three meters across. If it is


broken those nearby will catch the barest scent of alien perfumes, hinting at strange
Hollow Glass Sphere 1,000gp Rare Treasure
lands belonging to the ancient time when the sphere was first forged and air trapped
within it.
A reliquary containing the bones of an ancient holy man
Holy Bones Mundane Treasure

Holy Book 4gp Mundane 1 lb. Book Language: Common Uberbeard

Block of ice with ancient holy symbol


Holy Ice Symbol Mundane Treasure

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


Holy Sword of Pentorus Common Weapon
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

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


Holy Symbol Common Treasure

A wooden holy symbol.


Holy Symbol 25cp Mundane n/a Adventuring Gear Uberbeard

D3 vials of holy water


Holy Water Common Potion

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

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

A delicately carved hope chest of polished cherry wood. The box contains nothing but a
Hope Chest remarkably fine, gray sand drawn from some unknown locale. Beneath the new moon, Mundane Treasure
this sand glows a faint blue.
Horn Coral, which is also called night coral, is a deep black coral, similar to angel's skin
Horn Coral Gem save for its solid color. It is incredibly difficult to work with, and is used in jewelry as a 100gp Uncommon n/a Treasure BGII
polished twig or branch of material, or is cut cabochon.
This book peddles a philosophy of personal ascendancy and manipulation by charisma
alone. The authors and advocates of such tomes claim that, by drawing on the most
How to Win Friends and
recent theories in sociology and interpersonal psychology, it is possible to raise an 10gp Common 1 lb. Book Language: Common BGII
Influence People
individual's charisma by a single point. They're wrong, that can only be done by magic,
but what you read is your own.
Once per day this item grants one extra attack for it's user.
Hyperstone Rare Wondrous Item

Necklace The wearer of this necklace has a general feeling that he is safe. The opposite is,
Ill-Fated Necklace in fact, the case. Any time something bad happens to the group, the wearer of this Wondrous Item
necklace bears the brunt of the misfortune
This flat iron rod has a button on one end. You can use an action to press the button,
which causes the rod to become magically fixed in place. Until you or another creature
uses an action to push the button again, the rod doesn't move, even if it is defying
Immovable Rod Uncommon Rod
gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to
deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving
the fixed rod up to 10 feet on a success.
Inhalation herbs & essences
Inhalation Herbs & Essences Mundane Treasure

Ink Mundane n/a Treasure Uberbeard

Iol is actually short for Iolite (cordierite), although a common nickname is "violet stone"
even though its overall hue is usually blue. Iols are usually cut into faceted gems to best
Iol Gem display the stone's color change as it is viewed from different directions. Small, cut iols 50gp Common n/a Treasure BGII
can be clear, but larger specimens usually contain silky inclusions of another substance
such as hemitite crystals, which give the same rich golden flash of color as in sunstones.
An iron belt buckle that's beginning to rust.
Iron Buckle 3cp Mundane n/a Treasure Uberbeard

An iron earring. Missing it's twin.


Iron Earring 10cp Mundane n/a Treasure Uberbeard

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

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


Iron Spike 35cp Mundane 1 lb. Treasure Uberbeard

An iron torc with six small silver figurines: A hare, a horse, a spear, a wolf’s head, a
Iron Torc simple circle, and an oak tree. (9gp) Mundane Treasure

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

A bejeweled ivory drinking horn with gold filigree.


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

A small sack containing 32 carved ivory mice


Ivory Mice Common Treasure

Whale ivory leg prosthetic


Ivory Peg Leg Mundane Treasure

A carved sculpture of jungle animals on an ivory tusk.


Ivory Statuette 250gp Uncommon 2 lb. Treasure DMG

A transparent fiery orange gem variety of Zircon.


Jacinth 5,000gp Very Rare n/a Treasure DMG

A small collection of antique Jade buttons.


Jade Buttons 100gp Uncommon n/a Treasure DMG

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

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

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

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

A telescope of jade and banded with bloodstone. A character looking through the
Jade Telescope telescope sees not the world around them, but a strange, alien panorama which – Uncommon Treasure
nonetheless – follows the motions of the telescope.
A small steel shield, triangular, emblazoned with a griffon device in red on a field of gray.
Jallak's Shield This battered shield is inscribed on the interior with the words: “May this shield be your 7gp Common Armor
protection in battle, Jallak. Honor the Galbrand name.”
A jar containing six eyeballs (2 human, 1 goblin, 1 ogre, 1 worg, and 1 hawk) in a clear
Jar o' Eyeballs liquid. 2gp Mundane Treasure

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

½ of jerked meat
Jerked Meats Mundane Treasure

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

Jewel encrusted sarcophagus – mummy inside


Jewel Encrusted Sarcophagus Uncommon Treasure

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


Jewel Wood Common Treasure

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

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

A 35 lb keg of iron nails


Keg o' Nails Mundane Treasure

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

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

Knife vest – holds 1d12 knives!


Knife Vest Common Armor

Lantern Mundane 1 lb. Adventuring Gear Uberbeard

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

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


Large Bronze Bell Common Treasure

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

A large snow globe, with a study base of polished oak, depicting a small farmhouse in the
midst of a forest clearing. Shaking the globe causes the snow to gently fall, and as it does
Large Snow Globe Uncommon Treasure
miniature figures exit the house and begin performing chores about the farmyard. The
figures return to the house as the last flake falls.
Rocks stuffed with lava
Lava Rocks Uncommon Treasure

Satchel of gold painted lead coins.


Lead Coins 10cp Mundane 1 lb. Treasure
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

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


Leather Bag of Dragon Scales 30gp Common Treasure

Leather Quiver Mundane 4 lb. Treasure Uberbeard

Leather Satchel Mundane 1 lb. Treasure Uberbeard

This is a rack of weapons, armor, books, wands, whatever you desire. It holds anywhere
from 3-6 items, each usually magical in nature. Each can be examined visually and by a
Leomund's Loot Rack Detect Magic spell. However, as soon as one is touched, the others disappear—never to 0gp Uncommon 300.lb /u/LittleDizzleDaGusha
be found again. Multiple items cannot be removed at once. Optionally a password could
dispel the magic, allowing all items to be removed.
Pulsating organ of leviathan (is sack/cloth)
Leviathan Organ Common Treasure

A large tome which details advanced techniques in the field of potion making. It's dust
Libatius Borage's Advanced
cover is a little tatty but the pages inside have kept well and it still has plenty of life left 30gp Common 1 lb. Book Grants advantage to Alchemy checks. Language: Common Uberbeard
Potion Making
in it.
Fossilized skull of lich-arcane power source
Lich Skull Common Treasure

Plain, but exceptionally clean chainmail that feels light, and always cold. Grants 13 AC +Dex. If the bearer tells a lie, the armor will fall into hundreds of
Links of Truth 1,250gp Very Rare Armor /u/gimme_some_sunshine
metal rings. If the lie is redeemed, the armor will reassemble itself.
A bright red hooded cape sized for a child, spattered with dried blood.
Little Riding Hood 1gp Mundane 1 lb. Treasure

The Longsword of Balanced Sums. Functions exactly like a generic +2 Longsword...


Longsword of Balanced Sums except when you crit miss. Then it heals the target for half its max hit points. Uncommon 5 lb. Weapon

A sizeable cut diamond with bluish tint. Whenever this diamond is sought, it has a DC 12 to be found. If it is not found, it is
Lost Diamond 500gp Rare Treasure /u/gimme_some_sunshine
in the ethereal plane, and remains there for 30 minutes until reappearing.
You must have this item with you for 24 hours for it to become attuned to you. Once
Lucky Coin attuned, you may choose the result any time it is flipped, regardless of who actually flips Uncommon Wondrous Item Requires Attunement
it. Possible commands include heads, tails, and edge.
Once an encounter, the player can choose to roll a d20 and use that as their base AC
Lucky Dodge Belt instead of 10. Player must take the value of the roll. Uncommon 3 lb. Wondrous Item

Lynx eye is a specific type of labradorite (a feldspar gemstone). Labradorite as a class of


stones is pale to dark gray and has patches of colored reflections. This "flash" is most
Lynx Eye Gem 10gp Mundane n/a Treasure BGII
commonly blue but can be of all shades. "Green Flash" labradorite is called lynx eye in
the Realms.
Lynx eye is a special type of labradorite. It is pale to dark grey and has patches of
Lynx Eye Gem coloured reflections. This "flash" is most commonly blue but can be of all shades. "Green 10gp Mundane n/a Treasure Baldur's Gate
Flash" labradorite is called Lynx Eye in the local regions.
Litmus magic paper: This paper can be used as a standard action by rubbing it on an
Magic Litmus Paper object. It either detects no magic and can be used again, or changed color and brightness Uncommon Wondrous Item
to reflect the school(s) and strengths of magic on the object.
Someone used this to get married
Magical Ring of Engagement Mundane n/a Ring

A viscous potion in a clear glass bottle. It is uncomfortably hot to hold, and glows a faint When you drink this potion, make a constitution saving throw with a DC of 14. If
orange in darkness. you fail the save, you painfully vomit the substance, and suffer 2d6 fire damage.
Magmatic Elixir 150gp Rare Potion Otherwise, you gain the ability to breath fire for ten minutes. Breathing on /u/gimme_some_sunshine
enemies deals 2d6 + your current level in damage to foes in a 15 foot line, and
ignites flammable objects.
Self-guided grappling hook - +10 to ranged attack roll for aiming
Magnetic Grappling Hook Rare Wondrous Item

Magnifying Glass 2gp Mundane n/a Treasure Uberbeard

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


Malachite Bracelet Mundane Treasure

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

A large bronze wardrobe, banded in steel, which contains Violet Fungi (hp 15) and a
Malivar's Wardrobe human body with rotting noble’s clothing, a rusty dagger, and a thin platinum bracelet 75gp Common Treasure
set with a moonstone.
This tome has been bound in iron plates, giving the sense that it could take a real beating
Mallius Metallius, A Layman's
if needed. It's been well kept, however, and inscribed in the front is the title, "Mallius 30gp Common 1 lb. Book Language: Common Uberbeard
Guide to Metallurgy
Metallius" with the subtitle, "A Layman's Guide to Metallurgy".
Malluf's Not-Quite-Full, Not- Near-Empty-Ever-Full One Arrow Quiver – always only 1 arrow, will reappear after
being shot. Rare Wondrous Item
Quite-Empty Quiver
A sword of truly mammoth proportions. Resting within a chamber more than thirty
Mammoth Sword meters long, the sword stretches from one end to the other. Whatever creature was Common Treasure
meant to wield this mighty weapon would truly stagger the imagination of a dragon.
A mask carved to look like the face of a man, but which has been fitted for something
Man Mask wholly other. Mundane Treasure

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


Manticora Branding Iron 100gp Common Treasure

An embroidered silk and velvet mantle set with numerous moonstones.


Mantle Set 2,500gp Rare 5 lb. Treasure DMG

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

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

A typical manual of quickness of action provides the reader with a wide variety of tips
and pointers regarding the motion and coordination of one's hands and feet. This small
Manual of Quickness of Action 10gp Common 1 lb. Book Language: Common BGII
tome is much in demand by people from many walks of life, including rogues wishing to
improve their slight-of-hand and paladins wanting to perfect their thrust and parry.
A masquerade mask crafted of leather and peacock feathers.
Masquerade Mask 12gp Common Treasure

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


Masterpiece Painting 2,500gp Rare 10 lb. Treasure DMG

With an elegant hinged case of black onyx, the characters find a set of masterwork
gaming darts. Although useless for combat, the darts will give a +2 skill check bonus to
Masterwork Gaming Darts Common Treasure
anyone using them to play a game of darts (due to their superb balance and
construction).
Within a wooden box carved with pastoral scenes lies a leather purse, and within the
purse are a handful of seeds. If these seeds are planted, they will take root and grow into
Matroshka Seeds 100gp Common 1 lb. Treasure
plants of unnatural shape, hue, and life unlike anything seen upon this world, and
operating by utterly alien principles.
A stone table in the midst of the wilderness which is, nevertheless, always filled with a
Meal Table fresh meal whenever travelers come across it. Uncommon Wondrous Item

Mechanical mice which run through the walls of an ancient keep. They have done so for
longer than written record can attest. They seem to be a benign presence – lacking even
Mechanical Mice the slightest pestilent qualities of their flesh-and-blood counterparts – and have become Mundane Wondrous Item
an accepted presence here. Who their creator was, how they are fueled, and what
purpose they serve (if any) are mysteries which may never be solved.
Once per day, swift. remove AC of target granted by armor, last one turn. user takes
Medallion of Courage penalty to AC equal to target for same duration. Uncommon Wondrous Item

A cabinet containing 24 glass jars of various medicinal herbs


Medicinal Herbs 60gp Common Treasure

This magical book has no discernable writings on the outside, or on any page. As soon as
it is opened up, ask the player for the first three skills that come to mind. As soon as they
tell you, the first page of the book becomes a table of contents with three chapters. The
Menesta's Book of Stored Skill 950gp Uncommon 2.lb /u/LittleDizzleDaGusha
names of the chapters are the three skills they mentioned. Turning to the page of a skill
chapter causes the book to disappear in a colored burst of light—and leaves the user
with a permanent +1 rank to said skill. If their ranks are maxed out, the book is wasted.
A merchant’s leather case containing a selection of twenty well-made daggers of varying
Merchant's Dagger Box designs. (2gp each) 80gp Uncommon 22 lb. Weapon 1d4 Piercing - Finesse, Light - Range: 20/60

2 oz bottle of mineral oil


Mineral Oil 4gp Common n/a Treasure

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


Minting Tools 400gp Uncommon Treasure

D3 sprigs of mistletoe
Mistletoe 10gp Mundane Treasure

Mithril is a light, flexible metal. A mithral chain shirt or breastplate can be worn under
Mithral Armor normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) 800gp Uncommon 20 - 60 lb. Armor Medium, Heavy (Not Hide) DMG
checks or has a Strength requirement, the mithral version of the armor doesn't.
A black leather collar, stiff from wear and riddled with bite marks. While wearing this collar, you are unable to speak. At most, you may utter grunts
Mongrel Collar 75gp Rare Wondrous Item /u/gimme_some_sunshine
and yelps like a dog.
Moonbar is a pearly white, opaque gemstone, usually pale blue with green and gold
Moonbar Gemstone mottling. Related in type to fire and black opals, but is only slightly more common. 375gp Uncommon n/a Treasure BGII

Moonstone is an opaque, white feldspar gem polished to a bluish sheen. Old legends say
that the sight of a moonstone would cause a lycanthrope to revert to his animal form.
Moonstone Whether or not this is true is unknown as anyone close enough to find out apparently 50gp Common n/a Treasure DMG
hasn't lived to tell the tale. However moonstones have been used in spells that effect this
particular curse.
A dagger sheath of bronze, set with a small moonstone.
Moonstone Sheath 10gp Common 1 lb. Treasure PlatypusPal

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

A beautiful moss agate gem. It is a translucent pink with a mossy gray texture.
Moss Agate Gem 10gp Mundane n/a Treasure DMG
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

Two peanut-sized balls of moss sit atop gnarled wooden knobs. Placing one of them in
each ear causes total deafness—or total hearing protection, whichever your preference.
Moss Earplugs The player cannot hear anything, and must succeed on a DC 16 Will save to speak a 45 ea Uncommon n/a /u/LittleDizzleDaGusha
single sentence comprehensibly. However, they are totally immune to all sonic attacks
and songs and can fall asleep extremely well. The earplugs can be removed at will.
A gold-rimmed cobalt locket inscribed with draconic runes. Inside is a small replaceable Requires attunement by someone of female sex. While wearing this magical item,
portrait. the wearer gains the following benefits:

Whenever the wearer has to make a death saving throw, they can roll a 1d4 and
add the rolled number to the total. This bonus is 1d4+2 if the wearer is pregnant.
Mother's Love 1,250gp Very Rare Wondrous Item /u/BrainBlowX
The wearer can choose to turn a death saving throw roll into a critical success, but
the locket's magic then fades for one full year. The locket can be restored if
specifically targeted by a Greater Restoration spell after one month. The wearer
has advantage on Charisma-based skill checks and saving throws against
individuals of early childhood.
A staff that could change into a hammer and give him extra strength while it was in that
Mr. Hammer's Crazy Staff mode. Wondrous Item

An ornate golden music box.


Music Box 2,500gp Rare 3 lb. Treasure DMG

A mysterious ornamental club hammer of dwarf origin, only someone with extensive Glows when a mimic is near and occasionally at random.
knowledge of weapons or magic (Eg. Blacksmith, Enchanter, etc) can discover its true Instantly kills disguised mimics, forces undisguised mimics to return to hidden
meaning. form.
Mysterious Dwarven Club 1d3 Bludgeoning Damage.
2,700gp Very Rare 4lb. Weapon Kokkusu
Hammer
[Before it is discovered what this item does, the PC knows that it does 1d3
Bludgeoning Damage and glows sometimes, other effects are still present yet the
PC is not to be aware of them until true meaning is discovered]
An age-worn ivory figurine, which, nonetheless, bears an uncanny resemblance to a
Mysterious Ivory Figurine young woman the characters have just met. Treasure

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


Navigational Calculator Treasure

Black leather saddle with streaks of red through the leather itself. A small amount of You can use an action to place this saddle on the corpse or skeleton of a Large
black smoke emanates from the saddle when it is holding still. creature and animate it as an undead mount. The undead creature's bones shift as
necessary to create something similar to a warhorse skeleton (MM 273), which
Necromancer's Saddle 2,000gp Rare 30.lb Wondrous Item /u/gimme_some_sunshine
follows your mental commands as long as you are riding it. The effect lasts until
you remove the saddle, or until the next dawn. When the effect ends, the undead
creature crumbles into dust.
An unused fishing net made out of spun mammoth hairs.
Net 50cp Mundane 3 lb. Treasure Uberbeard

Neverfull Waterskin (It's always half empty.)


Neverfull Waterskin Wondrous Item

A small pouch of tiny dry seeds that leave black soot on your fingers and smell of Throwing these seeds causes shadowy ravens to appear from thin air to invade a
pungent incense. 15 ft area. The ravens create a cloud of inky soot that grants full cover to the
Nevermore Seed 350gp Very Rare Potion /u/gimme_some_sunshine
affected area. The affected targets also take 2d6 damage at the beginning of each
turn each turn inside the area. Lasts 1 minute, the pouch contains 5 handfuls.
The silver hilt of a sword with a grip of black leather. The blade is missing, or never
New Year's Sword existed to begin with. One night per year, however, on the eve of the new year, the hilt is Weapon
possessed of a ghostly blade – allowing it to perform its duties as a sword once more.
A common looking pipeweed, which smells only a little sweeter than the most common Smoking this pipeweed causes a brief feeling of relaxation and elation. A few
varieties. Close inspection reveals occasional black burrs mixed among the leaves. minutes in, however, the experience falls into terror. The smoker will hallucinate
Nightmare Pipeweed 150gp Rare Potion that they are being pursued by a nightmarish figment that is never fully visible. /u/gimme_some_sunshine
The pursuer will never actually reach them, but if the smoker fails a wisdom check
of DC 15, they will be compelled to flee in a random direction for ten minutes.
A foot-high bronze statuette of a pair of entwined nymphs, dancing.
Nymph Statuette 8gp Treasure

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

A charm of twisted black obsidian. Touching the charm unleashes strange, ghostly
Obsidian Charm visions from a strange and alien world – utterly different in every particular, but eerily Wondrous Item
similar to our own world in its broad scope and form.
An obsidian figurine of a dolphin which is always wet to the touch.
Obsidian Dolphin Treasure

A small opaque black gem.


Obsidian Gem 10gp Mundane n/a Treasure DMG

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


Obsidian Statuette 750gp Rare 2 lb. Treasure DMG

A flask of oil suitable for use in a lantern. Enough to last for 48 hours. As an action, you
can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20
feet, shattering it on impact. Make a ranged attack against a target creature or object,
treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the
Oil target takes any fire damage before the oil dries (after 1 minute), the target takes an 50cp Mundane 1 lb. Adventuring Gear Uberbeard
additional 5 fire damage from the burning oil. You can also pour a flask of oil on the
ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil
burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends
its turn in the area. A creature can take this damage only once per turn.
D6 oily rags
Oily Rags Treasure

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

Within a rotten pouch found upon the body of a long dead soldier is a parchment with an
Old Guard's Note unbroken seal. If the seal is broken and the message read, it warns its would-be recipient Quest Hook
to guard against an eminent betrayal.
A ragged old hat with a moth eaten brim.
Old Hat 3cp Mundane n/a Treasure Uberbeard

An old pouch. Works as any pouch might, but it has a hole in it.
Old Pouch 15cp Mundane n/a Adventuring Gear Every day, player loses 1d4 of whatever is stored in the pouch. Uberbeard

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

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

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


Old Wheelbarrow Mundane Treasure

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

A translucent pale blue Opal with green and golden mottling.


Opal 1,000gp Rare n/a Treasure DMG

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

This appears to be a cookbook written by an unnamed Orc. It has some insightful notes
on how best to cook Owlbear and a rather unpleasant section on what spices go well
Orcish Cookbook 5gp Common 2 lb. Book Language: Orc BGII
with human flesh.

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

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

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

214. A rapier in an ornate, electrum-trimmed steel scabbard worked in swirl-


Ornate Rapier patterns. (Rapier: 20gp, Scabbard: 45 gp) Weapon

An ivory and copper smoking pipe with stale tobacco inside.


Ornate Smoking Pipe 4gp n/a Treasure

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

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

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

A spare bit of parchment.


Parchment 35cp Mundane n/a Treasure Uberbeard

Pearls consist of layers of aragonite agonizingly formed around a bit of grit or other
irritant inside oysters and other mollusks. The resulting pearl has a rich, deep luster.
Pearl 100gp Uncommon n/a Treasure DMG
Most of the pearls in the realms are white, however there are varieties that are much
more rare such as rainbow and black.
A necklace string of small pink pearls.
Pearl Necklace 2,500gp Rare n/a Treasure DMG

A circular Peridot of rich green colouring with milky inclusions.


Peridot Gemstone 500gp Rare n/a Treasure DMG

A damp rag which carries a faint musty smell.


Permanently Damp Rag Wondrous Item Can be wrung out infinitely to produce foul tasting water.
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

The sapling of a young tree. Within a few minutes it will have grown into a wizened oak.
Perpetual Tree A few moments more and the tree slowly fades from existence as a young seedling Wondrous Item
pushes up from the ground and begins the cycle anew.
This is a small brass whistle, shaped like the head of a horse and stained with age. When
the whistle is blown an extremely high-pitched note is emitted, summoning a magical
Phamea's Pocket Steed steed that serves just like a Heavy Warhorse. It will stay until the whistle is blown 4,600gp Very Rare n/a /u/LittleDizzleDaGusha
again—at which time it unsummons. However, if the horse is slain, its body disappears,
and the whistle will never emit a sound again.
A viscous, golden liquid inside of a corked glass vial. After drinking the potion, you are compelled to speak first in every conversation
and become unable to say anything which is not a deliberate and blatant lie. You
believe the lies yourself [and reality itself can alter in minor ways, as determined
Philter of Blave 1,000gp Rare 1 lb Potion by the DM, to reflect what you say. Your lies cannot place yourself or any other /u/gimme_some_sunshine
creature in immediate physical harm]. For the duration of the effect, you
automatically succeed on saving throws against any spell or effect which would
compel you to speak the truth. These effects last for 1 hour.
Ash of phoenix in necklace choker – instant revive to wearer (takes 10 rounds/1 minute)
Phoenix Choker Wondrous Item

"Phoenix Egg" from a peddler in the City of Brass. After consulting with a few scholars,
Phoenix Egg he later found that (at least in my world lore) Phoenixes are born of primal energy and Potion
not hatched, and that he had in fact purchased a very large jar of Alchemist's Fire.
Potion 3: Phoenix Restorative. The next time the drinker is reduced to 0 hit points, they
deal area fire damage, and return to full health, only happens once. The player has no
Phoenix Restorative Potion special knowledge this is true, but the flavor of the draught burns their throat but leaves Potion PlatypusPal
them feeling oddly optimistic. Fire damage dealt should be based on circumstance, but if
you can get away with lots, it'd be the most fun.

Pick Axe 5gp Mundane 10 lb. Treasure Uberbeard

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

268. Pie bombs


Pie Bombs Wondrous Item

A piglet.
Piglet Treasure

A thick, velvety flower petal of pastel pink and flecks of red. It leaves a fragrant, pleasant Placing the petal over a wound causes it to meld with flesh, restoring half of the
Pink Nayla Petal dust on your fingertips. 200gp Very Rare Potion subject's maximum hit points. The recipient's skin color will permanently change /u/gimme_some_sunshine
to a pastel pink wherever this is applied.
A platinum bracelet set with a sapphire.
Platinum Bracelet 2,500gp Rare n/a Treasure DMG

A jeweled platinum ring.


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

A classic 52 card set of playing cards.


Playing Cards 50cp Mundane n/a Treasure Uberbeard

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

Refillable curved poison dagger


Poison Dagger 1 lb. Weapon 1d4 Piercing - Finesse, Light - Range: 20/60

Pouch of poisoned throwing needles (see dagger damage & dart range)
Poisoned Throwing Needles Weapon 1d4 Piercing - Finesse, Light - Range: 20/60

The potions are a polymorphed group of famous heroes transformed into oozes. Anyone
Polymorphed Adventurers
with the ability to communicate telepathically are able to speak with them (and probably Quest Hook DangerousPuhson
Potions
help them get back to normal).
One hundred and sixteen 3” white porcelain discs, each has a 1 ounce knob of electrum
Porcelain Discs embedded in its center Treasure

A foul smelling liquid that shifts between bright red and burgundy as it swirls around it's User gains 1d2 HP per level and will regenerate 1d2HP per round.
Potion of Extra Health flask. Potion
The effect is lost the next time the drinker goes to the toilet.
169. Potion of false bluff: drinker of the potion perceives that they are an amazing
Potion of False Bluff liar. They believe that every bluff, diplomacy, and intimidation check they make for the Potion
next 1d4 hours succeeds, whether it does or not.
1d4 rounds after drinking this potion target produces the illusions of his/her innards
Potion of Harmless Flaying becoming outards for 1d6 minutes. The illusion is entirely intangible, but nonetheless Potion Sherwood Bosco
real looking.
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points.
Potion of Healing Drinking or administering a potion takes an action. 50gp Common 0.5 lb. Potion PHB

Potion of Lycanthropy A thick green potion in a small clear bottle. Closer examination reveals silver particles Drinking this potion will prevent you from being cursed with lycanthropy.
suspended in the liquid. 1000gp Very Rare n/a Potion D&D Wiki
Immunization Effective for one day.
Potion of purple ooze: Turns drinking player into an ooze for 1d8+1 days. You can make
Potion of Purple Ooze up stats for purple ooze creature. Potion

Inside this strangely shaped vial swirls a blackish purple liquid. When used it will
randomly and instantly teleport the user to a free spot up to 50 feet away. This includes
Potion of Sudden Translocation Very Rare n/a Potion Teleport to a random spot up to 50 feet away. One use only. D&D Wiki
through walls, into pits and between floors. However the potion will not work if you are
otherwise prevented from teleporting either by Dimensional shackles or other by means.
Potion of Temporary Bottle with a liquid with rainbow colors. When you drink it you automatically succeed on
death saving throws for one hour. Legendary n/a Potion PlatypusPal
Immortality
A fragrant bowl of potpourri.
Potpourri 5cp Mundane 1 lb. Treasure Uberbeard

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

A large carry pouch made from the skin of a monkey. Inside are 1d6 Potions of Healing. You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid
Pouch of Healing Potions 50gp Common 0.5 lb. Potion Uberbeard
glimmers when agitated.
A large carry pouch made from the skin of a monkey. Inside are 1d6 Potions of Greater You regain 4d4 + 4 hit points when you drink this potion.
Pouch of Healing Potions Healing. 300gp Uncommon 0.5 lb. Potion Uberbeard
The potion's red liquid glimmers when agitated.
A large carry pouch made from the skin of a monkey. Inside are 1d6 Potions of Superior You regain 8d4 + 8 hit points when you drink this potion.
Pouch of Healing Potions Healing. 750gp Rare 0.5 lb. Potion Uberbeard
The potion's red liquid glimmers when agitated.
A large carry pouch made from the skin of a monkey. Inside are 1d6 Potions of Superior You regain 10d4 + 10 hit points when you drink this potion.
Pouch of Healing Potions Healing. 1,000gp Very Rare 0.5 lb. Potion Uberbeard
The potion's red liquid glimmers when agitated.
A small brown pouch that smells faintly musty. Inside it are 1d4 colourful mushrooms
that are unrecognizable, even to a particularly knowledgeable alchemist or naturist. If
If eaten, each mushroom will increase the consumer's size to one greater than it
Pouch of Mushrooms determined, a painstaking delve through a herbalists library might identify the 0gp Uncommon 1 lb. Wondrous Item Uberbeard
currently is for an hour.
mushrooms as "sub-space mushrooms" in a madly written diary of a man claiming to be
a deposed king called Cooper.
A gray powder that when thrown vastly increases speed and creates many small holes in
Powder of Piercing the target 100-10,000gp Very Rare 0-2 lb. Weapon asdf3011

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

The tiny figurine of a fertility goddess, carved from a rare, fist-sized pearl. Found deep
beneath the surface of the earth, for two weeks after it is brought to the surface any
Pregnancy Figure woman touching the figurines will become pregnant. After the two week period has Wondrous Item
expired, the figure will never work again (or until returned to its original spot for 1d12
months).
A human skeleton in rotted priest’s robes wearing a ring and necklace. (Electrum ring:
Priest Skeleton 4gp Silver necklace: 3gp) Treasure

This cursed item hovers just behind whoever it is attuned to, generating startling sounds
Prism of Paranoia and lights at random intervals. A character attuned to the Prism of Paranoia cannot sleep Rare n/a Wondrous Item Scribnibbler21
or benefit from long or short rests, but has +10 to passive Perception.
A goblin skull that has been dipped in molten copper. (1gp)
Prism's Copper Goblin 1gp Treasure

An elegant puppet theater. Although its wood is brightly polished and the red of its satin
curtains is bright and fresh, the hand-painted sign upon its front (reading “The
Wondrous Show of Punch and Judy” in carnival lettering) is chipped and faded. If the
Puppet Theater Wondrous Item
curtains are opened (using a set of finely woven pulley ropes which lie inside the
theater), the puppets – stored in a concealed compartment “backstage” – will come to life
and perform elaborate shows of their own volition.
A miniature model of a pyramid, which glows a faint blue. If a deceased creature of
Pyramid Model Diminutive or Fine size is placed beneath the pyramid, they will be reincarnated in 1d20 Wondrous Item
hours. The pyramid can manifest this ability once per lunar month.
This axe appears to be like any other felling axe, but when used it will unerringly cut
Quelling Axe down any tree with one swing. Wondrous Item Requires Attunement DOTA2

In a worn and decaying wall of mud bricks, a single black brick – polished and perfectly
Quicksilver Surprise preserved – stands out in stark contrast. If the brick is pried out and broken open, it will Treasure
reveal a quicksilver core.
A lucky rabbit’s foot which hangs from a golden chain. Although separated from the rest
Rabbit's Foot of the rabbit, the foot magically lives on: It will respond to touch, bleed if injured, and so Treasure
forth.
An cherrywood cloak that repels water perfectly. This cloak may be spread like a blanket over open water. When it is, it can support
Rafting Cloak 550gp Rare Armor up to 300 lbs as a raft, staying perfectly buoyant and supportive even in /u/gimme_some_sunshine
moderately choppy conditions.
½ of raisins
Raisins Treasure

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

Random monster taxidermy


Random Monster Taxidermy Treasure

A pair of pole mounted fans made of giant raven feathers


Raven Feather Fans Treasure

A pen made from a raven’s feather. Through some magical means it writes continuously
Raven Pen from an inexhaustible supply of golden ink upon whatever piece of parchment may be Wondrous Item
near by.
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

A life-size basalt statue of a raven.


Raven Statue 25gp Treasure

Re-animation bomb
Reanimation Bomb Wondrous Item

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

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

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

This armor is Leather Armor with heavy rings sewn into it. The rings help reinforce the When you are hit by a melee or ranged attack while wearing this armor, you can
armor against blows from swords and axes. Three rings across the chest are made of use your reaction to wish that you hadn't been hit. The attack deals no damage,
Ring Mail of Three Wishes 1,500gp Rare 40.lb Armor Requires Attunement /u/gimme_some_sunshine
brilliant gold that sheds dim light similar to daybreak. but the armor class provided by the armor decreases by 1. After the third wish, the
armor's rings vanish and it becomes nonmagical leather armor.
This ring will appear to be a Ring of Good Luck without an appraise check of 25. It
Ring of Bad Luck actually imbues the wearer -1 on all saves and is not removable for a full day without 20gp n/a Trap
removing the enchantment.
Cursed. Once attuned, the wearer of this ring cannot take it off and is forced to
Ring of Contrariness Rare n/a Wondrous Item disagree with any idea, statement or action. On top of that, the wearer is also Requires Attunement 2nd Ed.
forced to resist any attempt to remove the curse.
A silver ring, encrusted with a small topaz. Upon wearing it on their finger, the wearer
Ring of Dubious Might feels incredibly strong and confident. However, entering combat, their confidence 20gp Uncommon n/a Ring Jacos
immediately dissipates, leaving them terrified.
Ring of Fake invisibility.
Ring of Fake Invisibility Ring

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

Ring of Sustenance – require no food/water/rations


Ring of Sustenance n/a Ring

If worn on a hand, the entire arm will vanish. It will return after 24 hours have elapsed.
Ring of the Adventurous Limb Roll a d10: 1 - tattoo on arm, 2 - arm injured, 3 - gained a ring, probably a wedding ring, 4 Ring
- ring missing, 5-10 - nothing special. It will have a similar effect on legs.
A stone that has been worn down to a smooth finish. Probably from a river bed.
River Stone 0gp Mundane n/a Treasure Uberbeard

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

Collection of documents with traces of royal bloodlines


Royal Documents Quest Hook

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


Ruby 5,000gp Very Rare n/a Treasure DMG

Rust-dust Bomb – metallic eating dust


Rust-Dust Bomb Wondrous Item

A sack of prized flower bulbs


Sack of Flower Bulbs Treasure

Receipt for delivery of slaves


Sales Receipt Quest Hook

Salve of Silence – armor improving sound nullifier


Salve of Silence Wondrous Item

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

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


Sarcophagus 7,500gp Very Rare 50 lb. Treasure DMG

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

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

Package of d6 sausages
Sausages Treasure

Saw Mundane 4 lb. Treasure Uberbeard

A quarry of 20 Screaming Arrows – intimidate/fear check


Screaming Arrows Wondrous Item

Nigh-indestructible scroll case – leviathan ivory, jewel encrusted, demon paintings on


Scroll Case side – scraps of scroll inside Treasure

Scroll Case Mundane 1 lb. Treasure Uberbeard

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

This weapon is inspired by the common farming implement used to cut swaths of grown
hay, but it has a straight handle and a heavier blade. Despite its humble origins, the
Scythe 5gp Common 5 lb. Weapon 2d4 Slashing - Heavy, Two-Handed D&D Wiki
scythe is recognized as a symbol of death in many cultures because of its use in reaping.

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


Sea Shell Coil Treasure

A single, elegant seaglass colored earring made of clear glasslike material. Its exact shape The attuned bearer of this earring may cast the "Control Water" spell once per
changes slowly over time, shifting from one watery artful shape to another. day, using Charisma as their modifier. The bearer may also take an aqueous form
Seaglass Earring 5,000gp Legendary Treasure /u/gimme_some_sunshine
once per day, becoming immune to nonmagical damage, gaining a swim speed of
60 ft, and may effuse through pinhole openings for up to 1 minute.
Seimai's Guide to Healing A relatively small compendium of information about healing tonics.
20gp Common 1 lb. Book Grants advantage to Medicine checks. Language: Common Uberbeard
Tonics
extra planar/dimensional transport/escape to pocket dimension with
Self-Incinerating Pellets scrying/teleportation stone/orb Wondrous Item

This sentient dagger attempts to help anytime it's owner tries to sneak by whistling
Sentient Dagger of Sneaking inconspicuously. For some reason it seems to have been discarded. 300gp Uncommon 1 lb. Weapon 1d4 Piercing - Finesse, Light - Range: 20/60 Uberbeard

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

A set of golden cups, each set with emeralds.


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

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

Shandon is another name for natrolite; its slender, colorless crystals yield tiny faceted
Shandon Gem gems used often in veils and robes in order to capture the beading effect of water 90gp Common n/a Treasure BGII
glistening upon the material.
Studded leather armor made from sharkskin set with iron disks. (44gp)
Sharkskin Armour Armor

A high quality sharpening stone


Sharpening Stone Adventuring Gear

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


Shell Paste Lotion Potion

A tough metal shield with a large stud in the center. When running to a target from at least 20 feet. The target must make a
Shield of Bashing Rare Weapon Constitution saving throw of 14 or be knocked prone. Following attacks would Brendan M
then have advantage.
Shrunken head with command word – 1 ray spell per hour
Shrunken Head Wondrous Item

A leather string holding 11 silver shuriken.


Shurikens 12gp Weapon
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

A large signet ring of gold, worked with a unicorn crest. Any commoner who dons the
ring will suddenly discover its metal heated to unbearable levels – causing one hit point
of damage per round. However, anyone with noble blood (however slight), or destined to
become a noble at some point in the future, who does the same will suffer only a
Signet Ring of Gold n/a Ring
momentary flash of pain (with an accompanying 1 hp of damage). They will find that the
unicorn crest has reshaped itself to their own heraldry, which has also been branded in
miniature form upon the back of the finger. From this point forward, they can put on or
remove the ring at will without any further ill effects.
This silk handkerchief is embroidered with a pale pink pattern.
Silk Handkerchief 25gp Mundane n/a Treasure DMG

A long silk robe with golden embroidery.


Silk Robe 250gp Uncommon 4 lb. Treasure DMG

A simple but finely made silver and gold brooch.


Silver and Gold Brooch 750gp Rare n/a Treasure DMG

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

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

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

A silver chalice set with moonstones.


Silver Chalice 750gp Rare 1 lb. Treasure DMG

A large jug with a wide mouth coated in silver.


Silver Ewer 25gp Mundane 1 lb. Treasure DMG

A small silver ring shaped from the circle of Captain Wellby's hat. DEX +2 Activate to slip between dimensions - for one minute you can choose to be
Silver Halo 2,000gp Legendary Wondrous Item invisible, ghostly or fully real. You can move through objects at will, and can still /u/gimme_some_sunshine
affect the material world.
73. A silver hand mirror with mother-of-pearl backing. (28gp)
Silver Hand Mirror 28gp 1 lb. Treasure

This silver necklace has a gemstone pendant.


Silver Necklace 250gp Uncommon n/a Treasure DMG

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

A light silver platter, 6 inches in diameter, etched with ornate feathers. Anything placed on this platter has no weight whatsoever. The item must be fully
Silver Platter of Feathers 1,250gp Rare Wondrous Item supported by the platter and regains its weight over 1 second after leaving the /u/gimme_some_sunshine
platter
57. A set of 8 silver spoons. (6sp each)
Silver Spoons 0gp Treasure

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

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


Silver-tipped Quill Treasure

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

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

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


Skeleton Key Chain Adventuring Gear

227. Gold dipped idol of several skulls


Skull Idol Treasure

Skydrop is the common name given to clear or lightly colored tektite material; fragments
Skydrop Gem of glass of celestial (meteoric) origin, found in the vast shifting sands of Anauroch and 40gp Common n/a Treasure BGII
other deserts.
A bearer-order allowing the possessor to take ownership of a dozen slaves from
Slave Order Zoealage the flesh-monger Quest Hook PlatypusPal

A slightly dirty mirror set in a painted wooden frame.


Small Mirror 25gp Mundane 4 lb. Treasure DMG

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

one time use only, swift. grants perfect hide and move silently rolls to all allies. Users
Smoke of Deceit must make rolls the closer they are to enemies, however gain a large bonus to these rolls Wondrous Item
that diminishes as they get closer.
255. A long, narrow wooden box containing forty, ½ lb rolls of quality smoking leaf.
Smoking Box Treasure

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

A black and crimson cloak with tattered edges that are ever-glowing as it were on fire on If an attack would strike you in combat, you may use your reaction to become a
moments ago. cloud of thick, black smoke, and may move up to 15 feet without provoking attacks
Smoldering Cloak 2,000gp Legendary Armor of opportunity. You must complete a short rest before using this ability again. If /u/gimme_some_sunshine
you suffer 10 or more fire damage from any source, the feature becomes available
again.
Smugglers boots – great for hiding a concealed backup dagger or wand
Smuggler's Boots Adventuring Gear

A hooded cloak with a dozen inside pockets.


Smuggler's Coat Adventuring Gear

A broad dagger with a hilt that can be unscrewed. The space revealed is sufficient to hold
Smuggler's Dagger up to 25 coins, and currently holds 10 gold coins and 15 silver coins. 15gp 1 lb. Weapon 1d4 Piercing - Finesse, Light - Range: 20/60

A 1 quart jar of rare purple snail dye.


Snail Dye Treasure

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


Snakeskin Scimitar 100gp Weapon

Four pairs of snow serpent fur felt stockings


Snow Serpent Stockings 20gp Treasure

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


Soap 15cp Mundane n/a Treasure Uberbeard

A simple, sturdy longsword with a broad blade. There is a shining sun sigil at the 1d8, +1d6 fire, +1d6 radiant. As a bonus action, you may hold the sword above
crossguard. The blade shines as if reflecting sunlight, even in the dimmest rooms. your head, under a clear, bright day in order to charge the sword with power.
Solarion 10,000gp Legendary 5 lb. Weapon /u/gimme_some_sunshine
Doing so increases the fire and radiant damage of the weapon to 2d6 for one
minute. The blade also emits a bright light in 60 feet at will.
A cursed fishing pole made of blackened ash. It will never catch a fish – although, if one
Solomon's Fishing Pole attempts to use it unbaited, they will succeed in catching skeleton fish. Wondrous Item

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


Sortida Compass Wondrous Item

A spade is a simple tool designed for digging soil, the head can be made of any material
Spade that can hold its shape, but is most frequently made of metal to facilitate cutting into soil. 2gp Common 4 lb. Weapon 1d4 Bludgeoning D&D Wiki

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

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

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

A spun leather necklace of deep green Spinel beads.


Spinel Necklace 100gp Uncommon n/a Treasure DMG

Spork of Positive that says encouraging things like "Everything's GREAT!" and "Your body temperature is
squarely within normal human range!" Mundane Wondrous Item
Reinforcement
once per day, standard. lifts target into air for 3 rounds. Enemy can make a reflex save
Staff of Eulosus each round to get out DC 10+User level. Deals 1d8 after 1 round, then 2d8, and 3d8 if Wondrous Item
they cannot get out after 3 rounds
once per day, standard. push target 10 ft the direction they are facing. once per day. If
target is pushed into another creature, they deal 1d20 damage. to each other. If target is
Staff of Force Wondrous Item
pushed into object, they take 1d20. Target can make a fort save against the push, goes
against users 1d20+will mod
A knotted and well-worn walking stick with living vines that grow from it. There are 1d6. The vines that grow from the staff will aid the wielder, allowing you to
druidic symbols for everlasting life etched near the handle. grapple a target with a 10 foot reach, with a +4 bonus. You may also lash a target
Staff of the Verdant Grove 2,500gp Very Rare Weapon /u/gimme_some_sunshine
with the vines, like a whip (you don't need proficiency), dealing 1d6 damage at 10
feet. The staff increases the prosperity of plant life within 25 feet by twenty fold.
Star Diopside is the most prized form of a hard, durable gemstone that is rarely found in
attractive colours. It is usually too dark for beauty, however mountain and streambed-
Star Diopside Gem pebble crystals of a pale green hue make attractive stones such as diopside. When a gem 95gp Common n/a Treasure BGII
is found that is darker green it can be cut in such a fashion so to produce four- or six-
rayed stars.
This Morningstar is made of solid wrought steel, with a heavy spiked head. It behaves
like a normal Morningstar, except within 60ft of Evil and Undead creatures and within an
Star of Morning's Glory hour of Dawn. In any of these cases, the head glows like the tip of a Sunrod, and it 3,200gp Rare 8.lb /u/LittleDizzleDaGusha
becomes a Morningstar +2 which stuns for 1d4+1 rnds on a Critical. Fortitude saves vs
stun, with a DC equal to the player's attack roll. Cannot be used by Evil creatures.
This gemstone is a polished pink sphere. When viewed at a specific angle with a source
Star Rose Quartz of light an asterism (star-effect) is visible across it's surface. 50gp Common n/a Treasure DMG

A translucent ruby with a white star-shaped center.


Star Ruby 1,000gp Rare n/a Treasure DMG

Star Sapphire is a precious variation of the sapphire, however is more translucent, with a
Star Sapphire white star highlighted in its center. A star sapphire has been known to ornament devices 1,000gp Rare n/a Treasure DMG
which protect against magic.
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

A steel chain measuring 1 foot long.


Steel Chain 75cp Mundane 1 lb. Treasure Uberbeard

Steel Lockbox 10gp Mundane 10 lb. Treasure Uberbeard

A pair of blue enameled steel spiked gauntlets. The palms of both gauntlets are designed
Steel Spiked Gauntlets to display the Cambersome family crest, a stylized ‘C’ shaped into the likeness of a coiled 90gp Armor
serpent.
Pebble that transforms into whatever inorganic substance it last touched. Currently the
Stem-Stone leather of your pouch. Wondrous Item

A dull, rather drab looking rapier inhabited with the intelligence of a hyper-particular Acts as a +1 sword vs any creature speaking with poor grammar construction. On
grammarian. a successful hit, the creature must save or begin using immaculate grammar
Stern Sword of Grammar
Very Rare Weapon (spelling gets a bump too), after which the sword attacks the creature as a Jeff C
Correction
mundane weapon. Shocks the wielder for 1 hp damage each time he or she uses
poor grammar.
A carved, thumb-width stick of great sturdiness. Holding it fills you with a furious urge to Holding this stick fills you with an insurmountable urge to try to break it. You must
break it. use your action and make a DC 22 Strength check to attempt to break it. If you fail,
Stick of Rage 500gp Very Rare Wondrous Item /u/gimme_some_sunshine
you throw the stick 20 feet in a random direction. If you succeed, your strength
score becomes 20 for 24 hours, and you enter a Rage, as the Barbarian trait.
Monster presence detecting weapon (Hobbit – Sting, Orcs/Goblins)
Sting Weapon

A simple leather pouch filled with 4 small runestones. Requires attunement by a druid. A pouch of stone runes that predict the worst
Stones of Ruin 5gp Rare Wondrous Item event that will happen before the next full moon. Using the runes makes the events /u/Euphorbus11
it predicts more likely to happen.
Thirty storm giant minted gold coins, each is the size of a dinner plate and weighs 17 lbs.
Storm Giant Coins The image stuck on the coins shows a giant hand flicking a human off a table. Treasure

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

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

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

A set of two Chakrams, one copper and the other bronze, both wrapped with old leather
handles. Each deals 1d6 damage and an additional +2 Fire damage, when either thrown
Sunfire Chakrams 2300 ea Very Rare 3.lb /u/LittleDizzleDaGusha
or swung in melee. If a Chakram is thrown and hits, it returns to the thrower's hand by
magical means. Treated as an exotic weapon. 1.5lbs each
This is a bag of shurikens, made of flat bronze blades with a large copper ball set in the
center. They are very heavy, and suffer a -2 to attack rolls. However, once they are
Sunfire Shurikens 600 ea Very Rare 1.lb /u/LittleDizzleDaGusha
thrown, they explode upon touching anything substantial and deal 4d6 Fire damage
within 10 feet. Survivors within 20 feet are deafened for 1d6 rounds. 0.5lb each
A short quiver holding 3 sunrods.
Sunrod Quiver 6gp Treasure

Sunstone is a feldspar jem, closely related to moonstone, and more properly known as
oligoclase. Sunstone can be colorless or faintly greenish and of facet grade, but most
Sunstone Gem common by far is its softer (cabochon) variety. This yields gemstones that have bright 50gp Common n/a Treasure BGII
red or orange spangles (minute crystals) suspended in a nearly colorless background in
a parallel fashion, giving the whole a rich golden or redish brown color.
Battle Fury-grants the feat Cleave
Sword of Battle Fury Weapon

A sharp one-sided blade that is slightly curved. The creature must a Constitution saving throw of 14 or take an addition 1d6. The
Sword of Bleeding Rare Weapon Brendan M
creature makes this check every turn until succeeded
319. Tactical defense stick…
Tactical Defense Stick Weapon

Enchanted talking toad – polymorphed noble – knowledge of multiple regions, religions


Talking Toad & other worldly strangeness Wondrous Item

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


Tapestry 250gp Uncommon 20 lb. Treasure DMG

A well-sealed cake box with intact cake


Tasty Cake Treasure

205. Ritualistic tattooing kit


Tattoo Kit Treasure

Tchazar is the common name given to aragonite, a straw-yellow gemstone found in


Tchazar Gem elongated, prism-shaped crystal form. It is soft and fragile, and requires skilled cutting to 50gp Common n/a Treasure BGII
yield faceted gems..
234. A cracked mask of teak wood, colored in (chipped) blue and red paint depicting
Teak Mask the face of a fairy (4sp) Treasure

An ornately carved quarterstaff of teakwood. The end is carved into the likeness of a
Teakwood Quarterstaff dragon’s head, with (painted red) flame issuing from its mouth and the butt end carved 5gp Weapon
into an entwining serpent-like tail. (5gp)
This is a magical Glaive, with an ornately decorated shaft made of solid (but light) steel.
The blade is made of silver, and floats near the end unattached to the shaft. Three
keywords act on this weapon: anda, sinta, and pahta (long, short, and closed, in Elven).
Telescoping Glaive 1,400gp Rare 3.lb /u/LittleDizzleDaGusha
Anda is the longest extent, and the weapon acts as a two-handed glaive. Sinta makes the
weapon shorten and behave as a one-handed axe, and pahta shortens the weapon to
throwing-axe size. The blade also changes shape and position to fit these weapon styles.
This warhammer belonged to a famous dwarven general known as Thaxton the Fierce. It
Thaxton's Hammer grants a +1 bonus to attack and damage rolls, as well as Intimidation checks, to the user. Legendary Weapon Scribnibbler21
If the user is a dwarf, this bonus is increased to +2.
A heavy, simple platinum torch that will not ignite under normal circumstances. A willing creature holding this item may choose to ignite it at will. When you do,
you are consumed by a brilliant white flame and you lose all of your remaining hit
points, and then suffer damage equal to your maximum hit points. Up to 3 targets
The Blaze of Glory 8,000gp Very Rare Wondrous Item within 50 feet each take radiant damage equal to 1d10 damage per character /u/gimme_some_sunshine
level that you have, plus half of your maximum hit points, or half that amount on a
successful Dexterity save (DC17). The torch becomes mundane after this effect
takes place.
Each day this blade draws no blood it becomes heavier to bear.
The Bloody Burden Weapon PlatypusPal

The Book of Kaza is a famed tome written by the lich, Kaza. It is said to deal with the
darkest secrets of necromancy, though the pages appear to be blank when you look at it.
The Book of Kaza 4,500gp Legendary 1.5 lb. Book Language: Abyssal BGII
Kaza was destroyed during the upheaval of Nethril's final days. How it has come to its
present location after so many years is anyone's guess.
"The Box of Do Want" which made anyone looking into the box desire whatever it was
The Box of 'Do Want' that I put inside of it. A rock? The shopkeeper wants it so badly they're willing to pay Legendary Wondrous Item PlatypusPal
their entire fortune. A spoon? The tavern keeper is willing to give you his daughter.
This large basin has bloodstains permanently ingrained in it. Any liquid placed in the
Clegane Bowl immediately turns into Potion of Greater Hype. When consumed, a dose of
The Clegane Bowl Rare 20 lb. Wondrous Item Scribnibbler21
this potion doubles the Strength score of the user for 1 hour, up to a maximum of 30
Strength.
A plain mirror with a frame of pale ashwood. Whenever someone looks in the mirror,
The Elven Mirror however, they perceive an elven face in place of their own. Wondrous Item

A famous (or forgotten) tapestry depicting the Fall of Erian. The figures upon the
The Erian Tapestry tapestry move and change, re-enacting – in an artistically abstracted form – the Wondrous Item
legendary battle over the course of half an hour.
This legendary eyeball, said to have once been that of a gynosphinx, has the capability to
Inserting this eye into one of your own eyes lots gives the ability to scry at will
scry at a radius of around 1000 miles. To use it, one must attune to it and to do so, one
The Eye of Far Seeing 30,000gp Legendary n/a Wondrous Item twice (or thrice) a day. If it is used more than that, your vision in that eye will start Requires Attunement J
must gouge out one of their own eyes and replace it with the Eye of Far Seeing (similar to
to fade and you will suffer exhaustion.
the eye of vecna).
Functions as a normal helmet other than the fact that it turns the user's head invisible.
The Headless Helm Armor

This wrought-iron band is pitted and stained as if by acid. Between the two thorns
Upon attunement this ring changes it's wearer's appearance to that of a Zombie.
The Iron Thorn formed by the band, a crude lump of silver on its head suggests the image of a skull 100gp Rare 1 lb. Ring Requires Attunement BG
Requires "Remove Curse" to remove.
against a black field, perhaps the symbol of Myrkul, Lord of Bones.
The Living Lantern, it acts as a decent light source, but it hates wooden items and
structures and tends to set them on fire. I haven't decided if it should take a liking to
The Living Lantern burning cloth. It has some very curious results, mostly involving villagers getting angry Wondrous Item
at their houses burning or support struts burning down resulting in some catastrophic
collapse.
The neverburning torch. A jet black torch, with an inscription in gold upon its side: “Only
in your hour of darkest need will I light.” All attempts – magical or otherwise – to light
The Neverburning Torch Wondrous Item
the torch will fail, but if the character carrying the torch ever finds himself upon the
brink of death, the torch will flare to life.
A circular shield with an amber edge, and covered in a lustrous, gold-colored metal. On Grants +2 AC when equipped. While carried, it grants immunity to fear effects, and
the face of the shield is a depiction of a man destroying a dragon while the dragon you have advantage on Charisma skill checks to inspire others. If the shield is
The Olm Shield destroys the man, as in an ouroboros. 1,500gp Very Rare Armor struck with Dragonfire, the bearer is enveloped with amber scales, grants /u/gimme_some_sunshine
resistance to fire damage, increases size by 1 category, and grants a fly speed of 60
for as long as you remain in combat.
The Recipes and Ruminations of One Dradeel of Tethir is a book with food recipes from
The Recipes and Ruminations of
Dradeel. Even a casual look will inform the reader that he was a wizard with an addled 10gp Common 1 lb. Book Language: Common BGII
One Dradeel of Tethir
mind.
The Rhinoclean helm is a large iron cap with visor shaped like the head of a certain kind
The Rhinoclean Helm of beetle. The helm's wearer has advantage on bull rushes and can stand up from being Uncommon 1 lb. Armor Scribnibbler21
prone once on each of its turns without expending movement.
The Rhinocles helm is a large iron cap with visor shaped like the head of a certain kind of
The Rhinocles Helm beetle. The helm's wearer has advantage on bull rushes and can stand up from being Uncommon Armor Scribnibbler21
prone once on each of its turns without expending movement.
206. Scalpel capable of cutting any substance
The Scalpel Weapon

This tatty old tome is missing a number of pages, leaving whatever the third rule of
The Three Rules to Poisoncraft Poisoncraft was completely unknown. Hopefully you'll manage with the first two, unlike 40gp Common 1 lb. Book Grants advantage to Alchemy checks. Language: Common Uberbeard
whomever owned this book before you.
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

Found on the corpse of an enemy from the realm of chaos. 1d4 Piercing - Finesse, Light - Range: 20/60
The Torturer's Dagger 1 lb. Weapon
Any wounds inflicted using this dagger are healed two rounds later.
Has no function, but glows and vibrates in a way that suggests it could be used for
Threatening Probe distributing extreme pain. Mundane Wondrous Item

Throwing Axe of Appendage If the user of this throwing axe manages a critical hit, it will sever an appendage. –
critical = appendage severed Weapon
Severing
When embedded in the hilt of a weapon. -deal and additional 1d6 lightning damage on
Thunder Pommel attacks with an odd 1d20 roll Wondrous Item

Obviously mystical arrows of superior make. They have a metallic shaft etched with Whether inside or outdoors, these arrows grant +1 to attack as long as the sky is
elegant marks of clouds and storms, and always glow with a pale shimmer. The markings not clear. A full round after an arrow is launched, a bolt of lightning will strike the
Thunderhead Bolts 150gp Very Rare Weapon /u/gimme_some_sunshine
occasionally gleam with bright light. A full set is 13 arrows or bolts. arrow, dealing 4d12 lightning damage to anything in its space. You must be
outside on a clouded day for the latter effect to occur.
Translucent brown with a bright golden center.
Tiger Eye Gem 10gp Mundane n/a Treasure DMG

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

A tin drinking cup.


Tin Cup 10cp Mundane n/a Treasure Uberbeard

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

A floating mass of swirling colours the size of a penny. It follows your every command
Tiny Phantasm and leaves a multicolour trail across any surface it touches. Cannot physically interact in Wondrous Item
any other way.
A small amount of tobacco wrapped in a large soft leaf.
Tobacco 15cp Mundane n/a Treasure Uberbeard

A small cedar cask of dwarven pipe tobacco.


Tobacco Cask 25gp Common 2 lb. Treasure Uberbeard

A large tome, bound in leather and clasped with gold. A closer inspection of this volume
will reveal that each page is perfectly preserved dragon scale which has been inscribed
Tome of Alchemy with the black blood of a fiend. The book describes the four spirits (quicksilver, 200gp Rare n/a Book Language: Common PlatypusPal
orpiment, sal ammoniac, sulfur) and seven bodies (gold, silver, iron, quicksilver, lead, tin,
copper) of traditional alchemy.
A typical Tome of Clear Thought contains a collection of esoteric and scholarly literature,
Tome of Clear Thought often involving obscure mathematical or algebraic formulae or the occasional reference 40gp Common 1 lb. Book Language: Common BGII
to inter-planar biology..
A typical Tome of Understanding contains a sober, if dry analysis of legal battles, historic
Tome of Understanding events, government policies, philosophical treatises and theories of magic and 10gp Common 1 lb. Book Grants advantage to History checks. Language: Common BGII
metaphysics.
Box of ‘Top Secret Battle Monkeys’
Top Secret Battle Monkeys Treasure

A yellow facet cut Topaz gemstone.


Topaz 500gp Rare n/a Treasure DMG

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

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

A multi colored rectangular Tourmaline gemstone.


Tourmaline Gemstone 100gp Uncommon n/a Treasure DMG

Townshend's Crudgels was invented by its namesake, Peter "Unknown" Townshend, a


traveling bard who wished his lute to both give beauty and take it away (preferably with
a good old fashioned thrashing). His lute design, later copied by some of his admirers,
was a simple oak lute, reinforced with an iron shell, to maintain the soft vibration of the
sound against the wooden interior, and to give the lute the strength to crack open an
orc's skull with a well placed blow.
This weapon functions both as a lute and a weapon. When used as a lute, it is considered
Townshend's Cudgel 38gp Uncommon 4 lb. Weapon 1d6 Bludgeoning - Versatile (1d8) D&D Wiki
to be a lute and does not require a separate proficiency bonus to play. However, if the
user rolls a critical miss with the weapon (a 1 on an attack roll) the lute may become
slightly damaged and will require the user to spend an hour to retune it. If the
instrument is not returned, whenever the instrument is played, the user is
disadvantaged on the Perform check. This weapon can also be used as a bard's
spellcasting focus.

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

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

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

A leather harness bearing three short quivers (sized for quarrels, rather than arrows).
Triple Harness The first holds a dozen red-fletched quarrels, the second a dozen green fletched quarrels, 5gp Treasure
and the third has a dozen white fletched quarrels.
A brown and red flecked egg, about the size of a loaf of bread, that gives off a rancid
Troglodyte Egg scent. (Troglodyte egg, worth 50gp to an interested alchemist, wizard, or university) Treasure

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

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


Troll Oboe Treasure

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


Troll-Rubber Boots Armor PlatypusPal

Turquoise is an opaque aqua stone with darker mottling, and is found in the more arid
Turquoise Gem reaches of the Realms. Horsemen will often place a sliver of this stone in a horse's 10gp Mundane n/a Treasure DMG
harness as a sign of good luck.
An uncut chunk of raw diamond. It is easily the size of a dwarf’s fist and is likely worth a
Uncut Diamond substantial sum to the right jewel maker. 1,000gp Rare 1 lb. Treasure

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


Undead Knife Weapon Cursed

Underworld Currency – lead coins; purple rocks/crystals, fairy dust, dragon scales, dna
Underworld Currency globules (rocks/capsules with runic understanding of specific creatures), tally bones, Treasure
soul traps/crystals
This gemstone has not yet been finished, but even in its unpolished state it's bright cyan
Unfinished Zircon Gem gleam is arresting to the eye. 35gp Common n/a Treasure Uberbeard

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

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

Unspeakable recipes
Unspeakable Recipes Book

A bowl full of golden apples found in the midst of ruins which have long been left
desolate and uninhabited. They are quite edible and unspoiled. If they are taken beyond
Unspoiled Golden Apples the ruins, they will lose their golden sheen and appear – in all respects – as normal, red Wondrous Item
apples. So long as they remain within the ruins, however, they are golden, and will not
age or rot.
A tattered, and sadly unusable, scroll fragment, inscribed with a spell unknown to any
Unusable Scroll living mage. 5gp Common n/a Treasure

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

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

A five gallon cask of usk brandy.


Usk Brandy 80gp Common Treasure

A simple silver ring that bears no inscription or identifying marks on it's surface. After half a day of wearing this ring, it disappears completely and is not found
Vanishing Ring n/a Mundane n/a Ring /u/SPYROHAWK
again.
Vial #2 contains speculumia, a slightly greenish opaque liquid that when drunk suddenly
causes a cloud of smoke and summons an exact copy of whoever drank it. The new
Vial #2 person is completely the same as the drinker and will actually think that he is the one Legendary Wondrous Item
who drank the drink, the sudden cloud of smoke will prevent anyone witnessing the
situation from being able to tell which one is the original person.
A creature that drinks this vial of liquid gains advantage on saving throws against poison
Vial of Antitoxin for 1 hour. It confers no benefit to undead or constructs. 50gp Common n/a Adventuring Gear PHB

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


Vials of Oil Treasure

This dagger belonged to the great druid, Marcek, a wise and cunning elf who fell only to
the fiery Wyrm, Brazzemel, during his quest to reclaim the lost Eladrin spell tomes.
Visikus Marcek inherited this dagger from his master and mentor, Garbasen the Sage, who 1 lb. Weapon 1d4 Piercing - Finesse, Light - Range: 20/60
crafted it with ancient Eladrin magic. Covered in etched runes and jewels, this dagger
holds a legendary history and a powerful magic core.
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author

A wooden walking stick.


Walking Stick 15cp Mundane 0.5 lb. Treasure Uberbeard

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

A wand with runic inscriptions that have been scratched out and rewritten several times Upon invoking the activation word, the wand will create a random effect. d20: 1-5:
You or a target is made clean. 6-10: Glowing orbs dance around you as the dancing
Wand of Arcane Errata 250gp Rare Wondrous Item lights spell. 11-15: Conjures 1d4 loaves of warm bread. 16-19: The wand releases /u/gimme_some_sunshine
20 gallons of pure, cool water. 20: The wand unfolded into a thin effigy of a man,
who will serve you for 1 hour. Its strength is 6 and has 1 hp.
A wand of eye poking, four charges. It will unerringly poke out the eye of a target
Wand of Eye-Poking creature within arm’s reach. Wondrous Item

A black and white painted Oakwood wand, with card suits painted down the length of Allows the user to cast the spell Prestidigitation without the need of somatic or
Wand of Prestidigitation the wand beyond the handle. 250gp Rare 1 lb. Wondrous Item visual components on any object within 25 feet. The staff has 5 charges that refill /u/gimme_some_sunshine
completely every morning.
This mask has been painted gold and appears to be a ceremonial mask worn to battle.
War Mask 750gp Rare 1 lb. Treasure DMG

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

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

Water damaged ledger – hidden location


Water Damaged Ledger Quest Hook

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

A waterskin made from a sheep's bladder.


Waterskin 2sp Mundane 1 lb. Adventuring Gear PHB

Waterskin of Inexplicable This will turn water to wine, wine to brandy, brandy to spirits, spirits to dwarven ale,
dwarven to poison, poison to water Wondrous Item
Amelioration
Waterstar is also called achroite or colourless tourmaline and is rare in the Realms. This
Waterstar Gem stone is riddled with flaws and inclusions and hence only a small portion is fit for cutting. 80gp Common n/a Treasure BGII

A weapons cabinet, unlocked and immovable, containing: 12 score arrows (1gp/score),


Weapon Cabinet 40 javelins (1gp each), 120 crossbow bolts (1sp/each), and a short bow (30gp). 94gp Treasure

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

A pair of elegantly decorated teacups that always feel warm to the touch. If filled with When held, the teacups will fill with hot, pleasant tea. If a pleasant conversation
Wellwizard's Teacups any liquid, it will somehow seep through invisible cracks in the cup. 500gp Rare Treasure ensues, the teacups will refill up to three times. If someone holding the cups tells a /u/gimme_some_sunshine
lie, the tea will seep through invisible cracks.
An elaborate, whalebone scrimshaw carving of intertwined orbs, each showing the
Whalebone Scrimshaw legend of creation story of one of the seven civilized religions, roughly 10” in diameter. 45gp Treasure

A glass orb with a small slit opening, braced by fine grey metal. A user may speak into this bauble for up to one minute. After this period, anyone
Whispering Bauble 150gp Rare Wondrous Item who places the bauble to their ear will hear the message. The message can be /u/gimme_some_sunshine
replayed multiple times, until a new message is purposefully spoken into it.
A small wooden whistle.
Whistle 50cp Mundane n/a Treasure Uberbeard

A cane of the purest white ivory, decorated with ruins unknown to modern scholars, and
White Ivory Cane topped with a handle of polished amber. Trapped within the amber is a strange creature Treasure
unlike any the PCs have ever seen before.
A small ball of white marble – roughly three inches across – which hovers in the air until
White Marble Ball it is touched or disturbed, at which point it falls to the floor and ceases to exhibit any Treasure
supernatural properties.
This extremely tiny Beholder creature has wings in addition to its ten eyed tentacles. It is
made of delicate glass that is finely stained. Any arcane spellcaster can activate it, as can
any creature that succeeds on a DC 20 Use Magic Device skill check. When activated, it
will come to life in all respects—except that it is tethered to the mind of the activator. It
cannot attack, move objects, or affect the physical setting in any way. However, it can fly
Winged Eye 6,400gp Very Rare n/a /u/LittleDizzleDaGusha
up to 100 ft away at a speed of 10 ft per round. The activator can now see as though their
head were the eye, and can ONLY see what the eye would see. This means the original PC
is temporarily “blinded.” The eye can be deactived at any time from any distance within
100 ft. However, as soon as it is deactived, it turns back to delicate glass—wherever it
was. Thus deactivating it before flying it back is not recommended.
A grey and white wolf pelt.
Wolf Pelt 50cp Mundane 3 lb. Treasure Uberbeard

D8 springs of wolfsbane
Wolfsbane Treasure

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

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

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

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

Wormrose Incense Mundane n/a Treasure Uberbeard

A narcotic made from the petal of a wormrose flower.


Wormscrape 5gp Mundane n/a Treasure Uberbeard

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


Wrought Iron Sign 70gp 80 lb. Treasure

A transparent fiery yellow or yellow· green Sapphire.


Yellow Sapphire 1,000gp Rare n/a Treasure DMG

A leaf from the great tree Yggdrasil.


Yggdrasil Leaf n/a Treasure

Ziose is the name given by sages to a particular facet-grade variety of ziosite; a rare
mineral that yields cut stones that flash three vivid hues depending on how the light
Ziose Gemstone 60gp Common n/a Treasure BGII
catches them; purple, blue, and red, or purple, green, and red. Very large (fist- or foot-
sized) gems are found and are prized for use in pendants and brooches.
Zircon is a brownish crystal found in igneous (volcanic) rocks. Zircon attains its pale blue
Zircon Gemstone shade with heating and cutting (usually facet-cut). 50gp Common n/a Treasure DMG

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

A trolls hand mounted on a three foot rod. It will grasp objects or make a fist.
Zulabar's Fist-Stick Commands: Grabit, Leggo, Fist. 4 lb. Wondrous Item
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author
Name [1] Description Est. Value Rarity Weight Category Properties Requirements Author
[1] Hello guys! Please use filter view to sort this to your choosing!

[2] Liquid Max Amount


Acid..............8 ounces
Oil.................1 quart
Basic poison...1/2 ounce Vinegar........2 gallons
Beer...........4 gallons
Water, fresh...8 gallons
Honey..........1 gallon
Water, salt....12 gallons
Mayonnaise.....2 gallons
Wine...........1 gallon

[3] dlO Damage


1......Acid
2......Cold
3......Fire
4......Force
5......Lightning
6......Necrotic
7......Poison
8......Psychic
9......Radiant
10.....Thunder

[4] d8Creature
1Weasel
2Giant rat
3Badger
4Boar
5Panther
6Giant badger
7Dire wolf
8Giant elk

[5] d8Creature
1Rat
2Owl
3Mastiff
4Goat
5Giant Goat
6Giant Boar
7Lion
8Brown Bear

[6] d8Creature
1Jackal
2Ape
3Baboon
4Axe Beak
5Black Bear
6Giant Weasel
7Giant Hyena
8Tiger
[7] d20 Alignment
1-2.....Chaotic Evil
3-4.....Chaotic Neutral
5-7.....Chaotic Good
8-9.....Neutral Evil
10-11...Neutral
12-13...Neutral Good
14-15...Lawful Evil
16-17...Lawful Neutral
18-20...Lawful Good

[8] 1Character suddenly remembers that they've been lying about who they are the whole time, and are
actually someone else entirely.
2Character can cast a random cantrip spell at will.
3Character can Wish the death of one being, but will also die.
4Character can access their brain by unscrewing the top of their skull.
5Character's mouth lets out light, illuminating 5 ft. in front of the Character whenever it's open.
6Character is unknowingly inducted into a secret society.
7Character can speak with domestic fowl, but they tend to lie to them.
8Character sees dead people who bother them a lot.
9Character’s party learns the 5 minute ritual to summon the character. (Just a pentagram, nothing fancy)
10Roll again, effect behaves like an STI.
11Character can summon a demon, but only has a 10% chance of controlling it. (Demons notoriously hate
anyone who summons them)
12Character can resurrect once per year.
13Character forgets how to read and write. But will also be able to cast read magic at will.
14Character becomes a dragon in a human form with the same stats as they had before, but has forgotten
how to polymorph.
15Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)
16Character can concentrate to have background music play for them. (DC 15) concentration, 1d20
rounds.
17Character thinks magic is actually impossible, and won't accept it. Refers to it as "witchcraft" and
"nonsense"
18Character loses 1d2 feet in height, their clothes & armor amazingly still fit.
19Character is now much more comfortable around the (un)dead than the living.
20Any casted magic that affects the Character causes them to be soaked in lamp oil.
21The next sword that hits the Character receives a permanent +1 bonus.
22Character can no longer kill anything.
23Character’s middle name becomes “Wonder Noodle” and must always say their full name when asked.
24When Character is angry, their hair erupts into a cold flame.
25Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
26Can exist comfortably in harsh environments for 10 minutes/day
27Every week, the Character must sacrifice an enemy or gain a -1 penalty to all ability scores and saves,
increasing by 1 every day that an enemy isn't sacrificed. A special sacrificial dagger appears in the
Character's inventory and cannot be used for anything but a killing blow. It is also bound to the Character.
28At the start of every encounter the Character must succeed a DC 10 Will save or roll for a new alignment.
29Character’s organs will never fail, even if removed.
30Roll again, the next living thing the Character touches also receives the effect.
31Character's dream semi-manifest in reality. (Like warped trees, or obscurely built buildings. At DMs
discretion)
32Character gains Thaumaphilia, an intense fascination with magic.
33Flowers grow out of the spots where the Character walks.
34Character seemingly ‘walks on air’ and is permanently 5 inches above all solid surfaces.
35Character becomes pregnant. Does not matter what sex, if any, the Character is. 01-49% = boy, 50-98%
girl, 99-100% other. Will be a clone of the Character & a normal nine month pregnancy. Morning sickness &
severe mood swings apply as DM sees fit.
36One of the Character's permanent effects or injuries are cured! If they don't have one, re-roll for one.
37Character's bones turn to wood, and can live off sunlight. When they go up an age group, they go up a
size category as well as receiving the penalties of aging.
discretion)
32Character gains Thaumaphilia, an intense fascination with magic.
33Flowers grow out of the spots where the Character walks.
34Character seemingly ‘walks on air’ and is permanently 5 inches above all solid surfaces.
35Character becomes pregnant. Does not matter what sex, if any, the Character is. 01-49% = boy, 50-98%
girl, 99-100% other. Will be a clone of the Character & a normal nine month pregnancy. Morning sickness &
severe mood swings apply as DM sees fit.
36One of the Character's permanent effects or injuries are cured! If they don't have one, re-roll for one.
37Character's bones turn to wood, and can live off sunlight. When they go up an age group, they go up a
size category as well as receiving the penalties of aging.
38Character can cast a random cantrip spell at will.
39Can Rage 1/day (effect does not stack, roll again). Character turns green and extremely muscle-y.
Character will rip through their armour making it worthless unless they get it repaired.
40Character’s body becomes an orangutan. (no stat change)
41Character forgets a random language.
42Character realizes the meaning of life, but is unable to tell anyone else. They are also hunted by cults
(and maybe gods) so that they won't even have the knowledge, or might have it extracted out of them.
43Character sprouts a tree on their head. Extends lifespan x5000. Tree will grow until too heavy for person,
enveloping them and taking root. Person will become immobile tree. Retains personality and speech.
44Lung capacity enlarges harmlessly. Can hold breath for 20 minutes.
45Roll for new god.
46Character thinks "They" are after him. Whoever "They" are.
47Character's face has the same properties as catnip. (A cat allergy may be included at DMs discretion)
48Arcane markings (Explosive Runes) appear on skin permanently, cannot be removed even if the skin is.
49Character falls madly in love with random party member. DC 25 to get over themselves, can only make
save 1/month.
50Character’s dreams are replaced with visions of drinking a particular drink in a particular tavern.
51Character becomes aware of how to process opiates and meth.
52Character's stomach now functions similarly to a bag of holding.
53When the Character is asleep, their consciousness leaves their body in the shape of their favourite
mundane animal to fuddle about.
54Character's shadow does not do the same thing as the Character. It is the same size, and does not leave
no matter what time of day.
55Character is haunted by nightmares of a lost island that holds extraordinarily improbable animals.
56Colourful bubbles come out of the Character's mouth instead of words, but the words come out of the
bubbles when they pop. Cannot cast spells with verbal components.
57Character's gender switches at night. Were-gender.
58If the Character punches an ally, they forget who the Character is.
59Character switches ears with the next race they come into contact with. (Ears will shrink/grow
proportionally for all involved)
60Any casted magic that affects the Character causes a wild surge.
61Character can easily climb trees like a cat, or a monkey.
62Character develops Thaumaphobia, an intense fear of magic.
63Wave of force emits from Character, 1d4 damage in cone in direction Character faces.
64Character's age fluctuates ± 20 years each day.
65Character's breath is a light flurry of snow.
66Character cannot exit through the same way they entered.
67Character can cast a random cantrip level spell at will.
68Character lays an egg (regardless of gender). (What kind is DMs choice.)
69Character no longer gives off any indication that they are alive (or undead). Is not detected by detect life
or detect undead.
70Character gains a random language.
71If the Character hears their name, they petrify for 2d4 rounds.
72Character's presence causes holy symbols to glow red. Including mundane ones.
73When the Character is teleported, they cannot take any gear (clothing and equipment) with them.
74Character gains one time use of spell equal to Cha modifier. (Use modifier for DC)
75Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
76Fireflies swarm the Character at night, and does not gain bonus for hiding in darkness. (No penalties
either)
77Character cannot enter a room without announcing their presence
78Character can cast a random cantrip spell at will.
79Character becomes soluble in rainfall. (Drinking liquids is harmless)
80Character now owes their life to someone who won’t be born for centuries.
81Character sprouts a 3 ft prehensile monkey tail.
74Character gains one time use of spell equal to Cha modifier. (Use modifier for DC)
75Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
76Fireflies swarm the Character at night, and does not gain bonus for hiding in darkness. (No penalties
either)
77Character cannot enter a room without announcing their presence
78Character can cast a random cantrip spell at will.
79Character becomes soluble in rainfall. (Drinking liquids is harmless)
80Character now owes their life to someone who won’t be born for centuries.
81Character sprouts a 3 ft prehensile monkey tail.
82Character perform any action without announcing their name.
83Character does not age while asleep. Increase life span by 1/3.
84Character teleports 1 mile; stone replica appears in their place.
85Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)
86Character's clothes change randomly when attacked. (Armour is not affected)
87Character's breath becomes combustible.
88Last creature killed by Character is reanimated, and hunts the Character.
89Character becomes aware that at death, they are resurrected with opposite alignment.
90Character becomes very talented at making whittled spoons.
91Character realizes that the universe was born in a huge explosion. Is allowed to start religion.
92Character can juggle anything they can lift.
93Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever
they get the chance, or an excuse.
94Character cannot enter a building without being invited.
95Deludes Character into believing the grog functions as indicated by a second die roll (no save).
96Character no longer has muscles. (But can do everything without them.)
97Everyday when the Character enters combat, Character's sweat becomes a minor water elemental. 3d6
rounds, 50% chance of being hostile. Dissipates at midnight.
98Any liquid consumed now produces the effect of the grog to the Character.
99Character explodes and dies, bwahahahaha. Will negates. (DC 10)
100Character suddenly recalls a past life where they were a destitute beggar who died, with no one to miss
them.
101Character teleports to where they had visited 24 hours ago.
102Character's touch brings wilting flowers back to life.
103Character can cast Detect Stupid at will. (doing so might only detect the Character)
104Character can become a mount.
105Character becomes a dehydrated water salesmen. (just add water!) (3 sp per can)
106Character grows cat ears, and gains a dislike of water. Character also likes fish.
107Whenever the Character is struck with magic, the surrounding 50 ft area shifts as though it were the
opposite time of day. (actual time does not change)
108Character can expel bodily gasses as a free action from the pores of their skin, and conceal themselves
within their 5 ft. square. No effect on any adjacent squares.
109Character can explode at will, reducing HP to 0. Explosion deals 1 point of damage per hit point in a 20
ft. area. Each time reduces max HP by 2 and disintegrates any non magical possessions including armour
and weapons.
110Roll again, effect can be brewed into a magical potion. (Ingredients are DMs choice)
111Moonlight makes the character look like a decomposing corpse.
112Character's sneeze is now a gust of wind.
113To Character, "Something pulls at your heart strings, you feel as though you need to give the next
person you see all of your money."
114Character's next temporary effect (other than the grog) becomes permanent (and cannot be removed).
115Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)
116Character sprouts a singing venus fly trap on their shoulder that sings when the Character is happy.
117Casting spells now will always cause a wild surge.
118Character gains a valve that has a coin slot attached to it. The Character can insert the valve anywhere,
deposit the number of gp for a grog, and it will dispense it!
119Doors that the Character opens sigh.
120Whenever the Character is affected by any sort of magic, the fabled land-shark learns their current
location.
121Character gains memories of a past life of an insanely powerful epic wizard. Specifically when that epic
wizard went to the future to (kill, maim, higher, talk to, have fun with, give an item to, warn, perform an
action around, or spite) their future life (the Character) the next day.
122A women walks up to the Character, and proclaims that she is the Character's wife (regardless of
gender). (Children at DM's discretion.)
123Whenever the Character sings, a wave expels out and fills the immediate 10 ft area with blossoming
deposit the number of gp for a grog, and it will dispense it!
119Doors that the Character opens sigh.
120Whenever the Character is affected by any sort of magic, the fabled land-shark learns their current
location.
121Character gains memories of a past life of an insanely powerful epic wizard. Specifically when that epic
wizard went to the future to (kill, maim, higher, talk to, have fun with, give an item to, warn, perform an
action around, or spite) their future life (the Character) the next day.
122A women walks up to the Character, and proclaims that she is the Character's wife (regardless of
gender). (Children at DM's discretion.)
123Whenever the Character sings, a wave expels out and fills the immediate 10 ft area with blossoming
flowers, regardless of the Character's singing ability.
124Character agrees with everything, even if it doesn't make sense, or is contradictory. Character’s
personal beliefs are unaffected.
125Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
126The Character slowly, painlessly, and inconveniently turns to stone from the fingers and toes inwards. 1
limb per minute turn to stone. Can be removed by a remove curse. (Or reversed with a stone to flesh.)
127The Character suddenly becomes aware of a nearby dragon treasure horde, the only problem is that
the dragon knows that the Character knows.
128Character gains once per day use of spell equal to Cha modifier. (Use modifier for DC)
129Character gains another personality that presents itself when the Character sleeps. (roll for alignment of
other personality.)
130Roll again, the next living thing the Character touches also receives the effect.
131Character becomes a were-unicorn.
132Character grows a beard, 2 ft long, permanent. If it's removed in anyway, it grows back overnight.
133Character naturally attracts bears, 60% chance of being friendly, but will not fight for him.
134Character attracts floating animated hands. (Tend to steal possessions and hold them)
135Character gains a halo, and will be revealed with a detect good spell, regardless of alignment or true
nature.
136Character attracts the undead and it's necromancers, friendly or not. (Usually not)
137Character becomes animated. (Takes damage normally)
138Character gains reoccurring amnesia for 1d6 hours at the same time each day as the time when the
grog was consumed.
139Character realizes the exact location of a particular flower that becomes the Character's newest
obsession. (The flower can be magical or not.)
140Character’s body becomes an ostrich. (no stat change, can manipulate things with feathers)
141Character becomes a rock and roll enthusiast, and always tries to get the nearest bard to play Freebird.
142Character becomes a hermaphroditic version of their race. (if already so, re-roll.)
143Whenever the Character is alone, they painfully transform into an strange bird-like thing. The Character
instantaneously reverts to normal if another person or creature goes near them or sees them.
144Character won't stop talking about the old days during the war. "You don't know man, you weren't
there." "This reminds me of that one time, back in Nam..."
145Character now worships a Norse god.
146Character's mouth becomes a set of 4 tentacles 2 ft long.
147Character has an intense need to narrate their actions/feelings and surroundings.
148Character can communicate feelings through physical contact.
149Character becomes a compulsive skinny dipper. Any water they swim in is treated as holy. (or evil,
depending on alignment)
150Character’s dreams are replaced with visions of killing someone they haven’t met yet.
151Character becomes aware of a mundane object of their choice, and will only ever be comfortable with
the object being around.
152Whenever the Character falls more than 20 ft. they make a 6 foot whole in the ground in the shape of
their body when they land. Falling damage applies normally.
153Whenever the Character hears the laughter of children, they painfully transform into a troll, and revert
when they’re struck.
154Character knows the birthday of anyone they touch.
155Character is haunted by the ghost of their childhood saber toothed walrus.
156Roses replace the Character's hair. They grow at the normal rate of hair, and blossom when in season,
giving the Character a temporary +1 to CHA.
157Any fires set by the Character attract the undead like moths to a flame, whether they're friendly or not.
(10% of being friendly)
158Character grows a hairy tail, 3 ft long. Objects smaller than the Character’s hand can be stored in the
tail.
159Character appears to be an old black and white cartoon.
160Any casted magic that affects the Character causes a wild surge.
154Character knows the birthday of anyone they touch.
155Character is haunted by the ghost of their childhood saber toothed walrus.
156Roses replace the Character's hair. They grow at the normal rate of hair, and blossom when in season,
giving the Character a temporary +1 to CHA.
157Any fires set by the Character attract the undead like moths to a flame, whether they're friendly or not.
(10% of being friendly)
158Character grows a hairy tail, 3 ft long. Objects smaller than the Character’s hand can be stored in the
tail.
159Character appears to be an old black and white cartoon.
160Any casted magic that affects the Character causes a wild surge.
161Characters suffer from acute paranoia whenever they hear their name.
162When Character strikes an enemy, they rotate 180 degrees, and are considered flatfooted the first time
it happens.
163Character finds a kitten in their pocket. The Character falls instantly in love with the kitten as though
under a charm effect, no saves. Anyone who sees the kitten is distracted for 1d4 rounds, even if they've
seen the kitten before. Afterwards, they make a DC 13 fortitude save or be distracted for another 1d4
rounds.
164Character has eyes in the back of their head. Can only use one pair at a time.
165Character apologizes profusely every time they attack and/or kill something. Will otherwise feel the
same way about fighting as before the effect.
166Character gains lycanthropy. (Were-wolf)
167For the next 1d6 weeks, every time the Character removes any head gear, a large white rabbit appears
from it. It is a normal rabbit. 01-50% Male, 51-100% Female. They will mate and produce offspring
normally.
168Character lays an egg (regardless of gender). (What kind is DMs choice.)
169If the Character hears their name, they swap places with whoever said it.
170Character gains a random language.
171Character becomes severely prejudice against (DM's choice).
172Everyone will only acknowledge the Character as a myth.
173Character naturally attracts dire animals (DMs choice each time.) 50% of being friendly.
174Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC)
175Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
176Character's mouth no longer opens when they talk, but words and sounds still come out as normal.
177Character becomes addicted to the last substance they consumed before the grog.
178Character can cast a random cantrip spell at will.
179Character compulsively uses internet slangs regardless of situation. (Tea Bagging, Spawn Camping,
H4X0Rz and the like)
180Character realizes they’re an escaped slave who’s owner is tracking them.
181Character becomes the last surviving member of an endangered species. (That strangely enough has
the exact same characteristics as the race they were before the grog, other than appearance)
182Character hears 1d4 voices in their head.
183Character grows another set of arms.
184Character loses their physical depth, and becomes 2 dimensional. Character's surface is always facing
the observer (even if there are multiple ones). Cannot slip into cracks, and does not gain any bonuses.
Whatever Character holds also becomes 2 dimensional.
185Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)
186A hat appears on the Character's head. If it is removed, another hat appears under it. There can never
be a point where the Character is not wearing a hat. Each hat can be sold for 3 cp.
187Character's finger nails dispense magical ink, and can be used to scribe spells with.
188Roll 1d12, at that time of day, the Character emits a powerful beam of light that has no effect other than
alerting absolutely everything that can see it to your presence at that moment.
189Character gains a D20 of Destiny, which the Character can consult at-will in-game.
190Character becomes very talented at tomfoolery.
191Character learns recipe of random meal, gains the ingredients to prepare it, and will not be satisfied
until they make the meal in a decent kitchen.
192Character gains +30 to balance when they are completely naked. If touched with anything (including
rain) the effect is negated.
193Any object that's less than 1 pound within 10 ft of the Character begins to orbit around them. When the
Character moves more than 10 ft away from the original spot of the object, they stop and return to where
they were.
194Character hiccups butterflies. 2d4 butterflies per round for 2d4 rounds when caught flatfooted (or
surprised).
195The Character’s feet cannot smell, and gets occasionally complimented for it regardless of the situation.
NPCs are unaware of any compliments they give.
until they make the meal in a decent kitchen.
192Character gains +30 to balance when they are completely naked. If touched with anything (including
rain) the effect is negated.
193Any object that's less than 1 pound within 10 ft of the Character begins to orbit around them. When the
Character moves more than 10 ft away from the original spot of the object, they stop and return to where
they were.
194Character hiccups butterflies. 2d4 butterflies per round for 2d4 rounds when caught flatfooted (or
surprised).
195The Character’s feet cannot smell, and gets occasionally complimented for it regardless of the situation.
NPCs are unaware of any compliments they give.
196Character is able to kill stones with birds.
197Any food the Character cooks is able to speak.
198Any liquid consumed now produces the effect of the grog to the Character.
199Character's brain is bombarded by stupidity. Intelligence save DC 10 or the Character's head explodes.
(If Character survives, they can tell terrible jokes as a swift action, and causes sentient creatures to make a
DC 17 will save or be stuck 1d4/level rounds pondering how dumb it is. Creatures are considered
staggered.)
200Character suddenly recalls all of the circus training they received as a circus elephant in a past life.
201Everytime Character snaps their fingers, a biscuit appears before them. It's a normal biscuit. Max
1d4/lvl biscuits per day.
202Character grows an afro that can be used as a backpack.
203Character cannot become non-magically dirty.
204Character's presence boils any kind of eggs if within 30 ft, no matter what. (stay away from hens)
205Character's hands and forearms are immune to acid.
206Character can make a DC 23 will save to grow mustache out of sheer force of will.
207Character's neck, arms, and legs become incorporeal, but their head, hands, feet and body do not.
208Roll for new alignment.
209Character no longer has weight. Automatically fails bull rush and trip saves. Is otherwise unaffected. (i.
e. falling damage, load carried.)
210Roll again, effect can be synthesized into a poison. (Ingredients are DMs choice)
211Next profanity used by Character becomes a living, vile entity.
212Character believes anything shiny can be used as money.
213Character's skull becomes diamond. (does not affect their ability to live or grow)
214Character is allergic to the opposite gender.
215Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)
216Character's skin is burned by moonlight. 1d4 dmg/round
217Character naturally attracts deinonychus' (raptors). 40% chance of being hungry.
218Character is always right about the best choice for the interior decor of any room.
219Character cannot be killed with rope.
220Any casted magic that affects the Character causes an extremely blasphemous tattoo to appear.
221Character's soul can leave their body and haunt any inanimate objects (weapons, lamps), but is
fatigued when they return to their body.
222Character is nourished by grass instead of food. (All other foods make them vomit.)
223With exception to the eyes and brain, the Character begins to harmlessly decompose. (Is not undead,
no longer eats)
224Character can shoot any thin elongated object as arrows. Character takes a -4 to attack bonus when
using them.
225Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
226Character’s body parts are replaced with fake ones. (Character has an urge to go find their original
body)
227Character can summon the undead. 40% chance of controlling it. Anything summoned disappears at
midnight.
228Character is turned into an ooze the same size and shape, for 1 full hour/day. (Character's equipment
becomes ooze goo, but reverts to normal when the Character does as well.)
229Character's heart becomes clockwork. It must be wound every 24 hours or else it stops. If it stops,
Character's hit points drop to -1, and are restored to full if it's rewound.
230Roll again, the next living thing the Character touches also receives the effect.
231Character's hair becomes a very large powdered white wig. Character also gains a gavel.
232Character teleports 1d20 years into the past, in the same spot. The same amount of years later, they
walk into the bar and watch themselves disappear.
233Character enjoys a good game of chess with only mirrors as their opponent.
234Everyone no longer can take the Character seriously.
235The only male name the Character is able to pronounce is Gary.
236Character's touch can drain hit points, but loses the same amount.
229Character's heart becomes clockwork. It must be wound every 24 hours or else it stops. If it stops,
Character's hit points drop to -1, and are restored to full if it's rewound.
230Roll again, the next living thing the Character touches also receives the effect.
231Character's hair becomes a very large powdered white wig. Character also gains a gavel.
232Character teleports 1d20 years into the past, in the same spot. The same amount of years later, they
walk into the bar and watch themselves disappear.
233Character enjoys a good game of chess with only mirrors as their opponent.
234Everyone no longer can take the Character seriously.
235The only male name the Character is able to pronounce is Gary.
236Character's touch can drain hit points, but loses the same amount.
237Character is awake and alert the instant they wake up, regardless of how many hours they slept. Can
also never be hungover.
238Character can cast a random cantrip spell at will.
239Character becomes perverted, and stares at other character's unmentionables quite blatantly.
240Character’s body becomes a panda. (no stat change)
241Character attempts to devour kobolds on sight.
242Character constantly sounds like a grandma, using the terms "pooky" and "schnookums" regardless of
the situation. Character pinches cheeks too.
243Once per day, the Character can transform a segment of wall into a door.
244Within 5 ft of the Character is always 10 degrees colder.
245Character now worships a Greek god.
246Character will become addicted to the next substance they consume.
247Character becomes a were-saxophone player.
248Character gains devil horns, and will be revealed with a detect evil spell, regardless of alignment or true
nature.
249Character gains fangs, but not a bite attack.
250Character’s dreams are replaced with visions of being a hunted animal running from poachers.
251Gain pet rock familiar.
252Character can speak with plants once per week. (equivalent to succeeding a Gather Information or
Knowledge nature of 15 DC)
253Character's hands double in size, and can use weapons one size category larger than the Character
with no penalties.
254Character becomes extremely trusting of a random base race.
255Character learns to brew diet healing potions. (doesn't actually heal)
256Character's backpack disappears, and can just pull out items from behind their back, as long as they
can carry it.
257Character can use and throw vegetables to cast bolts of magic missile. Each vegetable is one bolt.
(treated as spell, not thrown object)
258Character switches eyes with the next creature with eyes they come into contact with. (Eyes will
shrink/grow proportionally for all involved)
259Character grows a second head that has a separate personality.
260Any casted magic that affects the Character causes a wild surge.
261Character can not exist any further away than 50 ft. of a random party member.
262People with magic naturally distrust the Character.
263Character's bones become unbreakeable. But will take damage normally.
264Whenever the Character receives a critical with a weapon, the weapon breaks. (after taking damage)
265Character's jaw splits in two, but can talk normally.
266Character is only seen as a silhouette.
267Every hour, Character has a 30% chance of falling asleep. Character can be woken up normally, or will
otherwise sleep for 8 hours.
268Character finds their own baby. (What kind is DMs choice.)
269When the Character leaves the ground, they become twice as heavy. (Take twice as much fall damage)
270Character gains a random language.
271Character's palms and fingers become immune to fire.
272It rains outdoors whenever the Character is sad.
273Character passes out for 1d4 rounds whenever they cast/hit by a spell.
274Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC)
275Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
276If an insect comes in contact with a Character, it's size becomes the same size category of the
Character, and it becomes dire.
277The Character's eyes move together to become one big eye.
278Character can cast a random cantrip spell at will.
279Character gains a Tortoise mount.
280Character recently took an inviolable vow but can’t quite remember it. (DMs choice)
273Character passes out for 1d4 rounds whenever they cast/hit by a spell.
274Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC)
275Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
276If an insect comes in contact with a Character, it's size becomes the same size category of the
Character, and it becomes dire.
277The Character's eyes move together to become one big eye.
278Character can cast a random cantrip spell at will.
279Character gains a Tortoise mount.
280Character recently took an inviolable vow but can’t quite remember it. (DMs choice)
281Character becomes a were-human. (even if they're human, they turn into a different human)
282You come down with a nasty infection from the Solanum disease. (Zombies!)
2832d8 of Character's teeth turn to gold. Can be sold 2 gp each. (but must yank them out first)
284Character believes everyone is an imposter of themselves.
285Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)
286Everything in the world becomes aware of who the Character is.
287Character gains a prehensile tongue that can extend out 5 ft.
288Character develops an intense fear of trees; they might be treants.
289Character can run up walls and other flat surfaces, but if they stop or change direction, they will fall.
290Character has a remarkable knack for teaching monkeys sign language.
291Character gains sylvan as a language.
292Whenever the Character witnesses a spell being casted, they must succeed a DC 10 + spell level Will
save or roll for a new alignment.
293Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever
they get the chance, or an excuse.
294Character can summon doors that when opened, lead to a random plane. They, however, cannot
summon the doors when in a plane other than the material plane.
295At the start of every encounter the Character must succeed a DC 10 Will save or roll for a new
alignment.
296Character's bones can be played like a xylophone.
297Relatively shallow bodies of water split in a dry path whenever the Character walks through them.
298Character enjoys a good meal of brains. They also gain very small memories from the brains they
consume, and can make a Knowledge brains check (+10 normal DC) instead of any normal knowledge
check.
299Character's personal space collapses in on itself and implodes around the Character. Strength save DC
10 or Character is crushed. (If Character survives, Character can no longer be crushed by any
circumstance.)
300Character suddenly recalls a past life where they were a wizard’s familiar.
301Character gives birth to a clutch of (DMs choice).
302Character can increase the length of any hair by pulling on it.
303Character becomes the central deity of a religious cult and gains followers. The cult can be based on
anything the Character desires, (I.e. adventure, treasure, muffins...etc.)
304Character is only nourished by alcohol. (All other foods make them vomit. Will become drunk as
normal.)
305Character's belly button can open to a 1 cubic foot pouch of holding.
306Character's breath is always a visible smoke. (can fill a room over time)
307Character can spend a full round action to succeed a DC 25 + HD of creature concentration check, to
knock out one enemy.
308Character is invincible to all magic, but only while asleep.
309Character irrationally hates fungi. (stomps on them when they see them)
310Roll again, effect can be alchemized into a salve. (Ingredients are DMs choice)
311Character is knocked prone whenever they hear their name.
312A doppelganger of the Character is instantly created 5 ft away from them. The creature pays its humble
respect and wanders off to see the world.
313Any shadow puppet the player makes becomes a harmless living shadow of whatever it was.
314Whatever the Character says appears in words that float around their head for a little while.
315Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)
316Character loses 50 lbs.
317Character can no longer answer a question truthfully.
318Character will never remember their name.
319Character’s pockets are now popular hangout spots for pocket gnomes.
320Any casted magic that affects the Character causes birds to swoop down and groom them. (Like a
crocodile)
321Character's internal organs implode and compress into one super organ. Character looks only like skin
and bones now. (is otherwise unaffected.)
314Whatever the Character says appears in words that float around their head for a little while.
315Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)
316Character loses 50 lbs.
317Character can no longer answer a question truthfully.
318Character will never remember their name.
319Character’s pockets are now popular hangout spots for pocket gnomes.
320Any casted magic that affects the Character causes birds to swoop down and groom them. (Like a
crocodile)
321Character's internal organs implode and compress into one super organ. Character looks only like skin
and bones now. (is otherwise unaffected.)
322Character shoots out fireworks (works as dancing lights) whenever they're struck.
323Character gains a small doom butt familiar.
324Character's blood becomes pancake batter.
325Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
326Character will now age backwards. (from how old they are now.)
327Character can no longer see a random party member
328Character's hair stands straight up as if electrically charged. It frizzes and discharges electricity.
Character's handshake is shocking and static electricity sparks appear on the Character's body now and
then. (Harmless, but can get annoying to be around.)
329Character can’t help but smile and quietly giggle to themselves at the misfortune of others.
330Roll again, the next living thing the Character touches also receives the effect.
331Character becomes irrationally prejudice of a random base race.
332Everytime the Character levels up, they have a choice of switching to a different class of the new level.
333Character becomes a were-badger.
334Whenever the Character witnesses a spell being casted, they must succeed a DC 10 Will save or roll
for a new alignment.
335Within 5 ft of the Character is always 10 degrees hotter.
336Character can whistle obnoxiously loudly.
337When the Character snaps their fingers, a small scale resonance cascade occurs and summons an
extra-planar creature (friendly or not) every hour for 1d4 days.
338Character can cast a random cantrip spell at will.
339Character's HP is instantly (and only) reduced to 1 if struck with an holy weapon, but is healed by
unholy weapons.
340Character’s body becomes a kangaroo. (no stat change)
341Character has a grapevine constantly growing on them.
342Gain Eyebeams, once per day use, 1d4 + lvl. Effect stacks
343Character is permanently dressed in a pristine Tuxedo. (Can wear armor over it)
344Character's blood becomes a flourescent light blue, and glows in the dark.
345Character now worships an Egyptian god.
346Character can fly by sticking their thumbs in their armpits and flapping very hard. (Can fly a distance
equal to 5 ft./strength modifier with a DC of 10 and a cumulative +3 every time after until they have taken an
extended rest.)
347Everyone who first meets the character says, “I’m so sorry” in a very concerned tone, although is not
aware of saying it. The character is also unaware of anything that would warrant this.
348Character is no longer liked, nor hated by anyone. (a reset)
349A random party member disappears and is replaced with a map to their location.
350Character’s dreams are replaced with visions of being a wizard on the run from authorities, having
discovered a terrible secret.
351Character's ghost is always viewing the Character's own actions in the third person.
352Character becomes a very dedicated carnivore. (Enemies look tasty)
353Character can use brooms to fly. (poor)
354Character becomes a super magnet. (A magnetic strength score of 10, aura 5 ft.)
355Whenever a ranged attack misses the Character, it is considered they caught it with their teeth.
356Whenever the Character hears their name, they are launched 5 ft in the air.
357Character can breathe in outer space.
358Roll a 1d12, at that time every 24 hours (pm), the Character is struck by lightning. (if outside. 1d6
damage to Character, 4d6 damage to anyone within 5ft)
359Character is able to sit on anyone’s head as long as the head is bald. (Character becomes as light as
paper when doing so)
360Any casted magic that affects the Character causes a wild surge.
361Character’s hair becomes a mohawk that’s as hard as steel.
362Character's random body part becomes invincible. (bones, organs; DMs choice.)
363Character becomes a cannibal. (Maybe even a civil one.)
364Character gets an amoeba familiar. (Will not multiply.)
357Character can breathe in outer space.
358Roll a 1d12, at that time every 24 hours (pm), the Character is struck by lightning. (if outside. 1d6
damage to Character, 4d6 damage to anyone within 5ft)
359Character is able to sit on anyone’s head as long as the head is bald. (Character becomes as light as
paper when doing so)
360Any casted magic that affects the Character causes a wild surge.
361Character’s hair becomes a mohawk that’s as hard as steel.
362Character's random body part becomes invincible. (bones, organs; DMs choice.)
363Character becomes a cannibal. (Maybe even a civil one.)
364Character gets an amoeba familiar. (Will not multiply.)
365Character evaporates water when they touch it.
366A permanent image of the Character is left where they are standing right now.
367Character is infected with Porphyric Hemophelia. (Vampirism.)
368Character lays an egg (regardless of gender). (What kind is DMs choice.)
369If the Character pours water on the ground, it will become quicksand.
370Character gains a random language.
371Character sinks in ice as if it was quicksand.
372Whenever the Character enters a building, gravity immediately reverses orientation for them.
373Character's teeth become precious gems, and cannot be removed while the Character is alive.
374Character only cries blood. (Harmless)
375Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
376Character does not have to touch objects to pick them up, but he must be in reach.
377Character becomes extremely heterophobic, but extraordinarily attractive to the opposite gender.
378If the Character stares at someone, they are unable to look away.
379Character only bleeds rainbows.
380Character sprouts a small, flaming wick atop of their head that can’t be put out. It burns brighter when
they’re angry.
381Character constantly hears the playing of a guitar in the distance. (and could be drawn to it)
382If the Character is planted, it will grow into a tree that bears small fetus fruits that mature into babies of
clones of the Character.
383A random party member becomes infatuated with the Character.
384Character's hands are reversed. (Like a rakshassa)
385Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)
386Character can only scry using a bald scalp.
387Whenever the Character is struck in combat, the weapon they were hit with combusts, dealing 1d4
force damage to anyone in 5 ft. and 1 point of continual fire damage for 1d4 rounds. The weapon does not
break.
388Character's skin gains full body leopard print tattoos.
389All of the Character's debts are paid, and they must buy a grog to who ever is next to them. (and might
proceed to sing drinking songs)
390Character has a license for wild-geese chasing. (Ever been on a wild-goose chase?)
391Character learns recipe of random meal, gains the ingredients to prepare it, and will not be satisfied
until they make the meal in a decent kitchen.
392Character has an extreme distaste for thieves and pirates.
393The grog pours out of the Character's mouth back into the mug, refusing to be drank by the Character.
(needs new potion)
394Character's hair grows to touch the ground, and can be used as an arm.
395Character is pulled into the earth where they were standing until only their head shows, and must be
dug up.
396Character does not sink in water.
397Character's hair bears fruit during harvest season.
398Character can become gaseous in direct sunlight. (Equipment can't)
399Character's internal organs become extremely unstable and explode. Fort negates (DC 10) or the
Character dies. (If Character survives, Character evolves past the need of their organs.)
400Character suddenly recalls a past life that was fairly normal until it ended abruptly as a sacrifice to a
dark god. (It must not have worked, so the cult might try again.)
401Character's eyes become removable pearls, retain normal sight.
402Character is no longer able to sit or lay down.
403Character can swim up waterfalls.
404Character can inscribe markings into stone with their fingers.
405Character is poisoned. (DMs choice of poison)
406Character's eye sockets become pitch black. Character can see normally.
407Any facial hair the Character has becomes self-aware.
408Character can animate their own shoes to dance, but not while they're being worn.
400Character suddenly recalls a past life that was fairly normal until it ended abruptly as a sacrifice to a
dark god. (It must not have worked, so the cult might try again.)
401Character's eyes become removable pearls, retain normal sight.
402Character is no longer able to sit or lay down.
403Character can swim up waterfalls.
404Character can inscribe markings into stone with their fingers.
405Character is poisoned. (DMs choice of poison)
406Character's eye sockets become pitch black. Character can see normally.
407Any facial hair the Character has becomes self-aware.
408Character can animate their own shoes to dance, but not while they're being worn.
409Any water drank by the Character is instantly purified.
410Roll again, character becomes sick and the next effect becomes the main symptom. (DM may add any
other symptoms as they like. 30% contagious to anyone who spends a day around the character)
411Character becomes best friends with the current president of the United States.
412Character ages 100 years, and has 100 years added on to their natural life span.
413Character can walk on butts. (Getting to them is a different problem)
414Character must make a DC 19 Will save or become wracked with existential angst.
415Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)
416Character must make a DC 15 fortitude save, or gain a second personality.
417Character's body is covered with fire like an everburning torch. (No harm to Character)
418Character gains a voodoo doll of them self.
419Character realizes they have died centuries ago, and doesn’t know how they’re here now.
420Any casted magic that affects the Character causes a random limb to fall off. (Can be re-attached
easily)
421Character turns to stone for 1d4 hours whenever someone makes eye contact with them.
422Character gains a permanent twitch.
423When Character walks over a spot where someone died, they instantly know where it was.
424The next thing the Character sits on will be able to fly. (poor)
425Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
426Character can cast any spell that's casted on them, once. Effect does not stack.
427Character's mouth can open to twice it's normal size.
428Character fails all diplomacy checks with the opposite gender.
429Character can turn whatever they kill into small fist sized trophies.
430Roll again, the next living thing the Character touches also receives the effect.
431Whenever the character falls they will always land on their face. (This includes jumping)
432Character's hair becomes a hedgehog familiar. Hair grows back at normal rate.
433When the Character's blood leaves the Character, it floats around like wax inside a lava lamp.
434Character turns invisible when eyes are closed. Does not affect clothing.
435Character no longer has a face, but can talk, eat, see, hear, and smell normally.
436Any animal the Character touches will speak common for 1d4 + lvl hours.
437Character's feet become hands. (+5 to climb when bare 'foot')
438Character can cast a random cantrip spell at will.
439Whenever the Character takes damage, they are immediately shoved 10ft. from wherever they received
it from.
440Character’s body becomes an octopus. (no stat change, does not require water)
441As long as the Character lives, a far off demon lord cannot return to life. (might be attacked by demon
minions!)
442Character knows the Wis score of any creature they encounter.
443Any liquid the Character consumes becomes alcoholic. Character is also more immune to dehydration
than most.
444Character's skeleton removes itself from the Character's body without killing them, and runs away. It
takes 24 hours for a new one to grow back. The skeleton is the same alignment as the Character, but has
no desire to become friends with them.
445Character now worships an oriental god.
446Character's skeleton glows a fluorescent red that's visible through their skin.
447Character cannot see the undead.
448Character moves and falls normally underwater, but only if completely submerged. (Character will still
have to hold their breath.)
449Character's skin becomes soot black.
450Character’s dreams are replaced with visions of being a beautiful mermaid viciously devouring the
bodies of sailors.
451Character gains an aura of disagreement.
452Character can impregnate any species. The offspring will be the impregnated species.
453Character becomes best friends with the Grim Reaper. (They cannot ask for favors.)
446Character's skeleton glows a fluorescent red that's visible through their skin.
447Character cannot see the undead.
448Character moves and falls normally underwater, but only if completely submerged. (Character will still
have to hold their breath.)
449Character's skin becomes soot black.
450Character’s dreams are replaced with visions of being a beautiful mermaid viciously devouring the
bodies of sailors.
451Character gains an aura of disagreement.
452Character can impregnate any species. The offspring will be the impregnated species.
453Character becomes best friends with the Grim Reaper. (They cannot ask for favors.)
454Fruit sings if within 30 ft of the Character.
455Whenever a Character enters a building for the first time, it will eject him forcefully.
456Character becomes a were-tree.
457Character is able to spell and scribe any word they hear in any alphabet. (Whether they understand it or
not is a different matter)
458Character can summon pillows at will, and they are extra fluffy. Character can summon at max one
pillow per person in their party.
459Character can swim in lava, but is still burned by normal/magical fire. If Character fails a swim check
while in lava, they explode and melt horribly.
460Any casted magic that affects the Character causes a wild surge.
461Whenever the Character closes their eyes, they see the place where they used to live. It would be a
shame if it burned down or something....hehehe...
462Character can move statues as though they were opposable.
463Character loses all hair on their body.
464Character can read books by flipping through them.
465Character is burned by the touch of the opposite gender.
466Whatever the Character touches has to agree with them, but can still physically resist them.
467Character is only nourished by the souls of who they slay. (All other foods make them vomit.)
468Character lays an egg (regardless of gender). (What kind is DMs choice.)
469Character tastes like chocolate.
470Character gains a random language.
471Any plant the Character plants will grow in one day, but will never blossom or bear fruits or vegetables
until it normally would anyway.
472Character attracts kobolds.
473Character learns one mundane song that they can play on any instrument.
474Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC)
475Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
476Character can no longer use outhouses to go to the bathroom.
477Character's soul cannot leave the material plane.
478Character can cast a random cantrip spell at will.
479Character's tears are acidic. The Character is not burned by them.
480Character suffers intense pain whenever they enter a temple or church, regardless of the deity.
481Character will possess whatever kills them for 1d8+lvl days.
482The next enemy the Character meets will become friendly, but only to the Character.
483Every fruit the Character touches turns to glass.
484Character now has commitment issues.
485Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)
486Character will win every coin flip they do.
487Character can bring anything they've killed back to life. It will become permanently hostile to the
Character regardless. (Character cannot gain experience this way)
488Any creature the Character kills evaporates. (Not equipment)
489Any change in HP of the Character floats away as numbers when it happens.
490Character is a champion pillow fighter. (but only with pillows)
491Character's urine can revive plant life.
492The Character is now burned by cold, and frostbitten by fire.
493Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever
they get the chance, or an excuse.
494Character now speaks in bad action movie one-liners.
495Character can crack open any kind of nut or seed in their hand.
496Character's fingers grow twice as long.
497Character can set water on fire.
498Character's hair becomes porcupine quills.
499If the Character fails a DC 10 Reflex save, every molecule in the Character's body is exploded at the
speed of light in every direction. (If Character survives, Character becomes a huge power source for any
492The Character is now burned by cold, and frostbitten by fire.
493Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever
they get the chance, or an excuse.
494Character now speaks in bad action movie one-liners.
495Character can crack open any kind of nut or seed in their hand.
496Character's fingers grow twice as long.
497Character can set water on fire.
498Character's hair becomes porcupine quills.
499If the Character fails a DC 10 Reflex save, every molecule in the Character's body is exploded at the
speed of light in every direction. (If Character survives, Character becomes a huge power source for any
electrical equipment, regardless if there is any.)
500Character suddenly remembers a past life where they were a flightless bird that was experimented on,
and criticized everything the experimenters did.
501Character gives birth to a brood of (DMs choice).
502Character glows a shade of gold in the presence of magic, and magical ore.
503Characters eyes never close.
504Character can use carrots as daggers.
505Character's tongue becomes a harmless snake, and talk normally.
506Character's urine is extremely acidic. (does not harm Character)
507Character falls in love with the next enemy they see.
508Everytime the Character whistles, an eagle will swoop down and land on the Character's shoulder, and
stare at whatever the Character stares at. It leaves if the Character enters combat.
509Character believes the next humanoid they see is their son and/or daughter and/or other.
510Roll again, effect can be transmitted through bodily fluids. (Urine, saliva, blood…)
511Character gains a political committee designed to elect the Character to a fictional political office.
512Character's skin turns red when it's hot, and blue when it's cold.
513Character is haunted by the ghost of everything they slay.
514It is always assumed that the Character killed their parents. (Whether or not it's true)
515Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)
516Character's pockets has an unending supply of Cuban cigars. Cannot be sold. (Only given away
graciously)
517Character is only able to enter rooms through dramatic actions.
518Character attracts insects.
519Character always appears to be riddled with bullet holes. (Does not bleed from holes)
520Any casted magic that affects the Character causes an anvil to chain itself to the Character’s leg.
(Break DC 17)
521The next wild mundane animal the Character sees, becomes domesticated to the Character.
522Character gains the profession Air Guitar skill. By strumming the air, the noises of a guitar are created.
Character may attempt to dazzle and stun anyone within range of their voice with a wicked guitar solo as a
full round action. Fortitude save DC 10 + Character's Air Guitar skill bonus.
523Character can only hear their base language backwards.
524Character's presence causes frost to form, but won't freeze anything.
525Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
526Character gains a new hairstyle every day.
527Character is attracted to them self.
528Character grows fur on their entire body.
529Character glows an eerie green for 3 seconds when their bellybuttons are pressed.
530Roll again, the next living thing the Character touches also receives the effect.
531Character can only communicate by saying their name over and over, and the party are the only ones
who understand them. This includes past and future party members.
532No matter what the Character says, anyone who hears them will think they are attempting to seduce
them.
533Character is intensely afraid of prostitutes.
534Whenever the Character witnesses a spell being casted, they must succeed a DC 10 Will save or roll
for a new alignment.
535Character is extremely flexible, to an inhuman point.
536Character gains a permanent twitch.
537Character can use weapons as musical instruments.
538Character can cast a random cantrip spell at will.
539Doors attack the Character if they attempt to walk through them. (Wood: +3 1d6+2 smash attack. Metal:
+3 2d6+3 smash attack. Stone: +2 2d8+4 smash attack.)
540Character’s head becomes that of a velociraptor. (gains bite attack)
541Character has a powerful urge to punt anything in the tiny size category or smaller.
542Character gains opposable feet.
for a new alignment.
535Character is extremely flexible, to an inhuman point.
536Character gains a permanent twitch.
537Character can use weapons as musical instruments.
538Character can cast a random cantrip spell at will.
539Doors attack the Character if they attempt to walk through them. (Wood: +3 1d6+2 smash attack. Metal:
+3 2d6+3 smash attack. Stone: +2 2d8+4 smash attack.)
540Character’s head becomes that of a velociraptor. (gains bite attack)
541Character has a powerful urge to punt anything in the tiny size category or smaller.
542Character gains opposable feet.
543Character's sweat releases an eerie blue smoke.
544Character's eyes become similar to an octopus, and can see underwater perfectly for 60 ft.
545Character makes their own god up and worships it. (It also exists due to it being worshiped.)
546Character gains were-obesity.
547Character is no longer able to reproduce in any way.
548Magical items are drawn to the Character like a powerful magnet and activate once they hit the
Character. (Reflex DC 15 to avoid setting them off)
549Character's nose glows blue when they pass near underground wells of water.
550Character’s dreams are replaced with visions of being a virtuous ascetic nurse taking loving care of the
sick, eventually dying of the sickness themselves.
551Character has a 10% chance of impregnating any creature with a normal grapple.
552Character becomes obsessively hygienic.
553Character can digest bones.
554Character grows animal horns. (DMs choice of moose, rams, etc.)
555Any mount ridden by the Character suffers no fatigue while they ride it.
556Character gains own shadow as familiar. (see shadow monster)
557Character becomes chronically pooped on by anything that flies.
558Character's nails fall off, and can be planted to grow any type of flower the Character wants. (Instantly)
559Character can shoot spider webs out from their fingertips when outside of combat.
560Any casted magic that affects the Character causes a wild surge.
561Character gains a permanent pair of glasses.
562Character can remove any curse, by only receiving it them self.
563Character can melt non-magical ice with their touch. They do not give off any extra heat.
564All liquids the Character consumes become caffeinated.
565Character can make a DC 15 Concentration check to summon the nearest bird, friendly or not.
566Character's feet becomes invincible, but they can still feel pain.
567Character becomes physically attracted to weapons.
568Character lays an egg (regardless of gender). (What kind is DMs choice.)
569Character becomes feral when their food is at stake.
570Character gains a random language.
571Character gains antennae on their head.
572When the Character is drunk, they can succeed a DC 17 fortitude save to release a stream of fire with a
mighty burp. 10 ft line, 1d4 fire damage.
573Character becomes physically attracted to mundane animals.
574Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC)
575Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
576Character is physically teleported to alternate planes in their sleep, but return to the material plane
when they wake up.
577Character harbors an extreme distaste for sailors.
578Character can cast a random cantrip spell at will.
579Character's voice of reason becomes an invincible squirrel that no one else can see.
580Character grows a ponytail of feathers all the colour of the rainbow. It makes for wonderful plumage.
581A bright round sphere looking object appears over the Character's head whenever they get an idea, or
remember something.
582The next enemy the Character meets becomes directly related to the Character, 40% chance of being
friendly.
583The entire party is pulled into the Character's dreams whenever the Character is asleep.
584Character's hair becomes smoke.
585Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)
586Character's hair becomes a chicken that insists on sitting on their head. The chicken is immune to
damage, and does not leave the Character's head.
587Whenever it rains, the Character is always at the end of the rainbow.
588Character can only communicate with cat noises. (Character can talk normally to any feline)
589Character mistakes every woman they meet for the first time as their farming wife Charlotte.
582The next enemy the Character meets becomes directly related to the Character, 40% chance of being
friendly.
583The entire party is pulled into the Character's dreams whenever the Character is asleep.
584Character's hair becomes smoke.
585Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)
586Character's hair becomes a chicken that insists on sitting on their head. The chicken is immune to
damage, and does not leave the Character's head.
587Whenever it rains, the Character is always at the end of the rainbow.
588Character can only communicate with cat noises. (Character can talk normally to any feline)
589Character mistakes every woman they meet for the first time as their farming wife Charlotte.
590Character is able to dig graves with surprising amounts of gusto.
591Character can make a DC 15 Concentration check to summon the nearest bird, friendly or not.
592The Character's evil twin from a parallel dimension materializes next to them.
593Character gains a gambling addiction, and has magically bad luck.
594Every night, an intelligent woodchuck appears to tell the Character stories as they fall asleep.
595Character can use arrows without a bow. Instead they throw them. Use the stats of a short bow.
596Vines grow over the Character whenever they're asleep.
597Character permanently smells like a fresh ocean breeze. People might reminisce about their romantic
experiences on beaches or boats.
598Character's head becomes incorporeal. (Can speak normally)
599A Boeing 747 commercial airliner crashes on the Character, and everyone needs to make a Reflex
save DC 15 or be obliterated in the debris. (If the Character survives, they learn how to pilot airplanes! Too
bad the only one just crashed. DMs Choice as to what the plane's cargo was.)
600Character suddenly recalls a past life where they were an animal being worshiped in ancient times.
601Only the top half of the Character is visible.
602Character's touch leaves permanent black marks on any type of skin, except for their own. They also
become great skin artists.
603Character can grow herbs on themselves harmlessly.
604Once per day, the Character can grant one mundane animal an INT score equal to their own, that goes
away at midnight.
605Character's hair grows 3x quicker now.
606Character's fingers become a key ingredient to making a brew that can cure any and all diseases and
poisons, magical or otherwise. Character is aware of the recipe. 1 finger per brew.
607Character grows 1d4 extra fingers on both of their hands.
608Character becomes homophobic, but becomes extraordinarily attractive to members of the same
gender.
609Character can swap places with one party member at-will.
610Roll again, character gains the ability to cook the effect into a meal. (Ingredients are DMs choice)
611Character finds a dagger in their boot. (A +1 Dagger of Substantial Importance!)
612Character can only pee upon other people's legs.
613The next enemy the Character attacks becomes their reoccurring arch enemy that will plot dastardly
schemes to destroy the Character and take over the world!
614Character's belly button can open to a 1 cubic foot pouch of holding.
615Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)
616Character learns the spell Teach Esperanto, which will automatically teach Esperanto to the subject.
Can cast at-will.
617Character gains an un-summonable glacier familiar.
618Next profanity used by Character becomes a living, vile entity.
619Any mundane creature the Character hugs becomes a plush doll version of itself for the duration the
Character hugging it. (the animal cannot be harmed while plush)
620Any casted magic that affects the Character causes it to snow in the immediate area.
621Whatever the Character kills harmlessly explodes and splatters everywhere. (People, doors, etc.)
622Whenever the Character wakes up, they are in a coffin where they had went to sleep.
623The Character can only speak in their base language backwards.
624Character gets strange blisters that pop like bubble wrap on their arms. When they pop, they make
different musical notes. They're not unsightly, just weird.
625Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
626Character's joints are reversible.
627Character's hands can be unscrewed from their wrists.
628Character can remember their name, and that's about it.
629Character becomes a witch, and might encounter witch hunters.
630Roll again, the next living thing the Character touches also receives the effect.
631Character can use fruits as musical instruments.
632Character's hair turns white in the presence of magic. (If it's white to begin with, it turns a girly pink,
different musical notes. They're not unsightly, just weird.
625Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
626Character's joints are reversible.
627Character's hands can be unscrewed from their wrists.
628Character can remember their name, and that's about it.
629Character becomes a witch, and might encounter witch hunters.
630Roll again, the next living thing the Character touches also receives the effect.
631Character can use fruits as musical instruments.
632Character's hair turns white in the presence of magic. (If it's white to begin with, it turns a girly pink,
complete with bows and ribbons.)
633Character's twin shows up, and is similar in every aspect except that their alignment is one step above
or below the Characters.
634Character is sexually attracted to fire.
635Character is believed to be a doomsday weapon. (May be sought after by kings and nations.)
636When the Character sleeps, the grass either grows in 160 sq ft area around the Character, or the
existing grass grows ten times it's normal size.
637Character's pockets spawn mundane playing cards one at a time.
638Character can cast a random cantrip spell at will.
639Character gains a key that can open their chest cavity harmlessly like a cabinet door.
640Character’s body turns into a troglodyte. (no stat change)
641Character can dance with bears, whether they're hostile or not. Character must make a Wisdom save
DC 10 + bear's HD.
642A bottomless well is created next to the Character.
643Whatever object the Character sits on can be piloted. (Fly, 30 ft. poor.)
644When Character touches glass, they move through it like water. (Glass reforms.)
645Character now worships an Egyptian god.
646When the character snaps, it sounds like a church bell. (As loud as a snap)
647Character gains an aura of incredulity. Everything the Character does seems incredulous.
648Character gains the knowledge of how to weaponize the grog, by imbuing it into a rod of wonder. The
effects have a 50% chance of affecting the Character, or the target.
649Character's eyebrows grow twice their size and permanently cover the Character's eyes.
650Character’s dreams are replaced with visions of being an enormous force of pure evil slaughtering
innocents.
651Whenever the Character is struck, a mundane creature will appear in their clothing. (rabbits, snakes,
birds, etc.)
652Character is detected by Detect Undead.
653Character is constantly mistaken for an extremely evil demon.
654Wildlife brings the Character food periodically.
655Character didn’t actually exist prior to drinking this grog.
656Character's touch leaves permanent red blood splatter.
657Character can hear the thoughts of a random party member.
658Character has random manias of superb mathematical genius, but after 1d4 rounds, won't be able to
understand what they had just said or done. During the mania, the Character's brain doubles harmlessly in
size.
659Character is a were-construct.
660Any casted magic that affects the Character causes a wild surge.
661Character's weapons are permanently bound to them.
662An owlbear appears, runs toward the Character and hugs them for 1d4 rounds before disappearing. It
automatically succeeds on its touch attack and all grapple checks. It attacks anyone who tries to harm the
Character it is hugging. This happens at the same time everyday. Even if the bear is in combat, it will still
disappear after 1d4 rounds.
663Whenever the Character sleeps, a bed of cabbages grows under them over night.
664It snows whenever the Character is sad.
665When the Character snaps their fingers, a apple appears before them. It's a normal apple. Max 1d4/lvl
per day.
666A furious demon portal is opened up directly in front of the Character, and a monster of unspeakable
horror named Howard suddenly sparks into existence.
667Character can teleport from the bottom of any freshwater lake to the bottom of any other freshwater
lake.
668Character lays an egg (regardless of gender). (What kind is DMs choice.)
669Character's jaw becomes removable.
670Character gains a random language.
671Character receives mail from a long distance significant other periodically by Marvin the Mailman. (He's
a mailman)
per day.
666A furious demon portal is opened up directly in front of the Character, and a monster of unspeakable
horror named Howard suddenly sparks into existence.
667Character can teleport from the bottom of any freshwater lake to the bottom of any other freshwater
lake.
668Character lays an egg (regardless of gender). (What kind is DMs choice.)
669Character's jaw becomes removable.
670Character gains a random language.
671Character receives mail from a long distance significant other periodically by Marvin the Mailman. (He's
a mailman)
672Character is extremely prejudice against fruits and vegetables.
673Character gains an Easter Island head familiar. When it's summoned, it sits there and creeps everyone
out.
674Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC)
675Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
676Character can steal one prepared spell from grappled spell casters that doesn't exceed their Int
modifier.
677Character's thumb turns greens, and can cause plants to grow at a rapid rate, but cannot exceed their
normal size.
678Character can cast a random cantrip spell at will.
679Character can remove their face like a mask.
680Character’s heart will never stop beating, even if removed.
681Character thinks any form of eating meat is a crime against nature.
682Character's mouth is stuck in a permanent smile.
683Character's right arm is interchangeable with any other creature's right arm. (Character can remove
right arms harmlessly)
684Character grows an extra finger and toe on each hand and foot. (No effect if Character lacks hands and
feet.)
685Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)
686Character can speak the language of the next mundane animal they meet.
687Character is able to shove their foot up any butt, regardless if it fits or not. It deals pride damage.
688Character only requires sleep 1d8 hours of sleep a night. (Re-roll every night)
689Anything the Character wears turns to wood permanently, but retains all stats.
690Character has an unusually good talent for trout tickling. (May be illegal in some areas.)
691Character knows the Int score of any creature they encounter.
692Character can use a baguette as a longsword.
693Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever
they get the chance, or an excuse.
694Character is no longer able to get drunk.
695Character physically regresses to when they were a child, but retains all stats and abilities.
696Character can snap their fingers together and produce sparks like flint and steel would.
697Character gains a second heart, and is able to hold their breath for 5-6 minutes before suffocating.
698Character disappears and is replaced with a map to their location.
699Character spontaneously ages 10,000 years. Fort save DC 10 or the Character disintegrates.
(Character reverts to normal health and stats before the potion, but is still 10,000 years older. Lifespan
continues as normal.)
700Character suddenly recalls a past life where they were a beautiful princess who lived an affluent, and
uneventful life.
701Character gives birth to a nest of (DMs choice).
702Character gains insect like wings, and can fly. (poor)
703Character gains 5 ft of height, but is not considered a size category larger. Stats don't change.
704Character believes that all other races other than their own are aliens.
705Character can use and throw fruit to cast bolts of magic missile. Each fruit is one bolt. (treated as spell,
not thrown object)
706Whenever the Character goes to the bathroom, small, harmless earthquakes hit the surrounding area.
707Everytime the Character sneezes, an exact duplicate of themselves appears at least 20 ft away from
the Character for 1d4 hours. Character must designate a mundane allergen that makes them sneeze.
(Certain flowers, dust, mold, animals, etc.)
708Character has a zipper on the front of their chest that they can unzip and show off the inside of their
torso.
709The next time the Character dies, they are resurrected as the race that killed them.
710Roll again, effect can be bestowed through a ritual the character suddenly learns. (Material components
are DMs choice)
711Character's shadow smokes as if it's on fire. (Not good to stay in enclosed spaces)
706Whenever the Character goes to the bathroom, small, harmless earthquakes hit the surrounding area.
707Everytime the Character sneezes, an exact duplicate of themselves appears at least 20 ft away from
the Character for 1d4 hours. Character must designate a mundane allergen that makes them sneeze.
(Certain flowers, dust, mold, animals, etc.)
708Character has a zipper on the front of their chest that they can unzip and show off the inside of their
torso.
709The next time the Character dies, they are resurrected as the race that killed them.
710Roll again, effect can be bestowed through a ritual the character suddenly learns. (Material components
are DMs choice)
711Character's shadow smokes as if it's on fire. (Not good to stay in enclosed spaces)
712Any statue resembling an animal that is within 30 ft of the Character is animated. If it goes beyond 30 ft,
it ceases to be animated.
713Character can use wildlife as weapons. (but will drop in alignment when they do)
714Character only bleeds sand.
715Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)
716Character's voice drops an octave and echoes no matter what.
717Character gains cat pupils, whiskers, and fur. (No low-light vision is gained, Character might tend to
purr)
718Character's skin becomes translucent, and observers are able to see tiny fish swimming around inside
of the Character.
719Character gains a spirit animal that appears whenever the Character is within 15 ft of fire. (DM’s
Choice)
720Any casted magic that affects the Character causes plant life to over grow in the immediate area.
721Character's tears turn into jellybeans.
722All fire that burns within 30 ft. of the Character turns the colour of their choice.
723Any object the Character successfully breaks bursts into flower petals.
724Character gains 100 lbs.
725Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
726Character knows the market value of any humanoid as a slave that they see.
727Character attracts floating candles.
728Character's eyes turn purple and gains an aura of purple. Anyone who is within 5 ft of the Character,
including the Character, only sees in shades of purple.
729Everytime the Character attacks a mundane animal, a second one appears next to it.
730Roll again, the next living thing the Character touches also receives the effect.
731Any fruit the Character touches becomes dried and preserved.
732Character gains very dramatic looking battle scars and gains a +10 on all bluff checks if only relating to
them.
733Character becomes a ghost when they are in the rain.
734Whenever the Character witnesses a spell being casted, they must succeed a DC 10 Will save or roll
for a new alignment.
735Character goes insane. They are convinced that they are nothing but constructs in a game played by
unseen beings who determine their every move. They will babble incessantly about things like "stats" and
"hit points". On the bright side, they gain an uncanny insight into the vulnerabilities and strengths of
creatures they encounter. Effect lasts until the next time the Character sleeps. This experience stays with
them forever.
736Character gains 1d4 more eyes.
737A talking rainbow unicorn offers to be the Character's steed. (Unicorn is Neutral Good)
738Character can cast a random cantrip spell at will.
739Whenever the Character is left alone in a building, the building burns down.
740Character’s body turns into a medium-sized praying mantis. (no stat change)
741Character can pick up flames in their hands. (like, scooping up fire and throwing it.)
742When the Character dies, their ghost will haunt the party forever.
743Character gains a pair of sunglasses that when worn, they become "too cool" for whatever action is
decided. Does not effect hostilities.
744Character cannot die in their sleep.
745Character now worships an Greek god.
746Character's hands never leave their sleeves. (Character also permanently wears long sleeve shirts.)
747Character becomes aware of a certain group of people who've managed to travel back in time. (No one
in particular, it's DMs choice really)
748With a DC 15 search check, the Character can find random dinosaur plushies hidden in the
environment. They're worthless, but they have strange sentimental value.
749Whatever the Character is sitting on right now becomes their property.
750Character’s dreams are replaced with visions of an ancient temple where a magic artifact is sealed.
751Whenever the Character hears their name, a random flower sprouts somewhere on their person.
744Character cannot die in their sleep.
745Character now worships an Greek god.
746Character's hands never leave their sleeves. (Character also permanently wears long sleeve shirts.)
747Character becomes aware of a certain group of people who've managed to travel back in time. (No one
in particular, it's DMs choice really)
748With a DC 15 search check, the Character can find random dinosaur plushies hidden in the
environment. They're worthless, but they have strange sentimental value.
749Whatever the Character is sitting on right now becomes their property.
750Character’s dreams are replaced with visions of an ancient temple where a magic artifact is sealed.
751Whenever the Character hears their name, a random flower sprouts somewhere on their person.
752Character's presence causes vegetables within 30 ft. to sing.
753Character gets accepted into the University of their choice.
754Character's left arms swaps with the last humanoid they touched.
755Character finds a compelling but incomprehensible magical tome in their inventory.
756Character has a giant round hole in their chest. (Harmless)
757Character's footsteps sound as though they were 3 size categories larger.
758Character gains a locked bulletproof suitcase that's permanently chained to their left wrist. (Contains
some very powerful information, too bad no known locksmith can open it)
759Character permanently speaks Spanish, but gets subtitles.
760Any casted magic that affects the Character causes a wild surge.
761Character becomes a were-zombie. (If already a zombie, they become were-alive.)
762Character now feels the need to route out the communists.
763Character is now permanently afflicted with glitter.
764Character will always smell like freshly baked cookies. Might attract wildlife.
765Character gains a permanent smiley face button on their shoulder.
766Character is cloned, but doesn't know where the clone is.
767Character goes down one size category. (With no Ability Score change)
768Character lays an egg (regardless of gender). (What kind is DMs choice.)
769Character gains very well defined and shiny muscles, and can show them off as a free action. (Does not
affect CHA or CHA based skills)
770Character gains a random language.
771Character gets a small unicorn horn that glistens in the sunlight. (Cannot attack with it, too small)
772Character's feet attract snakes. 10% chance of being poisonous.
773Whatever the Character kills becomes a tombstone.
774Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC)
775Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
776Character attracts suspicious little red glowing dots. (Like a sniper...)
777Character gains a butterfly familiar. (The Character doesn't know it's their familiar though)
778Character can cast a random cantrip spell at will.
779If the Character falls in love (truly), then whoever they love will mysteriously and spontaneously
combust the next day.
780To only the Character, puddles are always 10 ft. deep.
781Character gains a pencil-thin mustache, a thick British accent, and an urge to lift one eyebrow.
782Spectacular lightning strikes flares overhead when the Character's name is said.
783Character looks like a ghost in the moonlight.
784Character can make a normal swim check to swim through the ground. (Like getting to underground
places) Failing the check results in entombment.
785Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)
786Character's whistle sounds like a contrabass saxophone.
787Character can boils small quantities of water by staring at it for 1d6 rounds.
788Character invents the Harpmonicsicordiphone.
789Character breathes out harmless lightning butts. Can shock/distract people.
790Character has what it takes to be an Olympic-level vagrant.
791Character goes down one size category.
792When Character is submerged in the ocean, they transform into a blue whale. They must beach
themselves to turn back. Their equipment expands to fit them.
793Character's hair becomes as strong as steel.
794Character no longer has a midsection. (Still eats normally)
795At the start of every encounter the Character must succeed a DC 10 Will save or roll for a new
alignment.
796Character gains their own brain as their familiar. It can exist harmlessly outside of their body.
797Character can breathe beneath only 5 ft. of water.
798Character attracts whatever they are afraid of.
799All of the Character's blood is replaced with grog. Constitution save DC 10, or be obliterated into the
792When Character is submerged in the ocean, they transform into a blue whale. They must beach
themselves to turn back. Their equipment expands to fit them.
793Character's hair becomes as strong as steel.
794Character no longer has a midsection. (Still eats normally)
795At the start of every encounter the Character must succeed a DC 10 Will save or roll for a new
alignment.
796Character gains their own brain as their familiar. It can exist harmlessly outside of their body.
797Character can breathe beneath only 5 ft. of water.
798Character attracts whatever they are afraid of.
799All of the Character's blood is replaced with grog. Constitution save DC 10, or be obliterated into the
chaotic omnicosm. (If Character survives, they re-roll and decuple (x10) the effect!)
800Character suddenly recalls a past life where they were a cat on a boat that had a mysterious cargo. Not
that they cared enough at the time to investigate.
801Character petrifies all grass they walk on.
802Whenever the Character leaves the ground, they become as heavy as paper. (Will fall normally though)
803Character becomes intensely afraid of penguins. (Sphenisciphobia) (Penguins are not unknown to stalk
people)
804Character is nourished by charcoal instead of food. (Food harmlessly burns in their mouth while they
chew, can not be used to bite.)
805Character can pull their hand off, revealing a dagger attached outwards from their wrist. Their hand
functions normally when sheathed and not.
806Character can make a DC 15 Concentration check to summon the nearest bird, friendly or not.
807Whenever the Character makes a fist, they become round spheres of steel. (Dmg 1d6 + Str.)
808Character begins to lactate ale regardless of gender.
809Whenever the Character takes damage, they must make a DC 13 Fortitude save or fall unconscious for
1d4 rounds.
810Roll again, effect can be smithed into a weapon that imbues the effect onto whomever holds it. (Cheap
materials, as well as a smith, are DMs choice)
811Character is surrounded constantly by a personal 'bubble'. When it pops, it takes 2 rounds to reform.
812Sand perpetually pours out of the Character's eye sockets when their eyes are open. Character sees
normally.
813A random limb becomes only the functioning skeleton of it.
814Character can summon small versions of themselves that sit on their shoulders and argue with each
other or other people.
815Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)
816Character's burp becomes the mating call of unicorns.
817Character becomes discretely stalked by a garden gnome.
818Character's nose bleeds when anything venereal is discussed.
819Doors will always hit the Character on the ass on the way out. (Tougher doors hit harder)
820Any casted magic that affects the Character causes water nearby to become holy/unholy. (Depending
on alignment)
821Character is no longer related to anyone.
822Character's blood harmlessly becomes sand.
823Character's presence causes animals within 30 ft. to sing.
824Once per day, the Character becomes encased in stone. DC 13 Strength to break out.
825Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
826Whenever the Character makes a joke, a laugh track plays in the background.
827Character's HP is instantly (and only) reduced to 1 if struck with an unholy weapon, but is healed by
holy weapons.
828Character perspires rainbows.
829Any door the Character tries to open instantly locks itself. (Can still be picked)
830Roll again, the next living thing the Character touches also receives the effect.
831Whenever the Character falls asleep, their clothes fly away and migrate south for the winter.
832Anything the Character kills is personally escorted to hell by the Grim Reaper.
833Character is now healed by mushrooms. (1d4 + Con modifier per shroom)
834Character sprouts a singing venus fly trap on their shoulder that sings when the Character is happy.
835Character is blinded, but can still see normally through sonic vibrations. (See Daredevil)
836As long as the Character pets a creature, it is able to speak it’s mind.
837Character gains 3 fox tails.
838Character can cast a random cantrip spell at will.
839Character's butt dispenses 10 ft. of rope per day.
840Character’s body is permanently covered in mummy wraps. (no stat change, preserve body upon
death)
841Character can skip themselves off of water (10 ft.) with a DC 5 jump check, with each successive skip
833Character is now healed by mushrooms. (1d4 + Con modifier per shroom)
834Character sprouts a singing venus fly trap on their shoulder that sings when the Character is happy.
835Character is blinded, but can still see normally through sonic vibrations. (See Daredevil)
836As long as the Character pets a creature, it is able to speak it’s mind.
837Character gains 3 fox tails.
838Character can cast a random cantrip spell at will.
839Character's butt dispenses 10 ft. of rope per day.
840Character’s body is permanently covered in mummy wraps. (no stat change, preserve body upon
death)
841Character can skip themselves off of water (10 ft.) with a DC 5 jump check, with each successive skip
increasing the DC by 5.
842Character sings manly songs whenever they're in combat.
843Character becomes a were-sword.
844A random party member can now hear the Character's thoughts.
845Character now worships a Norse god.
846Anything the Character kills becomes preserved forever.
847If the Character touches a plant, it glows in the dark.
848Character's right index finger (or equivalent) gives off a harmless red laser.
849The souls of whoever the Character kills linger around them in the form of small heatless balls of
purple-ish fire.
850Character’s dreams are replaced with visions of being the last priest in a forgotten order.
851Character gains a wombat for a mount.
852Every time the Character is struck on the head with any force, they change to the opposite alignment.
853Character releases extremely manly pheromones, regardless of gender.
854Character's body hair is replaced with 3 leafed clovers. (Search check for a four leafed)
855Character comes upon an invincible key that explodes anytime it is inserted into a lock.
856Character no longer blinks, and always looks very angry. They only close when they're asleep.
857Character can run across water, but if they stop or change direction, they sink.
858Character's eyes are permanently covered with shadow, and are impossible to see under any light.
859Character chooses an obscure food product. They become professionals in cooking it.
860Any casted magic that affects the Character causes a wild surge.
861Character can spawn a bag of marbles every day, that only they are able to touch. If Character loses
the marbles, they take a -8 penalty to Int until they are collected, or a new bag is spawned. The bag
disappears at the end of the day.
862Character now has green, copper based blood.
863Character does not cast a shadow.
864A 60 ft wide snowstorm surrounds the Character for 1d4 hours every 2 days at noon.
865Character is unable to talk around the opposite gender.
866Any weapon the Character holds is able to talk, and is normally very eager to do so.
867Character learns recipe of random meal, gains the ingredients to prepare it, and will not be satisfied
until they make the meal in a decent kitchen.
868Character finds their own baby. (What kind is DMs choice.)
869Character gains a grand piano familiar. (Summonable at-will, at ground level)
870Character gains a random language.
871People with magic are physically attracted to the Character.
872Character becomes a were-statue.
873Continual fog empties out of the Character's ankles filling a 30 ft radius. 1 ft high.
874Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC)
875Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
876Character can use wildlife as musical instruments.
877Character can chop non-magical wood with their bare hands.
878Character can cast a random cantrip spell at will.
879Character gains 1d4 different voices that they can use interchangeably at-will.
880Mysterious runes are visible on the Character’s skin in the moonlight.
881Character becomes unnaturally fascinated with piercing their body piercings. (Can be replaced with
magical ones)
882Character's head can rotate 360 degrees around.
883Character's brain becomes clockwork, and must be wound every 24 hours. Otherwise Character's INT
drops to 0 until it's wound again.
884Character can make a DC 15 fortitude check to cough up one lung. It grows back after 24 hours, until
then, Character cannot run.
885Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)
886Whenever the Character goes to sleep, they are kidnapped for the amount of time they rest. After which
they are returned to the exact same spot, fully rested.
881Character becomes unnaturally fascinated with piercing their body piercings. (Can be replaced with
magical ones)
882Character's head can rotate 360 degrees around.
883Character's brain becomes clockwork, and must be wound every 24 hours. Otherwise Character's INT
drops to 0 until it's wound again.
884Character can make a DC 15 fortitude check to cough up one lung. It grows back after 24 hours, until
then, Character cannot run.
885Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)
886Whenever the Character goes to sleep, they are kidnapped for the amount of time they rest. After which
they are returned to the exact same spot, fully rested.
887Around the Character, the moon appears to be constantly full at night.
888Character hiccups bubbles. 2d4 bubbles per round for 2d4 rounds when caught flatfooted (or
surprised).
889Character is nourished by arguments. All other food makes the Character nauseous.
890Character is a professionally bad dancer.
891Character flips a coin to decide whether or not they should tell the truth. (Heads = truth, Tails = false)
892Character can only read and write languages they do not know how to speak.
893Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever
they get the chance, or an excuse.
894Character occasionally and inexplicably becomes in possession of random people's underwear.
895At the start of every encounter the Character must succeed a DC 10 Will save or roll for a new
alignment.
896Character can sheath any type of sword in their forearm, and not be hindered in their movement.
897Character gains a purple thumb that causes non-magical plants to whither and die.
898As long as the Character has throwing knives, they can inexplicably pull them out of any where on their
person.
899Character fades into an existential quandary filled with angst and self-loathing. DC 10 Wisdom save, or
the Character vanishes into nothingness. (If the Character survives, they will never complain about how bad
things are, and will be persistently optimistic.)
900Character suddenly feels as though they are being remembered by a future life.
901Character gives birth to a litter of (DMs choice).
902Character's head is removable. It will remain active, as well as the body.
903Character gains a talking tattoo. Roll for tattoo's alignment.
904Character is able to lick an enemy to paralyze them for 1d6 rounds. Fortitude save DC 10 + Character's
level negates.
905Everytime the Character dances, a natural disaster happens somewhere. (2% chance it happens right
where the Character is)
906Character's consciousness swaps with a future incarnation from the 21st century. (No stat change)
907Character can now directly communicate with their god, but cannot get help from them.
908Character can identify any substance by ingesting it.
909Character is burned by water, except when they drink it.
910Roll again, the effect spreads to casters that cast magic on the character. (Lasts 1 day/character level)
911From now on, whenever the Character meets a new person, the new person will only ever be able to
dream about the Character.
912Whatever the Character guesses will always be correct, but no one will ever believe them.
913Character is able to be used as a great club by other characters in the same size category. Character
takes half damage minus their armor bonus.
914Character becomes a dragon in a human form with the same stats as they had before, but has forgotten
how to polymorph.
915Roll again, the effect is thrice as strong. (Thrice as fast, thrice as much, etc.)
916It's now impossible to identify the race and gender of the Character. (May be referred to as a 'whatever')
917Character is made of felt. (But takes all damage normally)
918If the Character succeeds a DC 20 Wisdom save, the Character can marry any two creatures who
automatically become non-violent towards each other, and produce a child hybrid.
919Character grows 1d10 new and mysterious organs in their abdomen.
920Any casted magic that affects the Character causes all nearby wildlife to double in size.
921Character's singing attracts hostile creatures.
922If the Character opens a closet, there will always be a dead body in it.
923Character's middle name becomes "Danger".
924Character can shoot anything with a bow that they can lift.
925Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
926Whoever makes eye contact with the Character cannot help but laugh.
927Character gains rock-star like groupies that follow them everywhere. (Large mob) If they get killed, new
ones take their place. They are only capable of cheering and trampling the Character.
920Any casted magic that affects the Character causes all nearby wildlife to double in size.
921Character's singing attracts hostile creatures.
922If the Character opens a closet, there will always be a dead body in it.
923Character's middle name becomes "Danger".
924Character can shoot anything with a bow that they can lift.
925Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
926Whoever makes eye contact with the Character cannot help but laugh.
927Character gains rock-star like groupies that follow them everywhere. (Large mob) If they get killed, new
ones take their place. They are only capable of cheering and trampling the Character.
928Character can plane shift once per day, and move 5 spaces before coming back to the material plane.
They have a 60% chance of bringing something back with them, and a 20% chance of it being friendly.
929Character is severely allergic to intimacy. (Symptoms include head trauma and internal bleeding)
930Roll again, the next living thing the Character touches also receives the effect.
931Character is physically moved to tears whenever they part with any of their money.
932Character is abducted by aliens, probed, surgically implanted with an unknown alien device, and is put
back in the same spot about 10 minutes later.
933Beneath the Character's skin, they become entirely robotic. They take damage and die normally, and
don't feel any different.
934Whenever the Character witnesses a spell being casted, they must succeed a DC 10 Will save or roll
for a new alignment.
935If the Character breaks a window, it sucks everything through it as though the other side was a vacuum.
936Once per day, the Character can summon a stream of 600 butterflies to swarm themself for 1d4 rounds,
blinding everyone including the Character within 40 ft. until they're dispersed.
937Character learns every recipe there is to cooking and serving the slain bodies of their enemies.
938Character can cast a random cantrip spell at will.
939Character adds all ranks from Move Silently to Bluff, and instead says, "You can't see me, I'm hiding."
for any and all sneak attempts.
940Character’s body turns into a medium sized minotaur. (no stat change)
941Character becomes a dimensional rift that alternate realities can enter through.
942Character is possessed by a demon that acts the exact same way as the Character did beforehand.
The demon is detected by Detect Evil, but is the same alignment of the Character.
943Character becomes irresistibly cute, but only while on fire.
944Once per day, the Character can vomit freshly caught fish.
945Character makes their own god up and worships it. (It also exists due to it being worshiped.)
946All Gods abandoned the Character.
947Character's consciousness visits the modern era in their dreams, by taking the body of a future
incarnation.
948Character is abducted by aliens for 1d4 days. (DMs choice of what happens)
949Character has a 30 ft aura of a full-moon. (Affects were-creatures)
950Character’s dreams are replaced with visions of incomprehensibly horrendous Lovecraftian horror-
terrors from beyond.
951The Aurora Borealis are always above the Character.
952Character is a were-warforged.
953A giant robot from the future comes back in time and stands over where the Character is standing.
Character could never possibly hope to be trained in piloting it though.
954The Character is considered dead for the duration they sleep. When they wake up, they are
resurrected.
955Character finds a notebook detailing the way they were built in a lab.
956Instead of sleeping, the Character is under the effects of internally produced lysergic acid diethylamide
for the amount of hours they would normally spend sleeping.
957Character becomes married to the sea. If Character already has a spouse, they will kill them and
become a sailor. (Doesn't leave the party)
958Character goes up one size category. (With no Ability Score change)
959Character can make a DC 17 Will Save to grow a fabulous and amazing mustache.
960Any casted magic that affects the Character causes a wild surge.
961Character can make a DC 13 Strength check to punch into the ground and pull out any type of
vegetable.
962Character's presence causes bubbles to explode. 2d4 fire damage each.
963Character ceases to age, but will die at the end of their lifespan.
964Whenever the Character is cold or freezing, they become undead. When they are warmed up again,
they come back to life.
965No ship can float while the Character is on board, however, they can be sailed underwater.
966Character becomes aware of a contract they have with the mole people to defile any gardens they
happen to pass by. (Farms don't count, petunia bushes do)
960Any casted magic that affects the Character causes a wild surge.
961Character can make a DC 13 Strength check to punch into the ground and pull out any type of
vegetable.
962Character's presence causes bubbles to explode. 2d4 fire damage each.
963Character ceases to age, but will die at the end of their lifespan.
964Whenever the Character is cold or freezing, they become undead. When they are warmed up again,
they come back to life.
965No ship can float while the Character is on board, however, they can be sailed underwater.
966Character becomes aware of a contract they have with the mole people to defile any gardens they
happen to pass by. (Farms don't count, petunia bushes do)
967Character's long lost fraternal twin will visit the Character soon.
968Character lays an egg (regardless of gender). (What kind is DMs choice.)
969Character degenerates into an earlier form of their race. (No stat change)
970Character gains a random language.
971Character can no longer speak unless they are touching someone, and can only speak in the
languages of the person they are touching.
972Character becomes permanently drunk.
973Character has an aura of badass-itude.
974Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC)
975Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability
scores, increasing by one each day without grog.
976Whatever the Character kills will come back to life as a zombie immediately. 50% of being friendly. All
creatures die permanently at midnight the day they were raised.
977Character ascends to a higher dimension, learns how to exist in this dimension, and then instantly pops
back into the material plane with no memory of the event. (May have made friends, or enemies in their
time)
978Character can cast a random cantrip spell at will.
979The name and face of everyone the Character kills is automatically tattooed to their skin when they die.
980Tomorrow, Character will save the life of whom fate has decreed must die.
981All of the Character's criticals and fumbles are twice as effective as they normally were.
982Character explosively sheds their skin once a month, starting now. (2d6 force/fire damage, 10 ft. radius)
983Character's urine morphs trees into treants. They won't be happy you peed on them.
984Character can swallow ores and defecate the refined material.
985Roll again, the effect is thrice as strong. (Thrice as long, thrice as much, etc.)
986Character can make a DC 10 + Animal's HD Will Save to make mundane animals fall unconscious.
987Character reproduces by budding. (Still needs a mate)
988Character can summon a magical gong at will and hit it for whatever reason they feel like. The gong
doesn't do anything because it's a gong.
989Character's only mode of transportation is the moon walk.
990Character receives their diploma in Dilly-Dallying from the College of Substantial Whimsy.
991Character has an hardcore aura. Everything they do is pretty hardcore.
992The absolute most crazy and absurd things will happen to the party, but only when the Character isn't
around.
993Character can store normal sized ships in bottles.
994Character is detected by any Detect spell.
995Nothing happens. (What are the odds?)
996The Character is aware that the next time they die, they bursts into flames destroying all flammable
gear and is resurrected.
997Character becomes best friends with an epic wizard that only ever comes around to ask for loans of
money to fund their crazy ideas.
998Character's left arm falls off, and is replaced with an incorporeal 'Karma Arm'. (If a creature has less hp
than the Character has levels, the Character can make a touch attack to instantly kill the creature.)
999Character's mind is blown. DC 30 Class Level save or their minds explode from realizing the answer to
the universe. If they succeed, they gain their ranks equal to their class level in Knowledge (everything)
checks.
1000/0Character is divided by zero.

You might also like