Minor Magic Items, 4 (d100)

Also known as not-quite-wondrous items, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts, these objects are essentially cantrips and weak magic spells in physical form. Useful for more than just combat, these items create light, entertain, clean, play music, flavor food, heat, cool, warn, inform and generally raise the quality of life for their bearers. They can act as unique world building items, magic shop filler objects, barter and trade goods as well as ingredients to create or upgrade stronger magic items or enchantments.

d100 Result

1

Psychic Paper: A foldable leather wallet containing a pair of blank pieces of paper that cannot be removed. When examined, the small paper cards appear to be whatever the reader expects to see. If handed to a literate guard with the explanation that the paper is in fact a writ of passage, a license, or some other document, the guard would see it as such. The bearer gains advantage on all charisma based checks (Bluff, deception, diplomacy, etc.) to convince the reader that they are who they say they are and that the credentials are genuine. This object only functions on creatures with no innate psychic abilities and who have a lower intelligence score than the bearer, otherwise the reader only sees blank paper, wavy lines or gibberish text. The paper ceases to display anything if it is more than ten feet away from the bearer but this does not break attunement. The paper must stay in the bearer’s possession for a full three days in order to attune to his mind and can only be attuned to one creature at a time.

2

Devil’s Ink: A sealed vial of red glass, filled with pitch black ink that can be used to write a document (Typically a binding contract) on parchment or leather. When the document is signed by each creature mentioned by name in it, the script as well as the material it’s written on spontaneously combusts. The resulting black flames completely engulfs the material and after a moment nothing is left but a layer of fine white ash. After the document burns itself out, each creature whose name was on it is able to flawlessly recall the entire text for a period of a year and a day, after which they start to forget as normal. The vial contains enough ink for 3d6 contracts.

3

Spectacles of Lip Reading: A pair spectacles made of clear glass lenses set in a wire frame that fits most humanoids. While worn, the bearer can read the lips of creature they can see within 50 feet and understand the words that are being spoken. The bearer must have a clear line of sight to the creature and adequate lighting conditions (Or other special means or seeing the creatures lips) and the bearer only understands spoken words in a language that he knows.

4

Oil of Minor Magic Weapon: A sealed glass vial filled with a Roll on "Random Colour Table" glowing oil. The oil can be carefully applied to one weapon (Or up to 15 pieces of ammunition) over the course of an hour in order to grant it a weak magical enchantment. Roll on the Minor Weapon Enchantments Table and the weapon gains that property or reroll if the specific enchantment is not appropriate for the weapon. The weapon may undergo physical changes (As per the enchantment’s description) following the application, causing it to shift in form or take on additional properties. The physical changes and enchantment are permanent. The oil doesn’t mix well with existing magic and has no effect if applied to a weapon that is already enchanted. —Note: It is up to the DM whether the oil’s enchantment is random or not. The oil’s magical enchantment could have been pre-rolled by the DM and could be determined by a successful magical identification check by a PC or the oil could be a type of wild or unknown magic that is too random to identify. A default option is that the enchanted weapon can be activated once per day causing it to become a +1 weapon for one minute.

5

Discs of Illumination: A set of 1d3+1 Randomly Brightly Coloured metal disks one foot in diameter. When placed on a flat surface or less than one foot underground (Or under leaves, a carpet or other light covering) and the command word is spoken it functions as a sort of sentry. A creature weighing 50 pounds or more that steps on the disc or the ground above it, will trigger a pillar of light five feet wide and ten feet tall centered on the disk’s location. The light is as bright as a campfire, coloured the same as the disk and fades after two rounds. The disk cannot be activated again for eight hours. Each disk functions completely independently with its own command word and timer.

6

Outsider’s Ore: A fist size chunk of raw meteoric ore which imparts the bearer with the direction of the nearest creature that was not born or created on the world the bearer is standing upon such as angels, demons, outsiders, aliens, extra planar creatures or eldritch horrors from beyond reality.

7

Wraith’s Hood: A black silk hood which when raised, can projects shadows upon the bearer’s face. This magical shade is impenetrable by normal means, and is not dispelled even by direct bright light. With a thought the bearer can choose how much of their face is covered by the shadows or how opaque they are, ranging from light shadows that serve to obscure, partial darkness that only reveals the eyes or a pitch black void that covers the entire face. The shadows remain this way until the bearer chooses to change them or dismisses them entirely. The hood automatically provides a pitch black full face covering whenever the bearer is surprised (Such as when he takes damage or rolls initiative) or becomes unconscious, making it an invaluable tool for thieves, rogues and assassins. The bearer’s sight is never diminished when the shadows are active and a bearer who does not wish the hood to accidentally activate can simply lower it, rather than remove it entirely. Creature with darkvision can’t see through the magical darkness, and nonmagical light can’t illuminate it.

8

Everfood Bowl: A heavy iron bowl that produces a nutritious meal that only a beast would find palatable. Once per day, upon command the bowl fills with a nutritious meal of liver and fish flavored mush. Most carnivorous and omnivorous animals enjoy the flavor and it provides enough nourishment to sustain such a creature for an entire day. Intelligent creatures and herbivores find the mush to be inedible. The created food disappears after one hour if not eaten.

9

Grim Lantern: A macabre lantern, composed of a humanoid skull dangling from a short length of heavy iron chain. A small fragment of soulstuff is trapped inside, burning slowly in a heatless flame. Its flickering light shines from the skull’s eye sockets, casting virulent green light with the intensity of a candle in the direction the skull is facing.

10

Hound of Treasured Memory: A small stone disc, carved with indecipherable letters attached to an almost completely rotten away scrap of leather. If a humanoid creature buries the tag in loose earth unearth a large chunk of raw meat or steak and remains within ten feet of the tag for eight hours, a large mastiff formed of earth arises from ground. The dog is wearing the tag and is affectionate, loyal and obeys the telepathic commands (100 foot range) of the humanoid, who it considers its new owner. The creature has the same statistics of a mastiff (Or wolf if your DM is generous) but it is considered a construct rather than a living being. If killed or destroyed, the dog can be recreated after a period of one week, using the same tag burying process.

11

Witch Bottle of Trapping: A clear glass wine bottle covered with various arcane runes, this object can act as a form of protection for witches (Or any creature capable of casting spells) against hostile magics. A mage must fill this bottle with three things: something of themselves (blood, hair, tears, etc); something that binds (rope, glue, wine, etc); and something sharp (nails, pins, razors, etc). Afterwards the mage must attune to the bottle by placing a small portion of their life essence within the bottle. This ritual takes one hour and reduces the mage’s maximum hit points by 1 point until the bottle is used, destroyed or is more than one mile away from the attuned creature. Once attuned, the next time the mage would fail a saving throw against magic, the Witch Bottle instead fails for them, trapping the spell within it. The bottle must be within 30 feet of the attuned creature in order for this to function. The mage cannot suppress or delay this effect and should he fail a saving throw for a magical effect, the bottle must absorb the magic. Once used, the bottle’s contents have a 1-in-4 chance of becoming a potion relevant to the spell it captured (See Note). Once the bottle captures a spell, the arcane runes fade it never functions as a protective ward again. Knowledgeable PC’s know that rumors of witches completely shrug off spells cast against them are not always due to their natural resilience, as they may be utilizing a bottle such as this. —Note: A captured spell of a fire type might become a potion of resist fire for example. The potion should always be the weakest type of its kind available in your setting and a DM can always default to a healing potion if a there are no relevant types of potions to choose from.

12

Cloak of the Predator: A hooded fur cloak made out of a wolf pelt, with the head of the animal incorporated as the hood. While wearing the cloak the bearer emits the pheromones and scents of the strongest natural predator in the local area. A useful item in wilderness survival as the cloak will deter other predators, scavengers and some vermin from approaching the bearer. Its use makes hunting and stalking difficult as the scent cannot be easily masked. Mundane animals including domesticated dogs and horses consider the bearer a threat and will not come within 30 feet unless first threatened and unable to flee. The cloak must be worn for one hour before the magic takes effect and the scents linger for 30 minutes after it is removed.

13

Headband of the Missionary: A tiny box containing religious scripture, affixed to a leather cord that is meant to be tied around the forehead so that the box sits upon the brow. When worn, the headband imparts its bearer with the direction of the nearest atheist, agnostic or intelligent creature who has no religious affiliation that could possibly be inducted into the bearer’s religion. For example: If the bearer’s religion only accepted humans, the headband would point the bearer to the nearest religiously unaffiliated, agnostic or atheistic human. Knowledgeable PC’s will know that items like these are sometimes given to members of churches that venture out on missionary journeys to serve as a constant guide to the nearest soul that needs to be saved.

14

Candle of Spirit Protection: A small wooden box painted with symbols of protection against ghosts and unquiet spirits which contains five pale candles. These candles are crafted from ectoplasm and wax and their smoke wards off creatures from the spirit world. Fine coils of smoke flow out from the candle when lit, creating circular lines of smoke in a 15 foot radius around the candle. The circle is then protected against intrusion by astrally projected creatures, ethereal creatures, ghosts, shadows, haunts, incorporeal creatures, mediums channeling a spirit, and phantoms. Such creatures cannot enter the area of effect, cast spells into the area or magically influence creatures within the area. Capable and intelligent spirits could throw physical objects in by building moment outside of the circle or by dropping objects into the area. A single candle burns for one hour and if moved or extinguished the remaining candle loses effectiveness.

15

Scholar’s Mask: A mithril mask covered with esoteric symbols and runes suggesting an otherworldly power lurks behind it. The lines around the eyes flare sharply, giving a sense of righteous anger, while the mouth is flat and unsmiling, humorless in the face of lesser mortals. The reverse side is padded delicately with a soft red cushion, providing comfort and safety for the bearer. The mask’s enchantments allow the bearer to consciously blink to create and store a picture perfect image of whatever they are looking at. Up to ten of these images can be stored and recalled later for study. Multiple images can be recalled at once, allowing the bearer to cross reference the images, overlap them, compare details or compile notes. If an eleventh image is added, the bearer must immediately choose and discard one of the stored images. The pictures are stored in the mask itself and if it’s worn by another creature, that bearer can freely access the ten stored pictures or overwrite them as normal. The mask is often found filled with “cheat sheets” of a scholarly nature such as quick reference tables, mathematical or alchemical equations or formulas or distilled notations of large treatises.

16

Master of the Mists: A smooth thumb sized piece of cold, white crystal that’s constantly producing coils of dense, opaque vapor. If mounted on a staff or wand, the wielder can launch a cloud of dense, harmless mist that’s roughly two feet in diameter at any target or area within 50 feet with perfect accuracy. If worn set into a necklace the bearer can exhale the same type of cloud, however dense vapor coils constantly trail out of the bearer’s mouth. The bearer can launch one cloud per round and the mist dissipates after one round. The vapor cloud can be launched in combat which uses an action equivalent to making an attack or casting a spell OR consumes all of the wielder’s movement for the round (Wielder’s choice) but the harmless mist can do nothing but serve as a signal or a mild distraction.

17

Living Torch: A shiny brass rod with a rounded head that’s constantly on fire. The rod is the home of an impulsive but good natured fire elemental named Fuegis. The elemental has an upbeat personality and loves burning things but doesn’t like hurting living creatures (Even indirectly) and refuses to ever do so. A bearer who asks Fuegis (Who speak ignan and common) politely can convince him to change the colour, brightness, and size of the flame, from the equivalent of a candle to that of a torch. At the bearer’s request, Fuegis can launch a ball of fire with perfect accuracy against target which deals fire damage equivalent to a shortsword. Fuegis will never launch fire at a living creature or at an area that will ignite causing immediate harm to living creatures. Should the flame on the end of the rod ever go out (Such as being doused or snuffed, the flame is no more resilient than a non-magical fire of the same size), the elemental will be banished back to the plane of fire and the rod will lose all magical properties. Fuegis requires oxygen in order to remain burning but the rod provides fuel for his magical fire and he does not need oil or coal to remain alive.

18

Drunkard’s Hat: A simply made straw hat meant to keep the sun out of the bearer’s eyes during farm work. While worn, the hat imparts its wielder with the direction of the nearest alcoholic beverage.

19

Unimaginable Orb: A durable metal orb that cannot be scried, detected, divined, conjured or searched for by magical means. It cannot be sensed in any way other than with one’s own eyes, ears, touch, smell, or taste. If the object is viewed through another creature’s point of view (Such as possessing a creature or experiencing its memories.) it will be invisible, noiseless, intangible and lacking of taste and scent. A creature who has experienced it through their own senses becomes completely unable to imagine what it looks and feels like once they stop actively experiencing it, though it is recognizable when seen again. The creature can remember that they interacted with “something” and vague things about the interaction (They were able to hold it in one hand, it did not cause pain to touch, etc.) but the object seems to be the literal representation of “Out of sight, out of mind” and is widely considered the world’s worst object to lose. Those who have had interactions with the orb and have tried to recall anything about it describe the attempt as having the memory “Right at the tip of the tongue.” and that their mind just draws a blank every time they try. Creature’s viewing the object find that they are physically incapable of drawing a picture of it, writing down a description on paper, creating a sculpture or magical illusion of it or other such means of creating a permanent description or representation of it. The orb has a thin seam that runs around it and the sphere can be opened to reveal a fist sized interior. Any objects stored within the orb gains some of the forgetting properties of the orb itself. Objects stored within the orb cannot be affected by most magical means and creatures who are not actively looking at the orb cannot imagine or remember what it looks like. When an object is removed from the orb the forgetting magic instantly fades and all creatures are able to imagine and remember it as normal.

20

Orb of the Horse: A dappled semi-sentient globe that insists that it’s a horse. It is a perfect sphere, two feet in diameter and covered in horse hide that hovers one foot above the ground. It can be mounted and has a top speed of 20 miles per hour (Or 30 feet a round in combat) but constantly spins and rotates randomly on various axis, throwing off all but the most determined of riders. It has a few saddle horns and can be easily fitted with saddlebags and extra packs. The orb can carry up to 300 pounds, speak telepathically to creatures within 30 feet and is about as intelligent as a trained horse.

21

Container of Heat and Frost: A dense metal container adorned with three arcane designs along the edge of its removable lid. When filled with up to one gallon of liquid, the vessel can either heat, chill, or maintain the liquid’s temperature. The bearer can press one of the arcane symbols to heat the liquid to a boil (212°F or 100°C), chill it (33°F or 0.5°C), or keep it at temperature for up to 24 hours. It takes one minute for the vessel to heat or cool a liquid down, and, once at temperature, maintains it. Liquids placed inside without activating the arcane designs will maintain its temperature for up to 8 hours before becoming tepid.

22

Indestructible Prayer Book: A book containing all major holy texts, important rituals and common hymns and prayers associated with the God of Roll on "Random Godly Domains" in a binding that matches the deity’s aesthetics. The book is waterproof, flameproof, tear proof and stain proof and the pages are illuminated with a soft coloured light (Based on the primary colours of the god or religion), so it can be read in the darkest of places. A creature holding the book can verbally command it to open to a specific page (Or prayer ritual, hymn, etc.) rather than fumbling through its pages. The book can be commanded to immediately shrink or grow from the size and weight of a deck of cards or grow to a heavy tome no larger than one foot cubed and five pounds in weight. The holy text bears a sacred connection to the deity and can serve as a divine focus for spells and class abilities. If the bearer of the book worships a different deity or belief than the book, he can change the book’s spiritual connection to that of a deity or religion that he personally worships. This ritual requires the bearer to pray over the tome for eight uninterrupted hours to gain their deity’s attention as a show of faith and dedication, which instantly changes its appearance and content to reflect that of the new God. Knowledgeable PC’s will know that books like these are sometimes given to traveling clerics who see their equipment suffer a significant amount of wear and tear and require a prayer book that will stand up to the harshest of environments.

23

A large, magically preserved maple leaf that is perpetually engulfed in illusionary red and white fire. The flame cannot spread, creates no heat and is as bright as a candle.

24

Stormchaser: A fist sized chunk of petrified lighting created when the electricity courses through beach sand fusing it together into a solid glasslike object. The object still occasionally shoots out harmless sparks and the bearer can feel the dormant power of the lighting trapped inside the glass. When held, the fulgurite imparts its bearer with the direction of the nearest newly forming or ongoing storm system (Tornadoes, hurricanes, typhoons, severe thunderstorms, whiteout snowstorms, hailstorms etc.) thus giving him the opportunity to run in the opposite direction.

25

Helm of Vomitose: A dented steel great helm with a small reversed symbol of physical fortitude etched on its interior. One minute after being donned, the bearer begins to vomit uncontrollably until the helm is removed. There is no curse that keeps the helmet in place, but the automatically re-sizes itself to be a snug fit to most heads and there is a magnetic chin strap that automatically does itself up as soon as its donned. A creature actively throwing up as a result of the curse suffers disadvantage on all rolls and is not able to speak or concentrate. The bearer can attempt to undo the chin strap and remove the helmet but due to the uncontrollable muscle spasms they only have a 25% of fully removing it per round. Knowledgeable PC’s will remember the story of a cursed helm created by a trio of warlocks who were constantly harassed by an overbearing Patron to create enchanted items. They escaped his small demiplane while he lay on the floor of their workshop, retching into the helmet. —Note: This is considered a cursed item for the purposes of any detection magic or curse breaking powers.

26

Morpho’s Box: An ornate cedar box covered in layered scraps of pink, green, and teal silk. The container (Six cubic inches in size) has a slight preservation enchantment that immediately places all insects that enter it into a harmless stasis. Insects kept in the box become paralyzed and do not age, require food, sleep, water or other physical necessities and are not aware of the passage of time. The box currently contains a stunning, hand-sized, Blue Morpho butterfly but a less moral adventurer could use this to keep a venomous insect hidden. Knowledgeable PC’s will know that this box used to belong to the head priest of an ancient temple who used to collect butterflies and release them during his sermons for emotional effect.

27

Handy Handle: A shiny brass handle large enough for a pair of grown man’s hands. The handle has flat ends that, when placed on a sufficiently flat object and the command word is spoken, will bind itself to that object. If affixed to a dry, rigid, durable surface, the handles will stay affixed up to 2000 pounds of force, but if the surface is crumbling, slippery, or otherwise mutable, the handles will only hold anywhere from 10 to 1000 pounds of force (A d100 X 10 or DM’s discretion.) before the handles rips free with a section of the surface still attached. If the surface is too flexible, soft or gelatinous, the handles may hold a maximum 1-5 pounds or fail to work at all. Using this object can grant a creature advantage on strength checks made to lift, move or otherwise interact with heavy objects as it creates a firm grip in a prime leverage position where one may not have existed before. A rope can also be looped through the handle allowing for multiple creatures or a horse to pull on the handle. A character using it to climb can also provide himself prime handholds, which may grant him advantage or lower the DC to climb.

28

Drypowder: A small silk bag that contains 2d8+3 uses of a fine, clear powder that, when sprinkled on an object or area five cubic feet in size or smaller, instantly dries it. Liquid dried in this fashion magically disappears leaving no trace of itself behind. A puddle of acid, flammable oil or adhesive glue could all be removed with the dust. The powder has very little effect on large bodies of water but dumping out the entire bag could temporarily dry up a significant portion of a small pond, stream or clear up a swampy area. If consumed, it makes the consumer incredibly thirsty and chaps their lips to an uncomfortable degree, but is otherwise harmless.

29

Retrieving Wormband: A dark bronze, segmented bracelet that always feels slick to the touch. The bearer can mentally command the bracelet to slither off of his wrist and crawl up to 30 feet away in order to coil around an object weighing no more than five pounds and drag it back to the bearer. If the bracelet ever travels more than 30 feet from the bearer or is damaged in any way, it immediately snaps back into bracelet form and becomes inert until worn again.

30

Misplacement Box. An ordinary-looking wooden box with a volume of a six-inch cube. Any object that has been placed in the box is immediately teleported the moment the lid closes to a random unobserved location within a 30 foot radius. If there are none, the item simply stays in the box until an unobserved space large enough exists. This effect cannot move living or otherwise animated things or cause objects to appear inside of living creatures.

31

Boots of the Red Rogue: A pair of supple black leather boots decorated extensively with red furred fringes and stitching. A pair of silver bells hang from the boots, yet they do not produce any sound. When one slides these boots upon their feet, they feel a pleasant warmness down to the tips of their toes with a spring in their heels. The bearer’s feet (And only their feet) are entirely immune from all cold and frost effects both natural and magical, while wearing these boots. Furthermore the bearer ignores any negative conditions caused by cold or icy ground conditions (Magical and mundane) such as disadvantage on balance, slowed speed or difficult terrain. Knowledgeable PC’s will know these boots once belonged to the previous Red Rogue, a local folk legend of a man in red with a great sack whom would give gifts to sleeping children on the night of the winter solstice. The presents were said to have been nicer if the children had been well behaved and nearly garbage if they had not been.

32

Glutton’s Fork: A large four pronged utensil crafted of hammered steel is rumored to be a gift to mortals from the God of Gluttony himself. Once per day, this fork will allow the bearer to eat any non-magical item they can fit in their mouth. Typically this is not larger than a fist or more than five pounds. Once the fork is tapped on an object it is rendered perfectly edible for the bearer regardless of what is was before. The bearer never suffers any negatives penalties, injury or unpleasantness for ingesting an object affected by the fork and is able to chew through pure steel as it were bread crust. A handful of broken glass covered in a layer of stonefish neurotoxin and a sprinkling of tainted demon’s blood becomes a crunchy treat with a spicy kick and a devilishly good aftertaste. The bearer receives a pleasurable euphoric high from eating the object and regains one hitpoint if he consumes something that would normally have caused him injury, disease or death, such as the previous example. Regular use of this object seems to warp the bearer’s palate and can cause dark unnatural urges to consume dangerous inedible object on a regular basis even when the fork’s power has already been used for the day. Fork’s such as these are sometimes found on the corpses of miserable creatures whose bellies are filled with rocks, sewing needles, dung or rotten meat as the gluttonous cravings overcame their better judgment. Each time the bearer uses the fork’s power they gain a 5% cumulative chance to become unwavering certain that they will be able to use the fork’s magic again that day. This means that the bearer may attempt to use the fork a second without realizing that the food is inedible and be overwhelmed with the need to consume something dangerous. Should the bearer refrain from using the fork’s power for an entire week, the chance of this happening is lowered to 0%. —Note: This is considered a cursed item for the purposes of any detection magic or curse breaking powers.

33

Algernon’s Gloves of Temporary Sentience: A pair of floral-patterned gloves that fit comfortably on any bearer. The bearer may activate the gloves power by spending a moment touching an object three cubic feet or smaller and speaking the command word “Mouse”. The object immediately sprouts a mouth, two eyes and becomes sentient, speaking whatever languages the bearer speaks and becomes twice as intelligent as a trained dog. It remembers nothing of the time that it was not sentient but is aware of what is currently going on around or inside of it. The object remembers previous times it was sentient if the gloves have been used on it before and objects that are routinely animated can develop complex personalities and human-like intelligence. The gloves can be used twice per day and its effects fade after five minutes. —Note: The personality of the object is determined by the DM and most objects begin sentience indifferent to the bearer who may have to bargain, bribe, persuade or intimidate the object into helping him. Although able to speak, the objects are not capable of moving. A locked safe would not be able to open itself, but could describe its contents or what its key looks like or aid the bearer pick the lock or select the correct combination code. A locked door would describe what was on its other side if the bearer threatened to break it down to get past it.

34

Grimluck: A small, brightly polished, skull shaped silver medallion. Creatures who catch a glimpse of the medallion wish to wear it for themselves and to keep it hidden from others, believing it to be lucky and valuable. It is possible to overcome this compulsion and it will not cause creature to act against their base ideals. The first time per day the bearer rolls a natural 20 (Such as a weapon attack, skill check or saving throw), they must roll again and take the new result. The bearer is not automatically aware that this effect is caused by the medallion and usually chalks it up to fate or bad luck. —Note: This is considered a cursed item for the purposes of any detection magic or curse breaking powers.

35

Compass of the Damned: A feather taken from one of the many demonic vultures that inhabit the depths of hell. The feather has been fashioned into a rusty, black-iron tipped quill which is stained red with the blood of a creature who sold their soul in exchange for the powers of a warlock. A creature holding the quill is imparted with the direction of the nearest creature who has ever made a formal pact, bargain, or deal with a devil or demon.

36

Gabber Amulet: A copper amulet with a mouth on one side and an ear on the other. When the command word is spoken, a 30-second long message may be dictated to the ear side. With a second command word, the mouth side repeats the last phrase that was dictated to it, then erases the message. These items are often found with the last message uttered to it still recorded. Knowledgeable PC’s are aware that although these items are commonly used by nobles to communicate privately with mistresses, they are often used by intelligence communities to pass secret messages. As the command words can be made secret and entirely unrelated to one another and the delivered message is single use only, a spy can use the amulet for dead-drops without risk of the message being recorded or received by just anyone. Furthermore, unlike a letter than can be read and resealed, if a spy find the amulet blank when there should be a message on it, they know they’ve been compromised.

37

Rambler’s Remedy: A stoppered glass vial filled with a clear, strong-smelling fluid. Upon consuming the liquid, the imbiber immediately becomes sober from the effects of alcohol and is cured from all the negative effects of the hangover the he is or would experience. The liquid does not have any effect an alcohol consumed after that point, however allowing the creature to get drunk again should they choose. The vial holds up to four doses worth of liquid and will regenerate 1d4 doses each dawn as long as a small tuft of dog hair (Which instantly dissolves into the clear liquid) and a shot of strong spirits (Such as whisky, brandy or gin) is placed in the vial during that time. The liquid loses all magical properties if not consumed within one minute of leaving the vial.

38

Compass of the Lost and Found: A clear glass orb the size of a large marble, encased in a single band of gold. The glass is etched with a number of arcane whorls and geometric shapes. When held, the orb imparts the bearer with the direction of the nearest object they have personally misplaced in the past 24 hours. The orb fills with swirling red smoke when it functions this way. The compass does not function if another creature intentionally had a hand in concealing or taking the item from the bearer.

39

Ring of Invisible Visibility: A glass ring whose glass is so transparent it’s practically invisible but contains a rainbow of sparks dancing within the band. When activated, the bearer instantly becomes completely invisible, however they also become wreathed in harmless brightly coloured flames, which sheds light equal to a campfire or five torches. The rainbows coloured flames are incapable of doing damage, but do negate the stealth benefits normally associated with being invisible. The effect lasts for one minute and can be suppressed at any time. The ring can be activated three times per day and functions by mental commands. It is likely that this is some sort of prank gift given by a fey creature to a mortal or a poorly thought out wish to a malicious genie.

40

Covetous Gold Serpent: A gold ring depicting a snake that could have been but never was; a dragon. The envious reptile’s desire for gold is so strong that the creature is biting its own golden tail as it wraps around the bearer’s finger. While wearing the ring the bearer gains advantage on search or investigation checks made to search areas (Such as rooms, chests or corpses) for treasure or valuables. The bearer must be able to search the area for at least one minute in order to gain advantage this way. The bearer must have worn the ring constantly for 24 hours before they can benefit from this effect.

41

Cutpurse’s Ring: A copper, gold, and silver banded ring that when peered through, allows the viewer to detect metallic coinage through nonmagical material less than one foot thick in total, within 20 feet of himself. The bearer could gaze through the ring into a locked safe or a passerby’s coin pouch and see bright disks that glow in various colors based on the type of metal the coin is composed of. The viewer is then able to more accurately assess if the potential victim is worth robbing or if it’s worth taking the time to pick a lock and risk a trap or alarm. The ring reveals nothing other than metal currency in the form of coins and would not detect paper money, jewels, rings or even ingots of valuable metal. The ring has a small eye loop on its outer band and could easily be fit with a small glass lens, allowing it to be worn as a ring or as a monocle.

42

Cloak of the Vagabond. A well-worn, travel stained, waterproof, hooded traveler’s cloak. When thrown over a horizontal branch, bar or raised walking staff, this cloak turns into a tent large enough for one creature and contains a bedroll and blanket. The inside of the tent is kept dry from outside precipitation. A creature within the tent can adjust the tent’s internal temperature warmer or colder by 5° Celsius (About 10° Fahrenheit) compared to the outside temperature. The bedroll and blanket disappear if removed from the tent, reappearing inside of it. The tent can be transformed back from a tent simply by picking it up from the branch, which causes the blanket and bedroll to disappear and the item to revert back to a cloak.

43

Garrote Rings: A matching pair of fairly plain silver rings with large polished agates in their settings. With a mental command the bearer can cause a thin, magically unbreakable silver wire up to four feet long to instantly appear between the rings, forming a garrote. The bearer is considered proficient with the magical wire and can use it to quietly subdue or kill unsuspecting enemies. The bearer can dismiss the wire’s existence with a mental command at any time. The rings are protected by minor shielding wards and when both are worn by a living creature they do not give off a magical aura and are not detectable as magical objects. Both rings must be wore by the bearer for their magic to function.

44

Antimnemonic Hammer: A small, shiny, blue hammer can be used to briefly erase an idea from a user’s head. A creature holding the small triangular hammer feels as though they have forgotten something vaguely important but can never recall exactly what it was. A willing user must first call to mind a specific event, person, object, word, phrase, spell, picture, location, etc, and a length of time of no more than one year. The bearer must then softly tap their own head with the hammer in order to forget all memories of the thing that was called to mind. The user also forgets that they used the hammer in order to bury the memories. The experiences are not truly lost and are instead partitioned off from the bearer’s conscious and unconscious mind and they are not able to access them in any way, shape or form including outside magical probing. The bearer instantly regains the memories after the length of time specified expires or if the bearer is hit with any Antimnemonic Hammer again. Knowledgeable PC’s will know that objects occasionally find uses in intelligence agencies to use on couriers who can carry messages in their mind that they do not remember while the sender and receiver have the hammers allowing only them to encode and decode. —Note: Although the object can be used to entirely forget large important times in the user’s life, the DM can impose penalties for the hammer’s use. A traumatized veteran for example might choose to forget the entire war in order to free himself from panic attacks and night terrors. However a DM might rule that the veteran will lose out on any military training, muscle memory, battlefield experience and weapon skills he might have gained as a result of being a soldier during that time.

45

Flickflint: A small mechanism similar to a pair of cooking tongs but instead of gripping prongs there are opposing pieces of flint and steel. The bearer can click the tongs together rapidly in one hand (Taking an action equivalent to attacking or casting a spell) to cause a small shower of sparks to appears in a place he can see within 50 feet. That sparks produced this way are not strong enough to cause injury but can ignite easily flammable objects such as paper, oil, alcohol, kindling or other objects that the proficient use of a flint and steel could conceivable ignite.

46

Snuffing Glove: A single white glove that smells faintly of smoke and can be comfortably worn on either the left or right hand. The glove can be activated by licking its forefinger and thumb which allows the bearer to pinch out a torch-size or smaller non-magical fire that they can see within 50 feet, which completely extinguishes it. The glove can be used once per minute and its activation requires an action equivalent to attacking or casting a spell.

47

Lucky Four-Leaf Clover: A perfectly preserved four leaf clover, encased in clear crystal and strung on a silver chain. Any creature touching the clover feels tingles of supernaturally good luck flow through them. The first time per day the bearer critically fails a roll (Such as a weapon attack, skill check or saving throw) they must roll again and take the new result. The bearer or PC cannot choose to suppress or delay this effect. The bearer must wear the necklace for 24 consecutive hours before the effect can be triggered.

48

Orb of Wild Magic: A strange and peculiar orb that changes its appearance, colouring, weight, and even size, randomly. Smooth and cold to the touch sometimes, hot and ruggedly textured at other times. Its weight fluctuates between that of a feather’s, to that of a hefty war-hammer, sometimes growing as large as a small goblin’s head, while shrinking to be as small as a large pearl. Different colours appear and disappear, swirling about in the orb, as well as around it, occasionally faintly emanating strange and weird tangled weave-like patterns of light that are stuck to it. A knowledgeable PC will be able to determine that the orb is a drop of crystallized wild magic and that its nature corrupts spells cast in its immediate vicinity, infusing them with chaotic power. Powerful spells (That use consumable spell slots or mana) cast within a five foot radius of the orb have a 5% chance of unleashing a surge of untamed magic and causes the caster to roll on the Wild Magic Surge Table to create a random effect. A mage with a significant amount of recent experience with the orb (And survived the intense surges) finds that they are able to subtly influence the usually unpredictable outcome to their own benefit. A creature who has triggered at least seven wild magic surges in the past week is able to roll twice on the Wild Magic Surge Table and use either result.

49

Lycan Draught: A clear flask filled with a dark, near opaque liquid has what appears to be heart tissue of some animal floating inside of it. Bubbles occasionally spill out from the mass, disturbing the fluid and breaking onto the surface. The taste isn’t so bad, if the drinker likes the taste of oil and copper in his mouth that is, and its best to down it in one shot. But one can’t deny the rush that comes with it. Immediately after being consumed things seem to slow down from the drinker’s perspective; he can hear things, smell things that he never could before. The drinker spends one round racked with growing pains as his body changes and he becomes covered in a pelt of thick fur. The drinker gains advantage on all perception checks that rely on hearing or smell and gains advantage on initiative checks. The drinker’s nails grow and sharpen, becoming outright claws. The drinker can attack with the claws causing (Which he is considered proficient in, the hands cannot be holding objects) dealing damage equal to a shortsword if the drinker uses one hand or a greatsword if both hands are used. All of the effects except the fur wear off after 1d8+1 hours, leaving the drinker physically exhausted as if he’d gone a night without sleeping. The pelt of fur lasts for an additional 3d12 hours before falling out in a downpour of discarded hair.

50

Afterglow Spectacles: A pair of gentle amber glasses with a fine silver frame. They allow the bearer to see traces of spells that were cast within the last ten minutes, allowing the bearer to attempt skill checks in order to properly identify those spells. Though the lenses are of amber, the colors left by spells are vivid and varied.

51

Portable Library: A lightweight pinewood box covered in a clear waterproof lacquer and emblazoned with the holy symbol of the God of Knowledge. The object is rectangular in shape and could hold a large tome within its interior. The top lid of the box slides out and a series of instructions for the box’s use is printed on the inside of the wood in several languages. Once per day, a creature can place a book within the box along with a silver coin and close the lid. The book and coin are teleported to the great library of the God of Knowledge and one of the acolytes acknowledges the offering and teleports a different Random Book back to the box. A creature can request a specific book, certain author or writings on a particular topic by placing a written note along with the silver coin and a book within the box before closing it. The creature will then either receive a book matching their request or will find a Random Book along with a note apologizing for being unable to fulfill the order. The returned note may say that a donation to the Great Library of X gold is required instead of a single silver (DM’s prerogative based on the rarity or plot sensitivity) or that the book or topic is too rare or impossible to acquire and send through this fashion. When first found the Portable Library already has one Random Book within it.

52

The Crown of the Mountain: An ancient stone circlet of unknown origin that possess a number of magical properties related to earth and rock. The crown is carved from rough, unpolished stone, studded with a number of spikes. To accommodate its bearer, the crown resizes itself to fit their brow. The bearer can cause shapes, colors, or both to appear on dirt or stone, spelling out words, creating images, or shaping patterns. These changes last for one hour. The bearer can choose a portion of loose earth that he can see and that fits within a five-foot cube and instantaneously excavate it, moving it along the ground, and depositing it up to five feet away. This movement doesn’t involve enough force to cause damage. All of these effects have a range of 30 feet.

53

Boots of the Salticidae: A pair of thick, fur-padded leather boots with large straps to adjust the size. The bearer can use the boots to artificially empower his muscles in order to jump three times as far as he normally would. He may do this once per hour without consequence but the stress and impact of multiple landings deals as much damage as a club with each subsequent jump after the first.

54

The Emerald Flask: A gorgeous flask carved and carefully hollowed from a single piece of gemstone. A mixture of resin, venom, and alchemical reagent has been carefully condensed into a unique catalyst that rests at the bottom of the flask, too large to slip out the neck even when the flask is upturned. The catalyst reacts to water, and when the flask is filled with clean water will produce five shots worth of potent alcohol in one week’s time. The alcohol tastes strongly of bitter herbs and smoke, and one dose has the added effect of greatly slowing one’s perception of time while intoxicated. One minute after consuming a shot of the liquor, the drinker suffers disadvantage on perception and initiative checks as the various poisons are absorbed into the bloodstream.

55

Gloves of the Spider: A pair of black and gold gloves crafted with leather stitched together by spider silk thread. Each glove has a small reservoir of webbing that clings tightly to all surfaces except for the gloves. The gloves are capable of ejecting enough webbing to affix one object weighing up to five pounds to another object. The two items can be separated by a force exerting five or more pounds of force on them such as a strong breeze or a creature pulling them apart. The wielder can launch the webbing up to 40 feet away, making a ranged attack or dexterity check to glue unattended objects together. The wielder does not have to make a checks against objects within ten feet of himself. The wielder can fire twice per hour and the webbing completely dissolves after one hour.

56

Purifying Bowl: A bowl of soft silver roughly one foot in diameter. It bears strange web-like patterns and has been treated with a slick, resinous coating on the inside. Any solid foodstuff placed in the bowl will be dissolved into a liquid slurry over the course of one hour. The liquid food loses none of its taste or nutritional value, and is also cleansed of any poison or disease once the process is complete. The bowl has no effect on anything already in liquid form.

57

Corpse Seeds: A small dingy pouch containing a dozen small, rotten-looking seeds. When planted in soft earth, each seed will grow over the course of a minute into a damaged-looking corpse of whatever medium or small humanoid race and gender the user speaks while planting it. The corpse has exceedingly damaged and indistinct features and will otherwise decompose like a normal corpse once fully grown. Bodies created by these seeds are not true corpses and cannot be raises as zombies or skeletons and their souls cannot be spoken to with necromantic magics.

58

Wei Chin’s Portable Writing Desk: A rolled tube of closely fitted lacquered bamboo slats, capped at both ends with darkly glazed porcelain. A long leather thong is wrapped around it to use as a strap for traveling. If the caps are removed and the tube unrolled, the slats will lock together to form a smooth flat writing surface that will hover above the ground at the height desired by the user. The desk can be repositioned by hand by the user as desired. It will support up to 50 pounds of weight so the user can lean on the desk to write. Each cap also serves a function. The unseen portion of the first cap is a detailed clay model of a pond, complete with rocks, plants and grasses, the ‘water’ of which is ink. The water level remains constant until the ink reservoir runs dry, and may be refilled. The ink in the pond cap will not spill, even if tipped on its side or used to cap the rolled-up desk. The other cap is formed into an octopus on a rocky seabed, the arms of which grasp four quills or brushes, and they will be held in place when the cap is employed. When finished, the user need only grasp the desk at one end and re-roll it. A maximum of 4 brushes, one pot of ink, and 12 sheets of paper/parchment/vellum may be stored in the desk when rolled for travel.

59

Kesiera: A small sapphire pendant, strung on a thin gold chain, meant to be worn as a hair ornament on the forehead. The bearer can focus on a spot they are aware of within 15 feet of themselves and are treated as if they were occupying that spot for the purposes of their hearing. In other words the bearer can choose to hear as if they were 15 feet closer or farther away from where they actually are, allowing the bearer to listen to a whispered conversation from across a tavern as if he was sitting at that table.

60

Glasses of Speed Reading: A pair spectacles made of clear glass lenses set in a wire frame that fits most humanoids. When worn, these glasses allow the bearer to read at five times their normal speed. The glasses to not allow the wearer to understand languages they cannot already read.

61

Eye Stalk: A one inch diameter, by three feet long, segmented metal cylinder with glass lenses on both ends. The tube can be bent into nearly any twisted shape, including into a loose knot. No matter the shape, looking into the lens on one end, the user can see whatever the lens on the other end is facing, out to the limits of normal vision. This allows the bearer to look into cracked open windows, under loose doors or around corners easily without significant effort. The segmented cylinder is telescopic with a maximum length of three feet and a minimum length of half a foot.

62

Horseshoes of Stealth: A set of four ordinary looking iron horseshoes with uncannily smooth faces. Any mount fitted with these shoes leaves no tracks regardless of terrain. The mount’s rider can utter a command word that engulfs the animal in a muffling effect, complexity eliminating all sounds created by the horse and its equipment. This effect does not extend to the rider who must make stealth checks as normal but will not suffer disadvantage on the roll due to being mounted on a large noisy creature.

63

Cloak of Bleeding Feathers: A cloak of rich rust-red, crimson and maroon feathers that fall weightlessly from the shoulders of the bearer. On closer inspection the feathers slowly drip delicate drops of blood which evaporate on contact with any surface. When the bearer is hurt the feathers begin to vibrate and hum; straining to escape the bonds of earth. If the bearer has less than half of their total hit points remaining, the cloak splits into a pair of red wings and the bearer gains a fly speed equal to their walking speed. The bloody wings only work in short bursts and the bearer falls if he ends his turn in the air with nothing else holding him aloft. If removed or if the bearer has more than half of his total hit points the wings reforms into a solid cloak.

64

Flask of Divine Essence: A heavy steel flask bearing the holy symbol of the God of Roll on "Random Godly Domains". The vessel is a portable source of divine blessings for travelling priests and spiritual adventures, capable of purifying mundane water into its holy counterpart. Should a creature fill the flask with water, a drop of their own blood as a show of devotion, five gold pieces worth of material components (rare incense, perfumed oil, powered silver, small gems, etc) and pray over the sealed flask for ten minutes a day for seven full days, the contents take on divine properties. The flask’s contents becomes one dose’s worth of holy water that can be used normally directly from the flask or transferred into a glass vial to be used as a projectile. The flask’s holy water loses its divine grace if it sits outside of the flask for longer than one hour. If the bearer fails to pray for at least ten minutes each day for the seven day period, the liquid sours and the contents must be dumped out and the process started from the beginning. —Note: If your system uses other versions of holy water such as unholy, axiomatic or anarchic water, the DM can have the flask only produce the type of water associated with the God’s Domain, or the bearer can specify what type of water they wish to produce when the process is started.

65

Lonesome Horseshoe: A single seemingly unused iron horseshoe, that imparts the bearer with the direction of the nearest horse. —Note: At the GM’s discretion the object could locate the nearest equine animal such as a zebra, donkey or mule.

66

Grimoire, the Living Tome: A semi-sentient tome bound in humanoid skin whose cover pulses with the faint rush of blood, glowing veins protrude faintly underneath. The thoughts of the creature touching the book spill unto its pages, appearing as if handwritten in blood, along with pictures or diagrams. Although the images that form on the grisly vellum pages are eerily similar to the reader’s own train of thought, the tome adds in its own notes in the margins of the reader’s written thought, arrows pointing at important passages, and detailed pictures that even a child could understand. If touched while trying to recall something that is known to the reader, the bearer can physically consult with his own thoughts. If the bearer spends one minute reading the book, he can reattempt a knowledge or memory check made within the last ten minutes and gains advantage on the new roll. If the bearer still fails to remember, the words on the page form a particularly cutting insult aimed at the reader’s most deep seeded source of self-doubt, weakness or shame, dealing one hit point of psychic damage per character level (Or 10% of maximum health or other equivalent amount) to the reader and causing Grimoire to cease providing assistance for 24 hours.

67

Cloak of Daggers: A indistinct, hooded, brown cloak that is clean, comfortable and well-made while also modestly designed, understated and ordinary. It would not be out of place on a laborer courting a lover or on a humble nobleman going about daily business. A perfectly bland article of clothing, the cloak serves as a tool of murder and violent subterfuge by assassins, spies and clandestine operatives. Once per round, the bearer can reach one or two free hands within the cloak and withdraw one or two daggers made of gloomy magical force, using an action equivalent to drawing a weapon. The shadow blades are wickedly sharp, difficult to truly see and perfectly balanced for stabbing and throwing. The dagger’s are barbed cruel weapons made for nothing other than inflicting vicious wound and whenever the player roll a 1 on a die to calculate the weapon’s damage, they can reroll the die until they receive a result that is not a 1. The umbral knives are held together by tentative magic and dissipate into nothingness at the start of the wielder’s next turn after being drawn. The cloak displays no mundane emblems, crests or insignia that might aid an observer to recall details about it or the bearer, nor does it bear and arcane markings, enchanted runes or magical designs of any sort that would provide a clue as to its true nature. The cloak is protected by subtle shielding wards that guard it from detection and when worn by a living creature it does not give off a magical aura and is not detectable as a magical object. —Note: This only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.

68

Sheath of Nondetection: A sheath consisting of thin sheets of lead each covered in a layer of rough boarhide bound together by a number of adjustable metal and leather straps that can be dismantled and reassembled in order to fit any one or two handed weapon. The roughly made sheath is remarkably dull looking and creature’s observing it seem to find their eyes slide right off of the mundane appearing object as if it wasn’t even there. Creatures suffer disadvantage on perception checks made to see or notice the sheathed weapon unless they are physically patting the bearer down. The sheath’s combination of lead plating and minor abjuration wards shields its weapon from arcane detection and a sheathed weapon (And the sheath itself) does not give off a magical aura and is not detectable as a magical object.

69

Amulet of time: An amulet that is circular in design, carved from black granite. Ancient runes are inscribed around its edge with a gemstone set below another piece of granite carved to depict a sundial. When worn, the bearer always know the number of hours left before the next sunrise or sunset. If the bearer is touching the amulet he can set a timer on it which will silently countdown and finishes with either with a mental ping or audible alarm chosen by the bearer. A mental alarm alerts the bearer with a ping in his mind if he is within one mile of the amulet. This ping awakens him if he is sleeping. An audible alarm produces the sound of a whistle for six seconds within 60 feet. Only one timer can be set at a time and a creature touching the amulet can cancel an existing timer, learn how much time is left on it or set a new one.

70

A Glimpse of Corruption: An unassuming looking ring made from silver, with a weathered surface. It has an engraved eye on its top and the wielder experiences the unsettling sensation of being observed by an unholy power. Its bearer notices organic matter such as meat, rations, vegetables or fruit within a five feet of the ring decay much faster than normally. Living creatures are not affected by this. Twice per day the bearer can touch a non-living, organic object (Such as a felled tree, a corpse or a piece of fruit) and cause it to rapidly decay over the course of a few seconds, instantly putrefying. The objects rots and degrades as if either one day, one week or one month (Wielder’s choice) has gone by at whatever the local conditions are.

71

Grifter’s Gauntlets: A pair of gaudy elbow-length gauntlets, decorated with patterns of fake gems and fool’s gold, with motifs of dice, cards, and other tools of the God of Chance. Each gauntlet contains a small extra-dimensional space, measuring 4 x4 x 6 inches (The size of a standard deck of cards), accessible through the palm. The bearer can inconspicuously retrieve or deposit items from the spaces in the gloves with simple sleight of hand movements with an action equivalent to drawing a weapon.

72

Ring of Mind Bite: A silver ring that holds a small jade stone set in what seems to be a stylized mouth that engulfs the wielders finger. The first time per day that the wielder fails a saving throw against a charm, compulsion or mental domination spell, the ring activates and, the setting closes around the jade and imparts a painful bite dealing one point of piercing damage and jolting the bearer’s mental faculties. If the spell or effect that the wielder just failed allows for another saving throw if he takes damage, he may immediately make another saving throw with advantage.

73

Ring of Petrification: A ring made of greyish waxy flesh that will slowly change to perfectly match the bearer’s skin color and texture after a week of regular wear. After the ring changes to perfectly match its wielder, it will sacrifice itself to absorb the first flesh to stone, petrification or permanent negative polymorph spell effect the wielder fails to save against. The ring’s fleshy material will turn to stone, be petrified or polymorphed on behalf of its wielder, leaving him unharmed. Any spells, potions or other healing measures that would normally cure the effect that the ring absorbed will also cure the ring, allowing it to be used again, although it take a week of wear to readjust itself again.

74

Offering Plate: A round offering plate made of fine white porcelain with scattered images of beautiful and delicate looking flowers with a special focus on cherry blossoms. The underside of the plate has a generic prayer that respectfully asks the gentle spirits of the area to accept an offering and grace the speaker with their presence. If a creature ritualistically washes their hands and places a small offering on the plate (Typically small amounts of quality food, alcohol, smoking products, salt or tea ) while speaking a prayer aloud they may call upon the good nature of the local spirits of the area. During this prayer the bearer channels a portion of their own life force into the plate suffering one hit point of damage per character level (Or 10% of maximum health or other equivalent amount) which grants the spirits enough power to manifest visually as well as further incentive to appear. If there is a strong spiritual presence in the area, that ghostly creature or force is called to the area and appears before the user, but is not bound to remain or under any obligation to follow the bearer’s orders. The bearer gains the ability to communicate with any natural spirits, ghosts, kami, fey or minor deities that he summons forth and gains on any persuasion or diplomacy skill checks as long as the spirit approves of the offering. All of these effects end if the bearer moves more than ten feet away from the plate or the area where the summoning occurred.

75

Ring of The Deep: A ring carved from a shark-like tooth of a deep sea dragon. The ring is constantly damp and drips saltwater intermittently. When worn on land, the bearer’s ears pop regularly as attempting to acclimatize themselves to a change in pressure. The bearer can hold his breath for twice as long as normal. Furthermore, the bearer can open their eyes underwater without irritation or penalty and while submerged can see twice as far as he normally could and sees normally in dim lighting.

76

Skin Mask: A hideous mask resembling a patchwork, deformed face, with one bulbous eye, a grimacing mouth with long teeth, and a flat nose. When worn, the mask fills the wearer’s mind with hideous whispers and images of murder and violence. It heightens the wielder’s ability to sense fear. He can smell the cold sweat brought on by terror and hear the thundering beating of a frightened heart, gaining keen senses and scent traits of a bloodhound. Further, fresh blood glows brightly to him, to the extent that he can see the shimmering traceries of living circulatory systems pumping away in the bodies of those within 15 feet. Wearing the mask leaves hideous mental scars as the wielder’s thoughts become tangled with images of murder that last for hours once removed. No sane creature willingly wears this mask after they experience its effects. Although after wearing it for a few minutes the bearer might no longer be classified as sane. For each 10 minutes the mask is worn, the bearer has a cumulative 10% chance to suffer from a Random Nightmare the next time they sleep and gain no benefits from that rest. Simply donning the mask counts as 10 minutes even if it’s removed before that period. —Note: This is considered a cursed item for the purposes of any detection magic or curse breaking powers.

77

Handkerchief of Finding: An elegant, perfumed handkerchief that always dazzling white. The bearer can attune the handkerchief to themselves by keeping it in their possession for one week. Once the handkerchief is attuned to its bearer, the bearer can sense in what direction the handkerchief is, so long as it is within 100 feet. Only one creature can be attuned to the item at a time and if a new creature attunes to the handkerchief, the previous attunement is broken.

78

Riverclub Ring: A hefty bronze band that can be used to acquire a handy weapon in a pinch. When the wielder plunges their hand into at least one gallon of water, they can pull forth a club made of animated water. The weapon maintains the shape, solidity, and statistics of a club except that it deals an additional +1 damage on hit. The club reverts back into a puddle of water again as soon as the wielder loosens their grip around it.

79

Tyrant’s Friend: A slender copper band thin enough to be hidden beneath another ring. The ring grows noticeably warmer whenever the hand wearing it touches a poisonous or poisoned object or creature (including containers holding poison), warning the wearer of potential danger.

80

Swarmwalker’s Ring: A shining, ash-white ring of bone is crafted to look like countless interlocking rat fangs, set with a dozen dark, garnet eyes like those of albino sewer-hunters. Swarm of creatures such as rats, insects, bats or birds ignore the bearer unless he attacks them first. Unintelligent rats (Including giant and dire variations) will ignore the bearer and not become aggressive towards him unless he attacks them first.

81

Ring of the Paranoid: A deep red, stone ring that hides the image of an eye within another eye. By concentrating on the ring for a moment, the wielder becomes aware of the number of intelligent creatures currently observing him.

82

Ring of the Faithful Dead: A spiralling silver ring that glows briefly when a living creature puts it on. Should the wielder be slain by a creature capable of creating undead from those it kills (Such as a vampire), the bearer does not rise as an undead, even if the ring is later removed. If a corpse is wearing the ring, any attempts to create an undead creature from the corpse automatically fail, though simply removing the ring ends this protection.

83

Balefire Cloak: A heavy cloak made of hellhound fur that smells faintly of sulphur. One per day the bearer may activate the cloak which causes their entire person to look like a vaguely human-shaped mass of green and black flame. The illusion lasts for one minute (The bearer may end the effect with a thought) and the flames are incapable of dealing damage.

84

Ring of the Ecclesiarch: An ornate ring of sanctified silver, engraved with a golden signet that incorporates the holy symbol of the wielder’s deity after being worn for 24 hours. The ring can be used to seal parchments without the need of wax or to mark any surface with a glowing symbol that lasts for one week. Once per day while sealing a parchment or letter, he can designate a number of specific creatures, creatures that follow a specific deity or leader, or creatures of a specific sort such as humans or elves. Should a creature other than the specified creature or type of creature break the magical seal, the offending creature takes radiant damage equal to a greatsword.

85

Hindsight’s 20/20: A pair spectacles made of clear glass lenses set in a wire frame that fits most humanoids. The bearer can use the spectacles to plumb the depths of their own mind. If the bearer concentrates for one minute they can enter a state of meditation and view any of their own memories in perfect detail as if they were experiencing them for the first time. They view the memories at the same rate they originally experienced them (Re-watching a one hour play would take one hour) and they only experiences vision and not any other mundane or supernatural senses they may have. During this meditation the bearer is almost entirely unaware on the goings on around them.

86

Pouch of Regrowth: A jute bag containing 50 oak seeds covered in a thin shell of solid green fertility magic. If the seeds are planted in decent soil and watered, the shell is absorbed into the seed and the resulting sapling grows at an accelerated rate. The sapling experiences one year of growth for each month that passes. The fertility magic provides the additional water and nutrients to facilitate this growth which wears off after ten months resulting in a ten-year-old oak tree in ten months’ time. Knowledgeable PC’s know that these seeds are typically created by druids, shamans and nature clerics to speed the regrowth of forests that were destroyed by fire, war, blight or other disasters. These seeds are highly praised by master carpenters, as the tree will be quite thick while only having a single ring to mark its age making the resulting wood incredibly rare.

87

Blue Rose Infuser: A sterling silver tea infuser containing blue rose petals. Dried, organic plant material stored inside the infuser remains can be used to make tea on a regular basis without ever going stale or wearing out. Once per day the infuser can be used to brew one mug’s worth of tea of whatever material is within the object without causing the leaves, roots, stems or petals to degrade. Oddly enough the teas or concoctions created with the infuser only benefit from its properties for a limited amount of time before decaying. Plant materials with magical, healing or poisonous properties will only remain viable for one hour after being brewed. If not consumed within this window, any special properties the liquid has fades. Knowledgeable PC’s will be reminded of the legend of Baba Yaga, the Little Grandmother, who ages one year every time she is asked a question. In order to restore her youth, she brews a tea from blue rose petals, which returns her to the prime of her life.

88

Compass of the Fondest Embrace: An unremarkable compass that when held, should the bearer focus on a desire for great challenge, the needle shall cease pointing north and instead points towards a worthy adversary. The adversary will be one who is actively opposed to the bearer or their goals or one that would challenge the bearer should they meet. —Note: A worthy adversary is typically defined as a creature within the same challenge rating or power level of the bearer. This could be a being with an opposing moral alignment, a rival musician, a wild beast to fight, an experienced opponent in sports or games of skill or an overarching villain of a campaign.

89

Workman’s Blessing: A sealed glass vial filled with a Roll on "Random Colour Table" liquid. If consumed, the drinker will feel a slight tingling in their extremities which dissipates after a few minutes. The drinker’s body becomes infused with rejuvenating energy and begins to regrow any missing fingers, toes and teeth (See Note) over the next few weeks. This process is painful, unpleasant and taxes the body’s reserves causing the creature to eat, drink and sleep more. The process lasts 14 days +1 day for each finger, toe or tooth that needs to be regrown and during this time the drinker requires twice as much food and water as normal and needs one additional hour of sleep per day to avoid penalties. Knowledgeable PC’s will know that potions like these are often concocted by medicine men, hedge witches, anatomically focused alchemists and extremely gifted healers to regrow the stubbed digits of lumberjacks, carpenters, stone masons, miners and all other professions where losing part of a finger is seem as an inevitability and poor souls in cold climates who lose much to frostbite. —Note: Other small body parts such as ears, a missing nose or one that has been broken and healed so many times it doesn’t function, a lame limb that is fully there but may have healed wrong after a break or a bad back can also be regenerated at the DM’s discretion. The potion is not intended to fully regrow a limb or restore sight or other large scale healing.

90

Potion of False Healing: A sealed glass vial containing a potion appears and tastes like a typical Potion of Healing (Typically bright red liquid that tastes like a bitter herbal tea). If consumed, the creature regains one hit point per character level (Or 10% of maximum health or other equivalent amount) and feel a burst of energy and vitality surge through them. After one minute the creature will suffer twice that amount in hit point damage, potentially killing them. Only an extremely perceptive PC will notice that this isn’t a true healing potion.

91

Amulet of Mind Blank, Damaged: A white, featureless, square ceramic tile suspended on a silver chain. After being worn regularly for 24 hours the bearer’s mind becomes quiet and words in their head become silent. The bearer’s thoughts cannot be read or accessed by any outside force, nor can any outside force place thoughts, ideas, compulsions, or suggestions into the bearer’s mind (Though they may still be charmed or outright mentally dominated). The bearer cannot be contacted or speak to others through any form of telepathy or other psychic communication. However the bearer can no longer hear their own internal monologue and cannot “hear” any of their own thoughts or mentally remember exactly how words sound. They are unable to have mental conversations with themselves or properly play out arguments in their head. This doesn’t affect their ability to think, reason or speak but often causes creature act impulsively or without forethought, imposing disadvantage on all bluff and deception type checks. This effect though hard to describe, is extremely disconcerting and most creature do not enjoy the experience in the slightest. Knowledgeable PC’s will know that although this is a damaged form of a truly powerful item, this specific type of defect is highly prized among some order of monks who use it to quiet the mind, those to regularly interact with telepathic creatures and the victims of mental illness who suffer from auditory hallucinations.

92

All-or-Nothing Coin: A coin made of two disks of different metals fused together into a single piece. One side is polished gold and has the image of a well-dressed man sitting on a king’s throne surrounded by piles of wealth, fine foods and beautiful women. The other side is dull lead and has the image of a filthy beggar as he lays prostrate before his empty begging bowl on a littered street corner occupied only by rats and corpse of a dog that appears to have starved to death. A creature holding the coin feels the potential for great success or great failure locked inside, waiting to be released. Once per day a creature can focus on a specific action that they are about to perform (Such as a skill check, saving throw or attack) that would take no more than one round to complete, flip the coin and begin the task before the coin lands. If the result of the flips shows gold, the creature is treated as if they rolled a natural 20 or critical success on the task they focused on, if the result is the lead side the creature is treated as if they had rolled a natural 1 or critical failure. If the coin land on its edge, be caught and the face not revealed or not land at all, it has no effect and can be used after one minute passes. The coin’s magic takes effect no matter what surface it lands on or if it is caught and its face revealed but it does not function if the result is forcibly tampered with.

93

Ring of the Shared Curse: A heavy lead ring stamped with the misshapen holy symbol of the God of misfortune. The ring feels more like a curse to bear than jewelry to be worn and the bearer feels a faint but constant sense of impending doom. Three times per day, the bearer can look at a creature within 30 feet and with a moment’s thought (See Note) curse their next action. This causes the victim’s next significant action (Typically a skill check, saving throw or attack) to suffer disadvantage. The ring curses the wielder as well however and the bearer’s next significant action (A skill check, saving throw or attack of the DM’s discretion) also suffers disadvantage. —Note: Using the ring is a reaction equivalent to an attack of opportunity. The disadvantage roll against the bearer should always happen at an inconvenient time where there would be consequences for failure.

94

Sandals of Corpse-Striding: A pair of leather sandals with thong straps that wrap around the foot, ankle and shin all the way up to the knee. Close inspection will reveal that the leather all comes from a humanoid and that every square inch of the sandals are covered in barely perceptible prayers to protect the bearer from those that lurk beyond the grave. A creature wearing the sandals feels closer to death and that every corpse is a portal to somewhere they want to be. The bearer of the sandals can step into a humanoid corpse and instantly step out of another corpse they are aware of within 100 feet. This does not take an action as is treated as movement, like stepping through a door. Although the process appears instantaneous to others, the bearer experiences several seconds of whatever afterlife they believe damned souls reside after death. These souls take notice of the bearer and cling to his body and spirit, dealing one hit point of unavoidable damage per character level (Or 10% of maximum health or other equivalent amount) as his soul is clawed and torn by the spirits. The lost souls become more familiar with the bearer if he uses the sandals repeatedly and with each subsequent use the damage increases by one hit per character level (Or 10%). For each 24 hours that progress without the sandals being used by that specific creature, the damage lowers by 1 hit point (Or 10%) to a minimum of 1 damage (Or 10%). If the bearer dies as a result of damage done by the souls, all of his equipment appears in a pile at the location of the corpse he meant to step out of but his body and soul remain in the underworld. The sandals must be worn for 24 hours before the bearer begins to feel the siren call of the corpses and be able to make use of the magic.

95

Beggar’s Anguish: A gold coin that always reappears in the pocket of its owner and can only be stolen, not given. If the owner gives the coin away, places it somewhere or knowingly allows another creature to take it, the coin reapers in his pocket (Or at his feet) when they become separated by more than 30 feet. A creature who steals the coin, becomes the new owner.

96

The Help: A beautiful handmade, magically animated broom, consisting of a polished maple stalk and a fine broom corn end. If given verbal commands, it will sweep a described area until the section is clean, either setting the dirt in designated piles or completely outside the area. The broom can be commanded to sweep specific area such as a room, building, street or even an entire city, but only sweeps as fast and as well as a regular human that never pauses, takes breaks or tires. Knowledgeable PC’s will know that wealthier nobles and skilled mages will often have these items perpetually cleaning their homes as they are more efficient than servants and gossip far less. Other than being animated, it is a regular (If well made) broom and can’t apply more than ten pounds of pressure to objects or piles of debris.

97

Telepathic Dice: A set of regular looking dice that when rolled, the creature who tossed them can think of a number and the dice will land on it.

98

Pouch of Infinite Sand: A brown leather pouch that contains half of gallon of Roll on "Random Colour Table" sand. The pouch refills itself with a different Random Colour of sand at noon each day. The bearer can place a piece of material such as a white cloth, black rock or white shell into the pouch. If at noon there is material in the pouch other than sand when the pouch refills, the sand perfectly matches that colour. If there is not foreign material, the sand defaults to the last colour the pouch created.

99

Coin of Privacy: A large gold coin which has one of its sides etched with the design of a monkey covering it’s ears with its paws, and the other of the same monkey with its paws at its sides. While the coin is placed on a surface such as a table, stool or floor with the ear covering side up, it creates a field of auditory distortion. Creatures within a five foot radius of the coin can hear each other normally, however creatures outside of the radius suffer disadvantage on checks made to listen to any noise originating from inside the field, as the sound comes out garbled and heavily distorted.

100

Bag of the Benevolent Healer: A sturdy black medical bag that appears to be old and well-used, stained by blood over the ages. A creature in possession of the bag feels the urge to help wounded creatures, heal the sick and to use the bags contents on those in need, without seeking anything in return. The bag is a healer’s kit and contains the following items: A dozen bandage wraps, A dozen cotton gauze pads, three small linen hand towels, twelve sealed packets of herbal tea that relieves pain and lowers fevers, two sharp sterile scalpels, a sharp sterile bone saw, five varying sizes of suture needles, a spool of silk thread, a pair of tweezers, a small pair of sharp steel scissors, fabric and wood for a single arm or leg split, two vials of antitoxin, an oral thermometer, two flasks of rubbing alcohol, and a handbook containing detailed instructions for basic emergency care, how to stabilize casualties and general first aid written in whatever language the current reader understands best. A bearer who reads the books for ten minutes per day is considered proficient in the use of the healer’s hit. Any object taken out of the bag will crumble into dust after 24 hours unless it is still being used or attached to (Typically bandages, splints, thread and tea still being drunk) a wounded creature. The bag fully restocks itself each day at dawn. If the owner of the bag ever purposely charges a patient or wounded creature in return for treatment from the bag’s contents, the bag never restocks itself while within a mile of that creature for a year and a day. Knowledgeable PC’s will have heard rumors of an object like this passed down from field medic, to front line war surgeon, to wandering missionary, to overworked refugee center nurse, to benevolent plague doctor, etc always being owned and used by a person of great integrity and altruistic self-sacrifice who saved countless lives. According to its legend, this object has existed for longer than some empires and always seems to finds its way to places where it’s needed most. A perceptive PC will find a minute holy symbol of the God of healing on the bottom of the bag’s interior. —Note: The distinction between accept and charge is important. The bearer can accept donations of goods, service or money that patients give him, but he cannot demand any form of payment before treatment or present any form of bill afterwards or even imply that something is owed in any way without losing access to the bag’s magic.