D100 Rare or Uncommon Non-magical Items (d100)

d100 Result

1

Blunt Arrow - 3 g Bludgeoning damage.

2

Fire Arrows - 9 g Ignited by action or if an open flame is nearby, by free action. Does 1d4 fire damage + ignites objects on DM's choice of DC.

3

Flare Arrows - 15 g No damage. Upon firing, produces bright light in a 20 foot radius and dim light for another 20 feet. Light lasts 1 minute.

4

Glass Vial Ammunition - 27 g The arrowhead of this ammunition is made of glass. One vial of liquid fills three arrows and does damage as if the liquid was splashed on the target. The ammunition is destroyed after one use.

5

Shuriken - 9 g Finesse 1d6. Thrown (20/60). No melee. Monk weapon.

6

Smoke Arrow - 15 g Does no damage. Upon impact, creates a 5 ft diameter cloud of smoke that persists for 1 min unless dissipated by wind.

7

Alchemist's Gloves - 40 g Resistance to acid and poison damage, but only against objects being gripped by hand.

8

Athlete's Shoes - 20 g Allows the Tumble action from the DMG.

9

Buckler - 10 g Plus 1 AC, only one shield can be used at a time. Can be donned or duffed the same as a weapon. Uses martial weapon proficiency rather than shield proficiency.

10

Camouflage Cloak - 10 g Comes in 4 options: Green & brown, Brown & tan, White & Grey, or Grey & black. Gives +1 stealth in appropriate landscape.

11

Dwarven Drinking Helm - 50 g Helm with large hollow “Viking” horns. Pour 1 potion into reservoir in horns, can be sipped as a bonus action. Potions in reservoir expire after 1 day.

12

Fine Boots - 20 g Allows advantage on CON saving throws for Exhaustion when traveling more than 8 hours on foot.

13

Fire Snakeskin Boots - 100 g Provides resistance to fire damage, but only for the feet.

14

Grick-Leather Armor - 200 g Light armor. AC 12. Advantage to hide among stone. Contains no metal.

15

Miner's Helmet - 20 g A helmet with a small lamp attached, allowing hands-free lighting. Casts bright light in a 15-foot cone and dim light for an additional 15 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

16

Oilcloth Cloak - 20 g Plus 1 AC against splashed liquids (acid, contact poison). Advantage against spider webs and sticky traps.

17

Smith's Gloves - 40 g Resistance to fire damage, but only against objects being gripped by hand.

18

Spiked Gauntlet - 5 g Simple weapon. 1d4 piercing damage, strength modifier. You cannot be disarmed of this weapon. You can hold and wield any other object or weapon in the same hand as this weapon, but you cannot attack with that weapon and this on the same turn.

19

Spiked Shield - 15 g Acts as normal shield. On a successful shove, add 1d4 piercing damage

20

Spring Heel Boots - 40 g Activate as a bonus action. Adds +5 ft to jump. Reset requires an action.

21

Swim Fins - 10 g Adds +5 swim speed. If worn on land, reduces walk speed by 10. Requires an action to wear/remove.

22

Alchemical Torch - 10 g Bright light in 40 ft radius and dim light for an additional 20 feet. Melee attack 1d4 fire damage.

23

Collapsible Scarecrow - 10 g A humanoid dummy that can be folded up into a backpack. It comes with a threadbare set of common clothes, but can be dressed otherwise.

24

Crook Eye - 10 g A mirror on a metal rod that collapses from 5 ft down to 1 ft.

25

Dog Whistle - 1 g Allows user to silently summon or send commands to familiar or animal companion, no matter the species.

26

Dowsing Rod - 5 g Survival checks to find water have +2.

27

Ear Trumpet - 15 g Allows reroll of a Perception check based on sound, if first roll triggered awareness of the sound.

28

Fine Saddle - 100 g Allows advantage on CON saving throws for Exhaustion when traveling more than 8 hours mounted.

29

Firecracker - 2 g Fuse can be lit for 6 or 12 second (1 or 2 rounds). To light, requires action or open flame with free action. On detonation, does 1d4 damage plus noise that can be heard for 200 ft diameter.

30

Gas Mask - 25 g Provides resistance to poisonous gas.

31

Lightning Rod - 50 g 8 ft metal-tipped pole with grounding wire. Place in ground as an action. Provides resistance from lightning damage for any characters within a 10 ft radius. Destroyed if hit with more than 10 points of damage in one round.

32

Luminescent Paint - 20 g Made from luminescent sea creatures, this paint is transparent in bright or dim light, but glows faintly in darkness. Each pot of paint is sufficient to cover 1,000 square feet of a surface. It takes 10 minutes to cover 100 square feet.

33

Poisoner's Scabbard - 25 g Poison must be added to scabbard as an action. On drawing a weapon, the first hit with the weapon adds poison damage according to poison added to scabbard.

34

Portable Net Trap - 120 g A portable version of the falling net trap from the DMG. Includes 30 ft of tripwire, net, net-deploying mechanism, glue for holding the mechanism, and some fake cobwebs for hiding the mechanism.

35

Shrieker Spores - 20 g Spread on dead creature of size small or larger. In 2d12 hours, 1 shrieker grows to tiny size. After each day, it grows to one size larger, max medium. Add 1d4 shriekers for each size corpse above small.

36

Smoke Bomb - 20 g Produces dense smoke in a 15 ft diameter for 1 minute unless dispelled by wind.

37

Spider Jar - 10 g Swarm of spiders released when broken. Attack nearest character.

38

Stink Bomb - 50 g Creates a 10 foot diameter sphere of yellow, nauseating gas centered on a point within range. The cloud lingers for 1 minute or until dispelled by wind. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison, DC 10. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

39

Vial of Lye - 25 g Neutralizes equal volume of acid. Treat as acid for damage and resistance except with oozes and other acidic creatures, when it gets +1 damage.

40

Wind-Up Toy - 6 g Wind toy as an action. When released, travels 20 ft / round in a straight line, making noise.

41

Atlatl - 2 g A wooden handle that throws javelins. Ammunition, javelin (50 / 150) , loading, 2-handed.

42

Balanced Greataxe - 60 g Upon a successful hit, the player can choose to roll 1d12 damage or deal 6 slashing damage.

43

Bear Spear - 80 g 1d12 piercing. Two handed. Heavy.

44

Blowgun Staff - 20 g Works as both a blowgun and a quarterstaff.

45

Bola - 10 g No damage. Thrown. If hits, DEX contest to trip.

46

Crystal Dagger - 100 g Non-metal. Cannot be rusted, corroded, or affected by heat metal. Can be used as an arcane focus.

47

Dwarven War Mattock - 40 g Versatile (1d8 one handed, 1d10 two-handed). Piercing or slashing.

48

Flask Thrower - 15 g Pole with a pouch at the end (similar to lacrosse stick). Can throw any flask (30/80). Strength modifier to hit. Two handed, loading.

49

Glaive-Guisarme - 30 g Glaive properties. Can use hook to attempt a grapple against mounted troops.

50

Harpoon - 20 g Spear properties, but has 30 ft rope attached. Can pull opponent up to 20 ft with successful STR contest. Rope breaks on opponent's STR DC of 17.

51

Mancatcher - 30 g No damage. Reach. Two Handed. Can grapple with reach.

52

Naval Cutlass - 60 g Scimitar properties. No disadvantage when used in water.

53

Recurve Longbow - 200 g Longbow properties, but uses STR.

54

Smuggler's Blade - 50 g Dagger properties. In sheath, looks like scroll case. To tell it’s a weapon, the observer must succeed on a Perception check at DC 15 + the wielder’s Deception bonus. Contains hidden compartment in handle, separate DC check.

55

Spidersilk Net - 50 g Net properties, requires DC 12 STR check to free. Made from fresh Giant Spider webs.

56

Stiletto - 20 g Dagger properties. +1 on melee against prone, grappled, stunned, or restrained. +3 on melee against paralyzed or unconscious.

57

Stone Greatclub - 30 g Greatclub properties. Requires STR 15 or higher to wield. On crit, knocks enemy prone or 5 ft back.

58

Sword Cane - 60 g A short sword disguised as a cane. To tell it’s a weapon, the observer must succeed on a Perception check at DC 15 + the wielder’s Deception bonus. 1d6 slashing, finesse.

59

Tonfa - 50 g Club. Player can choose defensive stance (+1 AC) or attack (1d4) bludgeoning.

60

Wrecking Tool - 60 g Maul properties. Plus 1 vs non-magical wood, stone or brick. Reverse side is a hook that can be used to lift objects. Handle is a crowbar.

61

Wrist Dart Launcher - 80 g Martial weapon. Light. Ammunition: 1 dart, doing 1d4 damage (10/20). DEX modifier. Requires action to reload. If used in the first round, grants +3 to initiative for first round only.

62

Jar of Hot Pepper Juice - 2 g Can be splashed on enemy. On successful hit, con save DC 15 or be blinded for 2d6 turns, also any concentration checks are made at disadvantage.

63

Lantern Shield - 10 g Shield that has a lantern mounted to it. Can act as light source while holding shield.

64

Silvered Weapons or Ammo - 100+ g Used to bypass some creatures immunities.

65

Night Vision Grease - 10 g per application. Dark vision for 30 minutes. Made from the crushed remains of glowing insects, this grease is applied as eye shadow or under the eyes.

66

Universal Music Box (UMB) - 25 g Spring-powered and plays copies of popular bards from a tiny wax cylinders or tiny tin cylinder. It is about the size of a kitten. UMB wax song cylinders. 5 cp a song. A tiny wooden cylinder covered in etched wax that holds a song. It cracks easy and distorts fast. Heat will destroy them. UMB tin song cylinder. 1 sp a song. A tiny brass cylinder covered in etched tin that holds a song. They are reliable and hold the song for years.

67

Folding Pocket Knife - 5 g A gnomish folding knife of decent quality. It is rather simple to use but, may confuse an imbecile in its operation.

68

Folder of Warforged "Schematics" - 10 s to 100 g To most, it is a magazine full of odd symbols and lines, but, to a warforged, it is very "interesting" and "needs studying and possible 'self-calibration'".

69

Insta-Torch - 5 g An iron tube full of a powder which burns brightly for around 3 hours and is ignited by a one time use flint. has pictograph on how to use it.

70

Emergency Shiny Blanket - 30 s A blanket. It is a single use thin blanket made of metal that folds and moves like uncomfortable blanket. It insulates well but, will be spotted from orbit if light shines on it.

71

Cloth Mask - 1 s Though uncomfortable provides advantage against disease when worn over mouth and nose.

72

Shielded Crossbow - 40 g Light crossbow with a metal plate on both sides gives player +1 to AC when used and deals d8 damage.

73

Flask o’ Fire - 5 g It’s actually a metal lighter, spend bonus action to make a flame and a action to try to light something on fire.

74

Poor Mans Fireball - 1 g Literally just a Molotov cocktail. target must make dex save (10 + throwers STR + proficiency), on fail 1d8 then 1d6 fire for 1d4 rounds, on fail just half 1d8. light thrown range 60 feet with 5 foot splash. Takes an action to extinguish. (Proficiency can be either improvised or thrown weapons).

75

Staff of Perspective Gigantism & Dwarfism - 17 g A wooden staff with brass etching that has a magnifying glass on the top. Besides a majestic way of killing ants and recreating an Indiana Jones scene this will give advantage on perception checks regarding reading small print. Surprisingly the magnifying lens can not be taken off without breaking.

76

Hydraulic Jack - 28 g Harnessing the power of tinkering has given way to this metal contraption which can lift up about 8,000 LBS. uses can vary from lifting a wagon with ease to holding a gate open for narrow escapes.

77

Lightning Bola - 10 g When wrapped around victim, metal balls release an electric shock, dealing 2d4 lightning damage.

78

Fancy Mark - 1 g A woven silk ribbon embroidered with the symbol of a single school of magic. Becomes permanently adhered to the spine of a wizard’s spell book (must be a book) and it is used to mark a spell of the school of magic that is embroidered into the mark When spells are prepared. The marked spell may be prepared on a short rest by exchanging it with a spell previously prepared but not cast since. (Great for helping that new wizard in the party).

79

Flash Paper - 10 g Paper treated with alchemists' salts that ignite completely in a puff of smoke upon combustion without leaving ash. Great for secret messages and other trickery. 10 sheets of paper.

80

Concentration Chewing Bark - 4 g per piece Advantage on your next Concentration roll. Loses its effectiveness after roll or one hour, whichever comes first. Comes in minty, tobacco, or meat flavors.

81

Crystal Ball: Four types of crystal balls are available, Fog, Grease, Flash, or Bang: Fog - 30 g Thrown. Obscures vision in a 20’ area with fog, centered on point of impact. Lasts 5 rounds or dissipated by a strong wind. Grease - 15 g Thrown. Flammable. Covers a 5’ square or targeted opponent Med or smaller with grease. Dc 12 Dex save to remain standing vs falling prone. Washes away with water or after being submerged. Flash - 15 g Thrown. Upon breakage, creates a bright flash of light. Creatures with eyes must make a DC 10 CON save or be blinded for 2 rounds. Bang - 30 g Thrown. Upon breakage, a loud noise erupts. Creatures that can hear must make a DC 10 CON save or suffer 1d6 thunder damage and be deafened for 2 rounds. A successful save halves the damage and prevents deafness.

82

Tweak Tincture - 75 g A dark oily liquid infused with dried and toasted berries from a jungle tree all in a stoppered leather flask. It is bitter and smells like wet dirt. During a long rest, a single creature may consume a dose at the beginning of their watch to reroll 1s and 2s on perception rolls and are considered to have 4D8 additional hit points against the sleep spell or sleep poisons for three hours. At the end of duration, the creature must make a DC15 constitution saving throw. On a failure, the creature is unable to sleep until the beginning of the next long rest (except by magical means). 1 to 5 on the die, the creature is also cranky. Comes with 3 Doses.

83

Antidote to Specific Drug or Poison Once consumed it stops all damage overtime effect and all debilitating effects of "x" type of poison. User becomes immune to the specific type of poison for 1d4 hours.

84

Jar of Giant Insect Pheromones - 5 g Once applied to skin or clothing the user will be treated as if they are a member of the hive for one specific hive of giant insects. Insects from that have will be friendly or neutral towards the user. If used near a different hive or a different type of insect it may or may not provoke an immediate hostile reaction. Effects last 2d6x10 minutes, There is enough in the jar to coat 2 medium sized creatures.

85

Jar of Scent Blocker - 25 s Once applied the user is more difficult to smell. All creatures are at disadvantage when trying to perceive or track the user by scent.

86

Prop Dagger - 5 g A blunted and dull replica of a gnomish dagger. While it certainly looks the part, the spring loaded blade compresses into the handle of the dagger when stabbing. Cannot do damage (lethal or otherwise). Great for a dramatic suicide performance or threatening an essential NPC without any fear of hurting them. Inscription on the handle reads: ”This is thy sheath; there rest and let me die”.

87

Loaded Dice - 25 g Two pairs of dwarves dice made of carved black soapstone in a carrying brass tube. While appearing almost identical, one pair has lodestone in them that magnetically attract to steel and other lodestone. A fist sized piece of iron/steel beneath a table is enough to give the player advantage on straight gambling rolls involving the dice. A DC 15 Perception check followed by a DC 19 intelligence check by the opponent will reveal to the trick.

88

Regulator’s Badge - 150 g A copper broach inlayed with brass depicting a radiant sunrise. In a past civil war, townspeople and villagers of honor bravely banded together to rescue the captured, free the enslaved and hold bandits accountable. These secret vigilantes were known as Regulators, and passed down the role to their children. Upon discretely presenting the badge, the player is seen by law abiding common folk as more trustworthy, and has advantage on charisma checks. Law Enforcement and criminal elements will turn immediately hostile to the party upon seeing the badge.

89

Ninja Rocks - 20 g Bag containing shards of ultra-dense, triple-fired elven porcelain used in artificing lightning magic, though only in unbroken form. When thrown at an object consisting of glass or non-magical crystal as an attack roll, upon a hit the target shatters instantly regardless of the number of hit points the object has remaining.

90

Gnomish Grocery Grabber - 5 g An extendable wooden stave with a metal jaw at one end actuated by a pull string. It looks kinda fragile. Gives small humanoids the ability to reach objects and activate mechanisms as if they were a medium humanoid. It makes short work of tall tasks.

91

Colored Flame Powder - 2 g per use This powder can be thrown into flame to change its color. Typically used for stage shows or signal fires. Blue, Red, Green, and Purple are available.

92

Shrieking Ammunition - 6 g These arrows or bolts have a whistle integrated into the shaft so that when shot, they produce a earsplitting shriek. If a hit from these projectiles induces a Concentration check by the target, those rolls are made at -1.

93

Grappling Hook Ammunition - 12 g These arrows or bolts have a hook on the head end and a 50 ft length of silk rope trailing behind. Because of the extra weight, these projectiles have a range of half your weapon's normal range. On a successful attack against an object, DC12 (adjusted according to circumstances), the hook holds and you can climb the rope if the object is heavier than you or pull the object toward you with an appropriate athletics check.

94

Goggles - 10 g These fit tightly around the eyes. The wearer has resistance to the blinding effect of dust, noxious clouds, liquids, and tiny projectiles.

95

Trapped Scroll Case - 150 g The lid of this scroll case must be unscrewed with a series of clockwise and counterclockwise turns known only to the seller and buyer. Upon failure, a needle of poison springs out from the case. The poison is Serpent Venom, requiring a DC11 CON saving throw, taking 3d6 damage on a failed thow or half on success. The trap can be detected with a DC12 Investigation check and disarmed with a DC15 Thieves' Tools check, triggering the trap upon failure.

96

Battle Aspergillum - 50 g Mace with a hollow head and reservoir to contain holy water. Filling the reservoir takes an action. Upon a successful hit, enemies take 1 point radiant damage from holy water in addition to the 1d6 bludgeoning damage from the mace. After 5 hits, the reservoir must be refilled.

97

Wooden Stilts - 4 g These raise your height by 3 to 6 feet. Movement must be made at half speed. Attempting to move at regular speed requires a Acrobatics check of DC10 + the height of the stilts.

98

Parachute - 200 g If the player is falling more than 60 feet, this silk sheet can be deployed with a reaction. You fall 60 feet per round and take no damage from the fall. Acrobatics check of DC12 to land on your feet.

99

Barometer - 200 g This device can be used to predict the weather. During a rest, the party may consult the barometer. The DM makes a d20 roll. On 20, the weather for the next day is predicted accurately and precisely for temperature, wind and precipitation (e.g. "There will be light rain in the morning, but clear in the afternoon. The temperature will fall after the rain with a stiff breeze.") On a 19-15, the weather for the next day is predicted accurately but not precisely (e.g. "It will rain and be cool and windy"). On a 14-10, either wind, precipitation, or temperature is predicted inaccurately, but the others are correct. On a 9-2, two factors are inaccurate, and with a 1 all three are inaccurate.

100

Pocketwatch - 300 g This incredible achievement of Gnomish engineering tells time.