Astral
Astral
1 Forja
2 Reino de la muerte
3 Parte ferica
5 Conflicto
6 Vida
7 Sueño
8 Dilirio
9 Miedo
10 Intriga
11 Saber
12 Arte
13 Dios sonriente
14 Decadencia
15 Soledad
16 Orden
17 Vacio
18 Mares astrales
19 Palacio
20 Caos
Astral Encuentros
1 Pesadillas
2 Demonio
3 Alma perdida
4 Un draconido plateado
5 Criatura hostil pequeña
7 Tesoro legendario
8 Tesoro maldito
9 Muerte
10 Un angel
Tesoro maldito
1: The boots of infinite movement! You can move 2 times your normal movement, but you
have 1d4 chance to trip and take 1 damage. (1d4 on difficult terrain) it takes your bonus
action to stand, or you may remain prone.
2:permanent chest-plate! a piece of gleaming steel armor that looks amazing even when
covered in grime, but when equipped it becomes attuned, and cant become unattuned or
take off without magical help. it has stats that are slightly worse than the average for the
level of the character who equips it
3: The Relief Tent - This magical pop-up tent was meant to help those suffering after a
natural disaster, but the enchantment went awry. The small canvas tent can be unfolded
and used as normal, but anyone who spends a night sleeping in the tent will wake up to
find that they have been teleported to the nearest location of real danger, either a warzone
or a place of impending doom.
4: Wargarbleflex- This is an infection that equipment can catch. It forces you to roll 2d6
(making sure they are of different colors) One is the control die, and the other is the effect.
The control die on a 1-2, will subtract the result of the second d6 from the stat related to the
task at hand. One a 3-4, it will add it instead. On a 5-6 it does nothing.
5: Scattershot- A heavy, powerful hand crossbow. It does damage like a light crossbow (d8)
and fires three times with every pull of the trigger; the third shot, however, is aimed at a
random being within range.
6: The Eyes of Nearsight- These goggles can be used to briefly see a half-second into the
future. The user can, as a reaction, activate the goggles to gain advantage on a Dexterity
check or saving throw. However, the effect is extremely discombobulating and strains the
inner ear; after use, the user must make a Constitution saving throw or be sickened for 1d4
rounds.
7: The Rod of Extreme Alertness- Functions as a Rod of Alertness, but results in the owner
becoming extremely alert. The user must make a Constitution Saving throw to gain the
benefits of a long or short rest, or they are stricken with insomnia and unable to relax.
8: The Aeronaut's Girdle- This girdle immediately makes you feel light and buoyant. You
weigh effectively one pound, can jump an extra fifty feet vertically, and can (as long as
there are handholds) climb at a speed of 25 feet. However, you also lose all your ground
speed; instead, you have a 'bounce' speed of 25 feet, as you move as though on an
extremely low-energy planet.
9:The Ring of the Pedant- A ring that gives proficiency (or double proficiency) in every
Intelligence-based skill. However, if the wearer succeeds on a check, they are compelled
(Wisdom Save) to pontificate on the matter, explaining it at length to their companions. If,
however, the user fails on a check, they cannot admit it; instead, they must make up an
answer, and will not admit to not knowing, even if it will lead them and their companions
into harm's way.
10: A rather ordinary looking leather glove, ornamented with strange runic symbols.
Effect: grants none magic users the power of casting spells, however every spell cantrip or
higher level will trigger a wild magic surge, this effect is also given to a magic user.
Effect in progress: if a creature of Humanoid build puts one this glow they will feel a sharp
burning pain on the hand they put the glow on, as the glow burns away the strange
symbols from the glow is burned in the the flesh of the hand.
Removal of curse: only way to remove the curse is to ether chop of the effected hand or
dispel this curse, however even if the curse is cured the runes will remain.
11: A torc that fits around the bicep, in the shape of a two-headed serpent. In combat, both
heads bite your arm and drink some blood for 1d3 damage; this gives them power and the
weapon you are holding gains +4 bonus. Can only be removed by magical means.
12: Blood Drinker: A particularly sharp dagger, this weapon has a thirst that can't be
overcome. Whenever drawn, it needs to draw blood before it's put away again, otherwise
the price must be paid by the wielder.
13: Cursed Ring of Invisibility.
The ring grants the user the effects of the greater invisibility spell as long as it is being
worn.
However, when the ring is put on a finger, it begins to wail in the agonised scream of a
person who has just been impaled, until the user takes the ring off and apologises to it
sincerely.
14: ~ The Radiant Sword ~
The sword is found stuck in a stone, and only the worthy (or the roller of a high Strength
check) can remove it.
The sword glows with a bright green light, and deals +3 radiant damage.
The downside: It's radioactive.
15: A staff of lighting but you don’t know which end of the staff the lightning will shoot out of
DM can just use a coin to decide
16: Frog-yurt: statue of a small building with a frog on top that upon activation will expand
to a yurt capable of housing a party of 6. You gain 2d8 hp for a nights stay inside. Inside
the yurt there are 2d100 frogs which croak incessantly preventing sleep of any non-magical
nature. Anyone that does not sleep is exhausted for 1d3 days. (open to revisions
17: The Cape of Over-Possession: allows the wearer to cast Disguise Self without burning
a spell slot. Once attuned, this cape will attempt to strangle anyone who succeeds on a
CHA against the wearer. Strangle: Target must succeed on a STR saving throw, use DC
14, or wearers spell save DC, whichever is higher. On a failed save, the cape leaves its
owner to wrap around the neck of the target, who takes 1d6 damage ongoing (save ends).
On a successful save the effect ends, and the cape returns to its owner. It cannot be
removed by any effect, excepting the remove curse spell, at which point it becomes a
regular dress cloak.
18: Truck Nutz: a belt that grants the wearer proficiency in the intimidate skill. Once
attuned, it cannot be removed except with a successful Persuasion check (DC 30, attempt
always has Disadvantage). Any allies who can see the the wearer of Truck Nutz during
combat must succeed in a INT save (DC 15) or be frightened (save ends) of the wearer.
19: Stone Mitts: these grey gloves turn into stone fists once attuned. While attuned, the
wearer has STR score of 20, but a DEX score of 1. The Stone Mitts cannot be removed by
any magic, but must be chipped away with Mason's Tools. If the attempt is not made by
someone proficient with Mason's Tools, the wearer takes 2d6 damage, and their DEX
score is 8 until they finish a long rest. Once the Stone Mitts are chipped away, they are
destroyed.
20: The Wand of Ron: this wand used to belong to a wizard of some renown (mostly
attributed to his association with great wizards). Once attuned, it gives the user +2 to their
attack and damage rolls. Once the spell has been cast, roll a d20. On an even result, the
spell is cast as usual. On an odd result, roll percentage dice and refer to the wild magic
table in the PHB. While attuned, the user is unable to believe women can defend
themselves and is constantly jealous of other party members. The user must succeed on a
DC 10 persuasion roll to convince themselves they're being paranoid. On a success, they
act normally. On a failure, they refuse to follow the suggested action, choosing instead to
sulk within sight of the suggester. The user cannot choose to use any other wand, and can
only remove attunement with a greater restoration or wish spell
21: The Pants of Humiliation: while attuned to these sweet, sweet cords, the wearer gets a
+1 to AC and DEX saving throws. The pants make a ripping sound whenever the user
bends, squats or sits. All stealth check have disadvantage while attuned to these pants.
These pants cannot be removed except with a greater restoration or wish spell
22: The Quiet Heart - This amulet makes the wearer feel calm and at peace as long as they
wear it, granting advantage on Wisdom and Charisma saving throws. In battle, it prevents
the wearer from using the Barbarian's Rage, the Druid's Wild Shape, the Fighter's Action
Surge, the Paladin's Divine Smite, the Dash action, and from making more than one attack
of any kind in a single round. Requires a constitution save (DC 15) to remove, which can
only be attempted once each day.
23: Spell ring of first level! You may store any spell of first level in the ring after you wake
up, and it does not cost a spellslot to store the spell, but the spell will dissipate at your next
short rest. on use the spell has a 25% chance to cause a roll on the wild magic table
24: Amulet of telepathic narration Once attuned to this amulet the wearer cannot remove it.
The amulet allows you to read the mind of any creature but also forces you to shout their
thoughts as loudly as you can.
25: Cloak of the Ostrich - Appears to be a Cloak of Invisibility. Actually casts Suggestion on
the wearer making them believe they are invisible.
26: Socks that let you walk on water. They're not waterproof and they only work if you don't
have shoes on
27: Cursed Cloak of Billowing. It never works on command and Flair's dramatically at the
most inopportune times. But it looks really damn cool.
28: Cursed Bag of Holding
Casts Hold Person on you when you first pick it up
29: The Holding Bag of Holding - It is a Bag of Holding but your character is forced to use
one hand to hold it. You can not switch hands. Other than the curse, it still works as a
normal bag of holding.
30: The Jewel of Sllor Eslaf - (Text for the Player) A jewel that gives you a strange sense of
foreboding but you can't tell why. Even an Identify spell does not give you a proper answer.
(Text for the DM) At random times, look at the player and roll 1d100. Look at the number,
make some form of acknowledgement, and then do nothing. The roll is meaningless.
31: golden scarabs. They are scarabs that disguise themselves as gold pieces. Once you
add them to your gold collection they slowly start eating your gold and replacing it with
more scarabs. They have some useful utility finding ore veins. And are pretty harmless out
in the wild. But they can destroy a bag of holding worth of gold if you let one in and ignore it
for long enough.
32: A gem that becomes prettier and more valuable the less you want from it.
33: Clock of forgetfulness, people forget about you when you are wearing it, but you also
forget key facts and your train of thought constantly.
34: Cloak of the Doppelganger, it appears to be a normal cloak of displacement so you see
a copy of yourself when you put it on. The longer you wear it the more real the double
becomes, now your realize you cannot take it off. The double will eventually take over your
life while you become trapped in the cloak waiting for someone else to put it on...
35: Sir Robin's Psychic Spear. It's a sentient spear that inflicts bonus psychic damage, and
it apparently has the spirit of a long-dead hero. The spear will brag about the many deeds
he did in life. But once combat happens, the wielder has to make a Wisdom save or feel
compelled to run away.
36: Undeath's Scourge, a mace that deals an extra 1d6 radiant damage and an additional
1d6 bludgeoning damage to undead. It also allows the wielder to use Turn Undead. It's a
mace designed for killing the undead... by drawing all undead within a several mile radius
to your location, presumably so you can smite them.
37: Fishing rod of expulsion: when you hook a fish, 40D6 damage to it. Force damage
38: shirt possessed by a eldrich/demonic/undead/fey, has various effects based on the
thing possessing it
39: A helm of teleportation but once a month it randomly teleports you and your party to a
random, inopportune destination (the bottom of a dungeon, a beholders layer, the bedroom
of a high ranking Noble ECT.) After the teleport, you cannot use it until the next sunrise.
The party loved it at first then immediately wanted our dm dead.
40: Clockwork Plate Armor. While wearing it he has the Construct Nature trait - they don't
require air, food, drink, or sleep. However, they also can't recover hitpoints from potions or
spells such as Healing Word, and needs to spend a short or long rest in order to heal.
41: sword of holding, after you grab this the hilt absorbs your hand, making you unable to
use it and making this sword part of you. if the sword breaks you take sigmifigant damage,
but it can be healed by any healing spell, and upgraded with certain rare materials
42: A cloak of invisibility that only made your head invisible and couldn't be taken down.
43:Cursed Cloak of Etherealness - the more you use it the greater the chance that you
become permanently ethereal.
44: Cursed Coins (10,000 gp). The pouch of coins make the PC a compulsive buyer and
need to spend the gold. Everything they buy become broken, rusty or taste like ash,
basically they buy trash.
45: Troll hide armour: gives the regenerative powers of a troll, but if activated too often the
troll reawakens, tries to suffocate the wearer and then regens a whole new troll. A terrible
thing to wake up to halfway through a much needed long rest.
46: Mace of repentance, you can add your WIS mod to all healing spells that don't target
yourself, but you have resistance to all healing you cast on yourself. Also it kind of impales
and locks on to your hand until it believes you have repented
47: Bladeglove, it appears to be a glove which can form itself into a sword, but is actually a
symbiotic parasite which eats the hand who dons the glove, meaning it can never be
removed.
48: adamant orb: requires attunement. An adamantine orb the size of a baseball. Appears
back in your non-dominant hand as soon as you aren't looking at it.
49: A cloak of smoke that let the wearer understand ignan (fire elemental).
Problem is that all regular fires scream in anguish until they're put out.
50: The Sword of Ty'Phon'Nee: Once wielded by a barbarian warlord who declared upon
her death that "no man shall wield this blade" the +1 magical sword grants +2 STR, +1 Con
and +1 Cha to the person attuned to it. It curses any male who attunes to it with a gender
change spell turning them into an attractive female of their race.
Tesoros no malditos
1. Alchemist Ring - When the wearer of this ring imbibes a healing potion, they receive an
additional 1d6 HP.
2. All or Nothing Coin - On a roll you would normally use a d20, flip a coin instead.
Heads is a critical success (NAT20), tails is a critical fail (NAT1). Can be used twice
per short rest.
3. Antigravity Sphere - A small, fist-sized glass ball filled with a silvery smoke. When the
sphere is destroyed, it disables the effect of gravity of everything within a 30ft cube for
30 seconds.
4. Arcane Trickster’s Glove - Allows a spellcaster who can use Mage Hand to turn the
conjured hand invisible. Also allows the conjured hand to perform stealthy actions, such
as pickpocketing, sleight of hand, and other acts of remote legerdemain. For these
checks, the caster uses their Arcana score.
5. Arrow of Celebration - An arrow tipped with an enchanted noisemaker. For 30ft around
the impact site, creatures are compelled (WIS vs DC 17) to dance madly. Loud music
can be heard 100ft from the impact site.
6. Arrow of Displacement - An arrow tipped with a shard of quartz crystal. When it is
fired, and the arrow strikes something, the archer is teleported to wherever the arrow
landed. The quartz tip breaks after 3 uses and must be replaced.
7. Arrow of Yondu - Does not require a bow to use. When the user holds this arrow aloft
and whistles, the arrow flies through a target enemy, ignoring AC to do 1d6 piercing
damage. The user continues to roll a d20+WIS, and for every consecutive roll above 15,
the arrow shoots through another target the same way. On a failure, the arrow returns to
the user’s hand and cannot be used again until after a long rest.
8. Assassin’s Bracers - This pair of bracers can contain a concealed dagger within each
bracer. The wearer can cause the dagger within one, or both, bracers to extend from the
bracer. Extending or retracting the daggers requires the use of a Bonus Action from the
wearer.
9. Bag of Endless Rats - It looks like a Bag of Holding, but it stinks. All that comes out of
it when a character tries to use it are 3d20 rats. If it is turned inside out or damaged, it
disgorges 5d100 rats and the bag is destroyed.
10. Band of the Dryad - A simple wooden band that appears to be entwined by evergreen
ivy vines. the top is decorated with a small rose petal, which remains bloomed and
perfect until the ring's effect is used. Each day at dawn the petal blooms again. This
band has a single charge, which recharges each day at dawn. The power contained
within the rose petal may be expended to heal a target the wearer can touch by 2d4+2
hit points. Once used, the rose petal wilts and falls off the ring, and this effect may not
be used again until the next dawn.
11. Belt of Returning - A finely crafted dark leather belt with three loops, each decorated
with a shard of sapphire. The magic of the belt leaves an invisible mark on the surface
of the weapons stowed in each loop and invisibly inscribes the name of the item on the
sapphire shard. Three one-handed weapons with the thrown property can be 'attuned' to
the belt. When a weapon, from the belt, is thrown at an object or creature, hit or miss,
the weapon will return to the belt at the end of your turn.
12. Blanket of Starlight - A soft, well made blanket that can, once per long rest, emit a soft
glow, maintained by concentration. The blanket was crafted by an enchanter after his
young son confided he was afraid of the dark to help his son get to sleep.
13. Bracelets of Bonding - A set of bracelets that when one is broken the other immediately
breaks as well. When one is mended, the other mends itself. Created by a brother who
was going off to war, for his younger brother staying home. This was so the older
brother would know if things got bad at home. If the bracelet snapped, he promised to
come home no matter what.
14. Bracers of the Woodland Hunter, Uncommon - Once per long rest, you may cast
Hunters Mark as a first level spell without using a spell slot. While wearing these, non-
magical difficult terrain does not slow your movement.
15. Captured Sunlight - Sun-filled mirror-catch box, it has enough sunlight to fill a room
with bright light. Built by a retired adventuring dwarf and filled by passing adventurers.
Inflicts 1d4 radiant damage for 120ft every round of combat when placed on the ground,
until closed or destroyed.
16. Censer of Serenity - An enchanted censer that was made by a daughter for her father,
who was suffering from PTSD following the battle that robbed him of his arm. No
matter what incense is burned in the censer, it gives advantage on wisdom saving
throws.
17. Circlet of Mental Fortitude (Requires Attunement) - A copper studded head band that
soothes head pain when worn. Made for an elf who suffered from chronic migraines.
Grants resistance against psychic damage.
18. Circlet of the Planeswalker, Very Rare (Requires Attunement) - While you wear this
circlet, you can choose to be considered on your native plane for the effects of
banishment and other spells used against you. Whenever you teleport or cross a planar
boundary (such as with the Blink spell), you may heal 1d4 Hit Points.
19. Cloak of Death - This garment gives you an undead appearance—a skeletal face crusted
with desiccated skin, with black holes for eyes. Gives disadvantage to attacks from
undead, because undead creatures are confused by your grotesque appearance. Great for
looking like a lich without actually being one.
20. Cloak of the Nord - A hooded cloak made of various patches of leather that has a belt
fastened to the front. It generates heat on the wearer if blown upon by wind. It was
made as gift for a lover so that they could travel the mountain ranges without worry of
freezing. Gives resistance against Cold damage.
21. Cloak of Vigor - A dark red cloak with an extra long flap in the back that will bend and
stiffen into a functional chair when the wearer tries to sit down. Made for a wizard that
had difficulty walking across town without breaks. Grants the ability to take a short rest
in a fraction of the usual time. 1 use a day.
22. Collar of Finding - A leather collar with a small metal emblem of a star on it. A
matched bracelet with the same emblem. A person wearing the bracelet can make a
small light hover 50 feet above the collar. A wife commissioned this collar after her
husband, a retired soldier with significant PTSD, lost the dog that he had bonded with.
23. Crown of the False King - A tin crown that increases the confidence and self image of
those who wear it. Made for a shy human boy who had trouble talking to people. Grants
+2 to Charisma.
24. Daryl’s Vest of Haste - A black leather vest with wings painted on the back. This vest
gives the wearer advantage on Initiative rolls and +2 to Intimidation rolls, plus
proficiency with Crossbows.
25. Death Elk Head - The severed, decomposed head of a Giant Elk. It’s been reanimated
by necromancy and roars ominously when it makes eye contact with another living
being. Choose one creature that you can see within 30 feet of you. If the creature can
see or hear the Death Elk Head, it must succeed on a Wisdom saving throw (DC 14) or
be frightened of you until the end of your next turn. It holds one charge, and must be
recharged by dipping it in fresh blood.
26. Demogogue’s Tie - A big red necktie that hangs down to the wearer’s crotch. When
worn, the tie causes the wearer’s hair to become pale and wispy, and causes their skin to
become orange and leathery. The wearer’s INT is reduced by 3 while wearing the tie
and they use the word “tremendous” a lot. When the wearer speaks, everyone in earshot
must make a DC 15 WIS save, and everyone who fails will believe whatever the tie-
wearer has said, no matter how ridiculous.
27. Deodorant Soap - A bar of soap that, when used to wash one’s body, eliminates body
odor and grants +1 to Stealth and Persuasion. Lasts for 1 day.
28. Dog Whistle - When blown, this whistle makes no noise. 1d4 rounds of combat later, a
dog appears and does 1 thing:
1. Pees on the leg of the user, soaking their clothes, and then runs away. Enemies
become disgusted and will avoid the user for 1d6 rounds, only attacking the user
if they are attacked.
2. Poops on the battlefield and runs away. If anyone steps on the poop, they slip
and go prone, and must expend an Action to get back up.
3. Serves as an emotional support animal, Inspiring and giving the user +1d6 on
their next roll.
4. Distracts the nearest enemy by charging at them and barking, giving the whistle-
blower Advantage on their next combat roll against that specific enemy.
29. Edible Hat - A hat made of edible fibers--probably cornsilk, but possibly hair. Whatever
the material, this is a magic hat that gives the consumer 1 usage of Inspiration if they
say out loud, "If I'm wrong, I'll eat my hat!" and then eat the hat. Eating the hat takes
place over 1d4 rounds of combat, during which the character can only use Movement or
Dodge actions.
30. Ethereal Striders - Boots, Very Rare. As your move action you can instead teleport. In
order to teleport, choose how far you want to travel, then do an Arcana check. The DC
equals 5+1 for each five feet (1 square) traveled. If you do not succeed on the DC check
your teleport fails. Has 3 charges, refills charges every day at dawn.
31. Fairy Dragon Coffee - For one round of combat, the drinker’s speed is tripled, they have
+5 to AC, they have advantage on Dexterity saving throws, and the character can do 3
Actions. But in the next round, the character takes 1 point of exhaustion.
32. Figurine of Wondrous Power: Ruby Chicken - This figurine can become a Large
chicken for 24 hours, strong enough to be ridden and carry up to 250 pounds. It has an
AC of 10, HP of 22, to-hit of +4, can peck for 1d6 piercing damage. Has the effect of
Featherfall.
33. Fire Mephit Lantern - A lantern with a tiny Fire Mephit inside. The Mephit can speak.
The lantern casts Light out to 100 feet, and cannot be extinguished.
34. Flask of the Fist - When a character imbibes the contents of this flask, they gain 1d6
damage to their Unarmed strikes for 3 rounds of combat. Empowered strikes also propel
Medium or smaller target backwards 20 feet.
35. Fletcher’s Mitt - A green glove that allows the user to avoid or catch a projectile. It
gives the wearer a +1 AC against all ranged non-magical attacks. If the wearer
completely avoids the attack, the user catches the projectile.
36. Focus of the Patron, Uncommon (Requires Attunement by a Warlock) - Whenever you
cast your Eldritch Blast against an enemy, roll a d20. On a 20, you regain a warlock
spell slot. You gain the 1st level patron ability of a patron you do not serve. Example:
Awakened Mind while being a Fey Patron warlock. For the effects granted by this
ability, you count as a level one Warlock. This functions as an arcane focus.
37. Furby of Recording - This toy looks like a tiny fey animal with big creepy eyes. The
Furby can store one spell of any level and cast it automonously a given number of
minutes later. Any creature can cast a spell of any level into the Furby by reciting the
spell while staring into the Furby’s eyes, and then saying how many minutes later they
want the spell to active. If the Furby can't hold the spell, the spell is expended without
effect. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting
ability of the original caster, but is otherwise treated as if you cast the spell. Once the
Furby’s spell is expended, it can no longer be used for this purpose, but it will repeat
random snippets of dialogue.
38. Glove of Magehand - Requires attunement. A magical glove you wear that will
immediately conjure a permanent magehand for as long as the glove is worn, which you
can use as you'd normally use magehand. You can also punch twice in 1 round of
combat for 1d4 bludgeoning damage. The catch is, the conjured magehand can be
attacked or damaged, and any injury inflicted on the magehand will also be inflicted to
the wearer’s hand.
39. Glutton’s Fork - Once a day, this fork will allow the user to eat any non-magical item
they can fit in their mouth and regain 2d6 HP. Just tap the fork on the item and it will
turn edible.
40. Grease Grenade - A fist-sized glass ball that spills 1d20+5 feet of Grease when and
where it shatters.
41. Hands of the Knight Initiate, Uncommon - Once per long rest you can cast Bless and
Bane each once as a first level spell without using a spell slot. Gain 5 points of lay on
hands per long rest.
42. Haunted Doll - A very creepy-looking doll. When the owner of this doll fails a third
death saving throw, the doll will die in place of its owner.
43. Helen’s Earring - An earring that telepathically describes whatever is visible in front of
the wearer, whether they can see it or not. Made by a child prodigy for their blind
mother who worked tirelessly in order to pay for their magical education. Grants 60ft of
Blindsight.
44. Holethrower - A plain-looking wooden slingshot with an intricately carved handle.
Once a day, this slingshot can fire any unmodified projectile and create a 1d20-feet-
wide circular hole on any non-magical, non-living object or barrier.
45. Horn of Hearing - A copper horn that allows the user have advantage to Perception rolls
based on hearing when used. Made for an aging grandmother so that she could hear her
grandkids better.
46. Jack O’Lantern - A carved pumpkin with a candle inside. Projects light in a 10ft radius
and dim light in a 30ft radius. Can be used once to summon the Headless Horseman to
fight beside you in one battle, whereupon he takes the lantern and leaves with it. If an
ally is beheaded in combat, their head can be replaced with the pumpkin to resurrect
them with 1 HP.
47. Jar of Bees - A jar of bees. The lid is a screen so they can breathe. If thrown up to 50
feet, it will smash and distract enemies with 1d6 piercing damage for 6 seconds.
48. Joshua’s Sandals - A pair of leather sandals that allow the wearer to walk on water.
49. Lens of Tracking - A monocle that allows the user to once a day see the footprints of a
specific person or creature that has been within the area.
50. Les Stroud’s Pocket Guide to Adventuring - Once per day, the owner of this guide may
read a section associated with a particular skill to gain Advantage on all rolls relating to
that skill for the next 24 hours. The owner may also read the passage out loud to grant
one additional party member the same benefit.
51. Leviathan Axe - A bearded axe with a mythril blade, inscribed with mystical
scrollwork. The handle is made from the arm of a Treant. The axe deals 1d8 + 5
Slashing damage. If thrown, the axe will return to the wielder’s hand in 1d4 rounds
unless grabbed and held with Str against a DC 18. On a nat 20 attack roll, it will also
deal 1d6 Cold damage.
52. Lucky Penny - If a player gets a nat 1 on a Perception check, roll 1d4. On a 4, the
character finds a Lucky Penny. The next time they roll a nat 1, they get a reroll and the
Lucky Penny becomes a normal copper.
53. Mage’s Cravat - A necktie that soothes the throat and allows the wearer to sing / speak
for a long time without injuring themselves. Grants resistance against silencing effects.
54. Magnetic Charge - A fist-sized metal ball with a button on top. When the button is
pressed, the ball will begin to glow and produce a magnetic field that lasts 6 seconds.
The field repels any metal objects within 10ft of the ball. Takes 1 day to recharge.
55. Masamune’s Instruments - A knife and fork set made from Mithril with small runes
embed in the handles. When the fork is inserted into food (non-living material) it allows
the knife to cut through it with little to no resistance. Made as a gift from a wife to her
husband so that he wouldn’t waste time sawing through her cooking like a log.
56. Medallion of the Labyrinth - A medallion that, when focused on, always displays a faint
blue line, curving around trees or arching over rocks. It will always show the fastest
way home, but not the easiest, a flawed enchantment made by a well-meaning wife for
her husband, so that he could always find his way back to her.
57. Mimic Coin - When swallowed, this coin will Polymorph the user into a random non-
magical item, object, or piece of furniture for 1d4 hours. The item the user turns into
will be roughly the same size category as the user themselves. The item cannot be
damaged or transported by any means, magical or otherwise. If touched by a living
being’s hand or other forelimb, the user transforms back into their original form.
58. Misspell Book - Requires attunement. A book of arcane knowledge that allows the user
to use a Reaction to change one letter in the attacker’s magic spell and cause a different
effect.
59. Mirrors of Clever Seeing - A pair of mirrors. One can see through the other as if there
were an extradimensional tunnel between the two. Nothing can pass through.
60. Monocle of Farsight - A tin monocle that lets the wearer see a great distance. Made by
an artificer that could no longer view the beautiful landscape around his home as he
aged. Grants advantage to Perception.
61. Orrery of Planes - A small brass claw, meant to be set on a desk and have a gemstone
inserted into its top. It gives a small, hologram-like view of an elemental plane,
changing which plane is displayed by changing the gemstone. It seems to have been a
gift from a noble to his child, as such craftsmanship would be quite expensive.
62. Pan of Nostalgia - A frying pan and lid that materializes one fully cooked breakfast
platter for one once per day when exposed to flame. Adds 1d10 temp HP on a long rest.
Someone’s mother had it enchanted as a gift for their child who was leaving home so
that they could always have a home cooked breakfast.
63. Pendant of Sorrows - A music box pendant, that, when wound and played, emits a
somber, soothing song, like one sung by a long-dead but much-loved parent to their
child. While the song plays, other sound around the wearer is muffled, and the user
cannot be frightened.
64. Peyote - When ingested, this hallucinogenic mushroom restores one spell slot, but
causes the user to hallucinate a random effect from the d100 tables for 1d4 hours.
65. Quill of Desire - A levitating quill that writes out whatever the last person who touched
it wants, given that it has enough ink and parchment. Someone’s son had it
commissioned after his novelist father lost feeling in both of his hands after a wall
collapsed on him.
66. Railsplitter - A bearded axe that allows the user to once a day cut down any tree in one
swing.
67. Resin of Stronmaus, Uncommon - Sweet, viscous tree sap collected from an unknown
tree. Smells like pine, perhaps, with the sweetness of mead, and tastes like mead. While
it is chewed like gum, this resin imbues the chewer with the Vicious Mockery cantrip,
and grants +1 to Charisma.
68. Ring of Balance - An emerald ring that gives the wearer an abnormally strong sense of
balance. Made for a diplomat by her husband so that when she went on long sea
voyages she wouldn’t get sea sick. Grants +1 to Dexterity and Acrobatics skill.
69. Ring of the Colonel - Makes the wearer intensely aware of any and all chickens within a
1-mile radius. The ring can allow the wearer to summon 1d20 chickens to attack an
enemy for 1d4+Cha bludgeoning damage once a day, but it must be recharged by
licking all of one’s fingers.
70. Ring of the Giantslayer - A plain copper ring that grants the wearer +2 to AC and +2 to
attack rolls against any enemy in the “Large” or bigger size categories.
71. Ring of the Grammarian - Once a week, the wearer of this ring can alter one letter of
one item in an enemy’s equipment to alter its appearance and function. This effect is
determined by the DM, but with the ring-bearer’s intentions taken into account.
72. Ring of Kinetic Storage - This simple silver ring allows the wearer to store energy from
their body's motions throughout the day, and release it in strong bursts. This ring
contains up to 5 charges, the number of charges stored in the ring increases by 1 for
every 2 days the ring is worn. As an action, you can make an unarmed strike with the
hand the ring is on. This unarmed strike deals an additional 1d6 bludgeoning damage
per charge in the ring. Any unarmed strike with the ring expends all charges stored
within the ring. If all five charges of the ring are expended, the target is pushed back 5
feet away from you.
73. Ring of Naming - A simple iron ring with 3 charges. Once a day, the wearer can use it
to change one letter in an enemy’s name to change their form and function. It can only
be recharged by the wearer changing one letter in their own race or class.
74. Ring of Quiptical Hits - Two interlocking bands, one gold engraved with a motifs of
laughing faces and the other granite with a motif of faces set in stony silence, the ring
rewards the witty but punishes japes that fall flat. Once per day, on a successful attack
roll, if the wearer can deliver a one-liner, quip or appropriate pun before rolling damage,
the attack is converted into a critical hit. However, if the jape is deemed to have fallen
flat the wearer is overcome by lethargy and behaves as if affected by the spell slow,
until the end of it's next turn.
75. Ring of Recall - A small ring that allows the spellcaster wearing it to regain a spell slot
after having failed in casting a spell.
76. Scarf of Breathing - A red scarf sewn with silver beads into the fabric, magically filters
air that is sucked through it when worn as a face wrap. Made as a gift for an obsidian
miner to avoid complications with volcano fumes.
77. Scrolls of Speaking - A pair of small blank scrolls with matching handles. Whatever
you write/draw on one scroll (in ink) appears on the other within 3 minutes. 24 hours
after ink touches the blank page, everything written on it melts away permanently.
Made by two young Divination apprentices who wanted to keep in touch with each
other.
78. Scrying Bones - Once per day, these knucklebones can be used to ask a yes, no, or
maybe question to the fates (DM). There are three bones carved into happy faces and
sad faces. All happy faces mean yes, all sad means no, anything in-between means
maybe.
79. Spectacles of Elven Reading - A pair of green rimmed spectacles that translates elvish
text into common while wearing them. An elf made them so that he and his adopted
daughter could read some elvish adventure tomes that he brought home together.
80. Stiletto of the Infiltrator, Rare (Requires Attunement) - +1 Dagger, Properties: Finesse,
Light, thrown (40/80ft) While wielding this dagger in one hand and a light weapon in
the other, you gain a +1 bonus to your armor class. If you impale this dagger in a
surface you may, for the next minute, use a bonus action to teleport to its location as
long as it is within 100ft of you. Once you use this ability it can not be used again until
you finish a short or long rest.
81. Strange Key - A big iron key the size of a human forearm. It can either unlock any lock
once, whereupon the key shatters, or it can be used to stab one target, ignoring AC and
dealing damage equal to 3x the target’s WISDOM, whereupon the key shatters.
82. Stronmaus’ Laughing Amulet - The amulet carries the image of a stylized human face,
mouth laughing. Whenever a foe is defeated, the wearer may activate the amulet by
tapping it twice and then delivering the best taunting joke or victorious one-liner
applicable to the current situation. If the jest pleases Stronmaus, he rewards the
adventurer by recharging up to 1d10+Con HP. But Stronmaus is a fickle god; jokes that
fail are punished with 1d6 lightning damage.
83. "Surge" or Sent's Resonant Gauntlets - Wondrous item, rare (requires attunement by a
monk) These soft leather gauntlets are interwoven with wires of copper and precious
metal, and you feel a strange hum of energy as you don them. While wearing these
gauntlets, your unarmed strike deals an extra 1d4 lightning damage on a successful hit,
and you gain resistance to lightning damage. Additionally, when you are subjected to
lightning damage, you can use your reaction to channel the energy through the
gauntlets. When you do so, the damage you take is reduced by 1d10 + your Wisdom
modifier + your monk level. If you reduce the damage to zero, you can wield the energy
for your own attack. You can spend 1 ki point to make a ranged spell attack with the
lightning energy you caught, as part of the same reaction. You make the attack with
proficiency, the attack inflicts lightning damage equal to your unarmed strike damage
die + your Wisdom modifier, and it has a normal range of 20 feet and a long range of 60
feet.
84. Tabard of Rage - A leather Tabard made of orc skin that allows those who wear it to be
able to use Rage once per day. Legends tell of the friendship between an elf ranger and
an orc barbarian, whose tribe had strange funerary rites. When the orc was struck down,
with his final words, he requested that he’d be turned into a tabard so he could protect
his friend once more.
85. Teapot of Peace - Magical teapot. If anyone is aware of the teapot being poured, they
are immediately compelled to sit down and have tea (WIS vs DC 18). Works during
combat. It can only be used if full of tea, which must be brewed and steeped normally.
86. Ten-Gallon Hat - The 10-Gallon Hat of Hootin' an' Holerin' is a Ordinary looking
Cowboy hat with the the words "Uhh, Yee-Haw?" Embroidered on the front. Anyone
who wears the hat must succeed on a DC 15 Wisdom saving throw or be afflicted with
its effects. The hat compels the wearer to Speak in a western accent, Frequently use
"YEE HAW", will call anyone the wearers knows "Partner" and Unknown people
"Stranger', and replace all "ing"s with "in'"s, even when writing. The hat also can hold
10 gallons of liquid inside an extradimensional space when poured into the hole, much
like a bag of holding. The wearer is unaware of any of the hats effects, and the wearer
also gains a +3 bonus to charisma checks while being worn.
87. Time Grenade - A wind-up clock incased in a glass ball. When a character winds it up
and throws it, a sphere of time dilation appears for 30 feet around the target, slowing
anything inside to an almost imperceptible crawl for 3 rounds of combat, or 9 seconds.
After the effect ends, the clock crashes to the ground and shatters.
88. Tome of Resilience - A leather bound tome that writes out motivational quips whenever
it is opened. Made for a laborer with low self esteem. Grants the reader advantage on
any subsequent roll, once a day, but reading it requires one Action.
89. Transmutation Steward, Rare (Requires Attunement) - This small statue appears at first
to be a mundane object. If targeted by Detect Magic it registers as highly magical, and if
targeted by Identify it reveals its properties. This statue is actually a small semi-sentient
creature that awakens upon attunement. Once awakened, it assumes a form of your
choice that is small and with challenge rating less than or equal to 1/8. While in this
form, it functions as in the Find Familiar spell. If this creature is within 10ft of you, it
can jump into your hand and transform into a +1 weapon of your choice. This takes a
bonus action on your turn. On subsequent turns it can, as a bonus action, be transformed
back into its familiar form or into another weapon form of your choice. If this creature
is slain, it reverts back into a statue and recovers over the next 24 hours. After this
recovery period, it can then be attuned to again.
90. Trapper’s Boots - Tall leather boots that are highly resistant to piercing damage. Made
for a hunter who tended to forget where he laid his bear traps.
91. The Traveler's Walking Stick, Rare (Requires Attunement) - This staff functions as a +1
Quarterstaff and an Arcane Focus. This staff has 5 charges, and regains 1d4 charges
each dawn. You can spend one charge to deal an additional 1d6 force damage on a
successful melee attack. You can spend 3 charges to Counterspell at 3rd level using
your reaction without spending a spell slot. If you successfully Counterspell a spell of
5th level or higher you can add 1 charge to the max charges the staff can hold. The DC
to counter a spell of 4th level or higher is 10+ the spell’s level, rolling a d20 + your
casting modifier.
92. Trueheart Clasp - A small clasp that can be fastened onto the user’s ear, allowing the
user to know someone’s true intentions. This gives the wearer Advantage and +2 on all
Insight checks.
93. Twin Rings of Wonder - requires attunement. If two magic-users wearing these rings
high-five as an Action, they can combine their two Spellcasting Ability stats and cast
one spell at that level on their next turn. Has 5 charges, can be recharged by heating
them with dragonfire.
94. Physician’s Pendant - A pendant with a small cross engraved on it. After casting a spell
that restores a creature’s hit points, the wearer rolls a d20. On a 17 or higher roll, the
healing spell does not cost the user a spell slot.
95. Wabbajack - Requires attunement. A gnarled-wood staff that randomly curses one target
with a Wild Magic Surge d100 curse randomly rolled by the caster. Causes no damage.
96. Water-Repellent Bedroll - A bedroll that creates a mild water repellent barrier around it
as long as someone is laying on it. A gift made for a traveling merchant so that he
wouldn’t worry about sleeping in the rain. Allows the user to survive in inclement
weather without receiving damage.
97. Wind Sword - A steel cutlass that resembles a giant feather. Has five charges. One
charge can be expended to give one attack a Gust knockback effect of 10 feet, or all five
can be expended at once to imbue one attack with 50 foot Gust knockback.
98. Wizard’s Dreidel - A wooden top that will keep spinning as long as someone is looking
at it. Made to teach concentration to a young boy who had problems focusing on one
thing at a time. Once a day, it grants +2 to the user’s spellcasting ability for 1d4 hours.
99. Vest of Buoyancy - A small leather vest enchanted to magically float when exposed to
water. Commissioned by a noble after his daughter almost drowned in the estate fish
pond.
100. Villain’s Cudgel - A well-made wooden club, wrapped in barbed wire. The
wood is stained with blood, but you can just make out the word “LUCILLE” on the
club’s shaft. 1d6 bludgeoning damage. Gives advantage to attacks against undead. On a
nat 20, the target’s skull is bashed open if the target is a humanoid.
Comments
1 Intelect devour
2 Flamskull
3 Ghost
4 Wraith
5 Shadow
6 Doppelganger
7 Bodak
8 Hag
9 Star spawn
10 Mimic
1 Aboleth
2 Roper
3 Gibbering mouther
4 Beholder
5 Cube
6 Giant wraith
7 Mind fleyer
8 Chained devil
9 Devil
10 Oni