50 new magic items - world builder blog presents

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  • 8/18/2019 50 New Magic Items - World Builder Blog Presents

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    50 New Magic Items

    Plus New Common and Cursed Item Properties

    Introduction: This document includes the following new magic items: angel’s call ,

    bell ringer , belt of hidden knives , belt of the monkey , belt of the scorpion , boomeraxe ,

    boots of the wild , bow of grounding , box of shrinking , bracelet of seduction ,

    breastplate of chaos , cheater’s gloves , dagger of banishing , exploding studded

    leather , face of distraction , fishscale flippers , flail of force , flying disc , hands of the

    craftsman , healer’s crossbow , horsemen’s lance , iron net , lashing grip , lightning

    glaive , pain doll , plate of the red wyrm , radiant chain , razorvine hide , reflecting half

     plate , ring of the beast , ring of fear , ring of the mighty fist , ring of the vanquished

    soul , rod of arachna , rod of elements , rod of planar entrapment , rod of tentacles,

    eyes, and mouths , shoes of the party lord , spy fly , staff of hope , staff of lordly might ,

    staff of the muse , staff of walls , tortoise shell , tracking compass , trailblazer beetles ,

    wand of entertainment , wand of ooze , wand of the weird wizard , and wand of woe .

    Plus 100 new common weapon properties, 100 new common wondrous items, and

    100 new cursed item properties.

    by James Introcaso

    DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide,  D&D Adventurers

    League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains

    material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under th e Community Content Agreement for Dungeon Masters

    Guild.

    All other original material in th is work is copyright 2016 by Introcaso LLC and published under the Community Content Agreement for Dungeon Masters Guild. 

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    27 As an action you heal 1d4+1 hit points. Youcannot use this ability again until you complete along rest.

    28 As a bonus action you gain advantage on yournext ability check made before the end of yournext turn. You cannot use this ability again untilyou complete a long rest.

    29 As a action you gain advantage on your nextability check made before the end of your nextturn. You cannot use this ability again until youcomplete a short or long rest.

    30 You gain advantage on a saving throw. Youcannot use this ability again until you complete along rest.

    31 As an action you command the weapon to pointin the direction of the closest source of water.

    32 As an action the weapon can turn a small, worthless, unattended, organic object (such as aclump of dirt) into a bland, edible substance.

     This substance provides enough food to feed aSmall or Medium sized creature for one day.

     You cannot use this ability again until youcomplete a long rest.

    33 The weapon sheds 30 feet of bright purple lightand another 30 feet of dim light after that

     whenever an aberration is within 100 feet of it.

    34 The weapon sheds 30 feet of bright light andanother 30 feet of dim light after that whenevera celestial is within 100 feet of it.

    35 The weapon sheds 30 feet of bright light andanother 30 feet of dim light after that whenevera construct is within 100 feet of it.

    36 The weapon sheds 30 feet of bright light andanother 30 feet of dim light after that whenevera dragon is within 100 feet of it.

    37 The weapon sheds 30 feet of bright light andanother 30 feet of dim light after that wheneveran elemental is within 100 feet of it.

    38 The weapon sheds 30 feet of bright red lightand another 30 feet of dim light after that

     whenever a fiend is within 100 feet of it.

    39 The weapon sheds 30 feet of bright light andanother 30 feet of dim light after that whenevera giant is within 100 feet of it.

    40 The weapon sheds 30 feet of bright light andanother 30 feet of dim light after that whenevera monstrosity is within 100 feet of it.

    41 The weapon sheds 30 feet of bright green lightand another 30 feet of dim light after that

     whenever an ooze is within 100 feet of it.

    42 The weapon sheds 30 feet of bright light andanother 30 feet of dim light after that wheneveran undead is within 100 feet of it.

    43 This weapon gains a +1 bonus to damage rollsagainst aberrations.

    44 This weapon gains a +1 bonus to damage rollsagainst beasts.

    45 This weapon gains a +1 bonus to damage rollsagainst constructs.

    46 This weapon gains a +1 bonus to damage rollsagainst dragons.

    47 This weapon gains a +1 bonus to damage rollsagainst elementals.

    48 This weapon gains a +1 bonus to damage rollsagainst fiends.

    49 This weapon gains a +1 bonus to damage rollsagainst giants.

    50 This weapon gains a +1 bonus to damage rollsagainst monstrosities.

    51 This weapon gains a +1 bonus to damage rollsagainst oozes.

    52 This weapon gains a +1 bonus to damage rollsagainst undead.

    53 As a reaction you gain a +1 bonus to AC whichlasts until the start of your next turn. Youcannot use this ability again until you complete ashort or long rest.

    54 As a reaction you gain a +1d4 bonus to AC thatlasts until the start of your next turn. Youcannot use this ability again until you complete along rest.

    55 As an action you cast comprehend languages . Youcannot use this ability again until you complete along rest.

    56 As an action you cast detect magic . You cannotuse this ability again until you complete a longrest.

    57 As an action you cast disguise self  (spell save 13). You cannot use this ability again until complete a long rest.

    58 As an action you can cast jump on yourself.cannot use this ability again until you complong rest.

    59 As an action you command the weapon to in the direction of the closest settlement ofhumanoids with a population over 100.

    60 As a bonus action you are resistant to aciddamage until the end of your next turn. Yocannot use this ability again until you compshort or long rest.

    61 As a bonus action you are resistant to colddamage until the end of your next turn. Yocannot use this ability again until you compshort or long rest.

    62 As a bonus action you are resistant to firedamage until the end of your next turn. Yocannot use this ability again until you compshort or long rest.

    63 As a bonus action you are resistant to lightdamage until the end of your next turn. Yocannot use this ability again until you compshort or long rest.

    64 As a bonus action you are resistant to thundamage until the end of your next turn. Yocannot use this ability again until you compshort or long rest.

    65 As a bonus action you are resistant to psycdamage until the end of your next turn. Yocannot use this ability again until you compshort or long rest.

    66 As a bonus action you are resistant to radiadamage until the end of your next turn. Yocannot use this ability again until you compshort or long rest.

    67 As a bonus action you are resistant to necrdamage until the end of your next turn. Yocannot use this ability again until you compshort or long rest.

    68 As an action you are resistant to all damagethe end of your next turn. You cannot use ability again until you complete a long rest.

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    !"# %"& &'()*'+ ,'&-.((."/ 0&)/#'1 #" 2&./# "& 23"#"4"25 #3.( 1"46-'/# %"& 2'&("/)* 6(' "/*5 +  34 567 !89:; :? 

    69 Enemies have disadvantage when attempting todisarm you while wielding this weapon.

    70 As an action you gain 5 temporary hit points. You cannot use this ability again until youcomplete a short or long rest.

    71 As an action you gain 15 temporary hit points. You cannot use this ability again until youcomplete a long rest.

    72 You gain a +1 bonus to damage rolls made withthe weapon against enemies who have hit yousince the end of your last turn.

    73 You gain a +1 bonus to attack rolls made withthe weapon against enemies who have hit yousince the end of your last turn.

    74 As an action you make this weapon appear toothers as a similarly shaped and sized object ofyour choice. Anyone interacting with the

     weapon instantly realizes its true nature and ifyou make an attack with the weapon others seeit for what it truly is. With another action youcan make it appear to be a weapon again.

    75 As long as you were the last creature to touchthe weapon, while it is unattended, you can seeit, and it is no more than 50 feet away from you,you can call the weapon to your hand as a freeaction.

    76 This weapon does not rust and has twice the hitpoints of a normal weapon of its type.

    77 This weapon gains a +1 bonus to attack rolls

    against aberrations.78 This weapon gains a +1 bonus to attack rolls

    against beasts.

    79 This weapon gains a +1 bonus to attack rollsagainst constructs.

    80 This weapon gains a +1 bonus to attack rollsagainst dragons.

    81 This weapon gains a +1 bonus to attack rollsagainst elementals.

    82 This weapon gains a +1 bonus to attack rollsagainst fiends.

    83 This weapon gains a +1 bonus to attack rollsagainst giants.

    84 This weapon gains a +1 bonus to attack rollsagainst monstrosities.

    85 This weapon gains a +1 bonus to attack rollsagainst oozes.

    86 This weapon gains a +1 bonus to attack rollsagainst undead.

    87 As an action you command the weapon to pointin the direction of the closest gem worth 50 gpor more.

    88 As an action you command the weapon to pointin the direction of the closest art object worth100 gp or more.

    89 While carrying this weapon you have advantage

    on Wisdom (Perception) checks that rely onsmell.

    90 You can reroll a natural 1 rolled on a d20 for anability check, attack roll, or saving throw. Youcannot use this ability again until you complete along rest.

    91 When an attack roll made with this weaponresults in a miss, you gain 1 temporary hit point.

    92 When an attack roll made with this weaponresults in a miss, you gain a +1 bonus on thenext attack roll you make before the end of yournext turn.

    93 When an attack roll made with this weaponresults in a miss, you gain a +1 bonus on thenext damage roll you make before the end ofyour next turn.

    94 This weapon is collapsible. As an action you canfold it up and hide it on your person. When

    collapsed, the weapon is no larger than a penciland takes a DC 15 Wisdom (Perception) checkto notice on your person. It takes another actionto unfold the weapon.

    95 While carrying this weapon you can read, speak,and write one extra language of the DM'schoice.

    96 As an action you teleport 10 feet to a space youcan see. You cannot use this ability again untilyou complete a long rest.

    97 As an action you gain a climbing speed equal toyour walking speed for 1 minute. You cannotuse this ability again until you complete a longrest.

    98 As an action you gain a swimming speed eqto your walking speed for 1 minute. You cause this ability again until you complete a lorest.

    99 Roll twice on this table.

    100 Roll three times on this table.

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    ;"22"? 7"?-#"'&

    :*$2&

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    !"# %"& &'()*'+ ,'&-.((."/ 0&)/#'1 #" 2&./# "& 23"#"4"25 #3.( 1"46-'/# %"& 2'&("/)* 6(' "/*5 +  34 567 !89:; :? 

    20

    Bracelet of acidresistance  

     When you wear this bracelet asa bonus action you are resistantto acid damage until the end ofyour next turn. You cannot usethis ability again until youcomplete a short or long rest.

    21

    Bracelet of coldresistance  

     When you wear this bracelet asa bonus action you are resistantto cold damage until the end ofyour next turn. You cannot usethis ability again until youcomplete a short or long rest.

    22

    Bracelet of fireresistance  

     When you wear this bracelet asa bonus action you are resistantto fire damage until the end ofyour next turn. You cannot usethis ability again until youcomplete a short or long rest.

    23

    Bracelet oflightning resistance  

     When you wear this bracelet asa bonus action you are resistantto lightning damage until theend of your next turn. Youcannot use this ability againuntil you complete a short orlong rest.

    24

    Bracelet of necroticresistance  

     When you wear this bracelet asa bonus action you are resistantto necrotic damage until the endof your next turn. You cannotuse this ability again until youcomplete a short or long rest.

    25

    Bracelet of psychicresistance  

     When you wear this bracelet asa bonus action you are resistantto psychic damage until the endof your next turn. You cannotuse this ability again until youcomplete a short or long rest.

    26

    Bracelet of radiantresistance  

     When you wear this bracelet asa bonus action you are resistantto radiant damage until the endof your next turn. You cannotuse this ability again until youcomplete a short or long rest.

    27

    Bracelet of thunderresistance  

     When you wear this bracelet asa bonus action you are resistantto thunder damage until the endof your next turn. You cannotuse this ability again until youcomplete a short or long rest.

    28Bracers of death'smight  

     When you score a critical hi tagainst another creature while

     wearing these bracers you dealan extra 1d4 necrotic damage.

    29Bracers of fierymight  

     When you score a critical hi tagainst another creature while

     wearing these bracers you dealan extra 1d4 fire damage.

    30Bracers oflifestealing  

     When you score a critical hi tagainst another creature with anattack you heal 2 hit points.

    31Bracers of psychicmight  

     When you score a critical hi tagainst another creature while

     wearing these bracers you dealan extra 1d4 psychic damage.

    32Bracers of radiantmight  

     When you score a critical hi tagainst another creature while

     wearing these bracers you dealan extra 1d4 radiant damage.

    33Bracers of stormymight  

     When you score a critical hi tagainst another creature while

     wearing these bracers you dealan extra 1d4 lightning damage.

    34 Bracers ofthunderous might  

     When you score a critical hi tagainst another creature while wearing these bracers you dealan extra 1d4 thunder damage.

    35Bracers ofvictorious might  

     When you score a critical hi tagainst another creature with anattack you gain 5 temporary hitpoints.

    36Bracers ofWinter's might  

     When you score a critical hi tagainst another creature while

     wearing these bracers you dealan extra 1d4 cold damage.

    37

    Brooch of goodbusiness  

     While wearing this broochgain advantage on Charism(Persuasion) checks used tconvince merchants of therace as you to lower anonmagical item's price.

    38Cheater's deck 

     While playing a game withcards you have advantage oany gaming set check you

    39Cheater's dice  

     While playing a game withdice you have advantage ogaming set check you mak

    40

    Cloak of theorcupine  

     While wearing this spine-covered cloak as an action can release the spines in a foot-radius burst. Any creaother than you in the burstmust succeed on a DC 13Dexterity saving throw.Creatures who fail takes 1dpiercing damage. It takes 1hours for the spines to regon the on the cloak.

    41

    Coffee pot of theawakened  

    Drinking a cup of coffee ofrom this single-serving copot grants you inspiration.coffee cannot grant this beagain for another 24 hours

    42

    Coin of karma  

     When you fail an ability ch

    attack roll, or saving throwmay flip this coin as a reacIf it lands heads up, you careroll and you must take thnew result. If it lands tails you take 10 psychic damagcannot be reduce in any wa

     You must complete a shorlong rest before you can usthis ability again.

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    43

    Coin of thewarrior's gamble  

     When you hit with an attack,you can flip this coin. If itlands heads up, you deal 10extra damage of the attack’stype. If it lands tails up, youtake 10 psychic damage thatcannot be reduced in any way.

     You cannot use this abilityagain until you complete a longrest.

    44

    Coin of vitality  

     As a bonus action you can flipthis coin. If it lands headsup, you gain 10 temporary hitpoints. If it lands tails up, youtake 10 psychic damage thatcannot be reduced in any way.

     You cannot use this abilityagain until you complete a longrest.

    45

    Compass ofaberration finding  

    Speak the name of a generalcategory of aberration (such asmind flayer or beholder) andthis compass will point in thedirection of the closest creatureof this type for 24 hours. If theclosest creature of this type diesor moves too far away to be theclosest, the compass points tothe new closest creature that fitsthe description. The compass

     will not accept a new categoryof aberration until 24 hourshave passed.

    46

    Compass of beastinding  

    Speak the name of a generalcategory of beast (such as deeror bear) and this compass willpoint in the direction of theclosest creature of this type for24 hours. If the closest creatureof this type dies or moves toofar away to be the closest, thecompass points to the newclosest creature that fits thedescription. The compass willnot accept a new category of

    beast until 24 hours havepassed.

    47

    Compass ofundead finding  

    Speak the name of a generalcategory of undead (such asmummy, skeleton, vampire, orzombie) and this compass willpoint in the direction of theclosest creature of this type for24 hours. If the closest creatureof this type dies or moves toofar away to be the closest, thecompass points to the newclosest creature that fits thedescription. The compass willnot accept a new category ofundead until 24 hours havepassed.

    48

    Crown of humility  

     When you don this woodencrown it must stay on your headfor 24 hours. While you wear it,an illusion makes you appear toothers as a malnourished,ragged, filthy version of theperson you truly are. People

     who interact with you physicallycan disbelieve this illusion bysucceeding on a DC 13Intelligence (Investigation)check.

    49

     Earsplitting stone  

     As an action you can throwsmall stone 60 feet. Creatu

     within 5 feet of the stone msucceed on a DC 13Constitution saving throw become deafened for 1 miCreatures who fail this savthrow can repeat the savinthrow at the end of their tuending the deafened condion a successful save. You mcomplete a long rest befor

    using this ability again.

    50

    Gauntlet ofround smashing  

     While wearing this gauntlecan use your action to punthe ground, releasing ashockwave of energy in a 5foot-radius burst. Creaturestanding in the burst excepyou must succeed on a DCStrength saving throw or fprone. You cannot use thisability again until you coma long rest.

    51

    Gloves of shockingrasp 

     While wearing these g lovean action you can shocking g

     You gain a +5 bonus to thspell's attack roll. You cannuse this ability again until ycomplete a short or long r

    52

    Goodberry branch  

     While holding this branch action you can cast goodberryInstead of appearing in youhand, the berries grow frombranch. You must completlong rest before you can usthis ability again.

    53

    Handbell of alarm  

     While holding this handbecan cast alarm . You cannotthis ability again until youcomplete a long rest.

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    54

    Headband ofblade ward  

     While wearing this headband asan action you can cast bladeward . You cannot use this abilityagain until you complete a shortor long rest.

    55

    Headband of chilltouch  

     While wearing this headband asan action you can cast chill touch .

     You gain a +5 bonus to thespell's attack roll. You cannotuse this ability again until youcomplete a short or long rest.

    56

    Headband ofcommand  

     While wearing this headband asan action you cancast command  (spell save DC 13).

     You cannot use this abilityagain until you complete a longrest.

    57

    Headband ofeldritch blast  

     While wearing this headband asan action you can cast eldritchblast . You gain a +5 bonus tothe spell's attack roll. Youcannot use this ability againuntil you complete a short orlong rest.

    58

    Headband ofriends  

     While wearing this headband asan action you cancast friends  (spell save DC 13).

     You cannot use this abilityagain until you complete a shortor long rest.

    59

    Headband ofhellish rebuke  

     While wearing this headbandyou can cast hellish rebuke  as areaction (spell save DC 13).

     You must complete a long restbefore you can use this abilityagain.

    60

    Headband ofrestidigitation  

     While wearing this headband asan action you cancast prestidigitation . You cannotuse this ability again until youcomplete a short or long rest.

    61

    Headband ofroduce flame  

     While wearing this headband asan action you can cast producelame . You gain a +5 bonus tothe spell's attack roll. Youcannot use this ability againuntil you complete a short orlong rest.

    62

    Headband ofsacred flame  

     While wearing this headband asan action you can cast sacredlame  (spell save DC 13). Youcannot use this ability againuntil you complete a short orlong rest.

    63Headband ofspeak withanimals  

     While wearing this headband asan action you can cast speak withanimals . You must complete along rest before you can usethis ability again.

    64

    Headband ofthaumaturgy  

     While wearing this headband asan action you cancast thaumaturgy . You cannot usethis ability again until youcomplete a short or long rest.

    65

    Headband of truestrike  

     While wearing this headband asan action you can cast true strike .

     You cannot use this abilityagain until you complete a shortor long rest.

    66

    Headband ofvicious mockery  

     While wearing this headband as

    an action you can cast viciousmockery  (spell save DC 13). Youcannot use this ability againuntil you complete a short orlong rest.

    67

    Headdress ofanimal charming  

     While wearing this headdress asan action you can cast animalriendship (spell save DC 13).

     You must complete a long restbefore you can use this abilityagain.

    68

    Healer'smegaphone  

     While holding this megaphas a bonus action you cancast healing word . You cannothis ability again until youcomplete a long rest.

    69

    Helm of the shovel  

     While wearing this helm yocan use an action to giveyourself a burrow speed offeet for 1 minute. You canuse this ability again until ycomplete a long rest.

    70Horrid mirror  

     Whenever any creature loointo this hand mirror, it sezombified version of itself

    71Infinite chalk 

     This piece of chalk never rout.

    72

     Mat of calminginfluence  

     As an action you can unro5-foot-square mat and placon the ground beneath youin any adjacent square. It tanother action to pickup thheavy mat or to drag it 10

     A creature who stands on mat gains advantage on savthrows against fear effects

    73

     Metal mushroom  

     As an action you can throwonyx mushroom statuette feet. Upon impact it releas5-foot cloud of spores.

    Creatures in the cloud mussucceed on a DC 13Constitution saving throw become poisoned until theof your next turn. You mucomplete a long rest beforusing this ability again.

    74

     Miner's multitool  

     As an action you can chanhead of this wood-shaftedIt can be a shovel, a minerpick, a drill, or a cage holdilive canary.

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    75

     Necklace ofblinding vengeance  

     While wearing this necklace anycreature who critically hits you

     with an attack must succeed ona DC 13 Constitution savingthrow or become blinded until

    the end of its next turn.

    76

     Necklace ofoisoning

    vengeance

     While wearing this necklace anycreature who critically hits you

     with an attack must succeed on

    a DC 13 Constitution savingthrow or become poisoned untilthe end of its next turn.

    77

     Necklace ofapology  

     While wearing this necklace anycreature who critically hits you

     with an attack must succeed on

    a DC 13 Wisdom saving throwor be charmed by you until theend of its next turn.

    78 Necklace ofcounteraction  

     While wearing this necklace ifyou are critically hit with anattack as a reaction you may

    heal 1d4+1 hit points.

    79

     Necklace of

    disappearance  

     While wearing this necklace ifyou are critically hit with an

    attack as a reaction you maybecome invisible until the endof your next turn. Attacking orcasting a spell ends the invisible

    condition early.

    80

     Necklace of swiftescape  

     While wearing this necklace ifyou are critically hit with an

    attack as a reaction you mayteleport 5 feet in any directionto an unoccupied square as a

    reaction.

    81

     Necklace ofterrifying

    vengeance  

     While wearing this necklace anycreature who critically hits you

     with an attack must succeed on

    a DC 13 Wisdom saving throwor be frightened of you until theend of its next turn.

    82

     Notebooks of

    message  

     This pair of notebooks areattuned to one another. As an

    action you can cast message  tosend a message only to thebearer of the other notebook in

    this pair. You must wait 1 hourbefore you can use this abilityagain.

    83

    Piggy token  

     As an action you can cast minorillusion  (spell save DC 13) whileholding this coin emblazoned

     with the image of a pig . You

    can only use the spell to createthe image or sound of a pig or

    boar.

    84

    Prism glasses  

    If you have darkvision and are wearing these glasses, the first15 feet of your darkvision you

    see in color.

    85

    uiet time musicbox  

     As an action you can play thismusic box and cast calm

    emotions  (spell save DC 13). Youmust complete a long restbefore you can use this ability

    again.

    86

    uill of dictation  

     As an action you can activatethis quill to begin

     writing everything you say. You

    must be the last person to havetouched the quill in order toactivate this power and it will

     write only what you say. Youalso must provide the quill withink and parchment in order for

    it to write. The moment it runsout of clean paper on a page,the quill stops writing and mustbe activated again.

    87

    Ratty token  

     As an action you can cast minorillusion (spell save DC 13) whileholding this coin emblazoned

     with the image of a rat. You canonly use the spell to create theimage or sound of a Smallrodent.

    88

    Sap spigot  

     As an action you can drivethis spigot into a tree and i

    pours forth 1d10 cups ofnutritious sap. 1 cup of sapenough to feed a Medium

    Small creature for 1 day. The spigot may also be usethe same way on cacti, butinstead produces 1 liter of

     water. After using this abi lyou must wait 24 hours be

    you may use it again.

    89

    Shocking shirt  

     While you are incapacita te wearing this shirt, any

    creature who touches you you with a melee attack tak1d4 lightning damage.

    90Shoes of theleaping lily  

     The maximum amount of

    movement it costs you to sfrom prone is 10 feet.

    91

    Sleepy time musicbox  

     As an action you can play t

    music box and cast sleep. Ymust complete a long restbefore you can use this abi

    again.

    92

    Slippers of theancy dodge  

    If you are hit with an attac while wearing these sl ippera reaction you can force th

    attacker to reroll its attack the attacker must take thesecond result. You cannot

    this ability again until youcomplete a short or long r

    93

    Sound stone  

     As an action you can use th

    stone to cast minor illusion  (save DC 13). You can onlythe spell to create a sound not an image. The sound m

    emanate from the stone.

    94

    Spoon of good eats  

     Any meal you cook using tspoon feeds 1.5 times the

    number of people it norm would.

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    95

    Tablecloth ofurified food and

    drink 

     As an action you while touchingthis 5-foot-square tableclothyou cast purify food and drink onall food and drink on top of thetablecloth. You must completea short or long rest before youcan use this ability again.

    96

    Tasha'smegaphone  

     While holding this megaphoneas an action you can cast Tasha'shideous laughter  (spell save DC13). You cannot use this abilityagain until you complete a longrest.

    97

    Truly portableram  

     This portable ram weighs 1/2lb. and as an action can befolded into a 6-inch cube.

     Another action is required tounfold the ram for use.

    98Urgent ram  

     This portable ram provides a+6 bonus on Strength checksmade to break down doors.

    99

    Vest of feather fall  

     As a reaction you can cast  featherall , but it only effects you. Youmust complete a short or longrest before you use this abilityagain.

    100

    Warming vest  

    If this vest is placed in a largefire, such as a campfire, for anhour, it retains the heat for 12

    hours. A creature wearing the vest while warm cannot gainlevels of exhaustion fromexposure to cold.

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    ;'#&$- :*$2 @#"A$#*/$&7B$C 0/D/C0 ) 2)0/( /*$2 E"# ) C"CF2)0/(),

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    !"#$%& !()$"*+,-% .#(/%#01%$

    d20 Property

    1 When this item is consumed, you must make a DC 15 Wisdom saving throw or gain a random form of long-termmadness (pg. 260 of the Dungeon Master’s Guide  ).

    2 When this item is consumed, you teleport 30 feet in arandom direction (determined by the DM).

    3 When this item is consumed, you become vulnerable tobludgeoning, piercing, and slashing damage for the next 8hours.

    4 When this item is consumed, you are polymorphed (perthe spell polymorph  ) into a challenge rating 1/2 or less beast(DM's choice).

    5 When this item is consumed, one of your sworn enemies who has lost track of you instantly knows your locationand is able to teleport to you.

    6 When this item is consumed, you gain a random lingeringinjury (pg. 272 of the Dungeon Master’s Guide  ).

    7 When this item is consumed, all other consumable items

    of its specific type (e.g. scroll of fireball , potion of healing  )become deadly poison to you. If you ever consumeanother of these items you take 5d10 poison damage andare poisoned for the next hour.

    8 When this item is consumed, you have disadvantage on allsaving throws for the next hour.

    9 When this item is consumed, you have disadvantage on allattack rolls for the next hour.

    10 When this item is consumed, attack rolls against you haveadvantage for the next hour.

    11 When this item is consumed, you automatically fail anyStrength and Dexterity ability checks you make for thenext hour.

    12 When this item is consumed, you automatically fail any Wisdom and Charisma ability checks you make for thenext hour.

    13 When this item is consumed, you must speak aloud yourevery thought for the next hour.

    14 When this item is consumed, you are blinded for the nexthour.

    15 When this item is consumed, you are deafened for the next8 hours.

    16 When this item is consumed, you fall prone and cannot getup until you make a DC 15 Strength saving throw as anaction.

    17 When this item is consumed, you gain a level ofexhaustion.

    18 When this item is consumed, you are charmed by thecreature closest to you for the next hour.

    19 When this item is consumed, you see all humanoids ashostile aberrations for the next hour.

    20 Roll twice on this table.

    !"#$%& 2()34#*(# 5%+#+,-% 60%*

    .#(/%#01%$

    d20 Property

    1 While wearing this item you can only read, write, speak,and understand a single language (DM's choice).

    2 If you wore this item at any point during a combatencounter, after the encounter you must succeed on a DC15 Wisdom saving throw or gain a random form of short-term madness (pg. 259 of the Dungeon Master’s Guide  ).

    3 While wearing this item you have disadvantage on savingthrows against evocation spells, and a spellcaster casting anevocation spell as an attack which includes you as thetarget has advantage on the attack roll against you.

    4 If you are hit by a critical hit while wearing this item, makea DC 15 Wisdom saving throw. If you fail the save you arepolymorphed (per the polymorph  spell) into a randomchallenge rating 0 creature for 1 minute (DM's choice).

    5 While wearing this item you can only see in black and white, all food tastes bland, and all music sounds like

    horrible, grating noise.6 While wearing this item you die after only two failed death

    saving throws.

    7 While wearing this item you have disadvantage on allCharisma saving throws.

    8 While wearing this item you have disadvantage on allIntelligence saving throws.

    9 While wearing this item you have disadvantage on Wisdomsaving throws against enchantment and illusion spells andsimilar effects.

    10 While wearing this item you cannot speak.

    11 While wearing this item after every long rest you gain anew lingering injury (pg. 272 of the Dungeon Master’s Guide  ).

     Any old lingering injuries you have gained from the itemdisappear when a new one is gained this way.

    12 While wearing this item you are considered surprisedduring the first round of any combat encounter.

    13 While wearing this item opportunity attacks made againstyou have advantage.

    14 While wearing this item it costs your entire movement tostand up from prone and moving through difficult terraincauses you to move at quarter speed.

    15 While wearing this item you gain two extra flawsassociated with your background.

    16 While wearing this item you have disadvantage on Wisdom(Perception) and (Insight) checks and your passive

     Wisdom (Perception) score takes a -5 penalty.

    17 While wearing this item you cannot read, write, or usetools.

    18 While wearing this item you take twice as much damagefrom falling.

    19 While wearing this item a magic illusion makes it appear asif your flesh is rotting and falling off your body.

    20 Roll twice on this table.

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    !"#$ #$&"'#($& )* +"#,-.'/,-$#.,"012$

    !"# %"& &'()*'+ ,'&-.((."/ 0&)/#'1 #" 2&./# "& 23"#"4"25 #3.( 1"46-'/# %"& 2'&("/)* 6(' "/*5 +  34 567 !89:; :? 

    "#$%&' ()&**+,%-./0 12+#% 3$2)&$-.&%

    d20 Property

    1 When you cast a spell using this focus, you take 1 psychic damag which cannot be reduced in anyway.

    2 When you cast a spell using this focus, roll a d20. If you roll a 1,the focus automatically casts sleep, centered on you.

    3 When you cast a spell using this focus, roll a d20. If you roll a 1,the focus automatically casts dispel magic  on you and every ally

     within 10 feet and uses your statistics to cast the spell.

    4 When you cast a spell using this focus, roll a d20. If you roll a 1,the focus automatically casts magic missile at your closest ally

     within range.

    5 When you are hit with a specific damage type (determined by theDM) the focus releases a magic shockwave. Creatures within 10feet of the focus (including you) must succeed a DC 15 Dexteritysaving throw or take 2d6 force damage and are knocked prone.

    6 Creatures of a specific type (determined by the DM) haveadvantage on saving throws against spell you cast using the focus

     You have disadvantage on spell attacks made against the samecreature type when using the focus.

    7 When you cast a spell using this focus, roll a d20. If you roll a 1,the focus automatically casts silence  centered on you.

    8 When you cast a spell using this focus, roll a d20. If you roll a 1, glob of sticky magical goop is release from the focus and you arerestrained by this glob until the end of your next turn.

    9 When you cast a spell using this focus, roll a d20. If you roll a 1,the focus releases a flash of blinding light and you are blinded unthe end of your next turn.

    10 When you cast a spell using this focus, roll a d20. If you roll a 1,the focus automatically casts hypnotic pattern  (spell save DC 15)centered on you.

    11 Creatures of a specific type (determined by the DM) are immuneto 6th level spells and lower cast using this focus.

    12 When you cast a spell using this focus, roll a d20. If you roll a 1,

    the focus summons 2d4 hostile mephits who immediately attackyou.

    13 Creatures of a specific type desire this focus and can sense it anddetermine its exact location when they are within 100 feet of it,and try to steal it.

    14 When you cast a spell using this focus, roll a d20. If you roll a 1,the spell you cast is replaced with another random spell of thesame level from the wizard's spell list. To determine the spell,consult the spell list and appropriate spell level, roll a d20 andcount down the list until you reach the number you rolled, movinback to the top of the list to continue counting if the number yourolled is greater than the number of spells listed for that level. Ifyou land on the attempted spell, use the spell listed after.

    15 While you wield this focus you lose the benefit of any darkvision

    you have and dim light counts as darkness.16 When you cast a spell using this focus, you must succeed a DC 1

     Wisdom saving throw or gain a form of short-term madness (pg.259 of the Dungeon Master’s Guide  ).

    17 When you cast a spell using this focus, you must succeed on a D11 Strength saving throw or become prone.

    18 When you cast a spell using this focus, you must succeed on a D11 Constitution saving throw or become deafened.

    19 When you cast a spell using this focus, roll a d20. If you roll a 1,your highest level remaining spell slot is consumed.

    20 Roll twice on this table.

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    !"#$ #$&"'#($& )* +"#,-.'/,-$#.,"012$

    "#$%&' (&)*+, -$+*&$./&%

    d20 Property

    1 When you score a critical hit with this weapon, it deals 1d12psychic damage to you. This damage cannot be reduced in any

     way.

    2 After attacking with this weapon for this first time it becomesgrafted to one of your hands. While the weapon is grafted to you

    you cannot drop or sheathe it and you cannot be disarmed. Inaddition any ability checks you make which requires the use ofboth hands are made with disadvantage. Only a remove curse  spell osimilar magic can undo the grafting.

    3 When you roll a natural 1 on an attack roll with this weapon, rollthe weapon's damage as if you had hit. You take this damage.

    4 When you roll a natural 1 on an attack roll with this weapon, youbecome poisoned until the end of your next turn.

    5 When you roll a natural 1 on an attack roll with this weapon, youbecome blinded until the end of your next turn.

    6 When you roll a natural 1 on an attack roll with this weapon, youbecome frightened of the creature you attacked until the end ofyour next turn.

    7 When you roll a natural 1 on an attack roll with this weapon, youbecome incapacitated until the end of your next turn.

    8 This weapon only deals half damage to creatures of a certain type(chosen by the DM).

    9 You have disadvantage on attack rolls made in sunlight with this weapon.

    10 Whenever you miss an attack with this weapon, you fall prone.

    11 When you draw this weapon it cannot be put away or droppeduntil it has damaged a creature. While the weapon is drawn andhasn't dealt any damage yet, you cannot be disarmed. In additionany ability checks you make which require the use of both handsare made with disadvantage.

    12 If you carry any other weapons on your person while you wieldthis weapon, attacks made with this weapon are made with

    disadvantage.13 Each time you draw or pickup this weapon you take 1d6 psychic

    damage. This damage cannot be reduced in any way.

    14 When you use this weapon to attack an enemy while you can seeanother enemy of a higher challenge rating, you have disadvantagon the attack roll.

    15 This weapon cannot reduce a creature to 0 hit points. If a damagroll made with the weapon would normally reduce anothercreature to 0 hit points, that creature is instead reduced to 1 hitpoint.

    16 When you roll a natural 1 with this weapon, you are charmed bythe creature you attacked until the end of your next turn. Thecreature you are charmed by is aware of this effect.

    17 When you attack a creature with a higher Strength score than you with this weapon, the attack roll has disadvantage.

    18 Creatures not native to the Material Plane within 100 feet aredrawn to your weapon and wish to claim it for themselves.

    19 In a combat encounter when all of your enemies are defeated, ifyou are carrying this weapon, you must succeed on a DC 15

     Wisdom saving throw or see all conscious allies as hostile enemiefor one minute. You can repeat this saving throw at the end ofyour turn, ending the effect on a success.

    20 Roll twice on this table.