Coin- instead of rolling a d20, flip the coin to determine success or faliure. Uses: 1d4 per long rest
Entries
1:
Plynic's Book of Prophecy- A fairly simple leather-bound book filled to the brim with the hand-written history of the Church of Bahamut written inside, in Draconic. It belonged to a dragonborn cleric of Bahamut, Plynic Loremark, who was convinced that coded in the text was an ancient prophecy.
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Amulet of Protection Against Posession- This heart-shaped talisman contains a giant heart-shaped ruby that seems to glow when it catches the light. The talisman is attached to a gold chain to be worn about the neck. Allegedly this item will protect the wearer from ghostly and demonic possession. However, it is well-known that wearing this item will attract dragons and greedy dwarves.
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Necromantic Ethics by Gleebones Lemontwig- A black tome containing the secrets of necromancy and how to use those without committing acts of great evil against others. Be it by pragmatism or waivers you too can learn how to raise the dead without damning yourself to the nine hells to be forever tortured by the souls of those you raised. Lacks the ceremonies considered evil by most such as how to become a Liche or raising an entire army of the undead.
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Gift Box (Curse)- The Boggart is a fearsome little creature standing around the same height as it was when a brownie but with a bloated muscular physique. Boggarts cause mischief, mayhem, and misfortune to follow the offending party until it feels it has satisfied its grievances and turns back into a Brownie and moves to a new home. Boggarts have been known to bend or break tools around the home, leave its bodily waste on household furniture, shave residents of all body hair in their sleep, open animal pens, light crops on fire, or remove all the blueberries from a blueberry pie.
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Conch of Hearing- Many legends speak of the Conch of Hearing, buried deep in the ocean floor. Other than the slight purple shimmer on the creamy surface of the shell, it appears as an ordinary shell. However, at a command word, it is said that one can hear through far distances if the conch is put to one's ear. There is nothing that one cannot hear with the Conch of Hearing.
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Wooden Mug- This is an ordinary wooden mug. Except for the hidden compartment at the bottom, which can be triggered by pressing part of the handle while squeezing the sides.
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Fairy in a Jar- Someone has placed this helpless fairy in the most heinous of traps. Upon releasing this poor creature, they will thank their saviour by granting them one request. The fairy has very limited magical abilities, and cannot grant wishes. However, they are willing to do anything within their power. Upon completion of the request, the fairy will disappear, and attempt to get away with a small trinket from their benefactor. If caught, they will make up some excuse as to why they have or are taking it with them. If not released from the jar immediately, the fairy will become very annoyed, and upon release will simply steal something of value and disappear.
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Wooden Puzzle Box- This small box is the size of two fists, and covered with numerous tiny drawers. Only two of the drawers will open, but by manipulating those two drawers and sliding other cleverly hidden sections of wood, eventually you may figure out how to open all the drawers. But it may take some time. Each drawer holds it's own tiny treasure (rings, tiny notes, a gem, a living butterfly etc). The box cannot be damaged or forced in any way.
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Toothy Mirror- all whose entire image is caught in the mirror provokes it to eat their reflection, requiring a DC 15 Charisma save to resist having their reflection devoured permanently, removing their reflection as the Curse of the Devoured, for a permanent -1 to Charisma
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Frog Box- If this box is left open near a frog, it'll be compelled to hop in and sit there happily. The frog will stay in the box and need no food, air or water until instructed to hop out
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Bitter Knot- A ring carved from a knot in the root of a long-dead tree. It is charred-looking and rough to the touch. The wearer becomes immune to any poisons or diseases taken through the mouth, but all food and drink tastes like ash.
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Babbling Stone- If a stone is in your pockets, hand, or on your immediate person, it causes all speech to become gibberish
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Scrabble Rubble- If a stone is in your pockets, hand, or on your immediate person, it causes you to trail off and lose your train of throught
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Rebel Pebble- if a stone is in your pockets, hand, or on your immediate person, it causes all speech to become defensive and antagonistic
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Censer of Nightmares- Found in the ruins of a long-dissolved (or fried, frozen, burned or vaporized) dragon cult, the censer is a silvered vessel, supported by a length of finely worked dark iron chain. It seems to radiate black smoke when not looked at directly, but on closer inspection seems inert. Any incense burned in the censer is many times more pungent than it would be otherwise, and seems to cause dizziness and disorientation. AoE 10 ft disadvantage saving throws/ability/attack rolls. DC 15 Con
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Pants of Many Pockets- A pair of pants with twenty magic pockets. An item placed into a pocket will take up the expected amount of space in the pocket, but from the outside will appear flat as if empty. Great for shop-lifting, or secreting away large-ish items.
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Orb, the Horse- A sentient globe that insists that it is a horse. A perfect sphere, two feet in diameter, hovers one foot above the ground. Can be mounted and moves faster than any horse, but every turn you must make a DC 10 dex check or slip off, potentially taking damage.
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Cheater's Dice- This small bag is filled with many-sided dice. Most of them are weighted to bring up high rolls frequently. Advantage SoH
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Ring of a Firebuilder- This ring is made of flint. When struck with a piece of steel, it sheds sparks. When placed well over dry kindling, the sparks will start a fire.
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Jug of Many Things- Hold 1 gallon of select liquid: water. wine, ale, gasoline, acid
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Eye of the Beholder- The large, central eye of a Beholder carries a powerful antimagic, and they are often enchanted to gain potency and preserved in the center of prisons and other areas where antimagic is needed. The eye can be shrunk without losing much potency.
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Unicorn Horn- This gleaming, pearly, spiraling horn can be powdered and sprinkled over the body of a dead creature to bring it back to life. The creature does not have to be willing, but this magic only works if the creature has been dead no longer than one week.
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Liar's Brew- An exclusive brew at The Liar's Den tavern, This mysterious, lavender drink is advertised to contain numerous special ingredients, though it tastes suspiciously like Gin and Juice. The effects hit hard and fast. They call it the Liar's Brew because those under its effects tend to spill more secrets than they mean to.
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Trusted Lantern- This lantern continues to burn while under water. Its light is not impeded by water, whether it be rain or sea.
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Catnap Clearing- A small glade filled with bunches of round, pillowlike flowers. Each gives off a slight aroma that if smelled up close, causes instant sleep for 1d4 hours on a failed CON save (DC 13) and drowsiness for 1d4 hours on a success. However, sleep victims wake up extremely refreshed and roll free hit dice equivelent to number of hours slept.
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Dice Tower of Fortune- This short rod is assembled from a series of regular polygons, with 4, 6, 8, 10, 12 and 20 sides respectively. You can use one of the dice to achieve the maximum roll of that dice type when one is rolled during the game. In doing so, the corresponding dice vanishes from the block. This is intended to be something that you might even make (from cheap dice and blu-tak, perhaps?) and hand to the player who loots it. It will appear, in-game, to be a simple object, albeit one with a faintly magical aura. Once attuned to the object, the character learns that they can call on its power when in need.
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Bracelet of Sleeplessness- This bracelet, created by a monk who's name has been lost to antiquity, consists of 10 translucent white beads. Using the bracelet grants the user the ability to meditate for 10 minutes and gain the benefits of a short rest at which point one of the beads turns black and cannot be used again.
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Chirpy- A mechanical bird inside a small golden cage. It's animated, and can talk to whoever holds it.
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Stole of Thaumotology- This long fabric stole drapes over the shoulders and down to the feet of the wearer. It is normally worn over an alb or other vestment. It is made of a fine silken fabric and has upon it sewn various divine symbols, vertically down each side of the stole. When worn, the wearer may touch the various symbols, even very lightly, to recreate one of the features of the cantrip Thaumaturgy, providing a veritable special effects board of public speaking tricks. This device works for anyone wearing it, not just clerics. Three of its features may be active at once.
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Coin- instead of rolling a d20, flip the coin to determine success or faliure. Uses: 1d4 per long rest
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Lantern Turnip- A white hard tuberous vegetable. They naturally grow to be hollow, and various fey are known to carve faces into them. However, these vegetables hold a flammable gas in their hollow interior, and if they catch fire they explode in flames. All creatures in a 5 foot radius must make a DC 10 Dexterity saving throw or take 1 fire damage when one of these plants explodes.
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Wart Berry Bush- A Small dark green bush that is covered very sparsely with lime green berries. These berries have a bumpy texture, and are very bitter flavor. When a creature eats on them gain 1 temporary hit-point, but must make a DC 10 Constitution save, or become poisoned for one hour. Some say that the berries can be used to make an unusual kind of candy.
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MurderSone- The SinStones are remnants found in a temple to an ancient religion, which believed that all sins were evil. The stone glows warm when it is touching the skin of a man or woman who has committed the specific sin the stone is attuned to.
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ThiefStone- The SinStones are remnants found in a temple to an ancient religion, which believed that all sins were evil. The stone glows warm when it is touching the skin of a man or woman who has committed the specific sin the stone is attuned to.
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Island Boots- Supple leather boots, stained with salt. When the wearer steps onto water a 5' diameter island of sand appears at his feet. Supporting her above the water.
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Affinity Coin- This coin has an affinity for other coins, and will glow brighter and brighter as it gets closer to them. Useful for looking for hidden booty on a captured ship, or where someone might be hiding coins upon their person.
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Coin of Privacy- While the coin is facing heads-up upon a surface such as a table, it causes the 'Silent Table' effect as per the spell. It has no effect while not set upon a surface, such as in a pocket, or while the coin is facing tails-up.
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Seventeen Key Ring- Each key has a 5% chance of opening a lock you find. Once a key has opened something, it will not fit any other lock.