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- Effects: When the attuned female creature uses this goblet to drink and
water from it before she goes to sleep, she will awaken the next
morning from a blissful slumber dreaming about skipping through the
fields and riding on the back of a unicorn (This is the dream no matter
what alinement or personal preference). The creature will awaken the
next morning and will find that her maidenhood has been restored: she
is again a virgin, no matter her age. After the goblet is used it becomes a
mundane goblet until the user losses her virginity or dies.
- Effect: While wearing the bracers, you gain a +2 modifier to all games
and unarmed strikes while you are drunk and/or in a tavern.
- Other effects: Once per day you can say the command word of “Booze”
and your right arm will point in the direction of the nearest alcoholic
beverage. Once per day you can say the command word “Sober” and
your left arm will strike you in the face bypassing your AC and any skills
that remove damage from bludgeoning or unarmed strikes and does
damage equal to the players unarmed strike damage, you instantly
become sober.
No. 4) Great axe of Pointless Entry (Rare Magic Item [500GP]):
- Attunement: Can only be attuned to Rouges, takes 10 hours to fully
attune.
- Description: A huge great axe that has the word “FAILURE” scratched
into the axe head rather angrily. According to some obscure visions the
wielder gets when first attuned to the axe, it was originally created by a
Rouge that was working on imbuing the Knock spell into objects, so he
didn’t have to carry around thieves’ tools. Apparently, this great axe has
a knack for “opening” unlocked doors.
- Effect: When the command work “Unlock” is spoken, the great axe will
fly out of the wielders hand and destroy the closest unlocked wooden
door.
- Other effect: If any person talks about the great axe, the person attuned
becomes embarrassed about it and will refuse to call it anything but a
Failure.
No. 5) A Young Elves Guild to Identifying Different Types of Trees from Quite a
Long Way Away (Common Magic Item [1000GP]):
- Attunement: The creature must be able to read Elvish. It takes as long to
attune as it is for the person to read (25-INT = NO. of Hours).
- Effect: Once attuned the reader can identify any non-magical tree within
the creature’s field of vision. The creature and remember everything
about the tree from how long it takes to grow to if its fruits are
poisonous or edible.
No. 6) Dagger of Returning (Rare Magic Item [4000GP]):
- Attunement: Any creature can attune to it and it takes 12 hours to do so.
Takes an attunement slot.
- Description: This crudely made dagger that looks like its seen better days
has a faint glow to it. When holding the dagger, the dagger feels like it is
pulling the user in the direction of the tip of the blade.
- Effect: 3 times per long rest you can say the command word of “Return”
and the attuned creature (And ONLY the attuned creature) will instantly
teleport to the location of the dagger no matter the distance. The
teleportation doesn’t provoke an attack of opportunity.
- Other Effect: The dagger will stay where it is put no matter who tries to
move it, it can only be lifted by the attuned person.
No. 7) Wand of !^£*GA%!)@ (Legendary Magic Item [3500GP]):
- Attunement: Can only be attuned by a person that knows a spell with a
verbal component. Take 48 Hours to attune.
- Effect: Once per long rest the attuned creature can point at one other
creature within 50ft of the attuned creature. Both the attuned creature
and the targeted creature can only speak pure gibberish.
- Other Effects: When any character holds the wand, they will find it hard
to speak properly (i.e. will speak broken common)
No. 8) Mirror of Vanity (Legendary Magic Item [4500GP]):
- Attunement: Can only be attuned by a creature with less than 10 CHA, a
wisdom higher than 10 and an intelligent higher than 10. it takes 24
hours to attune to the Mirror.
- Effects: Once per 7 days the attuned creature can look into the mirror
and change their face to become the most handsome person in
existence for 12 hours (CHA = 26). However, the creature’s wisdom and
intelligent will be decreased for that day (WIS & INT = 8)
No. 9) Cap of Comebacks (Rare Magic Item [2000GP]):
- Attunement: The creature must know the spell Vicious Mockery. It takes
15 hours to attune to the Cap.
- Effect: While wearing the Cap, the player can add 1d4 to the vicious
mockery cantrip per round. The cap has 4 charges and can only be
recharged by being insulted by other creatures.
- Other Effects: Because of the cap constantly giving you all these insults
the wearers speech becomes very vulgar when wearing the cap, the
attuned player while wearing the cap gains disadvantage on and
persuasion role.
No. 10) Fairy in A Jar (Legendary Magic item [1500GP]):
- Attunement: Can be attuned by any creature after spending 24 hours in
its company.
- Description: This clear jar contains the tiny preserved body of a dead
fairy. Whatever “monster” decided it would be ok to capture a fairly and
put it in an air tight bottle deserves everything he get coming to him.
- Effect: When the attuned creature gets lower to 0hp the last remaining
magic from the dead fairy will enter the dead creature and will revive
the attuned creature with 1hp and 1 extra spell slot. After that the fairy’s
body will crumble to dust.
- Other effects: when inside the pocket or bag of anyone but the attuned
person they will believe that the watch is theirs and they have always
had that pocket watch with them. Unless they can detect that its magic
and dispel that illusion form their mind. Once removed from there
pocket, this illusion wears off.
No. 12) One Ticket for a Magical Resupply (Rare Magic Item [100GP]):
- Attunement: Instantly. Does not take up an attunement slot.
- Other Effects: Only the attuned player may use this item, if passed to
another player they become attuned to it instantly.
No. 13) Chefs Dream (Artefact Magic Item [6000GP]):
- Attunement: Must have proficiency with Cooks Utensils. Takes 48 Hours
to attune.
- Effect: The attuned character can use the knife pick up any object and
cut into it and it turns into food (i.e. a log can be cut up into round
medallions of meat or a rock can be cut up into potatoes). The food that
the knife produces will fill the belles of whoever eats and tastes like the
food it is supposed to be.
- Description: This plane looking umbrella looks to have seen every corner
of the world. Even still it protects the user from all weather conditions.
The umbrella has the holy symbol of Umberlee on the cover and the
handle is shaped like a lightning bolt.
- Effect: When the attuned creature says the activation word “Bless me
Umberlee”, the umbrella will open for 4 hours and any creature in 10ft
of the umbrella will be protected from all weather conditions, they will
experience temperate temperatures and a very light breeze no matter
what. When used in battle, all lightning damage that a creature within
10ft of you will take (friend or foe) will be automatically attracted to the
creature holding the Umbrella (Including A.O.E attacks or magical
enchantments on weapons) and the attuned creature will take half the
damage the spell would have done.
No. 15) “Lucky” Trousers (Legendary Magic Item [6500GP]):
- Attunement: Anyone. Takes 48 hours to attune.
- Effect: The trousers have 3 effects that can only happen once per week:
o The first attack that is target against you will miss automatically as
the trousers will “Push” you out of the way of danger. [Choose
when it happens]
o The built-in sheath will auto eject the attuned creature’s weapon
into the creature’s hands or will turn you in the direction of the
attacker if the attuned creature is the target of a surprise attack or
ambush (no surprise attack on you) [Happens Instantly]
o In the movement phase the trousers will double your movement
speed. [Choose when it happens]
No. 16) Whip of the Masochist (Legendary Magic Item [300GP]):
- Attunement: Can be attuned to anyone. Takes 15 hours to do so.
- Description: This black whip would look very fitting in the dungeon of a
dominatrix. Its pure black and is pointed on one end.
- Effect: The whip is a +5 whip (+5 to hit and 1d4+5 Slashing damage on
hit). When the attuned creature attacks with the whip, half of the
damage dealt will be dealt to the attuned creature (this damage
bypasses resistance to slashing damage but not immunity).
- Effect: This magic book has infinite blank pages that can be drawn upon
by any mundane quill or charcoal as well as any magical writing
equipment. This book cannot be used as a wizard’s spell book. To turn to
a specific page, you want to hold the spine and say the page number and
the book will open to that page number.
- Other Effects: When the book gets given to another creature all the
pages become blank. However, when the original creature gets back
hold of the book all the pages of theirs get refilled again.
No. 18) The Deck of Lies (Rare Magic Item [1000GP]):
- Effect: When the attuned creature says the command word “Deal”, the
card that are dealt to the attuned player will always beat the card dealt
to the rest of the table. You can pick someone else to win by saying the
players name and that player must hear you.
No. 19) Specks of the Lustful (Rare Magic Item [800GP]):
- Attunement: Only can be attuned by Chaotic or evil aligned characters.
Takes 10 hours to attune.
- Description: These specks look like a small, mundane specks that you
would see an old man in his 90’s would wear.
- Effect: The glasses allow you to see through all mundane clothes, armour
and items. You will still all magical clothing, armour and items however.
- Description: Looks like a 20ft spool of rope, however when you approach
it, it begins to contort and act like a snake.
- Effect: The rope can only be commanded by the attuned creature. It can
only follow basic commands like “Move” or “Bind”. It can be
commanded in combat using your bonus action. It can move at a speed
of 20ft and it can bind creatures that are large or smaller. The bound
monster must make a strength check of 12+ to break free of the bind. It
can also be commanded to become a snare or tie nots if the attuned
creature knows how to tie the knot. If the rope is cut, ripped or
otherwise broken the smaller section of the rope becomes mundane.
- Description: These dark leather gloves once warn are drawn to people’s
pockets and other valuables.
- Other effects: Everything that the attuned creature touches (Other than
the gloves) while wearing the gloves becomes stuck to the gloves until
they are removed.
- Effect: This flask has 5 charges. The attuned character can use its action
to open the flask and drink some of the liquid inside. It will heal 2d4+4
HP. Only the attuned creature can drink from the flask. Any other
creature that would drink out of the flask will take 2d4+4 fire damage.
To recharge the Emerald Flask, the attuned creature much light a bonfire
and place the flask in the flames for 1 hour for each charge.
- Description: This hand is made off 5 rusty hooks, it is said to come off a
fabled pirate of the high seas. You get the sense of pure unbridled rage
from the gauntlet.
- Effect: The cape, no matter the weather condition will billow like its
being caught by a light breeze.
No. 26) The Compass That Doesn’t Point North (Legendary Magic Item
[5000GP]):
- Attunement: Alignment must be Chaotic. Instant attunement.
- Description: A compass, ornate in a black and gold case, that spins wildly
when not being held. However, in the hands of any being, the compass
become stable. It points in a different direction for each holder, and the
holder feels almost called by the device, as though it was always waiting
for them to grasp it. The holder of the compass has an unwavering
curiosity towards the destination of the compass and will always have at
least a slight urge to head the direction it points.
- Effect: Once per day the attuned creature can use the compass and it
will point into the direction of what the creature wants more than
anything. If the creature was something intangible, then the compass
will just spin without stopping.
No. 27) The Broken Sword (Cursed Magic Item [1000GP]):
- Attunement: Instant attunement. Can be attuned by anyone as soon as
its touched.
- Description: This blade was a longsword before the blade was shattered.
It now resembles as large 2 handed dagger. The blade is blunt and
chipped, and it has rusted beyond saving. However, the blade draws the
eye on anyone who sees it.
- Effect: The blade is cursed. Once a creature touches The Broken Sword,
they have the overwhelming urge to use this weapon and this weapon
alone, no matter what they are proficient with. Using any other weapon
while attuned to this weapon, all attack rolls become at a disadvantage.
The curse can be removed if the spell remove curse is used and it beats a
DC of 15 - attuened characters INT mod. The weapon has these stats:
- Other effects: When asked about the weapon the attuned creature will
defend the weapon, in there mind it is the best weapon ever made. They
will never try to get it fixed as they believe in doing so will ruin the blade.
No. 28) The Wabberjack (Cursed Magic Weapon [1500GP]):
- Effect: This wand replaces the arcane focus of the creature, using
anything else will cause 2d4 psychic damage and the Wabberjack will
teleport into the hand when the creature casts a spell. When casting the
spell, roll an extra d20. If the number is ODD, a random effect will be
triggered (DM chooses). If EVEN, nothing happens. The caster gains +1
Spell Attack and +1 Spell Save DC when attuned to The Wabberjack.
- Extra Effect: When left alone to focus on the staff, you will hear a strange
maddening laugh.
No. 29) The Beggars Coin (Rare Magic Item [200GP]):
- Description: A small gold coin. The one side shows the symbol of
Avandra and the other shows a snake.
- Effect: Once spent, in 5 seconds the coin will re appear in the attuned
creatures hand/coin purse.
No. 30) Long-range Messenger System [LMS] (Common Magic Item [150GP for
1]):
- Description: A small rectangular silver slate, with a small blue gem stone
sunk into the back of it.
- Effect: When linked to another LMS the user can instantly speak to the
other LMS using a long-ranged messenger spell. The LMS can only link to
1 other LMS. To link to another LMS, the original link is disconnected,
and the new link is established.
Angels Bane (Intelligent Wonderous Item)
Cost: 288,600 GP
Ego Boost: +12
Alignment: LE
Communication: Empathy/Sense (120ft)
Power: Item can cast a 4th-level spell 3/day (Unholy Blight)
Purpose of item: Slay Good Aligned Creatures
Items dedicated power: Cast a 7th Level spell at will (Blasphemy)
Ability Score: INT: 19, WIS: 18, CHA: 10
Languages: Common, Abyssal, Infernal, Ignan, Protean
No. 31) Adamantine Tanto of Imprisonment (Wonderous Magic Item [2000GP])
- Effect: a dagger that does 1d4+1 piercing damage and when it is used to
hit an object (box/chair/door) the attack is automatically a critical. The
creature in the blade is thus:
No. 32) The Broken Dagger (Cursed Magic Item [100GP])
- Effect: One attuned, the attuned creature must use this dagger, if they
use any other dagger, they must beat a WIS saving throw of 20 or you
drop the weapon you are holding. The dagger that does 1+STR mod
points of bludgeoning damage.
No. 33) Cube of Capture Monster (Artefact Magic Item [5000GP])
Attunement: Takes 48 hours to attune, can only be attuned to people who are
10 years or elder in game.
Description: This Cube box seems to house a small, yellow mouse like monster.
Its friendly to the wielder of the ball but tends to shock others.
Effect: 6 times a day the attuned creature can let the monster out of the ball, it
will stay out for 1 hour or its HP drops to 0. The monster follows these stats:
Electric Mouse
Tiny Elemental mouse, Unaligned
- Armor Class: 8
- Hit Points: 15
- Speed: 20ft
STR DEX CON INT WIS CHA
7 13 7 10 10 12
-2 +1 -2 0 0 +1
Actions:
When the mouse hits 0hp it returns to the ball instantly and can’t be
summoned for 1d6+3 hours and loses the EXP gained in the encounter. The
Mouse when summoned rolls its own initiative and gains the EXP from the
enemies it kills. After gaining enough EXP it has the chance to transform and
become more powerful.
Thunder Mouse
Medium Elemental mouse, Unaligned
- Armor Class: 14
- Hit Points: 20
- Speed: 30ft
STR DEX CON INT WIS CHA
10 18 10 12 12 14
+1 +4 0 +1 +1 +2
Actions:
No. 35) The Drunken Masters Balance (Cursed Magic Book [1500GP])
Attunement: Instant as soon as you finish reading it. Takes an Attunement slot,
will remove one if necessary.
Description: On the front of the book, it shows 2 monks staggering out of a
tavern.
Effect: As soon as a creature opens the cover, they can’t stop reading the book.
Once finished the enchantment on the book goes and the creature gains -2 to
their DEX. This can be removed however using a remove curse spell at a
temple. Once removed the enchantment regenerates back onto the book.
No. 36) The Encyclopaedia of Diseases and Poor Health Choices (Cursed Magic
Book [1500GP])
Attunement: Instant as soon as you finish reading it. Takes an Attunement slot,
will remove one if necessary.
Description: On the front cover, there is a picture of a man covered in boils and
rashes and wounds.
Effect: As soon as a creature opens the cover, they can’t stop reading the book.
Once finished the enchantment on the book goes and the creature gains -2 to
their CON. This can be removed however using a remove curse spell at a
temple. Once removed the enchantment regenerates back onto the book.
No. 37) How to Look After Yourself Outside of The House (Cursed Magic Item
[1500GP])
Attunement: Instant as soon as you finish reading it. Takes an Attunement slot,
will remove one if necessary.
Description: The front cover depicts a very confused lady outside of her own
home.
Effect: As soon as a creature opens the cover, they can’t stop reading the book.
Once finished the enchantment on the book goes and the creature gains -2 to
their WIS. This can be removed however using a remove curse spell at a
temple. Once removed the enchantment regenerates back onto the book.
No. 39) How to Pick Up Imaginary Girls in Your Mind 101 (Cursed Magic Item
[1500GP])
Attunement: Instant as soon as you finish reading it. Takes an Attunement slot,
will remove one if necessary.
Description: On the front cover, there is a picture of a man pointing to himself
in a mirror, but the reflection is an attractive lady in her underwear.
Effect: As soon as a creature opens the cover, they can’t stop reading the book.
Once finished the enchantment on the book goes and the creature gains -2 to
their CHA. This can be removed however using a remove curse spell at a
temple. Once removed the enchantment regenerates back onto the book.
No. 41) The Hidden Diary of The Greatest Rouge (Artefact Magic Item
[4000GP])
Attunement: Takes 5 hours to read the book, after that the attunement is
premiant and takes up no slot.
Description: The cover depicts a blooded dagger and a bottle of poison
Effect: As soon as a creature opens the cover, they can’t stop reading the book.
Once finished the enchantment on the book goes and the creature gains +1
permanently to their DEX. This can be used to push your DEX over 20. Once the
book is used it takes 1000 years to recharge.
No. 42) The Immovable Object (Artefact Magic Item [4000GP]) [USED]
Attunement: Takes 5 hours to read the book, after that the attunement is
premiant and takes up no slot.
Description: The cover depicts a Shield covered in arrows and sword strikes.
Effect: As soon as a creature opens the cover, they can’t stop reading the book.
Once finished the enchantment on the book goes and the creature gains +1
permanently to their CON. This can be used to push your CON over 20. Once
the book is used it takes 1000 years to recharge.
No. 44) Social Skills and Advanced Etiquette (Artefact Magic Book [4000GP])
Attunement: Takes 5 hours to read the book, after that the attunement is
premiant and takes up no slot.
Description: The cover depicts a man in a suit bowing to a lady in a large
ballgown.
Effect: As soon as a creature opens the cover, they can’t stop reading the book.
Once finished the enchantment on the book goes and the creature gains +1
permanently to their WIS. This can be used to push your WIS over 20. Once the
book is used it takes 1000 years to recharge.
No. 45) How to Rule a Country Effectively and Efficiency (Artefact Magic Book
[4000GP])
Attunement: Takes 5 hours to read the book, after that the attunement is
premiant and takes up no slot.
Description: The cover depicts a vast city that looks to be doing very well for
itself.
Effect: As soon as a creature opens the cover, they can’t stop reading the book.
Once finished the enchantment on the book goes and the creature gains +1
permanently to their CHA. This can be used to push your CHA over 20. Once
the book is used it takes 1000 years to recharge.
No. 46) Fiddlesticks (Legendary Magic Weapon [3000GP]):
Attunement: Only Attunable by creatures that have proficiency in playing a
instrument using a bow. Takes 24 hours to attune. Takes an attunement slot.
Description: The weapon may look like something from a bard’s pack but it’s
an artefact from a long-lost bard, whose initials are engraved along the handle,
D.M.B.
Other Effect: The Fiddlestick can be used as a normal fiddlestick for playing a
stringed instrument that uses as a bow.
No. 46) Fire-hand (Artefact Weapon [4000GP]):
Attunement: Anyone, Instantly, take an attunement slot.
Description: A small single barrel pistol with a brake loading system and a huge
cylinder.
Effect: using a bonus action you can load one Fire-Slug into the barrel (must
have 2 hands free) and can spend your action aiming and fire. The range of the
attack is 10ft and it targets one person. Hitting a target further that 10ft gains
disadvantage up to a range of 20ft, any range longer than that misses. It does
2d10 Fire Damage and 1d10 Force Damage. On a Natural 20, the gun does 4x
damage. On a Natural 1, the gun backfires and you take full damage and it has
a 1 in 6 chance to break the Fire-Hand. The gun once fired ejects the round.
Effect: Once eaten, the creature gains all hit points and sets the creatures
exhaustion level back to 0. It however does cure disease, remove curses or
heal ailments (Bleeding, poison, ect.), they however can even cause limbs to
regrow (Around 1 week per limb). The bean however can’t heal injuries that
have already healed (I.e. scars and stumps of limbs). One bean is enough to fill
one medium creature for 10 days (small creature: 15 days, large creature: 5
days).
Other effects: The bean can be planted; it takes a month to grow (60 days) and
they must be watered every day using a mixture of holy water and greater
healing potions. The bean plant grown will have 2 beans on it and must be
harvested the day the turn ripe, if not they wither away and become useless.
No. 49) Weighted Clothing (Rare Magic Armour [2500GP]):
Attunement: Takes one attunement slot, takes 24 hours, only attunable by
monks.
Description: Small weighted jacket, wrist bands and ankle bands. Picking them
up, they weigh nothing, wearing them, they are super heavy.
Effect: Whilst wearing them, lower DEX and STR by 4. Dose not effect
Unarmoured Movement AC bonus but does effect the water walking that this
skill gives. After wearing the Weighted clothing for 24 Hr straight the DEX and
STR now have a negative penalty of 1. You can remove the weighted clothing
as a standard action mid combat to add +2 to STR and DEX (on top of your
normal STR and DEX ability score) for up to 10 minutes. If the weighted
clothing stays off the attuned creature for more than 10 minutes, they lose the
+2 to STR and DEX and they have to do the whole 24 hr adjustment period
again.
Other effects: while wearing the Weighted clothing you class as 220Lbs
heavier, this doesn’t count towards your carrying capacity but if you try to get
lifted by anything else the extra 220lbs counts to their lifting capacity.
No. 50) Icosahedron of Critical Accuracy (Cursed Magic Item [3000GP]):
- Effect: +1 to hit with any weapon. When you roll a d20 and get a natural
20 to hit something, you can forgo this critical hit and hit the monster
normally and store the critical hit in this gem. At will when you make a
attack (not at advantage or disadvantage) you can spend the charge to
auto-critical the hit. The critical hit stored in this gem can only be stored
for 24 hours, after this time, the gem loses the charge. You can only
store one charge at a time, passing someone the gem that is not attuned
to it makes the gem automatically lose the critical charge and you lose
the attunement to it.
No. 51) Ring of Tykranok (Artefact Magic Item [20’000 GP]):
A creepy ring of a black dragon with ruby eyes that emanates a strange aura
around it. This item is magical, but cannot be detected as one, nor identified. If
you hold onto this ring for a month (60 days) and prove your loyalty by never
taking it off, it will bestow the gifts of a black dragon to you. Once this ring is
on for a month it is forever bonded to you. The ring while held before and after
a full month will -4 Wisdom, you lose all proficiencies with weapons outside of
unarmed attacks, and you start to crave flesh and blood. At first, the craving is
little bit than a wonder, but after two weeks any time you see fresh blood
spewed you must roll wisdom save if you fail you will try and procure said
blood, if not you manage to push off the feelings for the day this continues for
the whole month. Allies are no exception to this rule. After the full month has
passed will you be deemed worthy. The ring will burst out a black serpent
wrapping around your arm until it bites your neck making you pass out. When
you awake you will see the ring still on you but no longer can it be taken off. As
now you are one with the ring. Even if you were to chop off your finger it will
find a new area to rest on, even if it means it must change its shape to another
form. The dragon is now one with you and it will talk to you every so often
whispering to you to do evil things and eat fresh meat. The dragon will slightly
change your form to better fit both of you. You will gain a bite and unarmed
attack 1d8 damage, if you have an unarmed attack or bite attack increase the
damage die by one. Your body's hair will start to turn jet black while the skin of
your arms and legs turn jet black as well. For a whole day, you will experience
these changes and be unable to move or interact with the world around you as
the sheer pain will distract you. Your skin will start to form jet black scales that
meld under your skin hiding any trace of the scales, except for your feet and
hands. You will gain +2 Strength and Constitution increasing your max strength
and constitution score by 2 for the wisdom you have lost for accepting this
ring. Your AC due to your scales will now be based on Strength + Proficiency +
13 while not wearing armour. You are now resistant to acid and can breathe an
acid-based attack for 3d8 damage, at level 11 it becomes 5d8, and at level 17 it
becomes 7d8 acid damage twice per day. You will also be able to influence
black dragons and double any charisma check made against them, as the
dragon that is one with you is the Lord of all Black dragons Tykranok. You will
live as long as a dragon up to 20,000 year.
No. 52) Cruciatu, The Ring of Torment (Cursed magic ring [4500GP]):
Effect: When the PC puts on the ring, it warps into a black band with a blinking
eye replacing the gem stone, they will give a feeling of overwhelming dread
and will hear the words “YOU… ARE… MY… PAWN!” as tiny spikes anchor it to
the PCs finger (1d4 Piercing [Magic]). A Detect Magic spell on this will show it is
magical and an Appraisal spell on it will tell you it’s a ring of protection.
Cruciatu will at random intervals tell the PC attuned to the ring random ill
omens, which all are a lie, they will go off this table:
Every day when the PC wakes the DM rolls 1d10, the PC then rolls a WIS saving
throw (+10 at start). On a fail they have the omen for the rest of the time they
are awake, on a success they are not controlled by the omen and carry on as
normal. Every 4 hours they must make another WIS saving throw, for every
success the ring gains +5 to the roll, it resets back to 10 once they fail. A new
d10 is rolled for every new check. The rings aim is to make the life or its wearer
unbearable and filled with horror, it will not of its own free will ever leave the
PC. It can be removed via a Remove Curse spell but gains +5 to the roll to resist
this. If the finger is removed, the ring will move to another finger or toe or
even grow to bind around the arm or leg or neck, each time doing more 1d4
piercing damage.
No. 53) Boots of Slow (Cursed Magic Item [500GP])
Description: A pair of plain leather boots that look like they haven’t even
walked a mile.
Effect: While attuned the attuned creature can only move 5ft per movement
speed and removes all DEX from there AC. The attuned creature gains
disadvantage from all DEX saving throws and there DEX has a negative 2 mod
modifier.
Description: This tweed vest has many tiny pockets that contain many tools.
Effects: Any time you can put your hand into the pocket you can pull out any
mundane tool, such as a hammer or a hoe (but not tools like thieves’ tools or
cooks utensils). This can be used to pull out one tool at a time.