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No.

1) Jar of Bees (Rare Magic Item [1000GP]):


- Attunement:
o Can only be attuned to a character if the player IRL isn’t allergic to
bees. Takes 24h to become fully attune.
- Description:
o A small round mundane clay jar with a lid with a latch on. It is said
to contain a small portable portal to Bee-helm, a weird plane of
existence where everything is Bees. If inspected closely you can
hear faint buzzing.
- Effects:
o When Opened, the jar will emit a 30ft sphere of bees for 2 turns
on the point where the jar is opened, at the beginning and end of
the turn all creatures in the area (friend or foe) must make a DC13
DEX saving throw, on a fail the creature takes 2d4 Poison damage
and 2d6 Piercing damage, on a success the creature takes half. If
thrown, the jar has a d4 chance of breaking (1 = break), if it does
so, the jar shatters and becomes irreparable and the portal is
permanently opened in that spot giving off a 30ft Sphere for
unlimited turns. The same damage effect applies. To remove the
portal a Dispel Spell must be used at level 5 or higher. If the jar
does not break, the jar will lie on the floor until it is either picked
up or destroyed.
- Other Effects:
o The holder of the jar may add 1d4 to an Intimidation role by
vigorously shaking the jar.
No. 2) Goblet of Maidenhood (Rare Magic Item [1500GP]):
- Attunement: Can only be attuned to a female character who confesses
all her lustful sins to the Goblet. After that the attunement is instant.

- Description: A dull gold goblet with a handle made of a pure white


gemstone. When the light of the sun hits the goblet, no colourful sparks
appears from it.

- 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.

- Other Effects: The creature attuned to this will become increasingly


uncomfortable around men, the character gains disadvantage against all
check that involve the her talking to any man.
No. 3) Tavern Bracers (Rare magic Item [2000GP]):
- Attunement: Spend 5 hours drinking in a pub wearing the bracers.

- Description: These dark brown leather bracers stink permanently of old


ale and have so many different coloured stains on them you don’t dare
think about what made them.

- 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).

- Description: A well-kept leather-bound book with a wooden embossed


tree in the front cover. The Books pages inside are nothing put pictures
of different trees with the Elvish name above them and what the trees
many uses are. Its given to elves when the are babies to learn them
about nature. It’s very humorous for elves to see adults still reading this
book.

- 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.

- Description: This mundane looking twig is engraved with many magic


runes that seem to overlap and for a totally unrecognisable language.

- 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.

- Description: A solid gold hand mirror engraved with many large


gemstones of various colours, the mirror itself seems to be hazy and
blurred but when you look into the mirror something happens.

- 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.

- Description: At first glance looks like an ordinary green cap, it is fraying


at the brim and has been patched up hastily several times. However,
once attuned and worn they wearer can here in the back of its mind
nothing but insults that would fit perfect into any conversation the
wearer is having.

- 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 Effect: The jar can be reused again as it is enchanted to suck up


one fairy in a 5ft radius of the attuned creature once opened. It will
however instantly kill the fairy. The fairy cannot be a summoned fairy
from a spell, you have to get the fairy from its plane of existence, but it
does not have to be willing to enter the Jar.
No. 11) Pocket Watcher (Rare Magic Item [1500GP]):
- Attunement: Attune to only Rouges, takes 10 hours to attune to the
creature.

- Description: To the untrained eye this pocket watch is just a standard


dull steel pocket watch, however to a Rouge it’s an expert’s tool.

- Effect: When the Pocket Watcher is placed inside someone’s bag or


pocket, it can tell you everything they have on there person, if they have
gold in their coin purse or a letter. It however cannot tell you everything
in exact detail, so it can’t tell you how much gold they have or the
address of the letter.

- 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.

- Description: A small ticket made of paper, looks to be centuries old and


shows a small photo of a Pixie with pink hair and welders’ goggles.

- Effect: When the command word of “Resupply” is spoken, a small Pixie


called Mona will appear out of thin air. She will resupply you with any
mundane (Non-Magic) Item you can thing of for a price, she will also sell
you more of her tickets at 100GP a ticket. She will not however appear if
she detects any danger or hostile creatures in the area.

- 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.

- Description: An Ultra Sharp, Ultra Fancy looking chefs’ knife that is


engraved with the letters H.B. in the black wooded handle. When you
hold this knife, you get the overwhelming desire to cook.

- 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.

- Other effects: The Knife cannot be used as a weapon, if a character does


use the knife to attack, the knife becomes instantly dull (dealing 1 non-
magical bludgeoning damage) and it will force itself out of the attune
characters hands (DC 18 STR check to keep hold of it). It will always fall
within 5ft of the creature in a random direction.
No. 14) Pilgrims Umbrella (Artefact Magic Item [6000GP]):
- Attunement: Can only be attuned by a Cleric or Paladin. Takes 20 Hours
to attune.

- 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.

- Description: This unassuming pair of trousers are very “Lucky” the


person that wears them. The trousers are built in with small mechanical
devises and runes seeming to be woven into the silk, these small
modifications are what make these trousers “Lucky”.

- 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).

- Extra Effect: Add to the personality trait “I REALLY enjoy pain”.


No. 17) Book of Infinite Pages (Common Magic Item [500GP]):
- Attunement: Anyone. Instantly. Does not take up an attunement slot.

- Description: This book is the same thickness as a standard bible or


textbook, however it has no markings on its front or back cover and its
bound in Red leather. When you open the book its full of blank pages.
But no matter how many times you turn the page you will never reach
the back cover.

- 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]):

- Attunement: Must have proficiency in a card game.

- Description: This pack of playing cards is a cheaters dream. It’s a


standard 52 card deck with a black and white checked back and very
ornate looking face designs.

- 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.

No. 20) Sentient Rope (Common Magic Item [500GP]):


- Attunement: Anyone can attune to this.

- 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.

No. 21) Sticky Fingers (Rare Magic Item [2500GP]):


- Attunement: Can only be attuned by Rouges. It can only be attuned by
picking 5 people’s pockets.

- Description: These dark leather gloves once warn are drawn to people’s
pockets and other valuables.

- Effects: These gloves give the attuned creature +2 to slight of hand


checks when pick pocketing ONLY.

- 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.

No. 22) Emerald Flask (Legendary Magic Item [7000GP]):


- Attunement: Any creature. Takes 48 hours to attune.

- Description: An emerald flask, from the Keeper's soul. She lives to


protect the flame and dies to protect it further. It appears to contain the
flames of fire and the flask is warm to the touch.

- 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.

No. 23) Aerondight (Legendary Magic Item [6000GP]):


- Attunement: Anyone that can use a longsword. Takes 48 Hours to
attune.

- Description: A silver longsword given to a famous monster hunter from a


different universe by The Lady of The Lake. It has 4 runes engraved on
the blade of a language of some other civilisation.

- Effect: +1 Longsword with the following effects:

o On hit (Before rolling damage) the sword has a d4 Chance to:


 Deal 1d4 more damage.
 Deal 1d6 Fire Damage.
 Attack role becomes a Critical Hit (NAT 20)
 Effects creature with Stun.
o For these effects to work the target creature must be a
monstrosity
o Each effect can be used once. To recharge the charges, the
attuned creature must mediate with the sword in hand for 2 hours
for each charge of the effect. The rune that recharges is decided at
random.

No. 24) The Penta-hook (Legendary Magic Item [4000GP]):


- Attunement: Anyone that is missing their right hand. Takes 30 hours to
attune once worn.

- 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: Once the gauntlet is worn, it cannot be removed, the characters


alignment becomes Chaotic Evil. It can only be removed using a remove
curse spell. The wearer gets a +5 to unarmed strikes with The Penta-
hook, proficiency in sea vehicles and become proficient in intimidation.
The character however gains disadvantage to all WIS saving throws due
to the constant feeling of rage that clouds their mind.

- Other effects: All people with a background as a sailor or navy soldier


will instantly recognise the Penta-hook and will become fear the person
that wields in (The become afraid in battle).

No. 25) Cloak of “The Hero” (Common Magic Item [100GP]):


- Attunement: None.

- Description: This leather cape seems to be blowing in the wind


constantly.

- 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:

Damage: 1d2+STR mod Slashing Damage


Range: 5ft
Weapon type: Simple, Versatile
This weapon gives the wielder 1.5x more exp to the wielder as to kill
anything with weapon is a trial in itself.

- 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]):

- Attunement: Instant attunement. Can only be attuned by anyone that


can cast a spell other than Thaumaturgy.

- Description: A 4-foot purple wooden staff with a white jawless skull on


the top. It feels uncomfortable to be in the presence of the staff.
focusing on it for too long can cause major headaches.

- 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]):

- Attunement: Takes up no attunement slot. Attunes instantly.

- 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]):

- Attunement: Instant. Takes no attunement slot.

- 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])

- Attunement: 24 hours to attune and it takes up no attunement slot.

- Description: A powerful malevolent being is bound within this weapon


and it will be released upon the weapon’s destruction… However, the
weapon is indestructible.

- 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])

- Attunement: Instant attunement, takes up one attunement slot.

- Description: A short blunt dagger that is rusted beyond repair. Only a


fool would wield such a dagger… but you are compelled to do so.

- 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

- Saving Throws: Dexterity +3, CHA +3


- Skills: Acrobatics +3
- Damage Vulnerabilities: N/A
- Damage Resistances: Thunder, Lightning
- Damage Immunities: N/A
- Condition Immunities: Paralyzed
- Senses: N/A
- Languages: Understands common
- Challenge:  1/2 (50xp)
- Transform: As The Electric Mouse grows, it slowly changes from its fluffy yellow baby-coat to the
dusty brown of adulthood. When it reaches its adult stage its electricity-grounding tail and sensitive
ears reach full size, and the Electric Mouse officially transitions from its infant stage into the adult
stage.

Actions:

- Thundershock: Ranged attack: +3 to hit, reach 15ft, up to 3 targets. Hit: 2d4 + 3 thunder damage per


target. On a hit, roll a d20. On a roll of 19 – 20, the target also becomes paralyzed for 1d4 turns.
- Growl: The Electric Mouse snarls and flickers with electricity, attempting to frighten one creature
within 10ft with his elemental power. The target creature must succeed on a DC 8 Constitution Saving
Throw or become Frightened for three turns. The target can attempt the Saving Throw once each turn
to attempt to end the effect early.
- Quick Attack (3/Day). The Electric Mouse can use this ability to take up to two bonus actions, one to
move and one to attack.
- Tackle: Melee attack: +3 to hit, 5ft reach, 1 target. Hit: 1d6+2 Bludgeoning damage.

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

- Saving Throws: Dexterity +6, CHA +4


- Skills: Acrobatics +6, Athletics +3
- Damage Vulnerabilities: N/A
- Damage Resistances: Thunder, Lightning
- Damage Immunities: N/A
- Condition Immunities: Paralyzed
- Senses: N/A
- Languages: N/A but understands common
- Challenge:  2 (200 EXP)

Actions:

- Thunder: Ranged attack: +6 to hit, reach 15ft, up to 1 target. Hit: 4d6 + 2 thunder damage. On a hit,


roll a d20. On a roll of 18 – 20, the target also becomes paralyzed for 1d6 turns.
- Thunderwave: Ranged attack: + 4 to hit, reach 10ft, one target. Hit: 1d4 + 1 type damage, and target
becomes paralyzed for 1d10 turns.
- Agility (Recharge 4 rounds): A psychic ability that the Thunder Mouse uses my moving quickly and
suddenly, causing the target to become disoriented. Until the end of the Electric Mouse’s next two
turns, the target’s speed is reduced by half, and the Electric Mouse has advantage on attack rolls
against it.
- Volt Tackle (Recharge 6 rounds): The Thunder mouse coats itself in electricity and dashes at the
target at a high speed. The attack has a range of electric mouse’s normal speed (30ft) and it has a +4
to hit. The target takes 2d6 bludgeoning damage plus 2d6 thunder damage, this can be used as a
bonus action or a reaction if the enemy its facing moves out of its zone of influence. The target also is
knocked prone if the target fails a strength save (DC = 10).
No. 34) Book of Wizard Strength (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 this book depicts a wizard with huge muscles and
firing fire and lightning out of his hands.
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 STR. This can be removed however using a remove curse spell at a
temple. Once removed the enchantment regenerates back onto the book.

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. 38) Idiocy for Dummies (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 two stupidly looking men
looking confused at each other.
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 INT. 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. 40) The Unstoppable Force (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 sword splitting a shield in half.
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 STR. This can be used to push your STR over 20. Once the
book is used it takes 1000 years to recharge.

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. 43) Professor Delquims Theory on Magical Quantum Loop Theory to


distinguish the similarities between natural, divine and arcane magic. (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 clean white colour with just the title written
on the front.
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 INT. This can be used to push your INT 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.

Effect: In combat, the fiddlestick has the same properties as a +3-shortsword.


While attuned, when an attack has missed, the attuned creature can say the
command word “OH, FIDDLESTICKS!” and the creature can make an additional
attack.

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.

No. 47) Long-Arm (Artefact Weapon [5000GP]):


Attunement: Anyone, Instantly, take an attunement slot.
Description: A long single barred, break loaded, rifle.
Effect: using a bonus action you can load one Thunder-Round into the barrel
(must have 2 hands free) and can spend your action aiming and fire. The range
for a normal shot is between 20ft – 40ft any closer and you gain disadvantage,
any further and you miss the shot. It does 3d10 Thunder Damage and 2d10
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 4 chance to break the
Long-Arm. The gun once fired ejects the round.
No. 48) Senzu Beans (Magic Plant [4000 GP EACH]):
Description: A bag of 3 beans, these beans have the greatest source of healing
in the natural world. When eating them they have the texture of an uncooked
bean and celery, and taste like fish.

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]):

- Attunement: Anyone, takes 24 hours to attune and take up an


attunement slot.

- Description: this 20-sided red gem on a silver chain, it seems to hum


with power. Wearing it makes you feel like hitting things with precision
will become easier.

- 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]):

Attunement: Instant attunement, takes an attunement slot, will replace an


attunement slot at random if none are remaining.

Description: This dark ring disguises itself as a ring of protection, it however is


a sentient ring that harbours ill omens.

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:

1 “You will be killed today by


A _____”. Fear in combat while
fighting specific enemy (1d14):
Aberration, Beast, Celestial,
Construct, Dragon, Elemental, Fey,
Fiend, Giant, Humanoid, Monstrosity,
Ooze, Plant, Undead.
2 “All you own will be taken
from you…”
PC becomes paranoid about there
equipment and will have advantage
on perception checks when
persevering their own equipment.
Losing any equipment will cause you
go into hysterics and you cannot give
people any of your equipment.
3 “A person dressed in _____
will stab you when you
sleep”.
If the PC sleeps near a character
wearing that colour clothing, you will
not be able to take a long rest. You
can still however take a short rest.
Sleeping in a different room that you
barricade will negate this.
4 “Your friends are not your
friends… they are
imposters!”.
Become hostile to your companions
for 1d6 rounds. You can save this by
making an incite check if they try to
convince them that they are who
they say who they think they are.
5 “The hands of the abyss will
drag you into the inky
blackness.”.
If the PC falls into the ocean, the PC
must make a WIS saving throw (+15),
if they fail, they can’t swim and start
to drown as they perceive something
dragging them down, if the
succeeded they must use there
whole movement to get to dry land,
they must make this saving throw
every round they are in the ocean.
6 “The food and drink you
consume is poison, you must
not eat if you value your
life!”
If the PC consumes any
food/drink/potions while this omen
is in effect, they gain the poisoned
condition and take 1d6 psychic
damage. The PC must make a WIS
check (+15) against this. On a
succeed they don’t become poisoned
but do take 1d4 psychic damage
(overcomes any resistances or
immunity)
7 “The eyes in the darkness see
through you and will eat
away at your flesh!”
You lose all ability to see in any kind
of darkness (via racial ability, magic,
Feat or Skill) and standing in it will
make you afraid and make a WIS
saving throw (15+) on a fail the PC
must use their reaction on their turn
to swat at the air in 1d8 direction,
this can hit allies and you take 1d4
psychic damage as you believe your
flesh is being eaten away. On a
success you just take the 1d4 psychic
damage (overcomes any
resistance/immunity).
8 “The gods have turned there
back on you… you are
unworthy…you are unclean
in their eyes…”
The PC has disadvantage casting any
divine spell (Oathbroken paladins
take 1d8 psychic damage instead as
they believe there god is smiting
them (overcomes any resistances or
immunity)). They become irritable
around places of worship and clerics,
paladins and gods and will have to
make WIS saving throws (+15) to take
to one or enter a place of worship.
Any god you pray to you believe to
no longer be listening to you so the
spell divine intervention will no
longer work for you under this effect.
9 “All that gold will cause you
trouble”
The PC if carrying any coin must get
rid of it as fast as they can, any
means necessary. For every 1 hour
they carry gold they gain a level of
exhaustion as they become
overburdened with the stress.

10 “You will have peace… or


will you?”
The PC is put on edge for the next 4
hours, but there is no penalty (RP
things).

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])

Attunement: Instant attunement, takes up an attunement slot, will replace a


random attunement slot.

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.

No. 54) Vest of Many Pockets (Legendary Magic Item)

Attunement: Takes 24 Hours to attune, takes an attunement slot.

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.

No. 55) Assassins Teapot (Artefact Magic Item [4000GP])

Attunement: Takes 24 hours to attune, takes an attunement slot, can only


attune to Assassin Rouges.

Description: A unsuspecting Teapot with a murderous history.


Effect: Any tea brewed in the teapot will instantly become a very potent
poison, the brewed tea is now a 6d6 poison and give the poisoned condition,
the poison damage overcomes all resistances and immune creatures become
resistant to it. The poison is an ingestion poison and it only lasts 5 mins outside
the teapot.

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