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Warlock’s Wicked Weapons 1


Warlock’s Wicked Weapons (and other magical items)

Introduction: Drawing their power from the fell realms beyond the ken of mankind or the
weird and sensuous heart of the Fey, these thirty magic items will lend power and colour to your
Warlocks, blessing them with extra spells, the ability to bath in the presence of their patron or to
step between the realms.

Written by Richard Thompson and Davis Lodzins


Illustrations by Davis Lodzins

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the
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protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of
the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue
Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
Middlesex, UB11 1ET, UK.

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Contents

Amulets 4-5

Boots, Bracers,
Clothing and Headwear 6-8

Potions and Oils 9-10

Rings 11

Weapons 12-13

Miscellaneous 14-18

Green Bird RPGs


Hello, this is a chance to say a little about Green Bird RPGs and introduce ourselves to the world.
We are two people with a great love for games and in particular RPGs. With thirty years of RPG
experience between us, we felt it was time to give something back to the community and have
some fun doing so.

We are writing supplements for DnD Fifth Edition, which will be published through Dungeon
Masters Guild, plus other OGL / OSR material when we feel the urge.

The material is designed to be dropped into your pre-existing campaign setting with but a few
tweaks, adding colour, character and adventure to the world you are playing in.

We aim to provide high quality content in settings and play-tested adventures, with brand new
monsters and magic items. These will come with hand-drawn illustrations and maps. In this, we
hope to assist you in offering your players the experience they deserve.

Cheers,
Richard and Davis
Follow the Green Bird here:
https://www.facebook.com/GreenBirdRPGs/
https://twitter.com/GreenBirdRpgs

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Amulets

Heartstone
After a night of hideous dreams, Alfred awoke sweaty and disturbed. Something had been calling him,
whispering to him throughout his sleep and now there was a painful throb in his chest. Opening his shirt, a
bright red gem shone in the dull light, it was buried into his flesh. All attempts to remove it resulted in extreme
agony. The strangest thing though, was that he swore he saw it wink at him.
You know your patron is aware of you when you awake with one of these objects buried in your chest. A
feeling of unease will permeate as the consequences become apparent. You are now theirs, forever.
Amulet: The Heartstone is placed in the Warlocks chest to remind them of where their powers come from and
the responsibility they owe. It provides +1 to AC and resistance to fire and cold. However, healing magic does
not fully function on the recipient of this… boon. All healing spells do only half the hit points rolled (rounded
up), the other half of is siphoned off to somewhere beyond...
The Heartstone can only be removed by the Warlock’s Patron or a Wish spell.

L’arials Broach
L’arial was well known in occultist circles, her dazzling intellect, desire for power and lack of morals made her a
dangerous foe. However, one day she simply vanished, the only thing for her to be remembered by was a
treatise on the Abyssal Lords and this locket, which contained a lock of beautiful, black hair from her lover.
Amulet: This locket provides Fiendish resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and
slashing from non-magical attacks.

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Amulet of Eldritch Power
As the energy coalesced into a blast of energy against the hissing Yuan-ti fanatic, the amulet on his doublet
glowed, aiding his spell casting lending power and force rendering bolt that ripped apart that hideous snakelike
body.
This focuses the hidden reverse of eldritch energy allowing the wearer to double the intensity of one spell or
cantrip cast a day. Mechanically, this means the range, duration and damage is doubled.

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Boots, Bracers, Clothing and Headwear

Abyssal Slitherer
A most unusual item, these “gloves” are made of a serpent-like creature, black in scales and heart alike. It is a
creature very much alive, though scarcely active, as it is only interested in movement when it comes to
attaching itself, surprisingly painlessly, to a nearby warlock. The creature then seeks to form a somewhat
symbiotic relationship, feeding from the eldritch energy used by warlocks, and converting it into raw magical
power for the warlock’s benefit. Though largely effective for both, such a relationship can sometimes turn sour,
and a few of these Abyssal Slitherers have been found on the hands of a decomposing warlock who failed to
feed them properly.
Gloves. Only useable by Warlocks. When the wearer of these gloves kills an enemy with their Eldritch Blast
cantrip (or any of its variants), they can regain a spell slot of their choosing.
DM Note: Consider “cursing” this item so that it is difficult to remove without harming the warlock that wears
it. Think of a minimum diet this beast would require – perhaps an eldritch blast once per day. If the warlock
fails to deliver this meal, the Abyssal Slitherer can always nourish itself from the warlock, draining them for
1d10 psychic damage per day to feed their hunger.

Aurora’s Mask
As she donned the thin wooden mask her skin became tight, bonding with its inner, rune-covered surface. The
world swirled in front of her eyes revealing a misty realm with eerily shifting figures.

Mask. When placed on the face, it merges with the skin giving the wearer +2 to charisma and the ability to see
ethereal objects. For all intents and purposes the mask blends in with the wearers face, meaning it is
undetectable to the common eye.

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Boots of the Two Realms
From one realm to another he stepped, with one stride he found himself crossing over the misty border and in
to the realm of the Fey.
These lights boots enable the wearer to cross the border between the material plane and the fey realm once
per day. The wearer will end up in the parallel location equivalent to where they started. Only those wearing
the boots can travel this way, plus their equipment.

The Darkened Weave


Onstronto was quick and clever, but that wasn’t the only reason he had survived so long in the warrens of the
decaying city. His enemies never knew what happened when the darkness descended upon them and their flesh
was rendered by his Eldritch magic.
A scarf of pitch black, woven cloth, that when worn, enables the wearer to cast Darkness three times a day
centered on themselves or another creature within 100ft. The wearer can see through this magical darkness.

Flower Crown of Faerlith


Legends tell of a beautiful, angelic being that drifted out of the Ancient Forest, to the first person it came
across, a gift was bestowed, that person became a worshiper, and the gift, which they wore until their death,
was the Flower Crown of Faerlith.
Crown – This slender crown of undying blossoms gives the wearer a radiant glow that acts as Protection from
Evil and Protection from Poison. Whoever wears it radiates a soft pleasing glow.

Girdle of Barbed Torment


A rough-sewn rope of hemp, the Girdle of Barbed Torment appears to be as simple as it is uncomfortable. Dried
blood can be seen around its threads, and any attempt to wash it off results in frustration, as it reappears
within a few minutes. The ends of this rope have been weaved into large, bulbous knots, should the wearer
wish for a readily available tool of flagellation.
The Girdle of Barbed Torment is bestowed upon the repentant by their other-worldly masters, as a trial of
atonement. Strangely enough, it is sometimes happily worn by those willing to pay a higher cost for knowledge,
claiming that only in pain can their mind achieve the clarity and purpose they seek.
Belt. While wearing this belt, you gain a 1d8 inspiration each time you take damage. You can only have one
such dice at a time; after a long rest that inspiration dice will disappear.

Manacles of the Dark Pact


Disappointment is all she could feel, waves of it and not emanating from herself, but from somewhere else,
somewhere other. Her hands and arms felt heavy, around her wrists shimmered black, translucent manacles,
with chains running up and into her chest, and then she knew that her actions had angered it, the being she
saw in her dreams, that giant eye that filled the sky, unblinking and merciless.
When a Warlock reneges on their pact to their hideous horror of a master, then the Manacles of the Dark Pact
might mysteriously appear overnight, binding them further to the bidding of the entity they’ve allied

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themselves with. A quest will then be delivered to them via portents, visions and signs, which if not adhered to
will cause them agony. For every day the Warlock is not engaging with this quest, the manacles grow tighter
around their wrists and drain 1 Charismas point. These will be rejuvenated once the quest is complete and the
master appeased.
DM’s Note: Obviously, the details of the quest are up to you and it should something that could be completed
within a few days of game time.

Cloak of Distant Shores


My dearest Falke, long have you been my sole anchor on this world, and so I write to you now with a heavy
heart. I can no longer resist the pull of further realms. Though it tears me to leave you, I know in time you will
understand. I wish that we could share the sights that I have seen, the clearest waters of its silvery shores, the
endless roots of trees older than our gods, the purple meadows lit by twin suns… I will miss you dearly, but I
know that we shall meet again on another path, in another life.
With deepest affection, Mari
Cloak. The wearer becomes unmoored from the physical world, gaining resistance to piercing, slashing and
bludgeoning damage.

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Potions and Oils

N’lee’nck’s Oil
I don’t know where he sourced it from, but this little vial cost me many a gold to obtain from the Ogre Magi
merchant. It was worthwhile, despite the smell…
By rubbing a dose of this oil onto the forehead, a Warlock momentarily doubles the range of their acquired
eldritch invocations. This effect lasts for 1 turn. A bottle contains six doses of this mysterious and sticky oil.

Patron’s Promise
The bottle smashed amid the horde of hairy gibberlings, issuing from its remains came black twisting tentacles,
bludgeoning those wide eyed and crazy creatures to bloody pulp.
This large bottle contains a small part of the essence of a Warlocks patron, when opened it causes an effect
specific to that patron-type over a 40ft radius to all those, apart from the Warlock, in that area.
Archfey – All creatures within the 40ft radius area are affected by Insect Plague (p254). It will last only last 2
rounds.
Fiend – All creatures within the 40ft radius area are affected by Hellish Rebuke (p250) cast as a 4th level spell
(5d10), DC16 to save.
The Great Old One – All creatures within a 40ft radius are affected by Evard’s Black Tentacles (p238 PHB) with
a DC16. It will only last two rounds.
A Warlock will, upon touching the bottle, understand what sort of power lies within, if it is connected to their
patron.

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The Crimson Container
A foot-long flask of thick glass, encased in spirals of blackened gold, the Crimson Container is filled with a thick,
viscous liquid that barely reacts to the movements of the container. A sharper eye will see that six notches are
etched on the corners of the flask, in equal intervals. The keenest ear might hear a cacophony of strange
sounds emanating from the vial. The strongest hand, try as it might, will be unable to open it…
This flask acts as an accessory. When in Warlock’s possession, it aids in their spell casting, allowing them to
cast more spells per day. The flask has six servings, each one corresponding to one spell level. The warlock is
therefore able to cast any combination of free spells, up to level 6, as there are measures in the flask, i.e. 6
level 1 spells or 2 level 3 spells or 1 level 6 spell, etc... When a spell is cast using the flask, an appropriate
amount of liquid disappears. The liquid returns at the start of a new day, as represented by a long rest.

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Rings

Twisted Ring of the Spriggan


The beautiful, translucent lady had gifted this strange ring to him many years before. Every day, he would hold
it gently in his palm and think about the love he held for her. How many times had its magic saved his life? He
could not tell, but certainly the woodland creatures he summoned using its power had more than once allowed
him to survive an encounter will the fell beings in this world.
Ring – Allows the wearer to Conjure Woodland Beings once per day and also Misty Step twice per day.

Band of the Satyr


Frederick retired early from adventuring after a successful journey deep into the Feywild. After a chance
meeting with a mischievous pixie and a game of chance, he found himself holding its most precious item. Upon
returning to the material plane, he opened a tavern, where his customers mysteriously became very regular
drinkers of his renowned wine reserves.
Ring. This non-descript gold band enables the wearer to magically create great tasting and intoxicating wine
3/day, by holding the glass or tumbler and whispering the magic words inscribed on the inner-side of the band:
“By the Satyr’s grace, a drink for thee”. Up to three liters of wine can be created upon each use. However, the
wine is very, very moreish…

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Weapons

Short Sword of Gorging


In the fray, Ericson unsheathed his sword, dodged a blow from the Hobgoblin and drove the point of his
weapon home. As the steel met that soft flesh, the sword grip melded with his hand, fusing with the skin and
raw, life-energy poured forth into him and out of his opponent.
Short Sword. 1d6+2 slashing weapon. This evil weapon sucks the life energy from the struck creature and
transfers it to the Warlock wielding it. The Warlock gains +2 to hit and +2 to damage with this short sword.
Once per day, upon a successful hit, the sword drains 1d6 constitution points from the creature struck and
delivers them to the wielder. These points are lost at the next long rest.

Harvest’s Edge
A scythe that often shows up in hushed folk tales, the Harvest’s Edge is a grim weapon, one that seeks to bind
itself to a wielder who carves a path of destruction. Many stories describe it as being found as a rusted, simple
farmer’s tool, all but with the faintest glimmer of magical power. Yet soon, if wielded by a violent enough hand,
the Harvest’s Edge regains its true power, as if it would use the souls of the fallen as its own sharpening stone.
War Scythe. 1d10 + 2 slashing damage. When this weapon yields to the will of the warlock, and they become
proficient in its use, regardless of their specializations. While wielding Harvest’s Edge, the Warlock uses their
charisma stat for attack and damage rolls. The warlock also gains an extra attack at level 5 (with an additional
extra attack at level 11 and 20, for up to 4 attacks per round).

Obsidian Nails
Gasping for breath after the long fight, Jerome quietly muttered a ‘thank you’ to his mysterious benefactor who
had gifted these talons. The ripped open faces of his enemies were a testament to their power.
Two sets of false obsidian nails, that once placed on the Warlocks fingernails, graft themselves seamlessly.
These two inch long talons can be used as a hand to hand combat weapon, 1d4 slashing, with +1 to hit and +2
damage and enable the wearer to have two attacks per round.

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Staff of Supremacy
As the elder mage entered the court, the supplicants chattered in scarcely hushed tones. Her walk was slow,
marred by years of gout and aging bones. Her robes were a size or two too long, betraying a body that no
longer enjoyed the comforts of food. As the mage reached the throne, the chatter turned to talk, and whispers
changed to open smirks. The elder one remained unmoved, and struck the marble floor sharply with her staff,
once for each of the fallen. There never was a room more silent.
Quarterstaff. 1d6 + 2 bludgeoning damage. Gain +2 AC, and immunity to fear, charm and sleep effects. By
rapping the staff on the ground, you gain +1 to intimidation checks.

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Miscellaneous

Dream Catcher of Katchaal Kalaab


When having a short rest underneath this worn and weathered dream catcher you have blasphemous
nightmares of a mind so large and abnormal that it spans the entire night sky. The stars have been vanquished
and no light falls. An oppressive silence reigns as you gaze ever upwards into the overwhelming darkness. Its
presence a testament to the miniscule nature of humanity and the pointlessness of human existence. Its hunger
an all consuming need driven by an alien desire.
Hanging Dream Catcher. User temporarily loses 4 Constitution until the next long rest, but regains all of their
spell slots.

The Feyglass Mirror


An ornate, hand-mirror, generously inscribed with wave-like patterns of silver. The Feyglass Mirror, despite its
beauty, is useless as a mirror – it only shows its subject in veiled, blurred patterns, surrounded by a strange
twilit wilderness. Some of its magic does seem to rub off though, granting its master the protection of its world
– and its attention.
While The Feyglass Mirror is within a character’s inventory, they gain a +3 AC against ranged attacks. At the
DM’s discretion, the mirror can be used to spy on the Feywild realm parallel to that of mirror’s wielder in the
prime material. Carrying it might also attract desired or undesired attention from various Feywild denizens.

The Leprechaun’s Promise


After picking the gold coin up from the ground, Dwellin the Bard felt suddenly lucky, his poor turn of luck in the
gambling den now seemed a distant memory. Perhaps he could become wealthy and loved.
They found his body next to the ditch, his neck broken by the fall. It seems he had skidded on some moss when
attempted to jump the stream.

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Coin – the Leprechaun’s Promise bestows both good and bad luck on the character holding the item. Every
time they try to get rid of it, it rematerializes in their money pouch.
In game terms, when a character attempts to do a skill check roll a D6, on a 1-3 this is done at Advantage, on a
4-6 it is done with Disadvantage.
Only a wish spell can separate the owner and the item, or by tricking a leprechaun into taking it back.

Memory Slug
The hallucinations fell from his eyes like leaves in autumn. The booming voice had offered him no choice; its
favors must be accepted. Then he felt its wetness, the weight of it and its tight grip behind his ear. What had he
gotten himself into?
Not technically a magic item, this is a creature in its own right. It provides a boon to a particularly fervent
Warlock follower. Sent from whatever dimension the patron lives, it crawls onto the Warlock and latches itself
just behind their ear, connecting itself to their brain. It then allows the Warlock an extra spell slot for each spell
level the Warlock is able to cast.

Ocarina of Hideous Murmurs


Surrounded, Ulric knew there was no choice in the matter. He withdrew the hideous clay device and blew down
its spout, attempting to play a tune, but all that emerged was a whisper that weaved around him like smoke.
The Kobolds, seeing their prey falter charged forward just as the hideous sound greeted their ears. They
collapsed screaming, blood frothing at their mouths and eyes, their hands trying block the sounds that caused
so much pain.
This clay instrument, when blown, produces an eerie whispering that only the Warlock can hear. All those with
a 50ft radius take 4d4 psychic damage, DC15 Wisdom save for half damage.

The Strange Pipes of Haal’ath


As he played the pipes, a shrill and hideous tune emerged, it grated upon the ears of his companions, but the
Grick, which was rearing to attack, started to sway, enraptured by the beautiful sounds it could hear.
The taunting wailing cacophony these pipes make when played charms nearby aberrations. 1/day DC14
Wisdom save to resist. Affects all aberrations within 30ft of the wielder.

Portal of the Stars


Atop the eerie mountain stood the gateway to another realm, out from which the unblinking eye stared, and all
those who looked back became in its thrall.
Made of twelve obsidian blocks with eerie, spidery runes carved deeply into their surfaces, this device acts as a
portal to the dimension of the Warlocks Patron and as an amplifier for their power. Who knows what horrors
will be released when this rift is open? The blocks are scattered around the known world, their power a
carefully kept secret. They’re hidden with guardians, protectors of the material realm from incursions from
beyond.

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Each block requires attuning to the Warlock who wishes to utilize their power. Once this has been completed
the Warlock gains one extra spell slot per block.
DM Note: This is potentially a game and world changing item, lending huge power to the Warlock who
assembles it. But, like all bargains for power, this Faustian situation could go very badly wrong for someone
who would summon such an alien mind into the prime material plane.

Tablets of Occult Lore


It is said that these twelve stone tablets were scattered around the realms of the deep south, in labyrinths
under the steaming jungles and arid deserts that abound in that region. Once together, they would give
startling power to the being who read them, for etched into their oily grey stone are the secrets of contacting
those entities that watch from beyond.
Twelve stone tablets inscribed with the blackest lore of the olden realms. Once read this eldritch knowledge is
scored into the readers mind forever, allowing them to reach new heights of power. Once the Warlock has
read and comprehended all twelve tablets (DM Note: this is entirely up to you how long this takes) they
automatically gain 1 level (they gain enough XP to take them 20% over their next level threshold), a +2 to their
Spell casting modifier, an extra invocation and the ability to directly contact their patron via a dangerous and
long ritual.
DM Note: A Warlock contacting its Patron could be a dangerous act, making such a being aware of your
presence allows for lots of storytelling hooks and opportunities.

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Tome of Infernal Punishments
A heavy, massive book, the Tome of Infernal Punishments features thousands of pages of infernal writing. It
concerns itself with the various offenses committed against the devils of the nine hells and their servants, with
millennia of offenders, their crimes, and the appropriate punishment. The book is difficult to read in the typical
manner though, as each time it is opened, or has a page turned, the lists change as well, turning to a whole
new array of sinners, traitors, and deal-breakers. The pattern, however, stays the same – offender – offense –
punishment.
Despite your lengthy travels, this might be one of the strangest things you have ever held. You probably should
not have it. There might be a devil committed to its retrieval, somewhere, at some point. And, definitely, there
is a devil roasting in an infernal pit, somewhere, at some point, for losing this priceless tome.
Tome. Only useable by those who can read Infernal. You can spend an action to flip through the tome, and
unleash a punishment on your target. Then, you must roll a d10 to determine the type of punishment:
1. Flames. The target is scorched for 1d8 fire damage, per book-holder level.
2. Entropy. The target is afflicted with a -6 penalty to all of their main stats (strength, dexterity,
constitution, intellect, wisdom, charisma) until the end of combat. A successful Wisdom save (at book-
holder’s spell DC) negates this effect.
3. Infamy. The target is assaulted by anxious thoughts. For the duration of the combat, all opponents
have advantage on their attack rolls against the target.
4. Indigestion. The target is poisoned, and will take 1d10 poison damage per round at the start of their
turn. This lasts until the end of combat.
5. Mockery. Three imps appear around the Tome of Infernal Punishments. They are hostile to all
surrounding creatures, and are placed under DM’s control.
6. Back-breaking labour. The target is knocked prone and takes 1d10 bludgeoning damage, unless they
make a successful Dexterity save (at book-holder’s spell DC).
7. Prejudice. A polymorph spell is cast at the target, as determined by the wielder of this tome.
8. Poverty. The target loses all of their equipped items, weapons and clothing, which are transported to
another plane of existence. The DM can exempt any item from being lost in this manner should they so
please.
9. Incarceration. The target is locked in their body, becoming paralyzed for one minute, unless they make
a successful Wisdom save (at the book-holder’s spell DC).
10. HELLFIRE! The target disappears from this plane, as their body is hurled through the lower planes,
suffering 10d10 psychic damage, unless it is a fiend. They return on the next round, in the space that
they previously occupied, or the nearest unoccupied space. For more details, consult the “Hurl through
Hell” spell from the Otherworldly Warlock patron choice.
DM Note: Contemplate the balance of your game, if you choose to introduce this tome. Perhaps it is best if its
use comes with a heavy cost, starting with the warlock taking psychic damage from reading its infernal pages,
and culminating with a high-ranking devil that seeks to eradicate the party, and return the tome to the lower
planes.

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Worms of Gholduul
He could not tell whether this was a gift or a curse. His insides writhed with their presence, but he gritted his
teeth, hoping that this discomfort would be worth the while.
The Worms of Gholduul are an inter-dimensional parasitical infection, sent by whatever strange beings live in
those inhospitable realms to grant a boon to a worshipper or warlock. Dehydrated worms have also been
found in several Warlocks’ homes, when invigorated with Eldritch magic they come alive and can be imbibed.
Once inside their host, they can live for many years, often outliving the host being. Upon being ingested, they
will grant to the Warlock +1 to all of their spell’s damage dice. However, like all parasites, they feed from the
host. Whilst infected the host loses 2 Constitution points. They can be removed with a Remove Curse or Wish
spell.

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