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Ridiculous and Impractical

Magic Items that are Fun

Volume Two

More magic items to confuse, vex, annoy, or pique the interest of


players that are taking their game too seriously. Also, some of them
are just plain goofy.

by ben boyarko

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of
the Coast. This material is 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.
Table of Contents
Arms and Armor......................................................................................................................................6
Glow-in-the-Dark Gauntlets......................................................................................................................6
Confetti Hand Crossbow............................................................................................................................6
Thorn Husk Helmet....................................................................................................................................6
Shield of Shame.........................................................................................................................................6
Split Personality Two-by-Four...................................................................................................................7
The Most Awesome and Powerful Sword of All Time ..............................................................................8
Dr. Crapulon's Can Opener of Doom.........................................................................................................8
Wondrous Items......................................................................................................................................11
The Cabbage of Health ............................................................................................................................11
Magnet Wand...........................................................................................................................................11
Ladle of Luxury........................................................................................................................................11
Juggling Pins of John the Dockhand........................................................................................................12
Snail Sail..................................................................................................................................................12
Gillywiggle's Good Time Snack Cakes....................................................................................................13
Frumpy Frank's Barbed Wire...................................................................................................................16
Lava Stone of Fal-Mi-Zar........................................................................................................................16
The Rutabaga of Ominous Foreboding....................................................................................................17
Glass Eye of Oration................................................................................................................................17
Ocarina of Evasion...................................................................................................................................17
Cousin Cody's Crazy Corn.......................................................................................................................18
Squirrel Pelt..............................................................................................................................................18
Towel of Sordid Tales..............................................................................................................................18
Frumpy Frank's Indelible Ink...................................................................................................................18
GillyWiggle's Best-Ever Hard Candies....................................................................................................18
That Fat Kid's Pink Scarf.........................................................................................................................20
Horseshoes of Doing Back-Flips.............................................................................................................21
Dr. Crapulon's Horn-Rimmed Glasses ....................................................................................................21
Frumpy Frank's Ice Cream Ball...............................................................................................................21
Very Impressive Bookshelf......................................................................................................................21
Stoneskin Sweater....................................................................................................................................22
Unearthly Quill........................................................................................................................................22
Fletcher's Larch Basket............................................................................................................................23
Tourmaline Tower....................................................................................................................................23
Adjustable Wrench...................................................................................................................................24
Traffic Cone.............................................................................................................................................24
Diplomat's Case of Surprising Credentials..............................................................................................24
Dental Tools.............................................................................................................................................25
GillyWiggle's Bodacious Bug Spray........................................................................................................25
Ant Tattoo.................................................................................................................................................26
Live Toad of Kalhala Swamp...................................................................................................................26
Byron the Bean Bag.................................................................................................................................27
Umbuku's Float Ring...............................................................................................................................28
Jubilee Jumper..........................................................................................................................................28
Jabber-Flap's Salt Cod of Perfect Pitch....................................................................................................28
Singing Potion..........................................................................................................................................29
Card Carrying Thieves' Guild Membership Card....................................................................................29
The Little Triceratops That Almost Could...............................................................................................29
The Jeweled Crab Brooch of Perpetual Low Back Pain..........................................................................29
Cursed Items...........................................................................................................................................31
The Corkscrew of Condemnation............................................................................................................31
Mirror of Self-Loathing...........................................................................................................................31
Shell of Surety..........................................................................................................................................32
Luffa of Indignation.................................................................................................................................32
Colander of Calamity...............................................................................................................................32
Sweaty Sweat-Man's Sweaty Sweat Band...............................................................................................33
Introduction
“No. Of course, this is a good idea.”
—Dr. Crapulon

Thanks for Reading


I was really impressed by just how
many people downloaded volume one of
these ridiculous and impractical magic
items. Thank you all.
I would never have believed that
anyone would actually be interested
enough to read even one page of this
weird stuff I make up.
SO here are some more magic items I
dug up. Again, some of these are from
20 years ago when I first started
playing D&D, some of them are new this
week. A couple of them were suggested
by my six year old son, and I fleshed
them out enough to make them playable.
We've got items in this volume that
range from the straight-up useless, to
the infuriatingly too powerful. And
sometimes they're even the same item.
And of course, Art Gillywiggle and
Frumpy Frank Przydatneski continue
their artificer's feud.

Shout out
Special thanks once again to Uri Long for his help on
the Live Toad of Kalhala Swamp, Frumpy Franks Ice
Cream Ball, and some of the random effects of
GillyWiggle's Bodacious Bug Spray.
55-56................................................Unearthly Quill
The Rando Table for 57-58..................................Fletcher's Larch Basket
59-60...........................................Tourmaline Tower
Volume 2 61-62.........................................Adjustable Wrench
63-64....................................................Traffic Cone
65-67.....Diplomat's Case of Surprising Credentials
68........................................................Dental Tools
69-71................GillyWiggle's Bodacious Bug Spray
01-02............................Glow-in-the-Dark Gauntlets
72............................................................Ant Tattoo
03-04.................................Confetti Hand Crossbow
73-76..........................Live Toad of Kalhala Swamp
05..............................................Thorn Husk Helmet
77-78.......................................Byron the Bean Bag
06..................................................Shield of Shame
79-80......................................Umbuku's Float Ring
07-09.........................Split Personality Two-by-Four
81-82...............................................Jubilee Jumper
10-11. .The Most Awesome and Powerful Sword of
83-84..........Jabber-Flap's Salt Cod of Perfect Pitch
All Time
85-86................................................Singing Potion
12...................Dr. Crapulon's Can Opener of Doom
87-88....Card Carrying Thieves' Guild Membership
13.......................................The Cabbage of Health
Card
14......................................................Magnet Wand
89.............The Little Triceratops That Almost Could
15-16...............................................Ladle of Luxury
90-91. The Jeweled Crab Brooch of Perpetual Low
17-18..............Juggling Pins of John the Dockhand
Back Pain
19-20........................................................Snail Sail
92........................The Corkscrew of Condemnation
21-23...........Gillywiggle's Good Time Snack Cakes
93-94....................................Mirror of Self-Loathing
24-26..........................Frumpy Frank's Barbed Wire
95-96................................................Shell of Surety
27-28................................Lava Stone of Fal-Mi-Zar
97..............................................Luffa of Indignation
29................The Rutabaga of Ominous Foreboding
98-99......................................Colander of Calamity
30............................................Glass Eye of Oration
100........Sweaty Sweat-Man's Sweaty Sweat Band
31-32.........................................Ocarina of Evasion
33-34.............................Cousin Cody's Crazy Corn
35.........................................................Squirrel Pelt
36-38.....................................Towel of Sordid Tales
39-41...........................Frumpy Frank's Indelible Ink
42-45............GillyWiggle's Best-Ever Hard Candies
46.....................................That Fat Kid's Pink Scarf
47..........................Horseshoes of Doing Back-Flips
48................Dr. Crapulon's Horn-Rimmed Glasses
49-51......................Frumpy Frank's Ice Cream Ball
52..................................Very Impressive Bookshelf
53-54..........................................Stoneskin Sweater
Arms and Armor
“Careful. You could lose an arm with Confetti Hand Crossbow
that thing.”
A hand crossbow, with decorative triangular patterns
“Are you kidding. It's a can opener.”
carved into the stock. Appears to be in good working
Clink, clink-crunch. order, and of finer construction and higher quality
material than the average hand crossbow.
“Ahhhhhhhhhh!”
“Told you.”
The Confetti Hand Crossbow works like a normal
—Overheard in a
hand crossbow, except that any bolt fired from it
crowded dungeon.
becomes a burst of colorful paper confetti upon
striking its target. No damage is dealt, although the

The Good Fight target finds themselves dazed for a moment on a


These arms and armor are not great. successful hit. Targets struck with bolts fired from
They're dangerous to use, don't
the Confetti Hand Crossbow lose either one action
function as expected, or are just pure
comic relief. While these weapons and or one bonus action for each bolt that strikes them.
armor are potentially usable by a
clever trickster rogue, they're If hit many times in a row, this number of lost
downright hilarious in the hands of an actions may carry through over multiple turns.
overly-serious barbarian.

Glow-in-the-Dark Gauntlets Thorn Husk Helmet


A pair of fine steel gauntlets, well oiled and in good The seed pod left over from the nut of a singular
condition. Narrow steel bands overlap to protect each magical tree, hidden somewhere in the Fey Wilds., the
finger individually, granting near full range of motion. Thorn Husk Helmet is just the right size to fit the head
Larger overlapping bands protect the back of the of most medium sized humanoid creatures. It's light
hand and the wrist, while the palm is made of thick brown in color, and thickly covered in fine, curved.
leather for a comfortable grip. reddish thorns.

+1 to AC.
+2 to AC
Whoever wears the Thorn Husk Helmet cannot be
Whoever puts on the Glow-in-the-Dark Gauntlets
fooled by Minor Illusion, although their helmet will
immediately discovers that they are able to will the
become stuck to any cloth or fur that it comes into
gauntlets to glow with an unearthly green light,
contact with, requiring the wearer to spend one
which extends about as far as the light of a candle.
turn carefully removing the helmet from whatever it
So long as the wearer is in a dark place and the
is stuck against (Dexterity check DC 12), or else
gauntlets are glowing, the wearer gets -1 to Stealth
becoming grappled by the head by the source of
attempts, but +1 to Perception checks based on
the cloth or fur.
sight.
When Undead are within 1000' of the wearer, the
gauntlets glow of their own volition, whether or not
they are being worn. The light of the gauntlets will
always attract any Undead that can see them
towards them.
Shield of Shame assistance will be revoked if at any time the bearer
A small bronze buckler, about 14 inches in diameter acts in a way inconsistent with their alignment, fails
with the life-like bas relief face of an ancient and
decrepit human woman with closed eyes and a to assist a party member when they have the
frustrated frown on the front. opportunity, or says anything negative about the
personality of the Shield. The shield will only barely
+2 to AC
open one eye, scowl at the bearer, and remain
Whoever intends to use the Shield of Shame must
silent until a formal apology is made and the initial
make a successful Charisma check (DC 15) before
Charisma check is repeated.
they can actually use this shield to defend
themselves. The face of the old woman on the
shield will open its eyelids suddenly, revealing all
black eyes, burning with darkness. A successful
Charisma check impresses the shield, and she
Split Personality Two-by-Four
agrees to let you carry her into battle. A failed
A milled piece of pine lumber, measuring 1 ½ inches,
check displeases the shield, and she unleashes a by 3 ½ inches, by 4 feet. It appears to have several
scratch marks and indentations along its length, and a
tirade of all the many reasons why she would
suspicious stain near one end that looks like dried
never agree to defend the player or character. blood.
Most of these reasons center around the
1d6+1 bludgeoning damage, +1 to hit
weakness, cruelty, or laziness of the person. The
The Split Personality Two-by-Four is for melee
shield, if displeased, will make its handle disappear
purposes a +1 club.
– negating any bonus to AC if any attempt to use it
Any character or monster with an intelligence of 8
is made.
or greater, who is struck with the Split Personality
If the shield agrees to be used in battle, its eyes
Two-by-Four, must make a Wisdom save (DC 12).
close, and it is silent until a melee encounter
On a successful save, damage is treated normally.
occurs. In melee, The Shield of Shame will wait
On a failed save, the character or monster
until the bearer is struck once, and then will open
becomes temporarily charmed, believing
its eyes again. It will target the attacker most likely
themselves to be someone else for 1d6+1 turns,
to damage the shield's bearer, and begin yelling
until they are reminded of their true identity, or until
loudly at them something along the lines of: “How
they are attacked.
dare you attack this wonderful person! What is
The nature of the split personality that the
wrong with you!” This will function as a Charm
character or monster takes on is determined by
spell, convincing that attacker to ignore the shield's
rolling a 1d12.
bearer as a target of attack for three turns if the
attacker cannot make a spell save (DC 14). The
shield will continue to do this every turn, until there
are no more attackers targeting the shield bearer.
The Shield of Shame will only provide this
assistance in combat so long as it stays impressed
with the actions of the shield bearer. This
Roll Personality
2d12 +10 piercing or slashing damage, +10
1 A puppy that wants to play fetch. to hit
The Most Awesome and Powerful Sword of All
2 A nine year old human girl name Sally
Time was crafted by ancient gods to slay evil and
who wants to go home.
abolish injustice and wickedness in the material
3 A very old halfling who can't remember plane.
their own name, and thinks that they Anytime it is used to strike a foe, that character or
have to harvest cabbages before it rains. monster is met with the overpowering good of the
4 A drunken human man, who is certain magic that makes up every fiber of the sword.
that you are an old friend whose name Characters or monsters that have sustained
he can't quite recall. damage from The Most Awesome and Powerful
Sword of All Time must make a Charisma saving
5 A fish.
throw (DC- the sword bearer's Charisma) or else
6 A beautiful butterfly just emerging from surrender, ever after promising to follow the sword
its cocoon. bearer's will and instructions in the eternal fight for
7 A gruff dwarven leather worker who good.
thinks that a random individual in the Slight hiccup... Any time anyone attempts to use
encounter has stolen their tools. The Most Awesome and Powerful Sword of All
Time in any combat situation, it disappears into a
8 A Thieves' Guild bruiser who believes
unique pocket dimension, where it cannot be
that you owe them 10,000 gold pieces.
located or retrieved in any way except by Wish.
9 A baby who believes you to be its
The sword will reappear in its bearer's possession
mother.
after all danger of combat has passed.
10 A giddy teenager who has just won a Even if the sword is retrieved by use of Wish, it will
beauty pageant. disappear again the moment anyone attempts to
use it in combat.
11 A very grateful and teary-eyed wizard
who thinks you have just found and
returned their lost cat.
Dr. Crapulon's Can Opener of
12 Elvis Presley. Doom
A small, hand-held metal can opener, with a hand
The Most Awesome and crank, a 2 inch gap between its oddly shiny jaws,
and two, parallel, comfy gripped handles. It was
Powerful Sword of All Time originally made for opening a specialty metal can
A majestic longsword, gleaming polished steel, with that those in-the-know will say was once quite
gold inlay of braided celtic weave patterns, joining popular in a far flung city, before they learned that
together to form an intricately wrought hilt, fashioned ceramic crockware was so healthful.
to look like golden vines coiling together around a
gigantic ruby set into the pommel. The sword glows 1d6 + 4 slashing or bludgeoning damage, -3
with a golden light, and the faint sound of a celestial to hit.
choir echoes all around when it is lifted up. Although this item is not particularly useful for its
original intended use, it has proven capable of re- Roll Effect
purposing.
1 Sparks fly, doing no damage.
Any piece of metal that can be worked into the 2
inch gap between the can opener's tiny blades will 2 An oddly smelling black oil wells up from

be rapidly sliced into fine razor-sharp ribbons as wherever the can opener struck, creating

this device begins to move under its own power. difficult terrain as per the Grease spell on

Just turn the crank to activate. the 5 foot square area where the hit

The can opener can demolish a 10x10 foot area of occurred.

metal up to 2 inches thick per turn that it operates. 3 The can opener flies from its user's hand,
It can be stopped by force by grabbing the and begins bouncing around the room,
handles, although doing so requires a Strength dealing 1d6+4 damage to the intended
check (DC 15), taking 2d6 slicing damage on a target, plus one other random target
failed save, or half as much on a successful save. present in the encounter.
Otherwise the can opener will keep cutting until the
4 A horrible screeching sound emanates
object or any metal that is contiguous with it is
from the contact between the can opener
demolished.
and whatever metal it struck, dealing 1d4
Dr. Crapulon's Can Opener of Doom must be used
thunder damage within a 10' radius area.
as a two handed weapon to have this effect.
The ribbons of metal fall to the ground, and 5 A circular hole is cut into the metal,

become difficult terrain, where anyone passing spilling forth about 10 gallons of a chunky

through their space must take 1d6 slashing red substance from a pocket dimension.

damage on a failed Dexterity save or if they do not Upon investigation, this substance turns

slow to half speed. out to be pickled beets that are quite

Additionally, if the metal that the the can opener good.

slices up is magical in any way, a small explosion 6 The can opener flips up into the air,
dealing 2d10 damage of a type appropriate to the comically closing its handles on the nose
magical metal being destroyed engulfs a 20' of the intended target, then opening
spherical area centered on the can opener. again, withdrawing, and poking its two
Dr Crapulon's Can Opener of Doom can also be handles into the target's eyes, dealing
used as a melee weapon – without the whole 1d6+4 additional damage, and blinding
'actually getting someone's armor wedged into the the target for one turn.
business end of it' thing.
7 The can opener flies from its user's hand,
Wielded like a very short and oddly shaped club,
and selects the largest metallic object in
the can opener still does damage, with unintended
the room. It then begins to work in its
magical effects so long as the can opener strikes
intended fashion on that object.
some kind of metal. These magical side effects do
8 The can opener flies from the user's
not occur if the can opener strikes wood, stone,
hand, and seeks out a random piece of
flesh, bone, or any other material.
metal on the user's person to cut up,
dealing 1d6 damage to the user in the 11 The can opener explodes, dealing 2d10
process. fire damage + 2d10 slashing damage in a
20' radius. It no longer exists.
9 The can opener flies through the air,
ricocheting wildly off any walls, ceilings or 12 The can opener vanishes from your hand,
objects which it possibly can bounce off replaced by a live duck wearing a string
of, all the while throwing sparks and of very shiny beads around its neck. The
making a loud squeaking noise. Every beads are worth 10 GP, and the duck is
player or creature that does not succeed probably worth something as well. The
on a Wisdom save (DC 10) is distracted can opener reappears, buried in your
by this performance for one turn. belongings one day later.

10 The can opener somehow erupts in


flames, trailing black smoke and making a
popping noise. This deals an additional
1d4 fire damage to both the target and
the user, and the can opener cannot be
used again until it is thoroughly cleaned.
Wondrous Items
“It's the most amazing thing! Did you
The cabbage contains 2d20 possible bites.
see that? Patient 957's face
tentacles just figured out the cell's
combination lock all on their own.
Oh. Also, we should probably be
Magnet Wand
running for our lives right now.” A thin metal bar, about ¼ inch thick, and 1 foot in
length, one end of which has been wrapped in a
—Arthur Gillywiggle
leather thong to form a rudimentary handle.

Whoever holds the magnet wand may use it to


Useful or Not? locate a random material. Tapping the magnet
The big question with a lot of these
wand against any solid material will activate the
wondrous items is whether or not
they're even worth it for the PC's to wand, creating a weak magnetic pull towards any
keep them. They have some wonderful –
some might even say wondrous – significant amount of a random material within
properties. They might turn out to be 1000 feet of the user. Roll to see what the Magnet
very useful. But most of them are kind
of just a pain in the ass, too. Wand pulls the user towards. If there is no source

So there's that. of the material rolled, the Magnet Wand simply


shakes from side to side for about one second.

Roll Material
The Cabbage of Health
A large cabbage, which appears to have been 01-10 Whatever material the magnet wand
harvested several weeks ago. It's aging poorly, and has was tapped against.
soft, squishy leaves, and a very pungent unpleasant
aroma. 11-13 Steel

14 Silver
Eating a single bite of the Cabbage of Health will
15-17 Gold
heal you 2d6+4 hp. But it's so gross that you won't
even be able to take a single bite without 18 Gemstones

succeeding on a Constitution save (DC 15). Each 19 Water


successive bite you take gets more difficult- (DC
20 Hostile Monsters
20 for a second bite, DC 25 for a third bite, and so
on). This challenge continues to increase in
difficulty whether or not you succeed in taking a
Ladle of Luxury
bite of the cabbage, and does not ever decrease
A copper soup ladle, holding about 6 ounces of liquid
due to the passage of time. when full, with intricate jewel and spark patterned
On a failed save, you vomit from the sheer designs on the handle. The ladle appears to be brightly
polished, and will not corrode or dull in luster as
yuckiness of the Cabbage of Health, and cannot normal copper would.
attempt to eat it any more that day.
Goblins and goblinoids are immune to the The Ladle of Luxury requires an attunement period
yuckiness of The Cabbage of Health, and of one short rest before its magical properties can
automatically succeed on this check every time. be used.
To use the Ladle of Luxury, draw a circle in the air the Juggling Pins of John the Dockhand to send a
with the bowl end of the ladle, then dip the ladle message as if by Message to all individuals within
into this circle. The bowl end of the ladle will visual range (up to 1000' away on a clear day) who
disappear as it passes through this circle. When are able to see color. Though the viewer cannot
the ladle is removed, it will be filled with 3d12, explain why, they understand completely what
bright, clear rhinestones, in an assortment of message is being communicated.
faceted rectangle, oval, and round cabochons. The original owner, John the Dockhand, used to
These are about 1 inch wide, and appear to be use these Juggling Pins to convey messages to
worth about 10 GP each. distant ships.
The Ladle of Luxury Rhinestones are not what they Unfortunately, messages sent in this manner
appear, however. While they do not interact with cannot be coded. The intended meaning of the
each other at all, they adhere permanently to the message, not the code or exact phrasing of the
first non-magical, non-living substance they touch, message, is what is conveyed. So John the
flipping themselves so that the flat side of the Dockhand's smuggling career ended early, and he
cabochon sticks to whatever material they have no longer has legal access to his Juggling Pins.
encountered. The players' or characters' gear,
tools, equipment, and clothing will soon become Snail Sail
completely covered in these brightly sparkling low- A single leather bracer, with the image of a snail shell
embossed on it.
value gemstones. While the gems themselves
appear to be valuable, any object adorned with
them appears overly gaudy and slightly off. Though Can only be worn by characters with a strength of
items with Ladle of Luxury Rhinestones on them 12 or greater.
will not be devalued by having the rhinestones, Whoever puts on the Snail Sail will not be able to
their value will not be increased either. remove it without casting Remove Curse first.
Additionally, anyone wearing or carrying items that Wearing the Snail Sail has two unfortunate effects.
have Ladle of Luxury Rhinestones visible on their The wearer must take a 4 point penalty to every
surface will get a -1 to any Stealth check. The initiative roll they make. And the wearer's normal
rhinestones can only be removed by casting movement speed decreases by 5 feet per turn.
Remove Curse, at which point they evaporate into On the positive side, whenever the wearer is under
steam, leaving a barely visible scar the shape of attack, the snail emblem unfolds rapidly to form a
their outline. magical shield on that arm, which adds +4 to their
Armor Class while the snail is engaged. If the
Juggling Pins of John the player ever drops below 5 hit points, the snail shell
Dockhand grows thickly around their entire body, raising their
A set of three brightly colored juggling pins. A thin armor class to 25, and granting resistance to
wooden baton, slightly thicker and heavier at one end,
piercing slashing and bludgeoning damage from
and decorated with grooves and painted stripes.
any source. If the player dies, the shell retracts
Any person who is able to successfully juggle and the Snail Sail bracer falls off.
these pins (Dexterity check DC 17), is able to use Should the wearer ever find themselves aboard a
raft, boat, or on water in which they do not wish to of tree bark, crushed ants, extra-planar sea
swim, the Snail Sail will engage again. If onboard a sponges, and sugar looks and tastes remarkably
boat, the Snail emblem will grow to the largest like food, and contains enough calories to keep
proportions that the wearer can comfortably hold, most non-meat-dependent races going for a little
and catch the wind, adding + 5 feet per turn in while. You will be hungry again in an hour no
movement speed to the vessel for each strength matter what. Roll to determine magical effect.
point above 12 that the wearer has (minimum +5
feet per turn). If the wearer is in water in which they Roll Effect
do not wish to swim, the snail grows to Huge
01-03 Your stomach hurts very badly, and
proportions, creating a boat (which the wearer is
you lose the next three turns to
not-too-uncomfortably fused to by the forearm). A
explosive diarrhea. You can hold it
large protuberance of the snail shell acts as a sail,
each turn on a successful Constitution
and the wearer finds that the can easily steer
save (DC 12), but have disadvantage
(Dexterity check DC 10) by leaning their weight
on any other rolls made in that turn.
from side to side.
03-07 Your head itches slightly. Next turn you
Gillywiggle's Good Time Snack sprout a pair of very sensitive
Cakes antennae, providing you with +4 to
A paper box, containing one dozen small cakes, Perception checks. These antennae
individually wrapped in brown waxed paper. The fall off in 24 hours, but mild itching
cakes themselves are sweet, moist, and oddly unable to
deteriorate as normal food would. The top of the box remains for 2d4 days afterwards.
shows an illustration of a small snack cake.
“GillyWiggle's Good Time Snack Cakes” is written in 08-11 Though your alignment does not
large cursive letters across the top of the box. The change, your personality does. You get
following text is written in small print below the
picture: “GillyWiggle's Good Time Snack Cakes are very grumpy and unpleasant to be
sure to pick you up during your darkest moments. around. Anything you say or do comes
Adventuring life can be hard, and you deserve a
snack... a snack cake that is! Delicious, and sure to put off wrong, and you get a -2 to all
a little pep in your step- GillyWiggle's Good Time Charisma checks for 24 hours.
Snack Cakes are sure to give you the edge you need to
get back out into that cursed dungeon, enchanted 12-17 Your body begins to glow with a soft
forest, or haunted castle, and triumph! Now made
with 'real food,' GillyWiggle's Good Time Snack Cakes green light, functioning as a Light spell.
will also provide just enough calories to technically This effect lasts for 24 hours.
avoid the accumulated exhaustion of constant
adventuring. And they aren't even poisonous or 18-23 You feel very energetic. Your
anything!”
movement speed doubles, you gain +2

GillyWiggle's Good Time Snack Cakes can be to AC, have advantage on Dexterity

eaten to engage various, temporary, random, checks, and are able to take one extra

magical effects. They also technically count as action per turn – as per the Haste spell.

rations, even though they contain negligible This effect lasts for 1 minute, followed

amounts of actual food. The magical combination by a wave of lethargy during which you
may not take any action.
24-30 You suddenly feel very sleepy, and time. You are magically able to chew
have disadvantage on every ability and digest these and any other items
check you attempt, though you also you may attempt to eat – the only
inexplicably cause a severe electrical limitation is what will fit into your
shock to every hostile source around mouth. Your bite is so magically
you, dealing 2d8 lightning damage to enhanced that even dragonscales,
any hostile character or monster who adamantine, diamond, or other
ends their turn within 10 feet of you, as notoriously tough materials are not
well as any traps, known or hidden immune to the power of your teeth.
within 10 feet of you. Your bite now deals up to 4d10
damage, though you do not gain
31-34 You skip instead of walking, adding 10
proficiency with this as an attack.
feet per turn to your movement speed,
but making you unable to slow to half 49-50 You cough, wheeze, and cough up a
speed if you happen to pass through stream of 2d12 poisonous snakes, who
difficult terrain. act according to your will for 3 turns
before disappearing.
35-39 You can't stop smiling. So much so that
your face begins to hurt, and a beam of 51-54 You sneeze, and the sneeze is so
radiant energy shines out of your face powerful that its effects match the Gust
in a 15' cone, dealing 4d8 radiant of Wind spell.
damage. Flammable objects not being
55-58 Your eyes begin to itch, and you must
worn or carried in this area burst into
spend one action rubbing them. After
flames. Any player or creature in the
this, you are able to see in magical
path of this cone may make a Dexterity
darkness for 24 hours.
saving throw to take half damage.
59-60 You quickly develop a rash that
40-44 You burp once, and then are subject to
spreads all over your body. For the
the effects of the spell Gaseous Form
next 24 hours, or until Remove Curse
for 10 turns. Your equipment and
is cast, any flammable object that you
possessions become gaseous along
touch bursts into flames, though
with you.
equipment that you wore or carried
45-48 You become ravenously hungry. You when you ate the snack cake is spared
are able to not eat whatever you see this fate. All your attacks also do an
on a successful Wisdom save (DC 15). additional 2d6 fire damage.
On a failed save, you eat the first non-
61-62 You become immune to all types of
living thing you see. Your new appetite
damage for three turns, after this
applies to both foods and non-foods.
period, you may choose one type of
Rocks, leather, wood, etc. all seem like
damage. You remain immune to the
perfectly viable foods to you at this
selected type of damage for 24 hours.
63-65 You regain all your hit points, and heal 82-85 On your next turn, everyone thinks that
2d8 hit points on the first player or anything you say, or any action you
creature that you touch. take, is a very funny joke. Anyone who
can see or hear you laughs loudly,
66-69 Your feet begin to itch, and you must
maniacally, and uncontrollably in
remove any shoes or boots you are
response. No one will follow any
wearing. Your toes each grow another
instruction you give, or attempt to
miniature full set of toes. All terrain is
dodge, attack you, or help you during
now difficult terrain for you, though you
your next turn.
gain tremorsense within 120'. These
effects last for 24 hours. 86-89 Your vision dims, and you become
both invisible, and intangible. You can
70-73 You fart very loudly, creating a Stinking
see no further than 30' in any direction.
Cloud which begins in an area directly
You are also able to see 30' into the
behind you. If you succeed on a
astral plane. Though you are able to
Constitution save (DC 15) you may
pass through objects in the material
turn your body to aim this effect as you
plane, you can now interact with
choose.
objects in the astral plane. Any
74-75 This snack cake is banana flavored,
equipment worn or carried at the time
but has absolutely no magical
you ate the snack cake also becomes
properties whatsoever.
invisible and immaterial. You cannot
76-77 You gasp for breath as your throat impact or effect the material plane
starts to close up. It feels like you are through your body or your weapons,
unable to breathe in any air, and if you though your voice and any spells cast
fail a Wisdom check (DC 15), you still work in the material plane. You
spend your next action freaking out regain your normal material form after
about this. On a successful check, or 10 turns. If you rematerialize inside an
after your freak out, you will realize that object, player, or creature, both you
you do not need to breathe air and the object, player, or creature take
anymore. You can still talk normally, 2d10 force damage, and you choose
but are able to hold your breath an adjacent open space to occupy.
indefinitely. This effect lasts for 24
90-92 You think you hear music in the
hours.
distance, a song you know but can't
78-81 You begin to sweat profusely, and the remember the words to. This music
sweat accumulates in a puddle in any cannot be confirmed by anyone else.
space in which you stand or sit for one
93-95 You intuitively know one weakness of
full turn, making a 5' square area very
the next hostile character or monster
slippery, as per the Grease spell. You
you face.
also take -2 to any attempt at climbing.
96-98 The Snack Cake you have bitten into intended configuration requires a successful

contains several small pebbles, which Strength check (DC 14). Failed checks don't just

when spat out turn into 2d6 magic fail to get the wire where you want, but also deal

missiles (dealing 1d4+1 damage each), 1d4 piercing damage.

aimed at a target of your choice. If the Once it is in place though, any area that the wire

pebbles are swallowed, you will, at a spans between two magically activated

random time in the next 24 hours connections will function as a vertical Wall of Force

chosen by the DM, fart out 2d6 magic 10 feet in height.

missiles, aimed by the DM. These will Additionally, whenever any character or monster

ruin your pants. attempts to pass through, or even enters within


one foot of the magical wall that the wire creates,
99-100 You begin to sweat a slightly acidic
one of three things will happen.
sweat for 2d12 turns, dealing 1d4 acid
1- A strong electrical shock emanates from the
damage on contact with any non-
copper barbs, dealing 2d12 lightning damage to
mineral character, creature, or object,
the approaching character or monster.
and ruining any cloth or leather
2- The approaching character or monster is
equipment that you are wearing or
repelled, and thrown back 10 feet from the wire,
carrying, including your clothes.
while a grating voice emanating from the wire
taunts them, saying: “You messed with the wrong
wire, punk!”
Frumpy Frank's Barbed Wire
3- The approaching character or monster is able to
A spool of two-strand twisted galvanized steel wire,
with sharpened copper barbs spaced every foot or so pass through the area normally protected by the
along its length. The spool weighs about 100 pounds, wire with no difficulty whatsoever, and also gains
and when extended, it reaches about 200 feet. Once it's
initially extended, the wire proves unpliable and +4 Strength for the next minute.
difficult to control. Re-spooling it is nearly impossible.
A small red button can be found at the end of the
Upon close investigation the spool of wire has
wire inside the coil. Pressing it does absolutely
instructions printed on a small metal tag: “For safe
nothing. The wire can only be recoiled on a
fencing, choose Frumpy Frank's Discount
successful Strength check (DC 35), and the
Agricultural Supply, an Imprint of Frumpy Frank's
process takes three hours to complete. On a failed
All Purpose Magical Solutions Inc. Simply connect
save, the recoiling process deals 2d6 damage to
Frumpy Frank's Barbed Wire to a tree, building, or
each person within 10 feet of the end of the wire
large rock by placing the wire against the object
which is being coiled.
and saying the magic words – “Art GillyWiggle is a
dumb jerk.” Use this amazing wire to fence off any
Lava Stone of Fal-Mi-Zar
sized area you want. And removing Frumpy Franks
An oval shaped brown porous rock with a rough
Barbed wire is a snap, with our new Instant Recoil surface pocked by hundreds of tiny holes.
button found at one end of the wire.” Holding this stone in hand, a player or character
Actually arranging the wire into a useful or may use one action to point at any area of normal
non-magical earth and summon forth a 5 foot by 5 The Rutabaga of Ominous
foot area of lava, 3 inches deep, which rapidly Foreboding
begins to cool to the ambient temperature of the A fresh rutabaga, which appears and smells
appetizing.
area over the next three turns. This area may be in
any space of non-magical earth, up to 60 feet If any part of the Rutabaga of Ominous Foreboding
away. Any character or monster who passes is consumed, either plain, or cooked with any
through, ends, or begins their turn in this square of combination of other foods, it has strong effect on
lava takes 2d6 fire damage. Targets may make a all who consume it.
Dexterity save for half damage to jump away from After eating the Rutabaga of Ominous Foreboding,
the lava into an adjacent space. Flammable each person who ate even one bite must succeed
objects that are not being worn or carried in this on a Wisdom save (DC 25) each turn for 10 turns,
area burst into flames, and are consumed by the or spend the next turn fleeing in fear from anything
lava if not extinguished during the first turn. By the or anyone who approaches or attempts to speak to
end of the third turn, the lava has solidified to a them. On a successful save, the person will be
rough, hardened stone slab, still quite hot to the afraid, lose any bonus actions they could normally
touch, but dealing no further damage. take on their turn, and startle easily, but will retain
On the downside, the Lava Stone of Fal-Mi-Zar control of their actions otherwise. This state
grows incredibly hot during the first turn of this continues every turn until the Wisdom save is
action, dealing 1d6 fire damage to the user. It also successful.
becomes not-quite-liquid, and requires a Dexterity
check (DC 15) to maintain a grip on the stone. If Glass Eye of Oration
the stone is dropped (on a failed save) the 5 foot A realistic glass replica of a human eye, which may be
by 5 foot square underneath the user of the Lava worn by any person missing a natural eye. The iris of
this eye is a warm brown color.
Stone also becomes lava with the same rules. The
user does not get the opportunity to make a further Any person who wears the Glass Eye of Oration
Dexterity save for half damage. gains advantage on any attempt to captivate the
If the area where the user of the Lava Stone is attention of another person with their voice. This
standing is any other type of ground than normal applies to any Charisma based skill check which
non-magical earth, then the lava cools very quickly, involves some element of voice- Persuasion,
encasing the feet, shoes, or boots of the player or deception, intimidation, bardic abilities such as
character in the hot stone after damage is dealt. Song of Rest or Bardic Inspiration, as well as
This requires either a Strength check (DC 18), Charisma based spell checks that involve any
loosing the shoes or boots, or breaking the stone verbal component.
with a weapon or tool (AC 16, 30 hit points) to free
the player's feet.
Whether in hand, or on the ground, in the following Ocarina of Evasion
turn after the lava is summoned, the Lava Stone Of A white clay ocarina, which is capable of playing three
Fal-Mi-Zar returns to its original shape and off-tune notes.

temperature.
fastened to a leather thong so that it can be worn like
Playing this instrument always sounds extremely
a neckerchief.
bad, even to the person playing it. Even with the
use of advanced skill in wind instruments, even Anyone who wears the Squirrel Pelt finds that they
with advanced skill in playing an ocarina, this one are able to speak to and understand squirrels.
just sounds terrible. Only bards are reliably able to Squirrels don't necessarily have anything important
ignore the sound of this instrument without to say, but they do have a lot to say about acorns,
consequences. All other players and characters nuts, and where they might have hidden or could
must succeed on a Wisdom save (DC 20) to ignore hide acorns and other nuts.
the terrible sound of this ocarina. The wearer of the Squirrel Pelt also gains +1 to
Playing it for any longer than a few notes causes any Athletics check, and +2 to any Athletics check
anyone listening to move 5 feet away during every related to climbing.
turn that they successfully ignore the sound. If a
person has not been able to ignore the sound of
the ocarina, they move a minimum of 15 feet away Towel of Sordid Tales
from the sound. A light blue terrycloth towel, clean, and folded.
Bards may ignore the sound automatically without
Whoever wears or carries this towel has a strange
rolling, and are not required to flee. It is assumed
effect on other players and NPCs. Other players
that all bards have had to endure very bad music
and NPCs, the first time they see the player
at some time in their experience, and so are not
carrying the Towel of Sordid Tales must succeed
effected the same way as other characters.
on a Charisma check (DC 18) or else
spontaneously tell the character the least desirable
or most embarrassing thing that they can
Cousin Cody's Crazy Corn
remember doing. This happens only once for each
A cloth bag filled with about 1 pound of dried corn.
player or character, once per day in which they see
Anyone who eats Cousin Cody's Crazy Corn must the person carrying or wearing the Towel of Sordid
make a Constitution save (DC 25). On a failed Tales.
save, the eater becomes delirious, laughs wildly at While the nature of the spontaneously shared tale
anything, and begins walking in a random differs from person to person, it will always be
direction, quickly becoming lost. This effect lasts something that the sharer would rather the towel
for 10 turns. On a successful save, the eater gets bearer did not know.
bad gas, and is mildly uncomfortable for 10 turns. For a good aligned character, it may be the one
Characters and players who are immune or time that they stole something, or hurt someone
resistant to poison automatically succeed on this who did not deserve it. For an evil aligned
save. character, it may be a story about a time when they
showed weakness or caring though they didn't
intend to.
Squirrel Pelt
The tanned hide of a squirrel, nicely finished, and
Frumpy Frank's Indelible Ink over near that portal to the elemental chaos were all
those giant, sentient, soul-eating earwigs keep
A small glass bottle of black ink. A paper label on the popping up to enslave humanity.”
ink identifies it as Frumpy Frank's Indelible ink.

Writing or drawing anything on any surface with In the package are 2d12 hard candies. Eating

this ink will have one of three effects, each lasting these candies activates random, temporary,

for 10 turns: magical properties. Also they do taste great, but

1- Even a single drop of ink, applied to any with an odd waxy aftertaste. All effects last for one

surface, creates an area of magical darkness hour. Roll to determine effects.

extending to a sphere with a 60 foot radius.


2- Even a single drop of ink, applied to any Roll Effects
surface, begins to flow into thick rivulets, branching 01-10 You find that every time you try to
and spreading in all directions in a complex vine- speak, you are only able to say the
like pattern. These vines take on a third dimension, word “Watermelon,” Though you may
become tangible, and act according to your will. say it with any inflection you wish.
They can reach up to 30' away from your location,
11-14 You find that you have a unique
and can manipulate up to 10 objects, or grapple up
sensitivity to sunlight, taking 1 radiant
to 8 medium sized creatures unless they beat a
damage for every turn you spend in
Strength check (DC 14).
direct sunlight.
3- Even a single drop of ink, applied to any
surface, casts Hunger of Hadar, with a 30' radius, 15-20 Over the next three turns, you grow to
centered on your location. two times you normal size, your
strength increasing by +4, and your hit
GillyWiggle's Best-Ever Hard points doubling. Equipment worn or
Candies carried does not transform with you.
A small paper package of hard candies, individually Make a Dexterity save (DC 12) each
wrapped in brightly colored foil wrappers. Yellow
turn. If you succeed on any of these
wrappers for butterscotch, red for strawberry, and
black wrappers for anise flavor. The package also has saves, you manage to get out of your
the following text on the back: “GillyWiggle's Best-
gear before the force of your
Ever Hard Candies. Everyone needs a little sweet treat
once in a while, so refresh yourself with the taste of transformation rips it apart.
GillyWiggle's! Now in three flavors to bring you all the
satisfaction of home, no matter where you find 21-26 You sprout 36 face tentacles, all
yourself. Made with 100% certified* fair-trade, protruding from where your lips used to
organic ingredients, these are treats you can feel good
about. No matter what they're made of- and it's be. These wriggle and writhe,
definitely not earwig honey- these candies taste great, seemingly of their own volition, and
give you magic powers, and have an almost negligible
catastrophic failure rate. You'll be enjoying these have some sensory properties that you
delicious and helpful candies every day. For the great can experience but never explain. They
taste that will probably not kill you- it has to be
GillyWiggle's” give you a +2 to any attempt at
Looking more closely at the package reveals tiny print Investigation.
near the bottom which says: “* –certified by this shady
guy with mandibles that we met down by the bridge, 27-31 Your hair grows quickly to extreme
length, collecting in piles around you on 70-74 You gain 2d6 temporary hit points.
the floor. It then levitates in the air
75 Your arms grow incredibly long, adding
around you, and acts as separate
10' to your reach, but making you
appendages, capable of grabbing,
unable to reach your own face or body.
grappling, and assisting you in
76-78 You Polymorph into a Tyrannosaurus
climbing, holding, carrying, or any
Rex. All equipment worn or carried
activity for which you could normally
changes with you, though you will be
use hands. You are able to use your
unable to use it until you transform
magic levitating locks to take one extra
back.
bonus action each turn, and to give you
+2 towards any attempt for which your 79 You become completely blind in the
hair acts as an extra pair of hands. At material plane, but are able to see
the end of the hour, your hair all falls normally into the astral plane.
off, leaving you bald. 80-83 You can climb at your normal walking
32-34 Either the top half or the bottom half of speed without the use of your hands,
your body becomes invisible, and as if with Spider Climb, except that if
remains invisible even if you move, you are ever not upside down, you
speak, attack, or are attacked. +2 to become very dizzy, and must turn
stealth. upside down in order to reorient
yourself.
35-39 Your skin takes on the color and
texture of your surroundings. +3 to 84-87 You become very sluggish and slow,
stealth. reducing your movement speed by ½.
The ground where you have passed
40-59 Your skin becomes bright aquamarine
ripples in your wake, becoming difficult
in color, with magenta stripes. -3 to
terrain.
stealth (unless you happen to be in an
aquamarine and magenta striped 88-89 A large pair of insectoid wings grows
environment, in that unlikely instance, out of your back, and you become able
you would gain+3 to stealth). to fly at a speed of 20' per turn.

60-65 Your body becomes extremely soft and 90-92 A swarm of bats erupts from any
squishy, and you find that you can pockets or openings in your clothes,
effortlessly fit through any space 1” or acting according to your instructions.
larger. 93-94 Each time you deal damage, you may
66-69 You heal 2d6 hit points, this healing instead choose to take the total as an
remains even when the 1 hour period addition to your hit points.
has passed unless the hit points are 95-96 The ground around you becomes soft
lost normally. and spongy, and you find that you and
only you are able to use any normal dissipates. The horse gains +4 Dexterity, +2

non-magical ground as a trampoline, Intelligence, is able to speak common, and

adding 10' to a vertical jump, and becomes capable of doing a back-flip through mid-

receiving no damage from falls. air without performing an ability check.. The horse
will still have whatever training it had previously. If
97-98 Your hands transform into two metallic
it was a riding horse or a draft horse, it will still
hooks, making you unable to use or
consent to being ridden or pulling plows, carts, or
manipulate objects.
carriages. If it was a wild horse, or in any other way
99-100 You experience an intense craving for not trained, it will now balk at receiving further
sardines, but otherwise, nothing training. The horse will make up its own mind how
happens. to use its new abilities. As a general rule, if the
horse was treated well by the PC or NPC who
That Fat Kid's Pink Scarf owned it, it will become a cooperative helper. If the
A pink scarf of very soft wool, IT is slightly warm to horse was ridden too hard, not fed or watered, or
the touch, and the material is wonderfully soft and
comfortable. otherwise mistreated, it will become less
cooperative.
That Fat Kid's Pink Scarf keeps you warm in cold
weather. While wearing this scarf, your Dr. Crapulon's Horn-Rimmed
appearance is also changed to look like a very fat Glasses
human child of about 10 years old, as if by disguise A pair of horn-rimmed glasses, brown mottled frames
surrounding exceptionally clear lenses.
self. You have the ability to alter the disguise a little
if you know any illusion magic of any type (Spells
When worn, these glasses alter the wearer's sight
from the School of Illusion). You will be able to
so that they have visual access to any
change the appearance to look like any specific fat
measurement of anything they can see. In practical
human child, but will not be able to alter these
terms, this gives the player +2 to any attempt
basic characteristics of the scarf's disguise.
involving aim, and +2 to any Insight or Perception
check that can reasonably related to a
Horseshoes of Doing Back-
measurement. It also allows the wearer to know
Flips
the number of remaining hit points, spell slots, or
A set of four iron horseshoes, appearing fairly normal,
but of fine quality. ability score modifier of any player character or
monster.
When these horseshoes are put onto a horse by a Wearing Dr. Crapulon's Horn-Rimed Glasses for
ferrier, or any player or character able to properly more than one turn begins to give the wearer a
shoe a horse, their magical nature becomes headache. For each turn beyond the first, the
evident. As each shoe is fastened to the horse's wearer must succeed on a Constitution check (DC
feet, it begins to glow a soft blue color. When the 15) or else take 1 cumulative psychic damage. So
last nail is driven through the last shoe, a bright on the first failed save, the wearer would take 1
flash of light shines from all four shoes, and then psychic damage, but on the fifteenth failed save,
the wearer would take 15 psychic damage. owner told them. But they will continue to believe it
as long as they see the bookshelf even once within
Frumpy Frank's Ice Cream Ball that 24 hour period.
A round metal ball with a hinge on one side, and a
decorative latch on the other, about 10” in diameter.
Stoneskin Sweater
A very nice looking red wool sweater.
If Frumpy Frank's Ice Cream Ball is rolled in the
hands or on the ground for at least one turn, then
When first worn, this sweater is incredibly itchy.
the next time it is opened, it will contain about 1
The wearer must succeed on a Constitution save
quart of fresh ice cream of one of three flavors.
each turn or need to remove the sweater. The first
1- Chocolate ice cream. Dark brown in color, and
turn, this Constitution save is fairly difficult (DC 15),
delicious.
but it gets easier every turn (DC 14, on the second
2- Poop ice cream. Indistinguishable from
turn, DC 13 on the third turn, and so on). If the
chocolate ice cream, except by taste.
player is able to continue wearing the Stoneskin
3- Electric ice cream. This ice cream glows bright
Sweater for more than three turns their skin
blue, and deals 1d8+1 lightning damage to the first
becomes stony and resilient.
person who touches it.
On the third turn, the player gains resistance to
non-magical bludgeoning, piercing, and slashing
Very Impressive Bookshelf
damage, which lasts for 24 hours before their skin
A large and ornate bookshelf of intricately carved
dark wood, stocked with hundreds of leather bound instantly returns to its normal properties. As the
books of many different topics. player wears the Stoneskin Sweater for more
consecutive turns, further effects accrue. After the
The Very Impressive Bookshelf is very large,
fifth turn, the player must succeed on a Dexterity
measuring 10' tall by 25' long, and requires a
check (DC 18) in order to successfully remove the
collective Strength of 150 to be moved. While one
sweater. All such benefits and penalties disappear
book can be removed from the Very Impressive
after 24 hours.
Bookshelf at a time, the spaces created magically
Failing a Constitution save still overwhelms the
refill themselves with other books.
player with the urgent need to remove the sweater.
If a person looks at the Very Impressive Bookshelf,
Also failing the Dexterity save means that the
they will find a book on the topic of whatever
player frantically tries, but fails to remove the
subject they are interested at the time. Additionally,
sweater, consuming all their actions in the failed
any person who has taken a book off the Very
attempt, and wildly flailing about. Every successive
Impressive Bookshelf will whole heartedly believe
turn will be spent attempting to remove the
the first thing they are told by the owner of the Very
sweater.
Impressive Bookshelf, even if what the person is
After wearing the Stoneskin Sweater for 10
told seems entirely incorrect or wrong.
consecutive turns, the wearer turns to stone
Spending more than 24 hours out of view of the
indefinitely, and cannot move, speak, or cast
Very Impressive Bookshelf will allow that person to
spells. They will harden into stone in whatever
question their belief in whatever the bookshelf's
position they were last in. The sweater itself cannot
be damaged by non-magical weapons, and cannot 1-2 Couatl
be removed without first being cut apart into
3-4 Planetar
pieces. The person will return to their normal form
if Remove Curse is cast. 5-6 Solar

Turns Effect Con save


DC
Fletcher's Larch Basket
1 none 15
A large wicker basket, 2 feet in diameter and 3 feet
2 none 14 tall, with a few smaller basket pockets woven into the
inside. A few straight sticks, feathers, glue, and a few
3 damage resistance 13 arrow heads occupy these various pockets. There are
enough materials inside the basket to make 1d12+4 ,
4 +1 to AC 12 +1 arrows.

5 +2 to AC 10 As long as a person is touching this basket, they

6 +3 to AC 9 have the skill of fletchery, knowing how to make


arrows. As soon as the person stops touching the
7 +4 to AC, -1 to Dex 8
basket, they loose the skill, though they can still
8 +5 to AC, -2 to Dex 7 remember what sort of resource they might need to
9 +6 to AC, -3 to Dex 6 acquire in order to make arrows when they return
to touching the basket. For example, if a person
10 Turn to stone –
needs to find straight sticks, they will still know
what kind of wood, what shape, etc. they are
Unearthly Quill
looking for, although they will not be able to
A large iridescent plume of an unknown bird, skilfully
cut into a quill pen. transform those sticks into arrows without first
returning to touching the basket.
When used to write with, the words written with the For each arrow constructed beyond those made
Unearthly Quill begin to illuminate from within the from the materials already in the basket, 1d4 hours
paper. When the entire passage or message is must be spent gathering proper materials (sticks,
written, the light begins to glow more strongly, and feathers, glue, and stone or metal arrowheads.
the words float off of whatever surface they were Additionally, one hour must be spent crafting each
written on. arrow. Any arrow made while touching Fletcher's
Within one hour of game time a Celestial of some Larch Basket is a +1 arrow. Additionally, roll 1d12
sort will arrive, controlled by the DM, having to determine the further properties of arrows made
learned whatever was written with the Unearthly in such a manner.
Quill. The Celestial may offer help, may be upset at
being distracted from their other activities, or may
Roll Arrow Property
simply be curious. Roll 1d6 to determine the type
1-4 none
of Celestial summoned in this way.

Roll Type 5-6 +1d6 fire damage upon impact


7 4d8 hp of creature struck fall asleep as out into a second floor, where a small window

if by Sleep peers out of each of the hexagonal faces of the


tower. A larger opening in the ceiling of this second
8 Any creature struck with this arrow
floor room can be climbed through on a successful
gains 1d6+1 Strength for 10 turns
Athletics check (DC 12) to get to the roof of the
9 Any creature struck with this arrow tower.
gains 2d6+2 hit points If the user wishes, they may pick up the tower from
10 Paralyzing poison, immobilized for 3 the outside, causing the tower to shrink
turns on failed Con save (DC 15) immediately to its smaller form. Any objects inside
the tower when it shrinks will still be there when it
11 Any target struck levitates 3 feet above
recovers its full size. Any living things in the tower
the ground for 3 turns
when it shrinks will not notice the change, other
12 Any target struck with this arrow than the fact that the doors and windows grow
becomes invisible until is attacks or closed by crystal, and it becomes very dark inside
casts a spell by magical darkness. Living things may stay inside
the shrunken tower for up to 10 hours ( – 1 hour for
Having Fletcher's Larch Basket on one's person each medium sized creature beyond the first, or –
conveys a -4 penalty to Stealth. It is bulky, and ½ hour for each small sized creature beyond the
requires two hands to move without spilling its first.) After this time, the air inside is depleted, and
contents. ordinary living creatures will suffocate.
Each of the 6 walls of the Tourmaline Tower has a
Tourmaline Tower thickness of 6 inches, an AC of 18, and 360 hit
A black, hexagonal, prismatic tourmaline gemstone, points. If any wall is reduced to 0 hit points, it
about 1 inch long, and highly reflective along its
vertical striations, though faintly translucent through shatters, and the tower can no longer be shrunken
its long axis. to its smaller size. If a tower wall is shattered from
inside by a trapped living creature, the tower
This gemstone requires an attunement period of 4
spontaneously grows to its full size as the wall
shot rests. Once attuned to, the Tourmaline Tower
shatters.
can be placed on the ground in a certain way to
activate its magical power.
When it touches the ground, the gemstone begins
Adjustable Wrench
to grow in size, with details emerging from its
A small steel adjustable wrench with arcane symbols
crystalline structure. It grows into a small tower, in raised letters on the handle, which appear to shift
about 20 feet high, and 10' in diameter. A heavy and change when anyone attempts to read them.

door grows in one side, facing the user. This door


Simply having this wrench in one's possession
can be entered, and locked from the inside by as
gives the owner a +4 to any attempt to disarm a
many as 8 medium sized creatures. Just inside
mechanical trap. It also confers a -2 penalty to
the doorway is a flight of stairs that wraps around
detecting magical traps.
the inside of the prismatic black walls. These open
Traffic Cone help or services of the target.
A bright orange wooden cone standing up on a square During the period of this search, the bearer of the
base.
case must make a Charisma check against the

The Traffic Cone is a magical item that can be intended target's Intelligence ability score each

placed in any road or path. Anyone (other than the turn, or else the attempt to locate the documents

person who placed it in the road or path) will not be will fail.

able to move past the Traffic Cone without


succeeding on a Charisma check (DC 14). They
Dental Tools
A set of tiny files, picks, rasps, syringes, and pliers,
will need to either turn around, take a detour, or
similar to Thieves' Tools, but clearly for a different
wait for a minimum of three turns before attempting purpose.
to move past the Traffic Cone again.
Anyone with a proficiency in Medicine gains +4 to
Whoever placed the Traffic Cone may walk past it
any attempt at dental surgery, repairing cavities,
with impunity, or may pick it up, move it to a
extracting teeth, etc. Additionally, on a successful
different location, etc.
Medicine check, the procedure not only works, but

Diplomat's Case of Surprising is performed painlessly.

Credentials Having used Dental Tools effectively, even once,

A fine leather-covered chest, weighing about 80 will permanently add +1 the user's Medicine
pounds, and decorated with engraved brass banding. proficiency bonus.
And containing 10 cases for maps and scrolls, 50
sheets of paper, 20 parchment envelopes, a lamp, ink,
perfume, soap, a few different quills, two flasks of oil, a GillyWiggle's Bodacious Bug
staple remover, and sealing wax. The case has two Spray
small wheels on one end, and a handle on the other
end. A tin spray can, with a small brass nozzle on the top.
On one side of the can is written, “An all new protective
product for busy adventurers on the move! Mosquito
Whoever owns the Diplomat's Case of Surprising
bites got you down traversing the swamps? A carpet of
Credentials, will spend the first three consecutive cockroaches ruining you dungeon crawl? Ants in your
kitchen? GillyWiggle's Bodacious Bug Spray is the
turns during which they have the opportunity
answer for you! After years of research, we've finally
engrossed in attuning to the object by looking stumbled on the perfect solution to getting rid of
unwanted insect pests! From the name you know and
through the various scrolls and papers inside.
trust- GillyWiggle's- You just know it's probably going
Once this attunement period has passed, they will to work!“
be able to use its magical powers.
GillyWiggle's Bodacious Bug Spray can be
The Diplomat's Case of Surprising Credentials can
sprayed into the air or onto any surface. Wherever
be used to gain access to guarded locations or to
GillyWiggle's Bodacious Bug Spray is sprayed,
take command of any lawfully aligned creatures or
insects appear. Enough in the can for 2d12 uses.
characters. It can be searched through for 1d6
Roll to determine what kinds of insects appear.
turns to yield a piece of paper, written in a
language that the target can understand, claiming Roll Effect
that the bearer of the Diplomat's Case has the 01-06 A Giant Scorpion appears, with a
rightful authority to enter any location or require the small sign that says “Rent-a-Mount”
fastened to a saddle on its back. It turns.
cooperates as your mount for 24
62 An Ant Tattoo appears (see below).
hours.
63-63 A Giant Fire Beetle appears and
07-08 A Swarm of Spiders appears that
takes a single command.
immediately attacks you.
65-69 A swarm of Mosquitoes appears in a
09-10 1D4 Phase Spiders appear and
10' radius area, and distracts
defend you and your party.
anyone in its area unless they
11-12 1D4 Phase Spiders appear and succeed on a Constitution save (DC
attack you and your party. 12).

13-19 A single Giant Spider appears, 70-74 A Phase Spider appears and attacks
barbecued with a tangy the nearest target.
southwestern chili sauce.
75-77 An Ettercap appears and attempts to
20-22 A swarm of Cockroaches appears, lasso the nearest target.
and infests the nearest structure for
78-85 A swarm of butterflies appears and
the next 10 years.
is very pretty as it flies away.
23-29 One really loud and distracting
86-89 A confused Thri-kreen appear in an
cricket appears, giving -1 to all
open space 20' away. Psychically
Intelligence checks performed within
asks if this is the way to the
20 feet of it for the next 24 hours.
bathroom, and then wanders away.
30-38 A swarm of fireflies appears, having
90-93 A Giant Spider appears and
the effects of a Light cantrip for the
attempts to trap one hostile monster
next hour before they disperse.
or creature in a web.
39-44 You get head lice, which itch and
94-98 A Giant Centipede appears with a
are uncomfortable until Lesser
small sign that says “Ride me! Ride
Restoration or Remove Curse is
me!” affixed to a saddle on its back.
cast.
It will cooperate as your mount for
45-49 A single ant appears, and then the next 24 hours. This Giant
wanders away. Centipede has a moving speed of
40' per turn, as well as a climbing
50-59 A swarm of ants appear, and follow
speed of 40' per turn. If the Giant
a single command to the best of
Centipede does climb, you must
their ability.
make a successful Strength check
60-61 A very large swarm of crickets
(DC 12) or else fall from the saddle
appears in a 10'radius area. Their
and sustain 1d6 bludgeoning
chirping is so loud that it acts as the
damage.
spell Thunderwave each turn for 10
99-100 A Carrion Crawler appears and properties:

guards the location from anyone


other than you and your party. If the Live Toad of Kalhala Swamp is every gotten
wet with water, it will quickly become variegated in
new shades of brown and dark green. The Live

Ant Tattoo Toad attempts to jump away from you, and you

A slip of paper, with instructions printed on one side, must succeed on a Dexterity save (DC 20) to hold
and an image on the other side made of some gummy on to it, or else it escapes and seeks out liquid
material similar to paint. The image is a realistic
representation of a very large ant. water.
The Live Toad can only be caught on a successful
If applied to the skin with a damp cloth or rag, the Dexterity check (DC 30) if is able to move.
image will transfer to the skin, where it will remain The Live Toad had 10 hit points, and is immune to
for one day, or until the wearer bathes or is all forms of damage except Cold, Necrotic, and
submersed in water. This temporary tattoo grants Radiant damage. It is resistant to these three types
ant-like strength to the wearer for one hour of damage. It has a hopping speed of 20' per turn,
immediately following application. a swimming speed of 20' per turn, and can dodge
As long as the Ant Tattoo remains dry, it can be up to 10' as a reaction.
saved for use at a later time. If it ever becomes If it ever becomes completely dry (more than 10
wet, it must either be applied immediately, or it will turns out of contact with liquid water), it will revert
be destroyed. Applying a temporary tattoo can be to its wooden form, and lose the ability to move.
tricky. It cannot be placed on clothes, or on skin The Live Toad is not able to move more than 100'
with hair growing from it, and must be applied away from the person who got it wet while in its
directly to smooth skin. On a successful Wisdom mobile state. It can accurately sense the presence
check (DC 10), the tattoo will be applied properly, of liquid water, and will always move toward water
granting +6 to Strength for one hour. On a failed within this 100' radius area.
save, the Ant Tattoo is destroyed. For every turn that the Live Toad remains in
contact with liquid water, it summons 2d6
physically identical but mundane toads, which have

Live Toad of Kalhala Swamp the same speed, 2 hit points, and none of the

A small wooden toad, 4” in diameter and light brown damage immunities or resistances. All these toads
in color, in a decorative wooden box, lined inside with hop towards the person who was responsible for
green silk.
getting the Live Toad wet in the first place. If

Upon close investigation, a small tag, embroidered unable to get close enough to that person to touch

into a corner of the box's lining reads “Keep Dry.” them, or if that person dies, the identical toads

The following information should not be shared form a swarm that moves about at random in

with PCs until the conditions are met in game for search of food. While they prefer insects,

the following properties to become activated. The vegetation and small animals will be eaten as well.

Live Toad of Kalhala Swamp has several magical If used wisely, the Live Toad of Kalhala Swamp is
a boon to a dexterous frog farmer, but it can
quickly get out of hand. Umbuku's Float Ring
A silver ring, with an inscription of lines and grooves
around the inside edge. Several bumps and
Byron the Bean Bag protrusions around the outside of the ring seem to
A small, square, red beanbag, 3” on each side. never sit comfortably on the hand.

Byron the Bean Bag is capable of altering its Using Umbuku's Float Ring purposely requires an
weight of its own volition, and capable of attunement period of one long rest. Otherwise,
telepathically understanding the equivalent of wearing this ring causes the effects to happen in a
speech within 30'. It is unable to communicate totally random fashion, chosen by the DM.
telepathically, and will not be able to understand Putting on the ring activates the ring's abilities.
unspoken thoughts, or thoughts that are not aimed Umbuku's Float Ring, when activated, causes an
directly at it. invisible disc to move according to the wearer's
Byron the Bean Bag initially weighs only a few will, an effect similar to Tenser's Floating Disc. This
ounces, but if its appearance, value, or importance is like the crumby, outdated, Beta-max version.
is ever belittled or dismissed, it is able to make The invisible disc is only a foot in diameter, and
itself weigh up to 4,000 lbs. can only hold 10 lbs. Otherwise it functions just like
It has a neutral alignment, but a vengeful Tenser's Floating Disc most of the time.
disposition. If the bean bag perceives a comment For any effect intended, roll a 1d8. If not yet
as an insult, it will grow in weight to be about 80 attuned to Umbuku's Float Ring, roll 1d4+4 when
lbs, ideally pinning a character's hand to the the ring is put on.
ground, or crushing their foot, and dealing 1 hp of If the disc hits something at full speed, it causes
damage. It deals 1d4 bludgeoning damage for 1d4 bludgeoning damage.
each 200 lbs it weighs upon impact. Roll Effect
If a player or character has a good relationship with
1-4 Disc works as intended.
Byron the Bean Bag, carrying the bean bag on
their person or in their pack will give the person +2 5-6 Disc slowly lowers to the ground, and

Dexterity as the bean bag changes weight subtly to then rapidly moves in small circles

hep the person stay on balance. It can also be until dismissed.

used as a bludgeoning ranged weapon, but upon 7 Disc moves very fast in a random
retrieval it will remain very heavy, attempting to direction, left, right, towards you,
convey the fact that it does not wish to be used as away from you, up, or down.
a weapon. If used as a weapon more than three
8 Disc flies straight up into the air, then
times in a day, Byron the Bean Bag will become as
straight down towards your head,
heavy as possible and remain so until the player
dealing 1d4 bludgeoning damage to
leaves it alone.
you.
Though it is immune to most types of damage, it
can be easily destroyed by piercing, slashing, or
fire.
Jubilee Jumper song to which they know the words, or will
A suit of fancy clothes, specifically, a sparkly lilac otherwise sing a wordless original song that ends
sequin track suit, with a lime green racing stripe, sized
for medium sized creatures. up being fairly catchy.
The Singing Potion is incredibly addictive, and
Wearing this suit of clothes draws a lot of attention whoever drinks one will end up spending time and
to the wearer. Gain +2 to all attempts to Distract, energy the following day attempting to acquire
Intimidate, Perform, or Persuade. Take a -4 more. This addiction diminishes each day during
penalty to all attempts to Hide, use Stealth, or which no Singing Potions are available. Any
Perception based on sight. The Jubilee Jumper is Singing Potions acquired by an addicted person
not strictly magical. It turns out that it's just very will be jealously guarded, relished when
difficult to ignore anyone wearing a lilac sequin consumed, and protected at nearly any cost.
track suit. Singing Potions can be purchased in some large
city or magical item markets for about 200 gp per
Jabber-Flap's Salt Cod of vial.
Perfect Pitch
A small wooden box, packed with dry straw, salt and Card Carrying Thieves' Guild
dried chunks of cured codfish. On the top of the box is
printed the words, Jabber-Flap's Salt Cod- Now with
Membership Card
Extra Salt! A thin but sturdy adamantine metal card, imprinted
with the name and home location of a Thieves' Guild
These dried rations are extremely salty and eating or Crime Family, as well as the name or alias of a
specific rogue, though not necessarily the rogue who
them will require players or characters to drink has the card.
extra water as soon as possible, progressing one
level of exhaustion upon failing to do so. While the Card Carrying Thieves' Guild

Anyone who eats Jabber-Flap's Salt Cod gains the Membership Card can be used for identification

ability to accurately mimic any sound they have purposes, this is not it's main purpose. It can be

heard before, so long as they do so within the next used, by any person proficient with Thieves' Tools,

three turns. to give +2 to any attempt to open any mundane

The box contains 2d6 pieces of salt cod. Though mechanically locked door.

they will go bad within 3 days of opening in hot or


damp environments, they will keep indefinitely in a
The Little Triceratops That
Almost Could
cool dry place.
A tiny clockwork triceratops, made of polished brass
and gemstone components, with a winding key
Singing Potion sticking out of its back, about 6 inches long.
A sparkling yellow liquid in a cut crystal vial. The
potion tastes of honey, fresh fruit, and sunlight. Once it has been wound for one turn, The Little
Triceratops That Almost Could can be set down on
The Singing Potion confers the ability to sing very
the ground and given any simple instructions that
well, and fills whoever drinks it with an
can be conveyed in three words or fewer. The
uncontrollable urge to sing very loudly. This effect
triceratops, by walking, using its horns as levers or
lasts for about 6 hours. The drinker may sing any
prying tools, and stepping on things, will attempt to opportunity presents itself. Though they will be
act out those instructions over the next three turns. aware of the fact that the brooch causes many
It has a walking speed of 5 feet per turn, a Strength undesirable side-effects, they will still regard it as
of 5, and 8 hit points. incalculably valuable and important to keep it on.
So long as a player or character wears The
The Jeweled Crab Brooch of Jeweled Crab Brooch of Perpetual Low Back Pain,
Perpetual Low Back Pain they will have a persistent pain in their lower back.
A beautiful golden brooch, encrusted with several This will give a -4 to any attempt to use the
small rubies, diamonds, and emeralds, and fashioned
to look like a living crab, three inches wide. Athletics or Acrobatics skills, and a -2 to Stealth.
Their ability to concentrate will also become
Whoever puts on The Jeweled Crab Brooch of diminished, with a -2 applied to any Intelligence
Perpetual Low Back Pain will not allow it to be check.
removed unless Remove Curse is cast first. They The wearer will also gain the ability to accurately
will become overly proud and possessive of the appraise the value of any precious gemstone,
brooch, and will regard it as their finest and most metal, or art object, though they do not need to
beautiful treasure. They will display it proudly on share their appraisals accurately.
their clothes and draw attention when the
Cursed Items
“You say the product has a problem? I
whatever object or weapon is nearest at hand, or
don't see any problem. So a few
people died in testing. That's with an unarmed strike.
normal.”
On a successful Charisma check, the owner of the
—Frumpy Frank
corkscrew says nothing, but simply purses their
lips and involuntarily scowls at anyone who drinks

A Slow DM Week the wine that this corkscrew has opened.

One of my favorite go-to DM strategies


when I've been lazy and forgot to Mirror of Self-Loathing
prepare an epic adventure for the PCs
An oval mirror, two feet wide and four feet tall,
is to just give them a horribly cursed
item and see how they deal with it. weighing about 80 pounds. The frame is made of plain
black painted wood, and the back is protected with a
It's more interesting than fighting thick felt padding and thin wooden strips.
through that exact same dungeon full
of goblin raiders and carrion crawlers
again, even if it is cheaping out on Looking into the mirror of self-loathing is a terrible
the whole forethought and planning task. Any player who fails a Wisdom check (DC
thing.
20), will find themselves unable to look away from
their own reflection. Reflections in the mirror at first
appear similar to a person's actual appearance. In
The Corkscrew of
the first turn, the mirror even grants Truesight to
Condemnation
whoever looks into it, valid for anything they might
A small, folding, steel corkscrew, with a jade inlaid
handle. wish to notice about themselves, and only on that
first turn.
This device can be used for opening bottles of On each successive turn, the Wisdom check (DC
wine, and cannot be discarded without casting 20) may be repeated to try to look away. Also on
Remove Curse first. Any time a bottle of wine is each successive turn, flaws and imperfections in
within view, the owner of the corkscrew will the reflection become exaggerated. Until the player
involuntarily offer to open the bottle. looks away, it's not possible to consider that the
Any time a bottle of wine is opened with the reflection may be inaccurate. The continuously
Corkscrew of Condemnation, the owner of the emphasized flaws in appearance are identified with
corkscrew is forced to make a Charisma check completely, and are honestly believed to be your
(DC 25). On a failed Charisma check, the owner of own reflection. This trend progresses until the fifth
the corkscrew badly insults whoever selected or turn. By this point the image in the mirror is wildly
owns the bottle of wine, demeaning them, and inaccurate, resembling a deformed aberration
suggesting that they must be incompetent of which only loosely resembles the appearance of
choosing wine on their own. These insults have a the viewer.
magical ability to taunt and provoke, and anyone For each turn after the fifth, whoever still finds
who is the target of such an insult must succeed on themselves unable to look away from the Mirror of
a Wisdom check (DC 15) or else be driven to Self-Loathing will believe themselves to appear as
physically attack the owner of the corkscrew with
the mirror presented for one day after seeing the psychic damage, and will never kill the owner of
grotesque reflection per additional. the shell, but will remove hit points, and is capable
So if a person was unable to look away from the of knocking them unconscious.
mirror for 10 turns, they would believe themselves
to be a stomach-curdling abomination for the next Luffa of Indignation
five days. A dry, lavender scented luffa, with a small, shiny,
purple ribbon on it..
Believing this leads the player or character to think,
speak, and behave differently for that period of Whoever picks up this luffa first must succeed on a
time. Wisdom check (DC 12) or else become maniacally
obsessed with getting to bathe with the Luffa of
Shell of Surety Indignation at the first convenient opportunity. This
A large, brightly colored, conch shell.
check is repeated daily.
Though Remove Curse does not need to be cast to
Whoever touches this conch shell will not be able
decide against this course of action, casting
to discard it unless Remove Curse is cast first.
Remove Curse will make the owner of the Luffa of
The owner of the Shell of Surety will believe that
Indignation automatically succeed on the next
any perception check they make is successful.
repeated Wisdom check.
Whether or not their Perception checks are
Whoever uses this luffa to bathe with, will become
successful, they will believe that whatever they
outraged over the next situation that they
have seen or not seen is the whole truth of what is
encounter, whether it is a positive, negative, or
or is not present, and will not attempt further
neutral situation.
Perception checks in that location unless they
If the player is offered breakfast, attacked, or
sustain damage.
simply notices that there are clouds in the sky, they
Anything the owner of the Shell of Surety says, is
will respond with outrage. They will also jealously
said with extreme confidence, granting that player
guard the Luffa of Indignation, and refuse to let
a +3 to all Persuasion and Deception checks.
anyone else take it away from them.
The character will actually believe their own
They will be driven to find excuses to bathe with
deceptions, though, and will quickly lose sight of
the luffa at least twice per day, more if the
the truth in any situation in which they have used
opportunity presents itself.
Persuasion or Deception skills.
This will make them very clean, and magically
The owner of the Shell of Surety will also be
remove any diseases or poisoning after the second
exceptionally vulnerable to illusions. They will not
use of the luffa.
be able to distinguish illusions from reality under
any circumstances, even when the illusions are
demonstrated to be merely illusions, the owner of Colander of Calamity
the shell will wholeheartedly believe the content A metal bowl with hundreds of tiny holes punched in
all sides in a geometric pattern.
portrayed by the illusion, even sustaining damage
from illusory sources of damage as if they were Whoever touches this colander has an
real. Damage taken in this way is considered overwhelming desire to wear it on their head. On a
successful Wisdom save (DC 15), the player or
character is able to resist putting the colander on Sweaty Sweat-Man's Sweaty
their head. Sweat Band
On a failed save, the person wears the colander as A stretchy, white, terrycloth headband, with red,
yellow, and blue lateral stripes.
a hat, and instantly begins to lose their mind. The
Colander of Calamity cannot be removed for longer Any person who puts on the Sweaty Sweat-Man's
than one turn unless Remove Curse is cast first. Sweaty Sweat Band will be unable to remove it
Though it can be knocked off, or can fall off, the unless Remove Curse is cast first.
wearer will do anything, even risking their life to get As soon as the person puts on the sweat band,
it back. they begin to sweat profusely. That person must
The wearer's alignment becomes chaotic, and they drink water every hour or become exhausted.
begin to call everyone they meet “Ham-bone”. Wearing the Sweaty Sweat-Man's Sweaty Sweat
They get disadvantage on any non-Charisma Band also gives +2 to any Perception check based
related ability check. The wearer of the Colander of on sight.
Calamity also gets +2 to their Charisma (no
maximum). Additionally, any attack made by the
wearer that misses, automatically hits the nearest
available target within 60' other than the wearer,
sometimes through wild contortions of the wearer if
necessary.

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