You are on page 1of 10

100 Random Hag Magic Items

Roll 1d100 to randomly determine the item. When reading this list if the item is marked
with a * then it requires attunement.

1. Mage’s Hand: a literal mage’s hand on a leather thong that when the command word is
spoken a random spell is cast( to hit: +5, DC: 13). This item has five charges, roll a d6 to
find the spell cast: 1. Burning Hands, 2. Hex, 3. Chaos Bolt, 4. Ice Knife, 5.
Thunderwave, 6. Magic Missile. You can always cast Mage Hand by physically
manipulating the hand. The hand regains 1d4+1 charges each day.
2. Arcane Reflection*: a small handheld mirror with a black glass that shows a shadowing
reflection of everything around it. 1/day: you can cast Shield and if you successfully
reflect a spell attack and the caster takes the damage instead.
3. Necklace of Elvish accuracy: A necklace of 1d6+1 mummified elvish fingers on a loop of
twine. As a bonus action a character can snap a finger in half to gain advantage on a
single ranged attack. This item is consumed when all of the fingers are snapped.
4. Thieves’ Curse: Cursed: A white left-handed glove with a bloody thumb It is magical but
hides its effects from 1st level divination magic until the glove is worn. When the glove is
worn, the person’s thumb is removed, giving them disadvantage on dex rolls pertaining
to that hand. The glove also cannot be removed unless a Remove Curse spell is cast
and a Lesser Restoration is cast on the thumb with the glove present.
5. Pipe of Toad Puss*: This pinewood pipe secrets disgusting green goop. Blowing on it
allows the user to shoot 1d4 green bubbles with some green smoke contained within it
up to 30 ft away in random directions(roll 1d6, starting from forward 1, go clockwise).
Popping the bubbles causes the Poison Spray effect to go out from 10 ft. from the origin
of the bubble. One creature of the users choice can make a DC 14 Constitution save to
take 1d12 poison damage, as per the spell.
6. Toothed Bracelet*: This metal bracelet is decorated with teeth motifs and consists of two
smaller bracelets that interlock by twisting together. Using an action, you can put the
bracelet on and twist the two sections apart, disconnecting your hand from your arm
painlessly. You control the hand, which has the stats and health of a Crawling Hand
(Monster Manual, 44). Reversing this motion reattaches it. Reducing the health of your
hand to zero hit points destroys the bracelet. Destroying the bracelet while it is being
used causes the hand to turn hostile.
7. Bow of Sinew*: It's current form is a green vial of liquid that pinches to a sharp point on
the top, covered with sheepskin. A solitary worm, with a spiked mouth and ridges lashes
about inside. Upon stabbing the point into your forearm, the worm and fluid flow into your
arm. The next time you attempt to draw a ranged weapon, your current and maximum
health points reduce by 2d6 and your bow arm explodes outwards rearranging muscle,
bone, and sinew into a longbow. Drawing your other hand near the bow causes a thin
bone arrow fletched with cartilage to extrude from your wrist. The bow accelerates
arrows by flexing muscles in your new arm, dealing an additional 2 piercing damage on a
hit. Upon exiting combat, your arm rearranges back into its normal form, with hairline
cracks where the skin reconnects. You can now undergo the same transformation at will,
and you will only regain the max hit points at the end of a long rest. Cursed: takes an
attunement slot and can’t be de-attuned unless Remove Curse is cast on the welder, this
also destroys the item.
8. Mad Rat: This small squeaking rat is found attempting to steal some gunpowder and
light itself on fire. It begs for the sweet release of death every day, but is constantly
denied. Its head is red like a matchstick. When struck, it ignites, cheers, and charges 60
feet towards the nearest enemy, casting fireball centered on itself. It speaks through
squeaking that any creature that can cast the fireball spell can inexplicably understand.
9. Doll of Desire: This macabre doll is initially found with it's eerily grinning head lying a few
inches from it. Attaching its head causes its teeth to chatter for 5 seconds before a crying
sound is emitted. All creatures that can hear that are within 15 feet of the doll who fail a
DC 15 Wisdom saving throw are overcome with an irresistible desire to obtain the doll
until the end of the creature's next turn. They can't willingly move to a spot farther away
from the doll and must use their action to attempt to take the doll from whoever is
carrying it.
10. Rashnettle Pellets: 2d4 pellets that deal 2 poison damage if thrown or 1d4 bludgeoning
+2 poison damage from a sling. If hit, the person that is hit must make a DC 13
constitution save or be poisoned for one round.
11. Autumn Cloak: This cloak appears to be entirely composed of autumn leaves with a
hood. +1 AC as long as the wearer is in a forest. 1/day the wearer can cast Blur for one
minute with the leaves detaching from the cloak to swirl around the person.
12. Tuning Knife: A double bladed knife that has two prongs in the formation of a tuning fork.
If a person is pierced with the knife they must make a DC 11 constitution save or be
deafed for one minute due to an unending tone going off in their ears.
13. Dread Auntie Peggy Twigmouth’s Herbal Compendium: A old stained book that has the
following recipes with the written effects depending on if the herbs are consumed or raw
or brewed into a potion. To find the herbs required the person must be in a forest and
pass a DC 16 nature check to find ingredients for one herb once per day, roll 1d6 to find
which herb is found.
○ Witch Weed: Raw- Water Breathing (5 min), Brewed: Disguise Self or Water
Breathing (1 hour)
○ Pepper Berries: Raw- Resistance (Cold) (1 min), Brewed: Resistance (Any) (1
hour) or Fire Breath (1 min) per DMG
○ Oger Ear: Raw- advantage on next attack roll, Brewed: Hill Giant Strength (1
Hour) or Growth Potion (1d4 hours)
○ Lover’s Thorn: Raw- advantage on charisma checks (1 min), Brewed: Philter of
Love or Potion of Poison
○ Ghostbloom: Raw- False Life (1 hour), Brewed: Invisibility (1 hour)
○ Mother’s Rest: Raw- Resist Disease (1 hour), Brewed: Lesser Restoration or
Greater Healing Potion
14. Eversmoking Bottle: Smoke leaks from the lead-stoppered mouth of this brass bottle,
which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick
smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily
obscured. Each minute the bottle remains open and within the cloud, the radius
increases by 10 feet until it reaches its maximum radius of 120 feet.
15. Robe of Eyes*: This robe is adorned with eyelike patterns. While you wear the robe, you
gain the following benefits:
○ The robe lets you see in all directions, and you have advantage on Wisdom
(Perception) checks that rely on sight
○ You have darkvision out to a range of 120 feet
○ You can see invisible creatures and objects, as well as see into the Ethereal
Plane, out to a range of 120 feet.
○ The eyes on the robe can't be closed or averted. Although you can close or avert
your own eyes, you are never considered to be doing so while wearing this robe
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe
causes you to be blinded for 1 minute. At the end of each of your turns, you can
make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending
the blindness on a success.
16. Symbol of Healing*: This small disc of crystal feels warm to the touch and glows white
hot when used as a holy symbol. When a creature attunes to the object, and uses it as a
spell focus, it increases the healing ability of any spell by 3d10. However, this wonderful
healing artifact isn't without a downside, any creature who attunes to it suffers from the
draining curse (see Bargains & Curses). Additionally, whenever being used to heal it
deals 1d4 points of fire damage to the wielder as it glows white hot.
17. Dust of Sneezing and Choking: Found in a small container, this powder resembles very
fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be
such. There is enough of it for one use. When you use an action to throw a handful of
the dust into the air, you and each creature that needs to breathe within 30 feet of you
must succeed on a DC 15 Constitution saving throw or become unable to breathe, while
sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating.
As long as it is conscious, a creature can repeat the saving throw at the end of each of
its turns, ending the effect on it on a success. The lesser restoration spell can also end
the effect on a creature.
18. Berbalang Spirit Bones*: These bones allow the user to ritual cast Speak with Dead on a
corpse within 10 ft. Curse: these bones are haunted by a spirit and once per day, the
spirit gives the user disadvantage on any roll whenever the DM wishes.
19. Corrupted Modrone Cog: This corroded cog can be wound 3 times each day. Then roll
1d10; 1-4: disadvantage, 5-7: normal roll, 8-10: advantage. This affects your next roll in
whatever you are doing.
20. Partially Cracked Chime of Opening: This hollow metal tube measures about 1 foot long
and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet
of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone,
and one lock or latch on the object opens unless the sound can't reach the object. If no
locks or latches remain, the object itself opens. The chime can be used ten times. After
the tenth time it cracks and becomes useless. This chime is partially used and has 5
charges remaining.
21. Corroding Club: This great club has Rust Monster Antenna strapped to it, on a hit, and if
the target is wearing nonmagical metal armor, it causes it to gain a -1 to AC. This is
cumulative, and when the armor reaches -5, it breaks.
22. Redcap’s Cap*: This cap is soaked in blood, staining it red. The wearer must soak this
hat in the blood of some freshly killed creature every three days or lose the item. This
item allows the wearer to qualify as one size larger when dealing with grappling and
heavy weapon wielding.
23. Redcap Ironboots: These heavy iron strapped boots make loud clunking noises giving
the wearer disadvantage on stealth rolls. If the wearer runs up to their full speed they
can make a kick maneuver with these boots as a bonus action, dealing 2d6+str damage.
24. Redcap’s Wicked Sickle*: This large, nicked sickle counts as a heavy weapon that deals
2d4+str slashing damage. 3/day the user can decide to once per turn make a trip
maneuver, the DC being 10+prof. Bonus+str which if they fail, allows the user to make a
free attack against the prone attacker. Curse: if the user is below half health (rounded
up) and they take damage from an identifiable source they must take their next turn to
get as close to them as possible, and if able attack them. This effect ends at the end of
the wielder’s turn.
25. Black Agnes’ Dictation of Hadar*: This book allows the user to 3/day cast Arms of Hadar
and 1/day cast Hunger of Hadar, DC: 15. Curse: There is an ex-Hadar Cultist’s spirit
lurking within this item, unknown to the user and is hidden from divination. If the user
doesn’t succeed a DC 15 charisma roll they are replaced with the spirit and personality
of the cultist. This occurs On a 1 or 2 roll of 1d6 every time one Arms is cast, 4-6 if
Hunger is cast.
26. Granny Zilla’s Potent Peppers: This is a small bag containing 1d4+3 peppers in it. These
peppers can be used in 1 of two ways, but both use the users dex and prof bonus. If
crushed the user can cast Fire Bolt dealing 2d10 fire damage. If thrown as an improvised
weapon, it deals 3d6 fire damage in a 20 foot radius of the impact point. Save DC 14.
27. Oil of Slipperiness: This sticky black unguent is thick and heavy in the container, but it
flows quickly when poured. The oil can cover a Medium or smaller creature, along with
the equipment it's wearing and carrying (one additional vial is required for each size
category above Medium). Applying the oil takes 10 minutes. The affected creature then
gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be
poured on the ground as an action, where it covers a 10-foot square, duplicating the
effect of the grease spell in that area for 8 hours.
28. Pipes of Haunting: You must be proficient with wind instruments to use these pipes.
They have 3 charges. You can use an action to play them and expend 1 charge to create
an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must
succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If
you wish, all creatures in the area that aren't hostile toward you automatically succeed
on the saving throw. A creature that fails the saving throw can repeat it at the end of
each of its turns, ending the effect on itself on a success. A creature that succeeds on its
saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3
expended charges daily at dawn.
29. Pipes of Mass Distraction: These large bladder-pipes are beautifully made from a rich
mahogany wood, artfully carved and centered on a green silk-covered bladder and
bellows. The pipes can be played normally by anyone proficient with pipe instruments.
The pipes have 3 charges and recover 1 charge daily at dawn. In addition to playing
them normally, you can use your action and expend a charge to produce a blaring, loud
sound from the pipes, which is audible within 500 feet. The sound does no damage, but
any spellcaster maintaining a concentration spell within a 100-foot radius of the awful
noise must make a DC 14 Constitution saving throw or lose their concentration.
30. Wicked May’s Education on the Language of the Deepest Abyss: This book is written in
an indiscernible liquid. This book must be studied for 48 hours over a period of 6 days or
fewer. The book loses it’s magic after being used for 100 years. The user gains
knowledge of Dark Speech. Dark Speech deals 1d12 to the user upon speaking it. The
speaker must point at the desired target within 15 ft and deal 3d6 physic damage.
31. Cloak of the Porcupine: This cloak provides a +3 to AC to the wearer. The user can wear
this as long as they are not wearing a shield. If the creature is being grappled the
grappler takes 1d6 piercing damage. The wearer can expand an AC point to cast Hail of
Thorns at 3rd level, DC 15. The AC points are regained on a long rest.
32. Lost Doll*: [spellcasters only] The user gains the spells Hex and Suggestion that must be
cast with a warlock spell slot. They also gain a single Warlock spell slot, the level equals
half of the user’s Proficiency bonus (rounded down). Curse: This doll houses a powerful
fiend within it, it has the stats of an Evil Doll. That on level ups the attuned must make a
DC 14 Wisdom save or must take a level in Fiend Warlock instead of whatever the
person planned. To end the curse, remove curse must be cast on the user, and the doll
must be killed and dispatched permanently to get rid of it.
33. Conch Shell Ocarina*: [bards only] This instrument gives the user the ability to cast
Shape Water, and 1/day cast Wall of Water
34. Mimic Wrist Crossbow*: This Hand Crossbow is actually a friendly mimic that is
disguising itself. This crossbow fuzes itself to the person’s arm and hides itself, folding
up when not in use. It mechanically counts as a +1 crossbow that ignores the loading
feature and creates its own ammo, however you must feed it each day, and it only has
20 shots per feeding.
35. Rotskiff of Rhymers: This a black iron spike with an infernal sigal on the back. When this
is plunged into a dead body, the sigal glows fiery orange. When the body is either
dumped into water or lava, it turns into an infernal keelboat over the process of one
minute. The spike sits at the center of the steering wheel which can be pulled out. Once
pulled out, the boat rapidly decomposes over 1 minute.
36. The Devilish Pact of Giving Infernal Vitality*: This is a scroll of parchment that dictates
the signed gain the ability to heal allies with their blood, but their souls are forfeit upon
their death. Mechanically: once per long rest, the signed can deal 1d10 damage to
themselves to create the effect of a common healing potion. This effect only lasts one
turn before spoiling, (long enough to feed it to someone). This effect does not work on
you, and the user has disadvantage on the first death save they make when knocked
unconscious.
37. Bottle of Brew Tasting: This magic item is a glass bottle with a blank label. When a
potion or other liquid is poured into the bottle, the contents and effects of the liquid will
appear, written in Common, on the label. This writing fades when the bottle is emptied of
its contents. If this bottle is broken, it loses the ability to identify liquids but instead
functions as an improvised weapon with a +2 bonus to attack rolls and damage rolls.
38. Potion of Growth: When you drink this potion, you gain the "enlarge" effect of the
enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's
liquid continuously expands from a tiny bead to color the clear liquid around it and then
contracts. Shaking the bottle fails to interrupt this process.
39. Ring of Jumping*: While wearing this ring, you can cast the jump spell from it as a bonus
action at will, but can target only yourself when you do so.
40. Wand of Web*: [spellcasters only] This wand has 7 charges. While holding it, you can
use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The
wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last
charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
41. Caged Gazer: [spellcaster with 3rd spell levels only] This Gazer can be persuaded into
being someone’s familiar on a DC 17 intimidation roll.
42. Blueberry Pie: nicely crimped with a nice dab of butter.
43. Cape of the Mountebank: This cape smells faintly of brimstone. While wearing it, you can
use it to cast the dimension door spell as an action. This property of the cape can't be
used again until the next dawn. When you disappear, you leave behind a cloud of
smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly
obscures the space you left and the space you appear in, and it dissipates at the end of
your next turn. A light or stronger wind disperses the smoke.
44. Pearl of Power*: [spellcasters only] You can use an action to speak this pearl's command
word and regain one expended spell slot of up to 3rd level. Once you have used the
pearl, it can't be used again until the next dawn.
45. Iron Bands of Bilarro: This rusty iron sphere measures 3 inches in diameter and weighs
1 pound. You can use an action to speak the command word and throw the sphere at a
Huge or smaller creature you can see within 60 feet of you. As the sphere moves
through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an
attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the
target is restrained until you take a bonus action to speak the command word again to
release it. Doing so, or missing with the attack, causes the bands to contract and
become a sphere once more. A creature, including the one restrained, can use an action
to make a DC 20 Strength check to break the iron bands. On a success, the item is
destroyed, and the restrained creature is freed. If the check fails, any further attempts
made by that creature automatically fail until 24 hours have elapsed. Once the bands are
used, they can't be used again until the next dawn.
46. Potion of Hill Giant Strength: When you drink this potion, your Strength score changes
for 1 hour. Your strength is now 21. The potion has no effect on you if your Strength is
equal to or greater than that score.
47. Dead Man’s Teeth: This is a bag containing 1d10+4 teeth that are white. These teeth can
be thrown at 20/60 range. On a hit, they take 1d10 necrotic damage, and everyone in a
5 foot radius of the target must make a DC 14 constitution save or take 2d6 poison
damage.(Ice Knife rules)
48. Jilted Lover Pin*: This pin is a pink porcelain rose. 1/day the user can cast Charm
Person at a person within 10 ft. DC 14, if they succeed, they must then also make a DC
14 Constitution save or take 1d12 poison damage.
49. Chunk of Troll Meat: This chunk of grey meat accounts for a day's worth of rations,
though it tastes terrible. The meat grows back over 24 hours to its original size.
50. Mirror of Life Trapping: see DMG
51. Hagling’s hair: when tied to an item the hair fuses with the item and makes the item up to
a +1 item
52. Vial of Nightshade: functions as a Vial of Serpent’s Venom
53. Mollymauk’s Mystical and Magical Mushrooms: 2d4 doses Along with Hallucinations and
being in a state of Hyperactivity the person who ate the mushroom can see glimpses into
other planes and or glimpses into other areas of the present plane the eater can attempt
to control where they see with a wis roll with disadvantage, DC 16, unless they are a hag
or hagling.
54. Animated Mortar and Pestle*: This tiny mortar and pestle has the stats of a Tiny
Servent. It also counts as an herbalism kit that gives the user expertise if they are
proficient. It is friendly and will instantly run towards the nearest party to hug their leg.
55. Andromeda’s needle and thread (spellcaster)*: Dancing item stats(with 1d4 piercing
damage instead of force damage) along with the ability to show directions similar to that
of a compass.
56. Boots of mist step: 3/day the user can cast Misty Step on themselves.
57. Canned gnoll laugh: when opened everyone within 10 feet of the can must roll a wisdom
saving throw of 12 or take 1d6 psychic damage and become frightened
58. Cloak of the spirit walker*: ethereal step for one Hour per day
59. Apple of poison: Acts as a Potion of Poison and simultaneously casts sleep at 3rd level.
60. Eye of the forgotten*: The user must replace one of their eyes with the purple irsed
eyeball. The user can do the following 3/day: see invisibility, cause fear; and 2/day:
scrying. Whenever a spell is cast using the eye, the eye clouds over purple. User gains
the stats of an eye lost. The user also gains disadvantage to charisma rolls when it
comes to charming or persuading rolls. The user must make a wisdom saving throw of
15 before taking a long rest or have the desire to return to the eyes origin which is the
underdark the effect wears off after an hour or if the user becomes unconscious. The
user has no memory of what happens during that hour.
61. Femur of Female Steeder: this club gives the user access to the sticky leg ability which
recharges after 2 rounds to grapple a medium or small creature. Creature must beat a
DC 12 to escape.
62. Seeds of the Planted Sentinel: a bag of 1d4+2 seeds that when planted and watered
thorn slingers sprowt up from the ground. See stats for thorn slinger. These are friendly
to the planter and remain for 1 hour before shriveling up and dying
63. Blighted shrub (druid): when touched by a druid a friendly twig Blight emerges and
follows the druid. See twig Blight stats
64. Jar of pharmeldided pickles: when opened a 10 feet area of a cloud of awful gas comes
out, any who are within that area must make a constitution saving throw of 15 or fall
unconscious until the gas disperses after 10 minutes
65. Sorcerer’s finger*: Upon touching this desiccated finger, the person must make a DC 13
Con save or lose a finger. The user can then replace their finger with this gnarled finger.
The user can cast fire bolt and frostbite instantaneously in the same action. And can cast
chaos bolt 2/day. When cast in this way, the spell is instantly twinned, see PHG. This
finger also counts as an arcane focus. The user gains a -1 in dexterity with that hand.
Curse: corruption spreads after a month of the finger being attached the decay spreads
to the next digit (add another -1 to dexterity in that hand) after four months the hand is
completely corrupted and the hand falls off (user now has the stats of hand lost). Roll a
d6, 1-2: a crawling claw is created, see crawling claw stats;3-4: another Sorcerer’s finger
is created as the rest of the hand disintegrates; 5-6: a Mage’s Hand is created see the
description earlier in the list
66. Canines of a Harpy*: 4 canine harpy teeth when touched to users teeth graft onto them.
The user can cast 3/day: charm person and enthrall. They can also cast thunderclap
using a charge at fifth level, using vocal components as opposed to somatic. The user
also has advantage on persuasion and deception rolls. However the user must make a
wisdom saving throw of 15 or will bite the person they are trying to charm. +3 to hit
1d4+1 piercing damage
67. Crow Cloak*: the user can 1/day cast polymorph into a crow but retain their intelligence,
wisdom, and charisma scores (See stats for Raven). The user can also use the ability
call of the crow 1/day which calls in a swarm of crows one round later (see stats for
swarm of ravens), these crows remain for 4 rounds before dispersing.
68. Jar of oregano oil: when the oregano comes in contact with skin the person takes 1d4
fire damage
69. Pound cake: is it bread or is it cake? Does it truly weigh a pound? Eat it and find out as it
heals the soul.
70. Vase of Storm Giant’s battle Cry: anyone in 120ft from the vase when the vase is opened
goes deaf for ten minutes. Anyone within 10ft from the vase also falls prone. The person
who opened the vase gets thrown 10ft and falls prone and is deaf for 15 minutes.
71. Runestone of Odin: 2/day user says the names Huginn and Muninn which casts Find
Familiar in which two ravens are summoned. See Find Familiars spell ignoring the ability
to only have one familiar.
72. Ring of the Cockatrice*: this polished copper band has delicate feather designs etched in
it. Once every 2 days the user can summon 1d10 chickens which deal 1d4+your
charisma piercing damage.
73. Blood Key*: A skeleton key that literally changes the shape of its teeth to fit the lock with
your blood. The user takes 2d4 damage as they cut themself with the keys teeth so that
the teeth can change to fit the lock. Curse: To attune to this item the user must cut their
dominant hand’s palm, this wound never heals as long as the user is attuned to the key.
Each time the key is used to unlock a door, the user must make a DC 14 Constitution
save or cry out loudly as the cut on their palm flairs with excruciating pain.
74. Cyclops Skull: This basketball sized skull has been shaped and polished into a near
perfect sphere, but with a noticeable hole where the single eye socket would be, hinting
at its origin. Willowwrath uses it to play Fey croquet, a game played by the Archfey and
Fey elite. Most feathered hags have a skull similar to this, though usually from a more
exotic creature. This item can be used as a throwing weapon, magically taking on the
properties of the rock-throwing attack popularly used by cyclops when they wage battle
on intruders to their domains.
○ Skull Toss. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28
(2d10 + 6) bludgeoning, Strength requirement 15
75. Blood Lock*: a small vial of a blood red liquid. To attune to this item the user must cut
themselves and pour the liquid on the wound. The wound does not heal however the
user can cast Arcane lock with your blood. The user then gains a point in exhaustion on
each casting.
76. Caged Girl: a young girl from 5-9 years old, 50% chance that this is a transitioning
hagling.
77. Bow of Piercing*: This azure bow is capable of an amazing feat when attuned to the
user. When wielded, the user can fire two shots in place of one with no penalties to
either attack role. This seems too good to be true, and it is. Any creature who attunes to
this bow suffers from the pointed curse (see Bargains & Curses). For the stats use the
longbow from the Player's Handbook.
78. Willowwrath's Feather*: This long inky black feather was plucked from Willowwrath, the
feathered hag. Sweet Cleo exchanged it for a tray of hallucinogenic cookies at a time
when the two hags were in a coven together several hundred years ago. When held, the
feather acts as a feather fall spell with an unlimited duration centered on the holder.
However, unlike the feather fall spell, it only acts on the holder and no one else.
79. Eldritch Scarf*: The frayed ends of the eldritch scarf act as a separate pair of hands.
During your turn you can take an additional use item interaction action.
80. Animated Cauldron: This dirty, grubby cauldron will instantly attack the person who finds
it. Uses the stats of an Animated Table.
81. Broken Greystaff*: This is a staff of grey wood has a large horizontal crack near the
center of the staff. The wood is still cold to the touch, the user can cast ray of frost(2d8).
82. Broom of Flying: see DMG
83. Cursed Broom of Flying: This broom floats off the ground dramatically before attacking
the finder Use stats of an Animated Broom.
84. Nightmare Catcher: This dreamcatcher is on a delicate thong, the inner threads are
spindly holding small beads on it. 1/day the wielder can hold up the dreamcatcher for
someone to see and cast Cause Fear, DC 14.
85. Shard of the Abyss(consumable): This is a red-black crystal shard allowing the user to
gaze into it, and summon up to CR 4 demons who will obey the summoner for 1d4 +
charisma days, the crystal will then crack and break. The person gazes into it gains
long-term madness from the table.
86. Bouquet of Blue Roses: This bouquet of blue flowers never dies or browns. They
releases a wonderful smell, if anyone leans in for a better sniff must make a DC 14
Constitution save at disadvantage or take 1d12 poison damage
87. Pot of Awakening: If you plant an in this 10-pound clay pot and let it grow for 30 days,
the shrub magically transforms into an awakened shrub(see the Monster Manual for
statistics) at the end of that time.When the shrub awakens, its roots break the pot,
destroying it. The awakened shrub is friendly toward you. Absent commands from you, it
does nothing. Is 25 days into the process. It will listen to whomever it sees first.
88. Jar of Fey Fireflies: This a jar of fireflies in a sealed jar. It produces 10 ft. of bright light
and 10 ft. of dim light. If the jar is opened, it causes a Faerie Fire effect in a 60 ft. radius
from the holder, this destroys the item.
89. Bard’s Tin Whistle*: (Bard only) This old sliver recorder has some engraved golden
filigree. While you are playing it, you gain the following benefits:
○ You can use the whistle as a spellcasting focus for your bard spells.
○ You can try to cast a cantrip that you don’t know.The cantrip must be on the bard
spell list, and you must make a DC 10 Charisma(Performance)check. If the check
succeeds, you cast the spell. If the check fails, so does the spell, and the action
used to cast the spell is wasted. In either case, you can’t use this property again
until you finish a long rest.
90. Clockwork Amulet*: This copper amulet contains tiny interlocking gears and is powered
by magic from Mechanus, a plane of clockwork predictability. A Creature that puts an ear
to the amulet can hear faint ticking and whirring noises coming from within. When you
make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on
the die. Once used, this property can’t be used again until the next dawn.
91. Bag of Rock Candy: a bunch of dusty, hard misshapen lumps. Is this actually candy or
just real rocks?
92. Bottle labeled as Hemlock Wine: functions as a vial of poison to the drinker.
93. Angry Rope of Entanglement: a rope that immediately attacks the finder, use item stats.
94. Love's Poison Amulet*: this is a beautifully cut ruby necklace cut into a heart on a
delicate gold chain. In the center of the heart is a tiny bead of black-green fluid that
moves non- newtonianly throughout the crystal. This Amulet gives the wearer the ability
to add their charisma to their armor class when not wearing armor. This ability does not
work on those who are resistant or immune to the charmed condition. In addition those
not affected by the Amulet can add 2d4 of psychic damage to any attack.
95. Essence of the xeo frío(freezing cold)*: This bottle is ice cold to the touch, seeming to
contain a slowly swirling cloud. Uncorking the bottle release the smoke. The smoke
when inhaled has the breather make a DC 15 Con save. On a fail, the breather will
slowly begin to freeze(use Basilisk rules), alternately, any 2nd level fire spell will do,
though the frozen person will take full damage. On a success, the user becomes
resistance to cold damage, and has 5 charges to cast Ice knife (+6, DC:14). Using
additional charges increases the level of the spell. Regains all charges at dawn.
Detuning to this item destroys it.
96. Deviled Lizard Fingers: surprisingly delicious, with a very satisfying crunch.
97. A Box labeled Wart Collection: .....
98. The Transfigured book of Transfiguration*: (Wizards only) This book is actually a mimic
that can be befriended with a DC 15 animal handling check. 3/day can cast any
transfiguration spell the wizard knows at one level higher than its base level.
99. The Peasant's Revenge*: This is an ordinary looking pitchfork aside from the fact the
prongs are permanently dark with dried blood. This weapon functions as a +1 magical
spear. Upon hitting a hag, the hag takes 3d6 additional damage. This effect only occurs
if the DM states that the creature in question counts as a hag.
100. Roll from one of the other theme tables.

You might also like