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D100

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96-100
Quirk
Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future
holds. Butterflies
Confident. The item andhelps
otheritsharmless
bearer feelcreatures might frolic in the item’s presence.
self-assured.
Covetous. The item’s bearer becomes obsessed with material wealth.
Frail. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no
effect
Hungry. onThis
its properties,
item’s magicalbut ifproperties
the item has seen only
function muchif use,
freshitblood
looks from
decrepit.
a humanoid has been applied to it
within the past 24 hours. It needs only a drop to activate.
Loud. The item makes a loud noise—such as a clang, a shout, or a resonating gong—when used.
Metamorphic. The item periodically and randomly alters its appearance in slight ways. The bearer has no
control
Muttering.overThetheseitemminor alterations,
grumbles which have
and mutters. no effect
A creature whoonlistens
the item’s use.to the item might learn
carefully
something
Painful. Theuseful.
bearer experiences a harmless flash of pain when using the item.
Possessive. The item demands attunement when first wielded or worn, and it doesn’t allow its bearer to
attune to other
Repulsive. items. feels
The bearer (Other items of
a sense already attuned
distaste whento in the bearer
contact remain
with so until
the item, andtheir attunement
continues ends.)
to sense
discomfort
Slothful. The while bearing
bearer of thisit.item feels slothful and lethargic. While attuned to the item, the bearer requires
10 hours toThe
Energetic. finish a long
bearer of rest.
this item feels full of energy. While attuned to the item, the bearer requires only 6
hours
Silent. The item makes no only
to finish a long rest, noise4when
of which has to be spent sleeping.
handled.
Dread. While in possession of the item, the bearer feels worried and fearful about what the future holds.
Light dims slightly
Generous. The item’sin the item’s
bearer presence.
doesn't feel very attached to their belongings, and doesn't have many qualms
of giving them away.
Paranoid. While in possession of the item, the bearer feels suspicious and skeptical about events that befall
them,
Numb.and Themight
bearerbefeels
overly
lesscautious
pain whilewithintheir actions.of the item, and also has a reduced sense of touch.
possession
Constant. The item never chips or wears down. Any paint or other markings applied to the item fails to
leave
Spartan.a lasting change,
The bearer andless
feels things tiedwhen
hungry to theattuned
item quickly
to thefall away.
item, Illusions
requiring placed
only onmuch
half as the item
foodare
as normal.
Gluttonous. The bearer always feels a bit peckish when attuned to the item, and requires twice as much
food as normal.
Seabound. The item must be bathed saltwater every 24 hours to be usable. The bearer can also drink
saltwater without
Thirsting. The bearer anyalways
ill effects.
feels a bit thirsty when attuned to the item, and requires twice as much water
as normal.
Quenched. The bearer feels less thirsty when attuned to the item, requiring only half as much water as
normal.
Anchored. If the item is ever not attuned to a creature, it teleports back to a predetermined location.
Illuminating. The item has the effects of a Light spell on itself. If this is ever dispelled, the effects return at
the nextThis
Chaste. dawn.item can only function in the hands of a virgin
Experienced. This item doesn't function in the hands of a virgin
Honest. This item doesn't function in the hands of someone that has lied in the past week.
Floating. This item is unaffected by gravity.
Insecure. The item lowers the bearers confidence in themselves.
Promiscuous. This item can only be attuned to someone for 1 day before attunement ends by itself. A
creature
Abstinent. can attune
This itemto the item
doesn't again ifafter
function the 1bearer
week hashas consumed
passed. alcohol or drugs in the past week.
Drunk. This item only functions while the wearer is intoxicated.
Noxious. A creature is poisoned while bearing this item, unless protected in some way.
Tranquil. The bearer feels calm in all situations, and have strong emotions subdued.
Clean. This item is always clean, a property that gradually extends to the bearer.
Dirty. This item is always dirty, a property that gradually extends to the bearer.
Searing. This item is always hot to the touch, and might ignite flammable objects left near it. This trait
doesn't
Chilling.bother
This item theiswearer,
always whose
cold tonatural body
the touch, temperature
chilling is also
the air near it.raised.
This trait doesn't bother the wearer,
whose natural body temperature is also lowered.
Smoking. A trail of smoke always follows this item.
Misogynist. This item won't allow women to attune to it.
Misandrist. This item won't allow men to attune to it.
Racist. This item won't allow members of a certain race to attune to it.
Purist. This item will only allow members of a certain race to attune to it.
Snob. This item will only attune to a creature of noble descent.
Nightowl. This item only functions at night, and a creature wearing it feels more inclined to stay up at night.
Daybound. This item only functions during the day, and a creature wearing it finds it much harder to stay
awake at night.
Good. This item will only function in the possession of a good aligned creature
Neutral. This item will only function in the possession of a neutral aligned creature
Evil. This item will only function in the possession of a evil aligned creature
Lawful. This item will only function in the possession of a lawfully aligned creature
Chaotic. This item will only function in the possession of a chaotically aligned creature
Intellectual. This item only functions when used by a creature with an intelligence score of 13 or higher.
Daft. This item only functions when used by a creature with an intelligence score of 9 or lower.
Prude. This item only functions when used by a creature with a charisma score of 13 or higher.
Awkward. This item only functions when used by a creature with a charisma score of 9 or lower.
Wise. This item only functions when used by a creature with a wisdom score of 13 or higher.
Foolish. This item only functions when used by a creature with a wisdom score of 9 or lower.
Scented. This item gives off a strong but pleasant smell. This scent is gradually transferred to the bearer as
well.
Purging. A creature bearing this item cannot cast any spells.
Craven. The item begins to vibrate when its bearer is in combat, and the bearer themselves feels less brave.
Chameleon. The item changes color to match whatever surrounding it exists in.
Hairy. The bearer's hair grows at a highly accelerated rate.
Hairless. The bearer gradually loses all their hair while this item is on them.
Colorful. The item changes color each dawn. The bearer's hair may also change color if they have the item
on them when
Homesick. The ititem
happens.
only functions when used within 24 miles of the place it was made.
Fee-bound. A payment in gold must be offered each time the item is used.
Atheist. The item won't function when used by a creature devoted to a deity.
Faithful. The item won't function when used by a creature not devoted to a deity.
Bloodsucking. The item quickly absorbs any blood it comes into contact with.
Gory. The item creates extra blood when struck.
Chess-Loving. A character must spend at least half an hour each day playing chess to be able to use this
item.
Cheese-Loving. A character must eat at least half a pound of cheese each day to be able to use this item.
Lighting powered. The item must be exposed to lightning damage once every 24 hours in order to function.
Political. The bearer feels inclined to discuss politics at every opportunity.
Dreamless. The bearer doesn't experience any dreams.
Dreaming. The bearer's dreams become are always vivid and memorable. The item is always featured in
some prominent
Vampiric. The item role in the have
doesn't dreams.
a reflection. The bearer also becomes allergic to garlic while attuned to the
item.
Angry. The item vibrates and shakes whenever the bearer misses an attack. The bearer also becomes more
short
Bouncy.tempered
This item and prone to anger.
is uncharacteristically bouncy
Prismatic. The bearers eyes changes color each hour.
Herbivorous. The bearer cannot stand the taste of meat, and can also safely eat grass and leaves.
Carnivorous. The bearer cannot stand the taste of anything but meat, and can also safely eat raw meat.
Kind. The item will not function for a day whenever the bearer insults another creature.
Mean. The item will not function unless the bearer insults another creature at least once every 24 hours.
Masochistic. The bearer becomes more sensitive to pain and has a heightened sense of touch. The bearer
also gradually
Cryptic. Whendevelops
the item an affinity for itpain
is addressed, whilewith
answers bearing this item. voice, saying strange and seemingly
a mysterious
unrelated
Xornic. Thephrases.
bearer develops a taste for precious gemstones and metals, and must eventually eat that
instead
Sickly. The bearer food
of normal for sustenance.
has disadvantage on saving throws against diseases.
Sweet-tooth. All food tastes extremely sweet to the bearer.
Distracting. The bearer has disadvantage on Perception checks and Constitution saving throws to maintain
concentration.
Static. The bearer gives off small static discharges when touched.
Fire-Quenching. The item casts Control Flame every turn to extinguish any flame within 10 feet of it.
Life-bound. If the bearer dies, the item loses its magic. If the bearer is later resurrected, the magic returns
to the
Roll item.on the table again.
twice
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96-100
Minor Property
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim
light for anThe
Compass. additional
wielder10 canfeet,
use oranto extinguish
action to learnthewhich
light.way is north.
Conscientious. When the bearer of this item contemplates or undertakes a malevolent act, the item
enhances
Delver. While pangs of conscience.
underground, the bearer of this item always knows the item’s depth below the surface and
the
Gleaming. This item never gets dirty. ramp, or other path leading upward.
direction to the nearest staircase,
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t
incapacitated.
Harmonious. Attuning to this item takes only 1 minute.
Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of
the
Key.year, underis the
The item used light of one aphase
to unlock of thechamber,
container, moon, or vault,
in a specific
or otherlocation.
entryway.
Language. The bearer can speak and understand a language of the DM’s choice while the item is on the
bearer’s
Sentinel.person.
Choose a kind of creature that is an enemy of the item’s creator. This item glows faintly when
such creatures
Song Craft. Whenever are within this120
item feet of it. or is used to strike a foe, its bearer hears a fragment of an ancient
is struck
song.
Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is
unaffected.
Temperate. The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as
120 degrees Fahrenheit.
Unbreakable. The item can’t be broken. Special means must be used to destroy it.
War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until
the end of theThis
Waterborne. bearer’s next turn.
item floats on water and other liquids. Its bearer has advantage on Strength (Athletics)
checks to swim.
Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item
heightens
Illusion. The theitem
bearer’s urge to
is imbued withdoillusion
so. magic, allowing its bearer to alter the item’s appearance in minor
ways. Such alterations don’t
Stalwart. When the bearer takes the dodge change how theaction,
item isthey
worn, cancarried,
chose toor have
wielded, and they
advantage onhave no effect
strength on
saving
throws
Charged. instead
The itemof dexterity
has 1d4 more savingcharges
throws.that normal. If the item doesn't normally have charges, these
charges
Drained.can Thebe used
item has to1d4
castless
a specific
charges 1stthan
level spell, and
normal. regains
If the its charges
item doesn't each dawn.
normally have charges, it can only
function 1d4 times each day.
Magical. You can cast a specific cantrip from the item
Disruptive. Constitution checks made to maintain concentration as a result of damage dealt by the item are
made
Warding.withWhen
disadvantage.
initiative For armor
is rolled theoritem
other worn
casts the items
Blade with
Wardthiscantrip
property, the bearer,
on the wearer which
has disadvantages
lasts until the
start of the next round.
Sleepless. Poison or magic can't put you to sleep against your will while bearing this item.
Water Seeking. The bearer always knows the direction to the closest body of water.
Bolstering. The item gives off a small amount of healing energy, giving the bearer advantage on death
saving throws.
Deathwish. The item drains the life force of the vulnerable, giving the bearer disadvantage on death saving
throws.
Wound-Closing. The first time each hour that a creature bearing the item is reduced to 0 hit points, it
automatically
Rousing. If thebecomes
bearer isstable.
dying, it receives one hit point if it rolls either a 19 or 20 on its death saving throw.
Ailing. A 2 on a death saving throw also counts as two failures for a dying bearer.
Eager. The bearer has advantage on their first attack roll after initiative is rolled.
Fainthearted. The bearer has disadvantage on saving throws to resist the frightened condition.
Brave. The item fills the bearer with courage, giving them advantage on saving throws against the
frightened
Knowledgeable. condition.
The item lends wisdom to the bearer, giving the effects of the Guidance cantrip to any
Arcana, History, Nature,
Sharp. If used as an improvised or Religion check.the item deals 2d4 piercing damage. A magical weapon instead
weapon,
gains
Cruel.aEach
+1 magic
time thebonus if it doesn't
bearer already to
would attempt have
dealit. non-lethal damage, it must succeed on a DC15 Wisdom
saving
Merciful.throw
Eachortime
make theitsbearer
attack would
with killing
attemptintent. The bearer
to strike does
a killing blow,notitsupport
must make sparing the Wisdom
a DC15 creaturesaving
throw or deal
Stinking. nonlethal
Creatures withdamage
the KeenonSmellthe attack.
trait areThe bearer does
poisoned whilenot support
within 5 feetkilling
of thethe creature afterwards
item.
Clumsy. The bearer has disadvantage on checks and saves to resist being knocked prone.
Cocky. The bearer can cast Compelled Duel with the item once per day, but only against a creature with a
CR equal to or higher
Creature-Affinity. Thethan
bearerthereads
bearer's level (or
as being CR).
of another creature type (such as Fey or Undead) to spells and
effects that detect creature type, but is otherwise still
Remedial. Once per day, the item can grant the effects of Antitoxin counted as being
as antheir normal creature type.
action.
Healing. Once per day, the item can grant the effects of a Potion of Healing as an action.
Poisoned. Once per day, the item can produce one vial's worth of Basic Poison. This poison loses potency
after 24 hours.
Nightsense. The bearer has 60 feet of darkvision. If the bearer already has darkvision, the receive an
additional
Night Affinity.feet
30 Theofbearer
darkvision.
has Advantage on initiative checks made while the sun is down.
Day Affinity. The bearer has Advantage on initiative checks made while the sun is up.
Fortune Telling. The item can be used to cast the Augary spell once per day.
Jolted. For every 5 points of lightning damage the bearer takes in a round, their base movement speed is
increased
Sure-footed.by 5The
feet until the
bearer has end of theiron
advantage next turn.and saves to resist being knocked prone.
checks
Steadfast. When the bearer is moved against their will, they can use their reaction to reduce the distance
moved by 10
Absorbing. feet.
The bearer can cast Absorb Elements once per day, but only against one predetermined type of
elemental damage.
Self-Destructive. The item is destroyed when the bearer is reduced to 0 hit points. The item can also be
destroyed
Avenging. byWhenspeaking its command
the bearer is killed, word.
the item deals 3d10 psychic damage to the bearer's killer.
Explosive. The item can be destroyed by touching it and speaking a command word. When destroyed the
item explodes
Visionary. The in a Fireball
bearer spell centered
has advantage againston the item.
saving The item
throws that can alsoimpose
would be rigged
the to explode
blinded in this way
condition.
Vigilant. The bearer can't be surprised.
Weakening. The bearer has disadvantage on Constitution saving throws made against gaining levels of
Exhaustion.
Enduring. The bearer has advantage on Constitution saving throws made against gaining levels of
Exhaustion.
Gorgon-Slaying. The bearer has advantage on saving throws against being petrified.
Healthy. The bearer has advantage on saves against diseases.
Medicinal. The bearer has the benefits of a Guidance spell on any check using the Medicine or Nature skill.
Rising. The bearer can get up from prone using only a third of its movement.
Sleep-walking. Whenever the bearer is unconscious, the item allows them to still move 15 feet on their
turn.
Graceful. The bearer has the benefits of a Guidance spell on any check using the Acrobatics skill, and the
benefits of the
Discordant. ThisResistance
item takesspell whenever
8 hours to attune it makes
to. a Dexterity saving throw.
Painting. The bearer can make a trail of colorful light follow this item, which lingers in the air for 1 minute.
Igniting. The item sets fire to any flammable item it touches that isn't being worn or carried.
Analyzing. You can cast True Strike as a bonus action on any creature you hit with an attack with this item.
This canThe
Lucky. only be used
bearer hasonce
one luckagainst a specific
point each day, creature, resetting
as described at each
in the Luckydawn.
feat.
Locking. If jammed into the ground, the bearer can have this item take on the properties of an activated
Immovable
Returning. IfRod. Whenthe
thrown, they
item doteleports
this the bearer
back tocan
thealso set conditions for what kind of circumstances
wearer.
Gripping. You can't be disarmed of this item against your will, nor can it be stolen from you while you are
bearing
Hidden. it.
The bearer can make this item turn invisible as an action. The item turns visible when an attack is
made with
Mocking. Onceit. a round, the item might randomly cast Vicious Mockery (DC13) on a creature that misses an
attack roll. Whenever you make an attack roll while bearing the item, you can forgo rolling the d20 to get a
Modronic.
10 on the die.
Imposing. The Once
bearer used, this benefits
has the propertyofcan’t be usedspell
a Guidance againon
until
anythe nextusing
check dawn.the Intimidation skill.
Charming. The bearer has the benefits of a Guidance spell on any check using the Persuasion, Deception, or
Performance
Feathered. The skill.
item will automatically cast Feather Fall on the bearer the first time in a day that they fall
more than 10 feet.
Primed. The bearer can't roll lower than a 5 on initiative rolls.
Slow. The bearer can't roll higher than a 15 on initiative rolls.
Patient. After initiative is rolled, the bearer can choose to lower their initiative score by as much as 10.
Reliable. Instead of rolling initiative, the bearer's initiative is always set at 13 at the start of combat.
Leaping. The bearer can jump twice their normal jumping distance.
Protective. Once per day, the item casts Shield on the bearer if they would be hit while surprised.
Immaterial. Nonhostile creatures don't count as difficult terrain for the bearer. The bearer makes tumble
and overrun This
God-Sworn. checks with
item advantage,
is devoted to abut have disadvantage
particular deity. If the if otheracts
bearer creatures take those
in accordance withactions against
the god's
teachings,
Greased. Ifitthe
item might
item cast Bless
is carried, it ison them.
hard If the
to get bearer
a good instead
grasp on it.acts against
Checks the god's
to resist teaching,
disarming theare
attacks item
done at disadvantage,
Dashing. and eachgranted
The extra movement time a 1byisdashing
rolled onis an attack roll
increased with
by 10 thefor
feet item
theitbearer
flies 10offeet
this in a random
item.
Interactive. The bearer can interact with two objects on their turn before needing to use their action.
Exclusive. If the item is ever attempted to be worn or carried by someone not attuned to the item, it slips
away from themWhen
Reinvigorating. and onto the ground.
the bearer takes a short rest, this item gives them 2 extra hit dice to roll. This effect
can only be used once per day.
Perceptive. The bearer can make a Perception or Investigation check as a bonus action.
Roll twice on the table again.

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