Unorthodox Treasures
Unorthodox Treasures
Unorthodox Treasures
Ale Wand
Wand, uncommon
This innocuous wand is crude to the touch, and
always worn down from decades of use. Three
times per day you can use the wand to touch a
container that holds up to up to one pint of
water, which will instantly turn it into Dwarven
Ale. When creating Ale this way, the DM
secretly makes a Wisdom check to determine
the quality of the Beer:
Wisdom
Roll
20+
17-19
05-16
01-04
Result
Superior Ale. Advantage on all
saves vs Fear for 12 hours.
Excellent Ale. Advantage on
first save vs Fear for next 12
hours.
Good quality Ale.
Bad Ale, but tastes like good
quality ale. One hour after
consuming, make a Con Save
(DC 20) or vomit and take 1d6
damage.
Amulet of Aid
Wondrous item, uncommon (requires
attunement)
This amulet is oddly shaped like a potion of
healing; when worn by a cleric, this amulet can
summon a healing ghost to your side whenever you or an ally within 30-feet falls
unconscious, the Amulet will create a ghost-like
version of you and attempt to administer first
aid with Advantage, using your bonuses. If the
Cleric is of 10th level or higher, this radius is
doubled to 60-feet. Note that the Amulet will
only attempt first aid if an ally falls unconscious
within range; the Amulet will do nothing if an
ally falls unconscious outside of the range, even
if you walk closer to save them.
If worn by anyone other than a cleric, the ghostlike healer will only appear if you fall
unconscious, and its first-aid attempt will not
gain Advantage.
A creature can only be healed this way once per
day, even if the first aid check fails.
Example (assume you are a Cleric): if your ally
within 30-feet falls unconscious, the Amulet will
attempt first aid on that ally. If that ally falls
unconscious again within the same day, the
Amulet does nothing. If a different ally falls
unconscious (on the same day) within 30-feet
the Amulet will attempt first aid on that new
ally. If yet a third ally falls unconscious outside
of the 30-feet range, and you manage to run up
to them, The Amulet does nothing.
Amulet of Bewitching
Wondrous Item, uncommon (requires
attunement)
This black amulet has an outline of a snake and
dragon with tiny red rubies on the outer edges.
When worn, you can use a bonus action on your
turns to hex any one creature within 30 feet when you hex a creature, roll a 1d4: your INT or
WIS (your choice) is reduced by this amount
and the hexed creature receives a penalty to all
its checks by the same amount. Both effects last
one hour, even if you remove the Amulet. You
can only hex one creature at a time (until the
creature is killed or the hour has lapse,
whichever is first).
Amulet of Sight
Wondrous Item, uncommon (requires
attunement)
This mundane round gold colored amulet has
an etching of an eye etched within it. When
worn by a spellcaster, it allows the spellcaster
an Advantage on any spell attack roll. You must
declare that you are using this ability before
making your spell attack roll, and must take a
long rest before using the ability again.
Bag of Berries
Wondrous Item, uncommon (once per day), rare
(twice per day), very rare (three times per day)
This burlap bag looks large enough to hold a
coconut; it's smooth to the touch and is always
found in the color purple with a golden strap.
Once-to-three-times per day anyone can place
their hand in the bag to pull out a handful of
berries or other fruit -- this magical fruit is
highly nutritious, able to keep your hunger at
bay for a full 16 hours.
Bag of Folding
Wondrous Item, rare
This sturdy cloth bag is made of high quality
cotton, adorned with exotic feathers and
sometimes pretty cross stitches. The bag itself is
treated as a standard backpack that can hold up
to 5lb of material.
However, this magical bag has the can be
flattened and folded as if it were empty - even if
the bag is full. The bag can fold down to 1/5 of
its normal size, but its weight and mass will not
change. The bag cannot be opened when folded
this way, but it can be ruptured -- if ruptured
(while folded) it will cause a small rift, causing it
to explode for 3d8 damage (bludgeoning) to
anyone within 10 feet of the explosion.
Babbling Fish
Wondrous Item, rare
This small fish never rots, is always breathing,
and small enough to fit into one's ear. When
held close, you will always here the fish talking
Unorthodox Treasures created by The Le
Bash Bash
Armor (shield), uncommon
This large (tower) shield has beautiful etchings
of trolls on its front and elegant etchings of
goblins on the inside. It's heavier than most
shields, requiring minimum Strength value of 16
to use. When using this remarkable shield, if an
opponent's melee attack roll against you misses
by a value of 4 or more, then the shield will
automatically bash itself against that foe,
dealing an amount of bludgeoning damage
equal to 1d6 + your Strength bonus (if any).
Bola Bola
Weapon (short bow), rare
This enchanted short bow looks mundane, but
its strings glow green when an arrow is notched
within it. Whenever you notch a non-magical
arrow, you can imbue it with an explosive tip. A
successful attack with the imbued arrow does
no damage to its target, but it will stick to its
target. If the arrow is not removed, then on
your next turn and every turn thereafter, roll a
1d4 for each of these arrows still on the target - on each result of 3-4, the arrow explodes and
deals 1d4+2 fire damage. If the arrow is
removed from the target before you roll, it
becomes powerless.
Note to DMs: The target creature will not be
aware that the arrow explodes, so it may not be
inclined to remove them. In fact it may take a
couple explosions for it to make the connection
(INT check). How the target removes the target
is up to your discretion.
Bone Sword
Weapon (any weapon that deals slashing
damage), uncommon
This simple weapon has a yellowish tint, as it is
made from the bone of an unknown animal.
Although it is made of bone, it is as durable as
any metal made weapon, and has special
magical properties.
When used in battle, you may speak the
command word "Power Strike" before making
your attack roll -- for this attack roll you gain
Advantage and will score a critical hit on a result
of 18-20. You must take a short rest before
using this ability again.
Boots of Fire
Wondrous Item, uncommon (1d4 damage), rare
(2d4 damage)
These stylish red leather boots often come with
fringe and sometimes a red gem. When worn,
you can take an action once per day to stomp
your foot on the ground, to send bolts of
mystical fire all around you -- all creatures
within 5-feet of you, including yourself, are
dealt 1d4 or 2d4 fire damage (Dexterity save for
half damage, DC 12). However, you have
Advantage when attempting this save, and if
you are successful, you take no fire damage at
all from this effect.
Bracers of Ki
Broach of Beauty
Wondrous Item, uncommon (requires
attunement)
This flower broach comes in three flavors: it
either appears as a daisy, a rose, or a tulip.
When worn, it immediately grants you a
proficiency with every Charisma based skill.
Burst Helm
Wondrous Item, uncommon
This helm comes in many different colors, but
the style is always the same it covers the nose
and has an etching of a mongoose on the back.
Every time you kill an enemy while wearing this
unique helm, you gain a 50% increase to your
speed on your next turn (only for that turn). You
cannot gain more than a 50% increase in any
round this way, no matter how many enemies
you kill.
Captain's Shield
Armor (shield), very rare
This strange round shield is made of a material
that's almost indescribable - smooth to the
touch like metal but much lighter. Whenever
would take damage from a melee attack roll
that is within 2 points of your AC, you may roll a
d4. On a result of 4, the attack is instead
blocked and completely absorbed by the shield.
This d4 cannot be made against Critical Hits
against you.
Cleric's Ring
Ring, rare (requires attunement)
This gold ring is adorned with small jewels on
the outside, with cryptic lettering on the inside.
When worn, it grants the wearer the ability to
sense undead creatures within 20 feet.
However, when worn a Cleric, these powers are
amplified -- the Cleric will be able to sense
undead creatures within 50 feet. Furthermore,
the Cleric gains insight on nearby undead
creatures; the Cleric gains a +2 bonus to AC
against all melee attacks by undead creatures.
Result
Bolt deals double damage (x3 damage
on a critical hit)
19
Advantage on next ranged attack with
this bolt
16-18 +1 damage from this bolt
1-15 No effect
Coldsnap
Ring/amulet, rare (requires attunement)
This magic trinket is blue in color with icicle
carvings - it often appears as a ring, but
sometimes appears as an amulet. As a bonus
action you can activate Coldsnap to give
yourself an aura of cold that emits up to a
radius of 10 feet. Any creatures (friend or foe)
within the radius are dealt 1d4 points of cold
damage at the beginning of each of their turns.
This aura always lasts 2 hours, and during that
time you will take double damage from all fire
damage. While the aura is active, Coldsnap
cannot be removed by any means.
Cool Fez
Wondrous Item, uncommon
This red Fez is fairly mundane looking, but upon
closer inspection you will find ancient elven
inscriptions on the inside. When worn, it
regulates your body temperature at all times,
granting you Resistance to Cold.
Unfortunately there is a side effect as it also
makes you Vulnerable to fire.
note: not everyone thinks the Fez is cool
Crystal Plate
Amor (plate), very rare (requires attunement)
This plate armor looks like any normal armor
when not worn, except for the odd inscription
in the back that says "Death to All But Me".
When worn, the plate armor turns into a hard
blueish crystal, but still has the normal
properties of plate. Whenever a creature misses
it's attack roll (standard or magic attack roll)
against you by a value of 4 or more, a shard of
the crystal plate will detach itself and fly
towards that creature, dealing it 1d4 +1 points
of piercing damage.
At 5th level and every 5 levels thereafter, the
shard damage increases by +1 (for a maximum
of +5 at 20th level).
Deck of Treasures
Wondrous Item, Legendary
Commonly known as the Deck of Treasures,
only scholars know its true mischievous power;
within inner circles, scholars refer to this as
Lokis Deck. This beautiful deck comes in a
strong leather pouch with an etching of a joker
on the outside. The same etching is on the back
of the cards.
This deck of cards contains exactly 50 cards
One Ace, One Joker, and 4 of every other card
(2, 3, Jack, King, etc).
Note: When constructing this deck for players,
simply take a new pack of cards, and make sure
it has one Ace and one Joker.
Once per day a single card can be pulled out of
the deck, granting minor (and sometimes
major) benefits. However, there is secret
mischief attached to nearly every card, which is
solely controlled by the DM. The player is
actively aware of the mischief. Note that once a
player pulls out a card, that specific player
cannot pull out another card for 3 days
(although a different player may pull out a card
the next day).
There are 14 different effects when pulling out
a card. The suit of the card makes no difference
(e.g. a king of Hearts is treated the same as a
King of Diamonds).
Unless otherwise noted, each effect lasts
exactly 3 days. A player that pulls the card will
instantly know the powers that it (or the item it
transforms into) grants. Any card that
transforms into a physical item will dissipate
into sand after 3 days (unless otherwise noted).
DMs Option: After a card has been pulled, it is
reshuffled it back into the deck.
DMs Option: Pulled cards are only reshuffled
back into the deck when a player pulls a JOKER
or ACE.
TWO: +2 Weapon
When pulled, all weapons on you receive a +2
bonus to attack and damage rolls.
Mischief: Damage dealt by those weapons only
deals half its normal damage.
THREE: +3 Weapon
When pulled, all weapons on you receive a +3
bonus to attack and damage rolls.
Mischief: For any combat encounter, the first
time a creature is hit by this weapon, it takes no
damage. Instead, it gains a number of
temporary hit points equal to double the
damage amount.
FOUR: +2 Armor
When pulled, any armor the player is wearing
receives a +2 bonus to AC.
Mischief: Damage dealt to a player wearing this
armor is increased by 50%
FIVE: +3 Armor
When pulled, any armor the player is wearing
receives a +3 bonus to AC.
Mischief: The first 3 attacks against the player
wearing this armor, in any combat encounter,
has Advantage.
SIX: Familiar
When pulled, the card will transform into a
familiar (DMs discretion) that will follow the
player and take any of her commands. The
familiar grants a +2 bonus to any perception
checks and has the same attributes as the
player. The familiar will stay by your side until
death (even beyond the normal 3 days)
Mischief: Whenever the familiar takes damage,
it must make a Wisdom check (DC 11). On a
failed check, it is no longer the players familiar
and will immediately begin to attack the player
until it (or the player) is dead. The first time it
makes an attack against the player, it gains
Advantage.
SEVEN: Potion of Healing
When pulled, the card will transform into a
potion of healing, but the potion will be gold in
color with an etching of joker on the side.
Anyone who holds the potion will be aware of
its true power: consuming the potion heals the
player to full health and grants her a +1
bonus to all attributes for one hour. Unlike
the other items in this deck, the potion will
not vanish or become powerless after 3
days. It will remain potent until drunk.
Double Dragon
Weapon (shortsword), rare
This looks and feels like a shortsword in every
way (sometimes it can also be found as a
scimitar), except for the dual dragon
head carvings at the end of its base.
Those who hold the Double Dragon for
the first time immediately makes a
Wisdom check (DC 15) -- on a successful
check, the Double Dragon unlocks and
allows the wielder to access its innate
powers. A failed check will permanently
lock out its power to the wielder. You
only get one Wisdom check (DM's
discretion).
The wielder, who can access its power,
and can split the sword into two separate
swords (or merge them back together
into one) as a bonus action, which is
often done for the purpose of twoweapon fighting.
While separated, the two swords have a
unique bond -- if the attack with the first
sword results in critical hit or critical
miss, then attack from the second sword
will automatically copy the first result
(therefore you will not make a second
attack roll).
The swords cannot remain separate for
more than 1 hour. If it does, starts to
glow hot, causing it's wielder 1d6
damage fire damage per turn.
Dragon Prod
Wondrous Item, uncommon
This iron branding-prod is always found
in pristine condition, with an elegant
designed dragon at the end of it. To use
the Dragon Prod, heat it up in a fire for 3
hours, and apply it to raw skin for 5
minutes. The pain will be excruciating -the recipient will take 1d4 points of
damage each minute, but is allowed a
Strength Saving throw each time for half
damage (DC 12).
Once branded, the insignia on the prod
Dream Flute
Wondrous Item, rare (requires attunement)
This wooden flute has is made of red wood
with etchings of leaves around part of its
base. A Bard who uses the flute can play one
of four special songs for a powerful magical
effect.
Song - Sooth Melody - while playing ancient
Elven melody, the Bard will heal her wounds
at a rate of 1 hit point per 10 minutes, while
all his allies within 20 feet will heal at a rate
of 1 hit point per 20 minutes.
Song - Rage Against The Tide - While playing
this Orcish melody, all of the Bard's Allies
will become slightly enraged, gaining a +1 to
melee attack rolls and melee damage.
Song - Traveller's Tale - while playing this
ancient Dwarvin melody, glowing spheres
will appear around the Bard, granting an
illumination of up to 50 feet.
Song - Traveller's Lick - playing this melody
grants an anti-magic field round the Bard
and his allies (up to 30 feet) - granting a +3
bonus to all saves versus spells.
Note that allies can only be granted the
bonuses as long as they can hear the song
being played. Also note that a Bard who
find this flute may know of its power, but
may not know how to play the magical
songs; learning the songs can be found from
treasure, quests, or other means as
determined by the DM.
Druid's Ring
Ring, rare (requires attunement)
This strange looking ring is made ugly wood,
but it will never burn. When worn by a
Druid, the Druid can summon a mighty bear
to her side once per day as a bonus action.
The bear will follow any orders issued by the
Druid for up to five minutes or the bear has
died; after this time has expired, the bear
will simply vanish. If the Druid has attained
level 10 or higher, she may use this ability
twice per day, but only one bear may exist at
a time.
Enchanted Quiver
Wondrous Item, uncommon (1d6), rare (3d6)
This leather quiver is adorned in peacock
feathers, stitched together with a single strand
of deep purple silk. It holds twice as many
arrows as a normal quiver; even though it
appears the same size as a normal quiver (it's
bigger on the inside). When found, it contains
1d6 (or 3d6) arrows that deal cold damage and
1d6 (or 3d6) arrows that deal fire damage.
The Quiver also contains a special side slot that
can hold just one arrow - by placing a normal
arrow in this slot for 24 hours, the arrow
becomes imbued with a +1 bonus (to attack
rolls and damage rolls). Whenever this special
arrow is removed from the Quiver's slot, it must
be used within 1 minute or the enchantment
fades.
Erotic Saddle
Wondrous Item, legendary
This brown saddle always appears new and
unused - beneath the saddle is a knife carving of
a heart with an arrow through it. When
fastened to a mount (usually horse), anyone
sitting on the saddle will gain a charisma bonus
equal to their level, but this bonus only applies
to members of the same race and opposite
gender. Note that if you are interacting with
someone that fits this criteria, and that person
is with their spouse (or loved one), you will
generate a penalty to your charisma equal to
your level when interacting with the spouse.
Feet of Flames
Gemsword
Ghost Earring
Wondrous Item, legendary (requires
attunement)
This earring is translucent and magically
attaches to any ear (even if the ear is not
pierced). Once per day as a bonus action you
can use the earring to summon a ghostly clone
of yourself -- the clone follows you and mimics
your every move and is magically enhances with
glamouring magic. Whenever an attack is made
against you and successfully hits you, there is a
50% chance that it will hit your ghost clone
instead. When summoned, the ghostly clone
will have an amount of hit points equal to half
your current life. When it reaches 0 hit points,
the ghost clone simply disappears. A ghostly
clone will automatically disappear after two
hours or until you will it to end, whichever is
first.
Gloves of Lightning
Wondrous Item, rare (1d4+2), very rare (2d4+2)
These gloves always emanate a blue glow, and
feels like they are electrically charged to the
touch. The wearer of these gloves feels
empowered, gaining immunity to lightning
damage. When found, the Gloves contain 1d4+2
(or 2d4+2) charges.
When wearing the gloves, you can use your
action and expend 1 charge to create a line of
lightning (5x30 ft line) to smite your enemies.
The bolt of lightning deals an amount of
lightning damage equal to 2d6 + half your level.
Those caught in the blast can attempt a
Gloves of Squishing
Wondrous Item, rare (requires attunement)
These gloves are always missing a thumb, as if
the thumb part was cut out with scissors, but
the gloves glow blue at all times when not
worn.
Once per day you may slam your fist into the
ground as an action (you must have one hand
free to do this). Upon impact, the glove will
flash red, then green, and then return to
normal. At the end of the round, a giant
semi-transparent thumb will appear above
the head of any creature you choose that is
within 30-feet, and then the thumb will
slam itself into the ground, squishing the
creature.
The creature takes bludgeoning
damage equal to 1d4 x half your
level (max 5d4, minimum 1d4).
The creature may attempt a
Dexterity check (DC 15 to for half
damage, DC 20 for no damage.)
If the creature takes any damage from this
attack, it must make an immediate Constitution
check (DC 18), or else it becomes shaken for
1d6 rounds (youd be shaken too, if you got hit
by a giant thumb).
The creature may attempt a new Constitution
check and the end of each of its turns to end
the effect, with the DC reduced by 1 each time
(cumulative).
Shaken: A shaken character takes a -2 penalty
on attack rolls, saving throws, skill checks, and
ability checks.
Icefire Rings
Ring, rare (one ring), very rare (both
rings)(requires attunement)
This set of comes as two simple circular rings.
The Ice Ring is made of the deepest blue while
the Fire Ring is dark red in color. When worn,
the Ice Ring grants you Resistance to Cold
damage while the Fire Ring grants you
Resistance to Fire Damage.
However, if both rings are worn together, the
rings will use your body as a conduit and begin
to generate a charge every 12 hours until it
holds up to a maximum of 3 charges. As an
action, you can expend 1 charge to launch a
bluish-red fireball up to 50 feet. Any creature in
the target point or adjacent square takes 2d6
fire damage then 2d6 cold damage; Dexterity
Save for half damage (DC 18).
You can expend more than 1 charge
when you launch the fireball this way;
with each additional charge it
increases the cold and fire
damage by 1d6 and extends
the range by 10 feet
(maximum 4d6 each, 70
feet).
Removing either of the rings
will break the conduit and
cause all charges to fade
away.
Infinity Keys
Wondrous Item, rare (one), very rare (3d4)
This magical key is shaped like a skull and feels
like it is made of bone. When placed into a
keyhole, it magically conforms itself to the lock,
allow you to instantly open it. However, once
used, the key itself will turn into dust. Infinity
Keys are found as a single entity or multiples
(3d4) on a keychain. This key cannot open
magical locks.
JLPs Saddle
Wondrous Item, legendary (requires
attunement)
This brown saddle always looks very worn and
broken in with the inscription JLP in the
underside. It was created by the master
sorcerer JLP (no one knows his real name), who
once declared that a saddle is a personal thing
to a rider, and most serious riders have their
own. When fastened to a mount, anyone sitting
on the saddle will have an intimate connection
with the mount. The rider gains a +2 to AC
when riding the mount. If you are at least 5th
level or higher, then you will
become adept in combat
when riding the mount
(while sitting on the
saddle) -- if you and the
mount moves at least 20
feet in a straight line
before making a melee
attack, you gain Advantage
with that attack.
Kendall's Fanciful
Fishing Pole
Wondrous Item, uncommon
This collapsible fishing pole comes with
30-feet of fishing line and unique hook
at the end of the line. Whenever the line snaps
or the hook is lost, the line will regrow to 30feet and a new hook will magically appear. By
putting live bait on the hook (aka worm), using
the fishing pole grants a +10 bonus to your
survival skill check when fishing.
There are, of course, limits -- the bonus is
reduced by 2 (cumulative) after each fish you
catch this way. Once the bonus reaches 0, the
fishing pole will reset and award the +10 bonus
again 48 hours later.
Mud Ring
Ring, uncommon
This silver ring is encrusted with dark gems;
upon inspection the ring itself smells very
earthy and sometimes wormy and contains just
1 charge when found. As an action, you can
activate the charge to hurl a ball of mud at any
target with a ranged attack (range 30/60).
Mummys Wand
Wand, uncommon (1d4 charges), rare (2d6
charges)
This strange wand is made of bone but is always
wrapped in bloody (but dried) bandages. The
wand itself contains 1d4 or 2d6 charges. Each
charge can be used to create a ball of rags that
hurls itself at a target to entangle it -- Make a
ranged attack against the target (range 15/30).
On a successful hit, the target must become
entangled unless it makes a successful Dexterity
check (DC 15)... if it is entangled then its
movement is reduced by 10 feet and suffers a 2 to its attack rolls. It can free itself with a
successful strength save (DC 15).
Each time the same creature gets entangled
after the first, the DC for all saves is reduced by
5 (cumulative).
Orb of Defense
Orb of Winter
Wondrous Item, uncommon (per 3 days), rare
(daily)
This crystal orb is a strange trinket -- when
looking in the orb it will appear as if snow is
falling on a tiny forest. When held in one hand
and activated with the command word, you can
create blizzard like conditions in a 15x15 area
(you may target any square for this effect, up to
50 feet). The blizzard like conditions causes
anyone in the area to take 1d6 points of cold
damage each turn they remain in the area, and
will reduce their movement by half; the blizzard
like conditions lasts a number of turns equal to
you character level.
The Orb of Winter can be used once per 3 days
(or once per day if it is a rare).
Pants of Doom!
Paladin's Ring
Ring, rare (requires attunement)
This mundane looking gold ring shimmers blue
and purple when in direct sunlight. As a bonus
action, a Paladin wearing this ring may use the
ring to generate a shield, which the Paladin will
immediately wield (assuming she has a free
hand). In additional to the normal bonuses that
a shield provides, this shield will also grant the
Paladin an additional +1 bonus to AC against
any melee or ranged attacks made by
characters of Evil alignment.
Anyone of evil or chaotic alignment that wears
this ring suffers 1d10 points of damage when
first worn and an additional 1d6 points of
damage for each minute it is worn after that.
Perception Boots
Wondrous Item, uncommon (requires
attunement)
Designed by the great thief/mage, Thomas
Archfield, these black boots have Thomas' seal
on the bottom of the soles, but otherwise they
are not stylish in any way. When worn it gives
you a +2 bonus to all perception checks for
detecting traps, but only traps that are
activated when stepped on. When worn by a
Rogue that is level 3 or higher, this perception
bonus is doubled.
Quill of Death
Wondrous Item, rare
This quill is made of a peacock feather and
never needs ink to write. By holding the quill in
the air and spelling out a magical word of
power, the word will form into a solid object
and launch itself at any creature within 40 feet
(make a spell attack roll).
Snowman of Doom
(figurine)
Wondrous Item, very rare
This tiny figurine of a snowman is very heavy for
its size (3 lbs). When held and the special
command word is spoken, the figurine turns
into a medium sized snowman creature. The
snowman will follow any orders issued by you
for up to five minutes or the snowman has died;
Unorthodox Treasures created by The Le
Splitsecond
Wondrous Item, legendary (requires
attunement)
This incredible amulet has a small hourglass
embedded within its golden disk-like frame.
When worn, it gives the wearer the ability to
manipulate small pockets of time.
Once per day as a reaction to any attack you
can freeze an opponent within 5 feet or an
incoming attack from a weapon that is within
10 feet from you; after the object is frozen, you
may move up to 10 feet away (2 squares)
before the freeze effect ends. This results in the
attack missing you completely.
To do this, once per day as part of your reaction
you attempt a Wisdom check (DC 10) in each of
those situations. If you succeed, you have
successfully frozen the adversary (or weapon) in
a moment of time and can immediately move
10 feet. After you complete your move, the
frozen moment ends and time passes normally.
If your saving throw result is at least 18 or
higher, the amulet will allow you to do this one
additional time per day (and continue to do so
whenever you roll an 18 or higher).
Sonic Dagger
Weapon (dagger), rare (requires attunement)
This seemingly mundane dagger glows blow in
direct moonlight. Upon wielding the dagger, it
will give off a low frequency sonic hum, granting
you a +2 bonus when you use the dagger to
open a lock. In the hands of Rogue, this bonus is
tripled. However, this bonus is only granted on
metal locks.
Sorcerer's Stone
Wondrous Item, very rare (requires attunement)
This Amulet looks like a rock tied to a small
silver chain, but every Sorcerer knows the
power that lies within it. When worn, a Sorcerer
can channel her sorcery points into the rock for
useful and often powerful effects. As a bonus
action, you can expend a sorcery point for one
of the following effects:
Instant Healing: You are healed a number of hit
points equal to half your maximum hit points,
or you can heal anyone you touch for an
amount equal to half your maximum hit points.
Blood Aura: You are surrounded by a red aura;
for the next 3 rounds, any damage you deal by
spells heals you 1d4 hit points. At 6th level or
higher, this increases to 1d6. At 10th level or
higher, this increases to 2d4.
Luck Aura: You are surrounded by a green aura;
for the next 3 rounds, all attack rolls against you
are at a disadvantage (magic or weapon based).
Heroic Aura: You are surrounded by a white
aura; for the next 3 rounds, you and any ally
within 30 feet gain a +1 bonus to all attack rolls
(magic or weapon based).
Spark Ring
Ring, uncommon
This ring is of the deepest black, but shimmers
with many colors when you stare at it long
enough, with faint crackling noises emanating
from it. Once worn, your melee attacks causes
sparks upon impact; your melee attacks deal an
additional 1 point of lightning damage (this
damage is not increased on a Critical Hit). If you
are 10th level or higher, this lightning damage is
doubled.
For each 1 point of lightning damage you deal
this way, the ring stores a charge within itself.
Whenever 10 charges are stored, you may
expend them as an action to fire a bolt of
lightning at any creature within 30 feet, dealing
it 5 lightning damage (make a standard ranged
attack roll); on a Critical hit, this damage is
doubled.
The ring cannot hold more than 10 charges.
Spike Shield
Armor (shield), rare
This wooden shield is mundane in every
way, except for the large blood stain in
the middle that can't be removed no
matter how hard you try. However, in
moonlight, the blood stain will
become a visible word of power.
By wearing the shield and speaking
its word of power, the shield will
instantly create a spike at its
forefront, a razor sharp
instrument of pain -- whenever a
creature misses an attack roll
against the wearer by 4 or more,
the spike will launch itself at the
attacker, instantly hitting it for 4
points of piercing damage. A new
spike cannot be summoned
again for one hour.
If the spike is unused,
speaking the word of power
will "unsummon" the spike,
allowing it to be used later.
Stone of Jormungand
(cursed)
Wondrous Item, legendary
This plain ring is said to once belong to
Jormungand the beast. Upon wearing it, you
take 1d12 points of damage and grow scaly
skin, which grants you a +2 to AC. But there is a
cost, as your Charisma is reduced by -4.
Removing the ring will cause the scaly skin to
disappear within one hour, but your charisma
score will return to normal at a rate of +1 per
week until it is normalized.
Undead Torchlight
Wondrous Item, uncommon
This mundane torch can only be differentiated
from other torches by the skeleton like etching
of a hand at its base. When lit, the Undead
Torchlight illuminates as a normal torch would,
but any undead creatures within its illumination
will glow softly with blue light (as long as they
are not invisible); all impacted undead
creatures are easier to see and hit -- their
AC is reduced by -1 against melee and
ranged attacks.
Wand of Ancients
(cursed)
Thunderaxe
Weapon (battleaxe), very rare (requires
attunement)
This battleaxe feels slightly heavier in weight
than a standard battleaxe it deals 1d10
slashing damage rather than 1d8. Once per day
as a bonus action you can imbue the battleaxe
with thunder - once imbued, your next attack
with it deals an extra 1d6 points of Thunder
damage. If you score a Critical Hit while the
battleaxe is imbued with thunder, the resulting
boom will deal yet an additional 1d4 points of
Thunder damage to any creatures within a 10foot radius of the attack. You are immune to
the effects of the Thunder damage generated
by the Thunderaxe. If you are 6th level or
higher, this weapon generates a +1
enchantment; if you 15th level or higher, the
thunder damage is doubled.
Wand of Hiding
Wand, uncommon (+1), rare (+2), very rare (+3)
This swirly mahogany wand changes to a
different color every night at midnight. When
activated, it generates a camouflage-like aura
around you (or anyone you touch with it); it
grants you a +1 bonus (or +2 or +3) to Stealth
checks for up to 1 minute. The enchantment
itself comes from the Wand, which has enough
power to enchant just one person. When the 1
minute expires, the enchantment returns to the
Wand, allowing you to use it again on yourself
or an ally.
If the recipient of the Aura falls unconscious or
dies before the 1 minute expires, the aura will
be unable to transfer itself back to the Wand
and therefore will dissipate completely,
rendering the Wand useless.
Wand of Purification
Wand, uncommon
This well-crafted wand has nothing particularly
remarkable about it, except for the red tip that
glows in foggy weather. When held in a
container of water, it will purify the water so
that it becomes completely drinkable -- it can
only purify 2 gallons of water per day (7.56
liters) and can only be used once per day. If you
attempt to purify more than that amount, the
wand's tip will crack, rendering the wand
useless.
Wand of Ra
Wand, uncommon (2d4 charges), rare (5d4
charges)
This wand is made from a rare elm with grains
of sand sprinkled across its handle. When first
found it contains 2d4 or 5d4 charges. Each
charge can be used to create a ball of light that
follows its owner for up to 3 hours until he wills
it to end. The ball of light illuminates an area of
up to 60' feet and grants its owner a +2 to his or
her passive perception for the purposes of
spotting secret doors.
Wand of Rain
Wand, rare
This strange wand is visually translucent, but
when held closely, one can hear the sound of a
light spring rain. Once per day, upon command,
the wielder of this wand can create a localized
shower of rain at any location within 20 feet -this shower lasts for up to 2 minutes (or when
the wielder wills it to end) and radius of the rain
shower is 5-feet. The rain will always be clean
and drinkable, but also "room temperature".
Wand of Sleep
Wand, rare
An oddly shaped curved wand with elven
writing carved within - when held at nighttime it
helps its owner sleep peacefully to the sounds
of nature. Anyone sleeping with this wand for 4
hours gets the full benefits of 8 normal hours of
sleep. Sleeping with the wand during daylight
hours has no effect.
Wand of Teeth
Wand, rare
This wand is made of teeth, and is quite
disgusting to those with a weak constitution -anyone with a constitution score of 9 or less
that touches it must immediately make a
Constitution check (DC 10) or vomit. The wand
itself has a wooden base with 3d4 teeth
attached to the upper parts of the wand.
As an action, you can command the wand to
launch one or more teeth at any creature within
30-feet, instantly hitting it for an amount of
damage equal to 1 per tooth (bludgeoning).
Upon inspection the teeth will grow back at a
rate of 1 per day (maximum of 12 teeth total).
Web Bracers
Wondrous Item, rare (requires
attunement)
These golden bracers are
made of metal with a
spider-web-like etching
throughout. When
Whistler
Weapon (arrow), legendary (requires
attunement)
This blue arrow is always easy to identify with
its unique collection of feathers and stone tip.
By merely touching the arrow, its owner will
become psychically linked to the arrow -- as an
action you can control the arrow by simple
whistling noises and use it to as a ranged attack,
even without a bow. However, for this ranged
attack you must use your Wisdom modifier for
the attack bonus and damage bonus. Using the
arrow this way has just one normal range of 50
feet (it cannot travel further than 50 feet). The
arrow normally deals 1d6 piercing damage.
If you have achieved level 4 or greater, as a
bonus action, you can make a second attack
with the arrow -- the target of the second
attack must be within 50' of you and within 20'
of the first target.
If you have achieved 9th level or greater, you
can make a third attack as a bonus action the
target of the third attack must be within 50 feet
of you and within 20 feet of the second target.
If you have achieved level 13 or
greater, the arrows damage
increases to 1d10 piercing.
When all attacks are complete,
the arrow automatically returns
back to you.
ArtifactS
Bauble of Power
Wonderous item, artifact
Baubles of Power are small colorful stones with
a single word-of-power inscribed on one side.
Players typically will not know how to
pronounce the word unless they make a
successful History check (DC 20), or they may
find pronunciation by other means.
Once the word-of-power is discovered, the
Bauble can be held to an appropriate object; by
speaking the word-of-power is spoken, the
Bauble permanently imbues/infuses itself
within the item.
Finding a Bauble isn't always difficult, but
interpreting the word-of-power can be.
Bauble of Serration
Wondrous item, artifact
Word of Infusing: K'sadpm
Bauble of Thunder
Wondrous item, artifact
Word of Infusing: Inyante
The Bauble of Thunder can be imbued into any
amulet. Once infused, the amulet enchants all
your melee attacks with an aura of lightning;
whenever you miss a melee attack, the amulet
crackles with energy stores one charge. When
the amulet has accumulated 5 charges, as a
bonus action you may use all the charges to
gain a +5 to your next melee attack roll; for this
attack, the attack deals thunder damage.
Dekkens Darkblades
Bauble of Shielding
Wondrous item, artifact
Word of Infusing: Riohnkla
Hk'tar (longsword)
This longsword grants a +1 to all attack rolls
against humanoids. Druidic Synergy: in the
hands of a Druid, Hk'tar also grants a +1 to
damage rolls against humanoids.
Et-sa (shortsword)
This shortsword grants a +1 bonus to AC against
all melee attack rolls from humanoids. Druidic
Synergy: in the hands of a Druid, Et-sa also
grants this AC bonus against ranged attack rolls
from humanoids, but only for non-magical
attacks (arrows, spears, etc).
L'mkata (sickle)
This sickle is ultra sharp to the touch; when
attacking humanoids with it, it generates a
critical hit when a natural 19-20 is rolled.
Druidic Synergy: in the hands of a Druid,
L'mkata scores a critical hit against humanoids
on a natural 18-20 instead.
L'ashmire (scimitar)
This scimitar has the ability to absorb magical
attacks; you gain a +2 bonus to all saves vs
magical attacks from humanoids. Druidic
Synergy: in the hands of a Druid, L'ashmire
allows you gain Advantage on any save vs. a
magical attack, but only once per short rest.
Destruction: The darkblades cannot be
destroyed by separately. Each of the four blades
must be tightly bound in virgin elven hair and
submerged in demons blood for 7 days, which
will render them powerless and turn the blood
into hardened rock.
Doornob of
Teleportation
Ghost Artifacts
Wondrous item, artifact (requires attunement)
Common Name: Havas Will
Description: These items consist of a Silver
Amulet, Leather Belt, Leather Boots, Red Cape,
and a Golden Ring. The items are visually
mundane in nature, but provide magical
bonuses as you wear one or more of them at
the same time.
Karishas Soul
Weapon (short bow), artifact (requires
attunement)
Common Name: Bow of Splitting
History: Karisha's Soul was meticulously
handcrafted by a secret society of high elves in
the Greenlands. It was given as a gift to the
Elroen clan to celebrate the birth of their son
and heir, Kaleek the first. Kaleek grew up to be
an intelligent and natural leader, and a highly
respected ranger.
When Kaleek reached his 19th year, his father
became very ill and passed away. He took the
death of his father very hard and went into
seclusion for six months in the fire mountains.
When he returned, he made a decision that
would forever impact the Elroen clan he
declined the leadership that was passed to him
and handed it to his sister Itari, who was the
eldest child.
Kaleek left his clan and changed his name to
Karisha, who would become a legend in his own
right.
Description
Karishas Soul is a shortbow made of deep
mahogany, but with an ability to split an arrow
into two after it is released. Upon releasing a
normal non-magical arrow, the arrow will
replicate itself while in mid-flight and has a
chance to hit the same target. All arrows will
Children of the DM
Artifact (requires attunement)
The Children of the DM are a set of six artifacts
that were created for a group of teens that is
said came from a strange plane of existence
looking for a passage home. The children have
long since gone home, but the artifacts remain
and can be found by a lucky adventurer. All
Children of the DM items requires attunement.
Hanks Ranger Bow
Weapon (shortbow or longbow), artifact
This magical yellow bow has the ability to
change into a short bow or long bow at will. It is
very unique in nature as it doesn't have a
bowstring -- when taking an action with this
bow, it creates a string of energy and a magical
arrow that deals bludgeoning or force damage
(your choice at the time that you make the
attack).
RANGER SYNERGY: Any Ranger that wields this
bow has the additional option to create a
magical arrow that deals Thunder damage. At
5th Ranger level, and every 5 Ranger levels
thereafter, the magical arrows are imbued with
a +1 bonus to attack and damage rolls
(maximum of +4 at level 20).
Season Stones
Wondrous item, artifact
Common Name: Druids Stones
Description:
The Season stones are four ancient Druidic
artifacts created by the first four druids of
Na'vanhill in the 7th year of the Rabbit. The
stones themselves are small and round, smooth
to the touch, each with an ancient word of
power etched within it.
By holding a stone to a particular non-weapon
item and speaking the word of power, the stone
will imbue itself to the item giving it new
powers and abilities. (note: the word of power is
etched in the stone, but you may not know how
to pronounce it; you can dedicate entire quests
to learning the word of power). Anyone can
wear an item imbued by a Druid stone and have
access to its innate powers. Speaking the same
word of power while wearing the imbued item
will cause the stone to detach itself -- once
detached it cannot be re-imbued into a new
item for 30 days.
Druidic Synergy: The Druid stones can also be
imbued into a weapon, but only by a Druid. In
these instances, the stones only power the
weapon if the weapon is used by a Druid
(requires attunement).
EMERGING STONE (Spring)
This green stone can only be imbued into a
helm or visor of that covers the eyes. The
imbued helm grants you the ability to see that
what you cannot normally see -- you can see
invisible creatures as if they were not (negating
Advantage/Disadvantage).
Druidic Synergy: When the Emerging Stone is
imbued into a weapon, it grants the Druid a
powerful blast of Acid. As a Druid, wielding this
weapon grants you the ability to use Acid Splash
as a cantrip. If you already know Acid Splash,
then the imbued weapon increases your
existing Acid Splash damage by 1d6.
D100
1-3
4-6
7-9
10-12
13-15
16-18
19-21
22-24
25-27
28-30
31-33
34-36
37-39
40-42
43-45
46-49
50-52
53-55
56-58
59-61
62-64
65-67
68-70
71-73
74-76
77-79
80-82
83-85
86-88
89-91
D100
1-2
3-4
5-7
8-10
11-12
13-14
15-16
17-18
19-20
20-23
24-25
26-27
28-29
30-31
32-33
34-35
36-37
38-40
41-42
43-44
45-46
47-48
49-50
51-53
54-55
56-57
58-59
60-61
62-64
65-67
68-69
70-72
73-74
75-77
78-79
80-82
83-85
86-88
89-90
91-93
97+
RESULT (uncommons)
Ale Wand
Amulet of Aid
Amulet of Bewitching
Amulet of Sight
Bag of Berries (once per day)
Bash Bash
Bone Sword
Boots of Fire (1d4 damage)
Bracers of the Four Winds
Broach of Beauty
Burst Helm
Cool Fez
Dragon Prod
Enchanted Quiver (1d6)
Forever Lasting Gobstopper
Helm of Vision
Idol of the Running Man
Kendalls Fanciful Fishing Pole
Mud Ring
Mummys Wand (1d4 charges)
Orb of Defense
Orb of Winter (once per 3 days)
Perception Boots
Potion of Continual Health
Ring of Slow Digestion
Spark Ring
Undead Torchlight
Wand of Ancients
Wand of Hiding (+1)
Wand of Magic Missile (uncommon
version)
92-94 Wand of Purification
95-97 Wand of Ra (2d4 charges)
98-99 Reroll
100
Roll twice against this chart
RESULT (rares)
Alis Magic Carpet
Amulet of the Crusader
Babbling Fish
Bag of Berries (twice per day)
Bag of Folding
Belt of Feebleness
Bola Bola
Boots of Fire (2d4 damage)
Bracers of Ki
Candle Holder of Warning
Case of Infinite Bolts
Clerics Ring
Coldsnap
Cup of Everlasting Whine
Double Dragon
Dream Flute
Druids Ring
Duck of Ultimate Doom
Enchanted Quiver (3d6)
Gloves of Bow Speed
Gloves of Lightning (1d4+2)
Gloves of Squishing
Icefire Rings (one ring)
Infinity Keys (one key)
Mummys Wand (2d6 charges)
Orb of winter (daily use)
Paladins Ring
Quill of Death
Ring of Orcish Fury (+1)
Sonic Dagger
Sorcerers Belt of Trolling
Spike Shield
Wand of Hiding (+2)
Wand of Magic Missile (rare version)
Wand of Ra (5d4 charges)
Wand of Rain
Wand of Sleep
Wand of Small Feasts
Wand of Teeth
Web Bracers
Reroll
D100
1-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-70
71-75
76-80
81-85
86-90
91-95
96+
D100
1-4
5-8
9-12
13-16
17-20
21-24
25-28
29-32
33-36
37-40
41-44
45-48
49-52
53-56
57-60
61-64
RESULT (legendaries)
Bag of Berries (three times per day)
Bag of the Magi
Captains Shield
Cloak of Hunger
Crystal Plate
Deck of Simple Weapons
Feet of Flames
Gloves of Lightning (2d4+2)
Icefire Rings (two rings)
Infinity Keys (3d4 Keys)
Pants of Doom!
Ring of Orcish Fury (+2)
Snowman of Doom
Sorcerers Stone
Thundersword
Wand of Hiding (+3)
Wand of Simple Weapons
REROLL
RESULT
Deck of Treasures
Erotic Saddle
Gemsword
Ghost Earring
JLPs Saddle
Rapier DEn Garde
Splitsecond
Stone of Jormungand
Sword of Dragon Perception
Whistler
65-68
69-72
73-76
77-80
81-84
85-88
89-92
93-96
97+
RESULT (artifacts)
Bauble of Serration
Bauble of Shielding
Bauble of Thunder
Dekken Darkblade: Hktar (longsword)
Dekken Darkblade:Et-sa (shortsword)
Dekken Darkblade: Lmkata (sickle)
Dekken Darkblade: Lashmire (scimitar)
Doornob of Teleportation
Ghost Artifacts (Silver Amulet)
Ghost Artifacts (Leather Belt)
Ghost Artifacts (Leather Boots)
Ghost Artifacts (Red Cape)
Ghost Artifacts (Golden Ring)
Karishas Soul
Children of the DM: Hanks Ranger Bow
Children of the DM: Erics Cavalier
Shield
Children of the DM: Dianas Miraculous
Acrobat Staff
Children of the DM: Prestos Magic Hat
Children of the DM: Sheilas Thief Cloak
Children of the DM: Bobbys Barbarian
Greatclub
Season Stones (Emerging Stone)
Season Stones (Fire Stone)
Season Stones (Autumn Stone)
Season Stones (Wintering Stone)
REROLL
Unorthodox Treasures
Created by The Le
TheLeGames@yahoo.com
Images used with permission:
2003 VShane
Image Portfolio, Louis Porter, Jr. Design
Clipart.com
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trademarks of Elmore Productions, Inc.
2002 Elmore Productions, Inc. All Rights
Reserved.
Some artwork Octavirate Entertainment,
used with permission.