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Profane and Profound

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100% found this document useful (1 vote)
411 views40 pages

Profane and Profound

Uploaded by

natni8
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Magical equipment, weaponry, armor, and tools for the

novice and expert dungeon delver alike.

Written, Designed, and Edited by Alex Welk with thanks to Sarah Welk
Stock Art: Aegis Studios, Publisher’s Choice, Fat Goblin Games, and Empty Room Studios
Visit anarchydice.wordpress.com for free game resources.
Not for resale. Permission
granted to print or photocopy
this document for personal use
only.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon
ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast. This material is protected under the
copyright laws of the United States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited without the express written permission of
Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by
Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 1
Table of Contents
1001 Gods ................................................ 4 Dwarven Thrower 7000 ................ 16 Jade Scepter 2500 ............................. 24 Serrated Weapon 350 ..................... 32
Godly Avatars, Symbols, and Earring of Eight 500 ........................ 16 Jade Scroll 6000 ................................. 24 Shadow Mirror 8000 ....................... 32
Appearances ........................................... 6 Elven Staff 10000 .............................. 16 Jade Signet 500................................... 24 Shadowslick 250 ............................... 33
1001 Requests ....................................... 6 Emperor Bone Chip 600 ................ 16 Jellied Bone 300 ................................. 24 Shifter's Plate 6000 .......................... 33
Prophecy Generator............................ 7 Endless Tap of Ambrosia 9000 .. 16 Ki-Focused Gloves 4000 ................ 25 Shifting Weapon 1250 .................... 33
Aberrant Powder 900 ........................ 8 Fast Brooch 1000 .............................. 16 Knight Banner 12000...................... 25 Siltblade 1500..................................... 33
Aligned Weapon 8000 ....................... 8 Feather Token, Cursed 3000 ....... 17 Knitted Tongues 1000 .................... 25 Siren's Lyre 9000 .............................. 33
Ambrosia 250 ........................................ 8 Feather Token of Sphinx 18000. 17 Learned Wurms 300........................ 25 Soul 5000 .............................................. 33
Arbiter Plate 9000 ............................... 8 Feather Token Pegasus 5000 ...... 17 Lighted Armor 5000 ........................ 25 Staff of Humanity 10000 ............... 33
Architect's Harp 15000 ..................... 8 Feather Token Quetzalcoatl 3000 Lion's Shield 10000 ......................... 25 Staghorn Helmet 9000 ................... 34
Arch-fey Eyelashes 16000 ............... 8 .................................................................... 17 Lorebond Bookmark 3000 ........... 25 Stone of Blessings 6000 ................. 34
Armor of the Martyr 10000 ............ 8 Feather Token Willow 500 ........... 17 Lotus Sickle 5000 .............................. 25 Stone & Storm 15000 ...................... 34
Armory in a Bottle 3000 ................... 9 Feldspar 500 ....................................... 18 Luck Blade (1 wish) 35000 .......... 26 Stranger Signet 400 ......................... 34
Ascendant Bane 4000 ........................ 9 Flower Petal 12500 .......................... 18 Luck’s Bane 10000 ........................... 26 Styx Coin 10000 ................................. 34
Bag of Tricks 4000............................... 9 Fortunate Armor 10000 ................ 18 Mantle of Blood 9000...................... 26 Sundial of the Infinite 2500 ......... 34
Bag of Tricks, Greater 15000.......... 9 Fortunate, Greater Armor 1000 . 18 Masochist's Bindings 6000........... 26 Sutured Rose 3000 ........................... 35
Bag of Tricks, Lesser 1000............... 9 Fortunate, Lesser Armor 1000 ... 18 Medusa's Gazing Lens 100000 ... 26 Tailored Armor 300 ......................... 35
Bag of Quarry 2000 ............................. 9 Gaudy Armor 500 ............................. 18 Mercurial Guillotine 8000............. 26 The Censure 6000............................. 35
Banshee Chain 50000 ..................... 10 Gaudy Guff 100................................... 18 Midas' Touch 15000 ........................ 27 The Defender 7000 .......................... 35
Banshee Flail 15000 ........................ 10 Ghost Caller's Pipes 6000 ............. 19 Mournwood Harp 2500 ................. 27 The Last Stand 7500 ........................ 35
Barkskin Brooch 9000 .................... 10 Giant Hide 1000 ................................. 19 Mummy Dust 2250........................... 27 The Sandstorm 7000 ....................... 35
Beast Bomb 1000 .............................. 10 Giant Staff 12500 .............................. 19 Mummy Dust, Diluted 450............ 27 Thorn Bomb 300 ............................... 35
Beast Bomb, Greater 2000............ 10 Giant's Braid 50 ................................. 19 Mundane Pigments 4000 .............. 27 Theurgy Plasma 6000 ..................... 35
Beast Bomb, Lesser 500................. 10 Gilded Vest 5000 ............................... 19 Needler 9000 ...................................... 27 Timekeeper 30000 ........................... 36
Bilgewater of the Damned 3000 10 Gnarled Staff of the Tree-folk Nocturnal Dew 2000 ....................... 27 Titan Maul 25000.............................. 36
Bird Bomb 300 ................................... 11 12500...................................................... 19 Notched Handle of Crafts 2000 .. 28 Torturer Pipes 10000 ..................... 36
Bird Feather Token 300 ................. 11 Gnomish Staff 10000 ....................... 20 Nurses Chain Shirt 2000................ 28 Trickster's Last Resort 14000 .... 36
Blasphemous Staff 15000 ............. 11 Goat Hoof 100 ..................................... 20 Oathsworn Bow 10000 .................. 28 Trickster Vest 4000 ......................... 36
Bone of a Heretic 8000 ................... 11 Goblin Staff 6000............................... 20 Ochre Powder 500............................ 28 True Seeing Gem 80000 ................ 36
Bone of a Saint 8000 ........................ 11 Golden Fleece 20000 ....................... 20 Oracle Staff 15000 ............................ 28 Truthful Candle 2500 ...................... 37
Bottled Bar 2000 ............................... 11 Gordian Knot 300.............................. 20 Orcish Staff 7000 ............................... 28 Trusting Candle 3000 ..................... 37
Bottled Hell 1000 .............................. 12 Grains of Paradise 200 ................... 20 Otherbomb 10000 ............................ 29 Undying Oxbone Collar 9000 ...... 37
Bottled Mine 3000 ............................ 12 Grindstone Chain 15000 ............... 20 Outsider Contract 2500 ................. 29 Unguent of Bitters 9000 ................ 37
Bountiful Staff 500 ........................... 12 Halfling Staff 10000 ......................... 21 Paper Mail 10000.............................. 29 Valkyrie Helm 6000 ......................... 37
Brandish 9000 .................................... 12 Halo 5000 ............................................. 21 Parable’s Book of Stories 1000 .. 29 Vegetation Bomb 600 ..................... 37
Celestial Scale Mail 25000 ............ 12 Halo Infused Holy Water 700 ...... 21 Peaekeeper 8000 .............................. 29 Vengeful Weapon 2500 .................. 37
Cloud in a Bottle 1000 .................... 12 Hammer of the Anarchist 100 .... 21 Plate Mail of Etherealness 100 ... 29 Vial of Divine Tilled Earth 50000
Cloud Staff 7500 ................................ 13 Hammer of Thunderbolts 8000 . 21 Plate Mail of the Poltergeist 2000 .................................................................... 38
Cold Iron 500 ...................................... 13 Handmaiden's Case 100 ................ 21 .................................................................... 30 Viscous Slime 15000 ....................... 38
Corded Rattails 6000 ...................... 13 Heartfeather Scale 10000 ............. 21 Prayer Beads 20000 ........................ 30 Vorpal Blade 35000 ......................... 38
Crystal Heart of Light 200000 .... 13 Heart Mender 20000 ....................... 21 Prayer Beads, Greater 40000 ...... 30 Wheel of Woe 5000.......................... 38
Cursesmother 2000 ......................... 13 Holy Avenger 20000........................ 22 Prayer Beads, Lesser 10000 ........ 30 White Rose 5000 ............................... 38
Darknet 3000 ...................................... 14 Honorbound Plate 8000 ................ 22 Prayer Beads, Apostate’s 5000 ... 30 Wild Armor 4000 .............................. 38
Demon Cleaver 6000 ....................... 14 Humble Sash 2000............................ 22 Predator Tooth 900 ......................... 31 Woebegotten Cloak 50000 ........... 39
Demon Skin Leather 5000 ............ 14 Idle Fingers 15000 ........................... 22 Prophet's Crystal Ball 90000....... 31 Wounding 15000 .............................. 39
Dimensional Salt 1500 ................... 14 Implosive Vial 1000 ......................... 22 Pugilist's Bands 22500 ................... 31 Wyvern Spinal Fluid 900 ............... 39
Divine Incense 6000 ........................ 14 Imp Pact Crystal 1250 .................... 23 Quickbrush 500 ................................. 31 Xionic Glyph 9000 ............................ 39
Doom Wraith Drums 30000 ........ 15 Inquisitor's Censure 4000 ............ 23 Quickstep Drums 5000................... 31 Xylem Verdant 250 .......................... 39
Dovescape 20000.............................. 15 Interplanar Shackles 27000......... 23 Quill Dust 1000 .................................. 31 Yarn of Yarns 16000 ........................ 40
Dread Mummy Dust 5000............. 15 Intimidating Armor 1500.............. 23 Ram's Head 9000 .............................. 31 Yawn of a Lich 30000...................... 40
Druid-bough Holly 5000................ 15 Ivorywood Bough 7500 ................. 23 Regrowing Armor 500.................... 31 Zebra Feather 3000 ......................... 40
Dungeonia 900 ................................... 15 Ivorywood Bough, Greater 20000 Resting Shawl 12000....................... 32 Zest of Life 100000 .......................... 40
Dwarf Heart Forge 4000................ 15 .................................................................... 23 Reviving Armor 18000 ................... 32 Ziggurat Gravel 12000.................... 40
Dwarven Sight-Goggles 12500 ... 15 IvoryWood Bough, Lesser 2500 23 Rhino Hide 2500................................ 32
Dwarven Staff 10000 ...................... 16 Jade Crown 12500 ............................ 24 Riddle Wick 4000.............................. 32
Dwarven Stone-Forged Platemail Jade Mimic 1000 ................................ 24 Sandman 2000 ................................... 32
6000 ........................................................ 16 Jade Platter 1000............................... 24 Seer's Crystal Ball 60000 .............. 32

2
Item Price Chart
Armor Price Shadow Mirror 8000 Mundane Pigments 4000 Wheel of Woe 5000
Gaudy Guff 100 Brandish 9000 Riddle Wick 4000 White Rose 5000
Tailored Armor 300 Needler 9000 Dread Mummy Dust 5000 Corded Rattails 6000
Gaudy Armor 500 Hammer of the Anarchist 10000 Feather Token Pegasus 5000 Ghost Caller's Pipes 6000
Regrowing Armor 500 Luck’s Bane 10000 Prayer Beads, Apostate’s 5000 Goblin Staff 6000
Fortunate, Lesser Armor 1000 Oathsworn Bow 10000 Soul 5000 Jade Scroll 6000
Giant Hide 1000 Flower Petal 12500 Divine Incense 6000 Masochist's Bindings 6000
Intimidating Armor 1500 Banshee Flail 15000 Theurgy Plasma 6000 Stone of Blessings 6000
Nurses Chain Shirt 2000 Stone & Storm 15000 Bone of a Heretic 8000 Valkyrie Helm 6000
Plate Mail of the Poltergeist 2000 Wounding 15000 Bone of a Saint 8000 Orcish Staff 7000
Rhino Hide 2500 Heart Mender 20000 Prayer Beads, Lesser 10000 Cloud Staff 7500
Wild Armor 4000 Holy Avenger 20000 Styx Coin 10000 Ivorywood Bough 7500
Demon Skin Leather 5000 Titan Maul 25000 Trickster's Last Resort 14000 Barkskin Brooch 9000
Gilded Vest 5000 Luck Blade (1 wish) 35000 Feather Token of Sphinx 18000 Endless Tap of Ambrosia 9000
Halo 5000 Vorpal Blade 35000 Prayer Beads 20000 Mantle of Blood 9000
Lighted Armor 5000 Disposable Price Feather Token Quetzalcoatl 30000 Siren's Lyre 9000
Dwarven Stone-Forged Grains of Paradise 200 Yawn of a Lich 30000 Staghorn Helmet 9000
Platemail 6000 Ambrosia 250 Prayer Beads, Greater 40000 Undying Oxbone Collar 9000
Shifter's Plate 6000 Shadowslick 250 Vial of Divine Tilled Earth 50000 Unguent of Bitters 9000
Honorbound Plate 8000 Xylem Verdant 250 Zest of Life 100000 Xionic Glyph 9000
Arbiter Plate 9000 Bird Bomb 300 Wondrous Price Dwarven Staff 10000
Ram's Head 9000 Bird Feather Token 300 Elven Staff 10000
Giant's Braid 50
Armor of the Martyr 10000 Gordian Knot 300 Gnomish Staff 10000
Goat Hoof 100
Fortunate Armor 10000 Jellied Bone 300 Halfling Staff 10000
Handmaiden's Case 100
Lion's Shield 10000 Learned Wurms 300 Heartfeather Scale 10000
Stranger Signet 400
Paper Mail 10000 Thorn Bomb 300 Otherbomb 10000
Bountiful Staff 500
Plate Mail of Etherealness 10000 Mummy Dust, Diluted 450 Staff of Humanity 10000
Earring of Eight 500
Grindstone Chain 15000 Beast Bomb, Lesser 500 Torturer Pipes 10000
Jade Signet 500
Midas' Touch 15000 Feather Token Willow 500 Knight Banner 12000
Quickbrush 500
Reviving Armor 18000 Feldspar 500 Resting Shawl 12000
Predator Tooth 900
Golden Fleece 20000 Ochre Powder 500 Ziggurat Gravel 12000
Bag of Tricks, Lesser 1000
Celestial Scale Mail 25000 Emperor Bone Chip 600 Dwarven Sight-Goggles 12500
Fast Brooch 1000
Banshee Chain 50000 Vegetation Bomb 600 Giant Staff 12500
Jade Mimic 1000
Fortunate, Greater Armor 100000 Halo Infused Holy Water 700 Gnarled Staff of the Tree-folk 12500
Jade Platter 1000
Weapon Price Aberrant Powder 900 Knitted Tongues 1000 Jade Crown 12500
Serrated Weapon 350 Dungeonia 900 Parable’s Book of Stories 1000 Architect's Harp 15000
Cold Iron 500 Wyvern Spinal Fluid 900 Bag of Quarry 2000 Bag of Tricks, Greater 15000
Cold Iron Longsword 500 Beast Bomb 1000 Cursesmother 2000 Blasphemous Staff 15000
Shifting Weapon 1250 Bottled Hell 1000 Humble Sash 2000 Idle Fingers 15000
Siltblade 1500 Cloud in a Bottle 1000 Notched Handle of Crafts 2000 Oracle Staff 15000
Sandman 2000 Implosive Vial 1000 IvoryWood Bough, Lesser 2500 Viscous Slime 15000
Vengeful Weapon 2500 Quill Dust 1000 Jade Scepter 2500 Arch-fey Eyelashes 16000
Ascendant Bane 4000 Imp Pact Crystal 1250 Mournwood Harp 2500 Yarn of Yarns 16000
Inquisitor's Censure 4000 Dimensional Salt 1500 Sundial of the Infinite 2500 Dovescape 20000
Lotus Sickle 5000 Beast Bomb, Greater 2000 Wise Mirror 2500 Ivorywood Bough, Greater 20000
Demon Cleaver 6000 Bottled Bar 2000 Bilgewater of the Damned 3000 Pugilist's Bands 22500
The Censure 6000 Nocturnal Dew 2000 Darknet 3000 Interplanar Shackles 27000
Dwarven Thrower 7000 Mummy Dust 2250 Lorebond Bookmark 3000 Doom Wraith Drums 30000
The Defender 7000 Outsider Contract 2500 Zebra Feather 3000 Timekeeper 30000
The Sandstorm 7000 Truthful Candle 2500 Bag of Tricks 4000 Woebegotten Cloak 50000
The Last Stand 7500 Armory in a Bottle 3000 Dwarf Heart Forge 4000 Seer's Crystal Ball 60000
Aligned Weapon 8000 Bottled Mine 3000 Ki-Focused Gloves 4000 True Seeing Gem 80000
Hammer of Thunderbolts 8000 Feather Token, Cursed 3000 Trickster Vest 4000 Prophet's Crystal Ball 90000
Mercurial Guillotine 8000 Sutured Rose 3000 Druid-bough Holly 5000 Medusa's Gazing Lens 100000
Peacekeeper 8000 Trusting Candle 3000 Quickstep Drums 5000 Crystal Heart of Light 200000

3
1001 Gods
This tool can be a helpful way to roll up new
powerful entities in creating campaign worlds or in
adding a touch of flavor to an existing one. These
might be new gods as yet undiscovered, old gods lost 2d7 Quirk:
to time, or even familiar gods seen from another
culture’s perspective. Alternatively, 1001 gods is 2 Focused on one tiny aspect of their magisteria
helpful if the players are plane-hopping or traveling in 3 Includes other magisteria with poor arguments
ways that find them likely to encounter different gods 4 Does not pay close attention
than they might normally see in the mortal realms 5 incredibly short-sighted
they hail from. 6 Takes an overly long view of things
The math of a 2d4 roll, 2d6, and 2d7 work out to 7 7 Has a direct conflict with another god
possibilities, 11, and 13, which gives you exactly 1001 8 Dissociative or insane
different possible combinations. To generate a new 9 Archaic or old fashioned
10 Naive or trend-chasing
divine being, roll 2d4, 2d6, and 2d7. For the last, you
11 Incompetent
can roll 2d8, rerolling any 8’s. The combination of all
12 Extreme micromanager
three types will give you a power level for the being, 13 Emotionless or sociopathic
what area is their focus, and a quirk of personality that 14 Roll twice, rerolling any further 13’s
together can be the creative seed to inspire you to
build up that new god with as much or as little detail
as you feel necessary. If you want more randomness,
bringing the possibilities up to 100,100 then you can
also roll 1d100 on the Specifics table for a phrase that
will modify one of their areas of interest, their
magisteria.

2d4 Power Level:


2 Epic Mortal
3 Minor Godling
4 Demi-god
5 God
6 Cosmic-spirit
7 Elder God
8 Pantheon

2d6 Magisteria:
2 Nature
3 Change
4 Conflict
5 Civilization
6 Magic
7 Death
8 Tradition
9 Peace
10 Heroism
11 Ambition
12 Roll twice, rerolling any further 11’s

4
1d100 Specifics 58 A parasite often found with
1 Handheld device or tool within 59 Trinket of
2 Knowledge or art about 60 Symbolic portion of
3 Professionals or tradespeople working in 61 Destruction of
4 Corruption of 62 Allies of
5 Vague category of 63 Treasured portion of
6 Type of climate related to 64 Humanoid tribe related to
7 Conservation of 65 Attitude based on
8 Creature with an affinity for 66 Freedom of
9 Action related to 67 Mental illness related to
10 Overlooked aspect of 68 Disreputable activity related to
11 Secrecy about 69 Class or group of people within the domain of
12 Nurturing of 70 Geographic object of
13 Control of 71 Edible related to
14 Places related to 72 Spiritualism of
15 Most boring part of 73 Category of animals known for
16 Vice concerning 74 Mystery related to
17 An archaic meaning of 75 Peace with
18 A humorous definition of 76 Specific shape within
19 Philosophy of 77 Government form related to
20 Clothing or costume worn for 78 An element that makes up
21 Degenerate offshoot of 79 Controlling factor of
22 Refined or cultured portion of 80 Absence of
23 Domination of 81 Physical aspect of
24 Group of people known for 82 Demi-gods within the domain of
25 Emotion embodying 83 Construction material made of
26 Peaceful aspect 84 Ritual related to
27 Spellcraft copying 85 Domesticated animal embodying
28 Vermin that usually infest 86 Predator representing
29 Interpersonal relationships symbolizing 87 Game symbolized by
30 Structures used for 88 Injury obtained in
31 Opposition to 89 Item for children found with
32 Trash or detritus associated with 90 A cost or tribute demanded by
33 Enemies of 91 Genre of creative works associated with
34 Monsters descended from 92 Plant grown for
35 Extraplanar location based on 93 Most dangerous part of
36 Most unusual part of 94 The most uncomfortable part of
37 Peaceful skill of 95 Trinket from
38 Furniture found in 96 Weapon of
39 Something keeping contained 97 Warlike skill used in
40 A small constituent part of 98 Most wasteful part of
41 Forgotten bit of 99 Colorful element of
42 Harming with 100 Ritual component for
43 Helping using
44 Knick-knack of
45 The most prominent aspect of
46 Activity common within
47 Type of magic most associated with
48 Equipment utilizing
49 Mystical aspect of
50 Type of art based on
51 Most useful part of
52 Safest part of
53 Habit related to
54 Spirits of
55 Trades or deals about
56 Decorative aspect of
57 Concept in the domain of

5
Godly Avatars, Symbols, and Appearances 1001 Requests
The following can be used to create randomized Once you have a god, whether that is one that you
templates for demi-gods, avatars, godly minions, and rolled up using the tools in this book, an existing one,
the like. Using the generated terms can provide some or your own creation, it is often useful to generate
inspiration where choice paralysis might make it hard hooks that tie that being in to your games. Here is a
to invent out of nothing. The random results can table to generate 1001 godly requests. These may be
modify an existing idea to expand on or put a spin on things given to players demanding divine favor, used
something already devised. Strictly speaking, this to fill out an area of the campaign where you had not
could even be used to modify NPC’s in cults, churches, planned on the players going, or as an aid to help fill
or religious orders. out the backstory of any number of campaign
The appearance, quirk, or form of the being is elements.
generated by rolling 2d6 to determine the structure of However, you decide to use it, you generate the
the result, then rolling on the various tables to fill out request by rolling 2d4, 2d6, and 2d7. These three will
the results. randomly decide the offered reward for completion
2d6 Formulations
(likely modified by the being’s power and personality),
2 Adjective (1d10) Object (1d12) and Animal (1d20)
the goal of the request, and what makes the request
3 Object(s) (1d12) in the shape of a Humanoid (1d20) interesting. From there, those three aspects of the
4 Animal (1d20) with Adjective (1d10) Object (1d12) request can be used as a launching point to flesh out
5 Humanoid (1d20) Animal (1d20) and Animal (1d20) more specifics as needed for the purpose you have in
6 Adjective (1d10) Animal (1d20) Humanoid (1d20) mind. Alternatively, if you have a specific reward or
7 Humanoid (1d20) Adjective (1d10) Animal (1d20) threat in mind, you can skip the offer to generator
8 Humanoid (1d20) form imbued with Object (1d12) godly demands.
9 Adjective (1d10) Humanoid (1d20) Animal (1d20)
2d4 Offer:
and Object (1d12)
10 Adjective (1d10) Humanoid (1d20) Humanoid (1d20) 2 Blessing
11 Humanoid (1d20) with markings of Animal (1d20) 3 Avoid a curse
12 Humanoid (1d20) with bits of Object (1d12) 4 Treasure
5 Renown and fame
6 Secrets or knowledge
1d20 Humanoid 1d20 Animal 1d10 Adjective 7 Grant a favor
1 Parent(al) 1 Predator 1 Exotic 8 Moral duty or personal beliefs
2 Artisan(al) 2 Scavenger 2 Mundane
3 Soldier(ly) 3 Herbivore 3 Ancient 2d6 Quest:
4 Priest(ly) 4 Insect 4 Modern 2 Crusade
5 Scholar(ly) 5 Fish 5 Complex 3 Relic finding
6 Traveler(‘s) 6 Parasite 6 Simple 4 Temple protection
7 Adolescent 7 Bird 7 Dangerous 5 Pilgrimage
8 Criminal 8 Burrower 8 Magical 6 Rescue
9 Laborer(‘s) 9 Reptile 9 Chaotic 7 Exploration
10 Hero(ic) 10 Mammal 10 Orderly 8 Hunt an enemy
11 Villain(ous) 11 Nocturnal Animal 9 Root out corruption
12 Noble 12 Social Animal 10 Seal away or hide something
1d12 Object
13 Entertainer(‘s) 13 Poisonous Animal 11 Give aid
1 Castle
14 Trader(‘s) 14 Monstrosity 12 Roll twice, rerolling 11’s
2 Tomb
15 Hedonist(ic) 15 Aberration
3 Battlefield 2d7 Complications:
16 Stoic 16 Outsider
4 Relic
17 Steward(‘s) 17 Omnivore 2 Secret enemy
5 Implement
18 Shaman(ic) 18 Ambush Hunter 3 Bumbling ally
6 Corpse
19 Politician(‘s) 19 Symbiotic Pair 4 Resisted by a major foe
7 Supplies
20 Teacher(‘s) 20 Pack Animal 5 Surrounded by a larger conflict
8 Money
6 Quest giver is unhelpful or vague
9 Royalty
7 The goal keeps changing
10 Commoner
8 Wild and unintended consequences
11 Tradesfolk
9 Powerful ally opposes your methods
12 Secret
10 Time-sensitive
11 Awkward or imposed moral constraints
12 Lies and omissions by the quest giver
13 Moral quandaries
14 Roll twice, rerolling any 13’s

6
1d20 Descriptor
Prophecy Generator 1 The lost kingdom
2 A hidden grove
When it comes to divine providence, it can be useful to
3 A haunted keep
have a random generator at hand to offer inspiration
4 The decrepit catacombs
when creating for your games. Alternatively, if a player
5 The winding sewers
comes up to an unexpected oracular source, the 6 A misty forest
following tables can help build a prophecy. The 7 An overgrown graveyard
prophecy is made by rolling up one of three types of 8 The flowing river
prophecy structures, then rolling the corresponding 9 A grand cathedral
dice to fill in those blanks. Note that the literalness 10 A creaking ship
result should be used to modify how accurate the 11 The coast
prophecy is to what will or may occur by the 12 The sweltering sands
description. 13 A snowcapped peak
1d3 Order of Operations 14 The windswept cliffs
1 Urgency(d4) Action(d10) Object(d12) 15 The rolling hills
Preposition(d8) Descriptor(d20), Random(d30). 16 A grand city
Literalness (d6) 17 The capitol
2 Random(d30), Preposition(d8) Descriptor(d20) 18 A palace
Object(d12) must/shall/will/cannot Action(d10). 19 A fortress
Literalness(d6) 20 The wizards tower
3 Descriptor (d20) Action(d10) Preposition(d8)
Object(d12) Urgency(d4). Literalness(d6) 1d30 Random
1 Against an opposing faction
1d4 Urgency 1d6 Literalness
2 In competition with others
1 Immediately 1 Exactly as written 3 Before an ally does it their own way
2 Within days 2 Keeping in the letter 4 Without waste
3 In the coming weeks 3 Vaguely correct 5 Causing minimal harm
4 It is foretold 4 Creatively interpreted 6 Extravagantly as possible
5 In the spirit 7 Ensuring it is not a problem again
6 Barely correct 8 With a wacky sidekick
1d8 Preposition 1d10 Action 9 Suffering an annoying person’s presence
1 In 10 So that no one knows who did it
1 Survive
2 Out 11 Only to betray them at the last moment
2 Remove
3 Of 12 Framing someone else
3 Aid
4 For 4 Stall 13 In the midst of a magical curse
5 To 5 Escort 14 With the aid of the gods
6 On 6 Investigate 15 In order to have it retold by a bard
7 Under 7 Revive 16 Twisted for selfish benefit
8 As 8 Empower 17 Without any aid
9 Meet 18 Under the hostile scorn of the people
10 Deceive 19 Using means the group is not skilled in
20 Accidentally furthering another’s plans
21 Accidentally foiling someone’s plans
1d12 Object 22 In an alien culture
1 Castle 23 Going against tradition
2 Tomb 24 With a unique item
3 Battlefield 25 Without a habitual item
4 Relic 26 Despite the personal costs
5 Implement 27 When the target doesn’t want help
6 Corpse 28 While suffering an unlucky helper
7 Supplies 29 Only technically
8 Money 30 Though it will result in doom
9 Royalty
10 Commoner
11 Tradesfolk
12 Secret

7
Aberrant Powder 900 laborer-hours. Alternatively, 10 laborer-hours can be
expended for 1 skilled laborer-hour. The Architect’s
An even mix of purple and green-yellow powders
Harp can only be used for construction work and is
squirm inside a small ceramic pot or leather bag.
completed over the course of two hours of continuous
When throw, the powder explodes into a 5 ft. sphere of
playing. In the hands of a skilled harpist, the harp's
swirling fog for 1 round. Any object or creature that
effect can be extended beyond that limit, but each
begins their turn inside the smoke or enters the smoke
additional hour requires a difficult skill check (DC 12 +
must make a Wisdom save (DC 15) or be
the hours the harp was already played today) or the
polymorphed. One random held or worn object on
strain will be too much, splintering the harp. Each
each target must save or be randomly changed into
additional hour provides another 250 unskilled
another object of similar size. Creatures are
laborer-hours. The strings fly loose when it
transformed into either a random animal, a random
breaks, dealing 6d6 slashing damage to
magical creature, or a random creature of
everything within 20 ft. Creatures may make
their type. This effect lasts for 2d6 rounds.
a Dexterity save against the performance
A willing target can attempt a Wisdom
check DC to take half damage. The harp may
save to choose which of those three
not be used again until repaired.
categories their resulting form is
chosen from. Arch-fey Eyelashes 16000
Aligned Weapon 8000 Tiny, intricate hairs rest inside a tiny crystal
vial. Eyelashes from a powerful fey spellcaster can be
Marked with holy symbols, profane markings, or
used as a focus to empower illusion spells. If the
aligned runes, this weapon disrupts the very nature of
eyelashes were stolen from their previous owner,
creatures diametrically opposed to its chosen
illusions spells cast using them can inflict real harm,
alignment, dealing +2d8 damage. A neutrally aligned
up to a total of 1d6 damage per spell level divided as
weapon instead deals an extra +1d8 damage to
the caster chooses amongst creatures that fail their
creatures without a neutral aspect to their alignment.
saves against the effect. For eyelashes found
Wielders who are opposed to the weapons alignment
abandoned or given willingly, the resulting illusion
suffer half of the extra damage dealt from this effect.
spells gain a bit of physical presence to those who
Ambrosia 250 willingly believe them. These semi-real illusions can
act or support weight as if they had a strength score of
Thick, golden nectar swirls inside this vial. The sweet
8 + the spell’s level.
honey heals 2d8 hit points, two levels of fatigue, and
offers an additional save against an ongoing mental Armor of the Martyr 10000
effect.
The Armor of the Martyr can be made of any type of
Arbiter Plate 9000 armor but will change to reflect the soul of the wearer,
turning pearlescent white on a good aligned creature,
Adorned with black, flowing robes, this +2 plate mail
a smoky black on an evil aligned creature, or turning a
has large pauldrons and sits impressively on the
steely grey on an unaligned. This +2 armor fills the
shoulders of all wearers. The wearer gets a +1 bonus
wearer with an inner strength, reflective of their soul,
to Charisma checks. If the wearer is lawful neutral,
each time they drop to 0 HP. This inner power
they also gain advantage on checks to sense motives,
explodes from them, dealing 5d6 radiant, necrotic, or
discern lies, or persuade others in debate. Three times
force damage, respectively, to all creatures within 10ft,
each day, the wearer can create an aura of sanctuary
and 2d6 damage to those within 20 ft. A Wisdom save,
as a move action, forcing creatures within 15 ft. to
DC 15, reduces the damage by half. The wearer is
make a Wisdom save, DC 14, to take a hostile action.
protected from this damage only the first time it
This effect lasts for 1 minute or until the wearer
explodes out from them each day.
commits a hostile act.
Architect's Harp 15000
Massive oaken arms keep taut one-hundred,
gossamer-thin, steel strings on this harp carved with
reliefs of flying ramparts, soaring minarets, and
sweeping arches. In proficient hands, invisible
laborers can be called forth by stroking the strings.
The harpist can control this invisible workforce as 500

8
Armory in a Bottle 3000 animals last for 10 minutes or until killed and are loyal
but typical members of their species, able to follow
An Armory in a Bottle holds a pile of miniature
verbal commands as a trained animal.
weapons, shields, weapon racks, and tools. Smashing
this bottle causes it to explode open, as the Bag of Tricks, Greater 15000
innumerable glass shards coalesce and transmute into
A Greater Bag of Tricks is a felt bag with gold-trimmed,
a mess of scattered swords, shields, spears, javelins,
felt, animal patterns sewn to the outside. It is filled
bows, armors, and tools sitting neatly upon
with gold and purple marbles. Tossing one up to 30 ft
appropriate racks and shelves. These will form non-
away turns it into a large animal loyal to the thrower.
magical equipment of whatever type and distribution
Roll 1d6 for the animal type. Also, roll 1d6, if the result
the bottle smasher has in mind. If nothing is chosen,
is 3 or less, the bag of tricks cannot be opened again
the equipment will be typical for a human garrison of
until the current animal(s) are gone. The animal types
foot soldiers. The Armory in a Bottle can only create
are 1: A wolverine, 2: An eagle, 3: A lion, 4: An
1500 SP worth of equipment. The bottle will always
anaconda, 5: A hippopotamus, or 6: A small dinosaur.
generate the appropriate accoutrements, tools, and
These animals last for 15 minutes or until killed and
scrap materials for sharpening, maintaining, and
can follow verbal commands as a small child.
resizing the equipment created at no cost.
Bag of Tricks, Lesser 1000
A felt bag with felt animal patterns stitched to the
outside is filled with small red and white marbles.
Tossing one up to 30 ft away turns it into a small
animal loyal to the thrower. Roll 1d6 for the animal
type. 1: A rat, 2: A small bird, 3: A house cat, 4: A tiny
snake, 5: A small turtle, or 6: A frog. Then, roll 1d6, on
a result of 1 or 2, the bag of tricks is mysteriously
empty of marbles for the rest of the day. These animals
last for 5 minutes or until killed and will follow simple
verbal commands.
Bag of Quarry 2000
A felt bag with felt animal patterns stitched to the
outside is filled with platinum and lapis marbles. Once
someone has reached in for a marble and tossed it up
to 30 ft. away, the marble will turn into a small animal
Ascendant Bane 4000 hostile to the holder of the bag or the thrower if no
This +1 mace depicts robed figures along its head person currently holds the bag. The animal types are
pierced by random spikes of metal. When wielded 1: A badger, 2: A bird of prey, 3: A jungle cat, 4: A viper,
against a creature from a good aligned plane or against 5: A tortoise, or 6: A poisonous frog. Every time the
a creature with the ability to cast cure wounds, this animal successfully hits the holder of the bag, another
mace causes them to bleed for 1d4 damage at the end marble jumps from the Bag of Schemes and turns into
of each round. The bleeding wounds automatically another hostile animal. Animals summoned from the
dispel the creature’s attempts to cast or create a Bag of Schemes last for 10 minutes, until killed, or
healing or radiant spell or effect. A target may make a until both the thrower and the current holder of the
Wisdom save, DC 12, at the start of each turn to end bag are dead.
the effect.
Bag of Tricks 4000
A felt bag with felt animal patterns stitched to the
outside is filled with silver and blue marbles. Tossing
one up to 30 ft away turns it into a small animal. Roll
2d6, the first to determine the animal type and the
second die results in the Bag of Tricks being exhausted
for the rest of the day on a result of a ‘1’. The animal
types are 1: A badger, 2: A bird of prey, 3: A jungle cat,
4: A viper, 5: A tortoise, or 6: A poisonous frog. These

9
Banshee Chain 50000 space. Those creatures also take a -2 penalty to all
rolls. The swarm obeys the simple verbal commands of
This black, mithril chainmail has wisps of white silk
the thrower, can move up to 20 ft. each round, can
caught in its metal rings. Banshee chain is made by
climb, and has 20 hit points. After five minutes or upon
bathing +3 Mithril chainmail in the blood of an elven
reaching 0 hit points, the swarm will disperse. Roll a
maiden or bachelor then burying them with an
d6, and on a result of 3 or higher, the scattering swarm
expensive silk death shroud which then attaches itself
leaves behind a new Beast Bomb.
to the mail. This +3 Mithril chain mail is medium
armor but can be treated as light armor. Twice per Beast Bomb, Greater 2000
short rest, when the wearer is struck, the Banshee
A Greater Beast Bomb is made up of over a dozen
Chain can release a 30 ft. radius banshee wail. Living
wiggling ovals of coarse black fur and plumage. This
creatures make a Wisdom save, DC 12, or begin dying,
beast bomb creates a crazed swarm of small animals
dropping to 0 hit points with one failed death save,
fitting the local environment when it is thrown up to
becoming deathly pale. On a success, they suffer 3d8
30 ft. The swarm occupies a contiguous twenty square
necrotic damage instead. Once stabilized, they regain
feet and deal 3d6 damage each round to any creature
their pallor and return to half their previous hit point
that begins its turn in the space the swarm occupies.
total, rounded up. Any creature that perishes while
Affected creatures make all rolls with disadvantage as
under the effects of the Banshee Chain will arise as a
the larger, more vicious swarm cunningly interferes
zombie at midnight under the control of the wearer.
with their actions. The swarm obeys the verbal
The wearer can control up to their HD in zombies.
commands of the thrower, can move up to 30 ft. each
New zombies that would exceed this limit wander
round, can climb, and has 50 hit points. After one hour
aimlessly, hungering for living flesh and attracted by
or reaching 0 hit points, the swarm will disperse. Roll
sounds of fear.
a d6, and on a result of 6, the swarm reforms at a
Banshee Flail 15000 quarter its previous maximum hit points for one
minute, otherwise it leaves behind a new Greater
The head of this +2 flail is a pale white, screaming face
Beast Bomb, except on a ‘1’ result.
made of marble. When swung, the head emits a quiet
sob, but upon striking will release a blood-curdling Beast Bomb, Lesser 500
shriek, sending shiver up the spine of those nearby.
When this cluster of beige fuzz balls are tossed to the
Creatures within 30 ft must make a Charisma save, DC
ground, they transform into a swarm of tiny, scared
13, or be stunned for 1 round. On a successful save,
animals. A beast bomb can be tossed up to 10 ft. to
they take a -1 penalty to attack rolls against the
turn into a five square foot swarm of diminutive fuzzy
wielder of the Banshee Flail until they spend an action
creatures appropriate to the terrain that cause any
to calm their nerves. The wielder and creatures that
creatures that begins it turn the swarm to take a -1
have suffered from its effects already in this combat
penalty to all rolls. The swarm obeys the simple verbal
are immune to the Banshee Flail’s effects.
commands of the thrower, can move up to 10 feet each
Barkskin Brooch 9000 round, can climb, and has 10 hit points. After five
minutes or upon reaching 0 hit points, the swarm will
A lacquered, fist-sized knot of oak hangs from a simple
disperse. Roll a d6, and on a result of 5 or higher, the
silver chain. When worn, it turns the wearer’s skin to
scattering swarm leaves behind a new Lesser Beast
bark, conferring a +2 natural armor bonus. If the
Bomb.
wearer is on fertile ground in sunlight when they take
a short rest, they regain 1d8+2 hit points as small Bilgewater of the Damned 3000
green leaflets bud out from the bark and small roots
Salty water sloshes inside this clay jug, water taken
extend down into the soil. The user rolls twice and
from a stygian barge, ghost ship, or similar ship
takes the better of the two results if they drench
escorting souls through the afterlife. When a
themselves with 2 water-skins during a short rest.
spellcaster uses the Bilgewater of the Damned as the
Beast Bomb 1000 focus to cast a spell that controls, conjures, or
enchants water, the resulting water roils with ghostly
The beast bomb is a matted bundle of balls of brown
jealousy. Living creatures within that water treat each
hair, feathers, and scales tangled together. Tossed up
round as if it were two rounds for the purposes of
to 20 ft. away, the beast bomb scatters into a swarm of
suffocating as covetous souls steal their breath. The
tiny animals fitting the current environment. These
effect lasts until the spell ends.
animals take up ten square feet and deal 1d6 damage
each round to any creature that begins its turn in their

10
Bird Bomb 300 random uncast spell slot until they complete a long
rest. Each use of the bone in this manner weakens the
Thin jewelry wire formed into this bronze cage is filled
bone, and its durability die must be rolled each time.
to its brim with grey and white feathers. Smashed
The bone starts with a d20 die and decreases in die
open or tossed up to 30 feet away, the Bird Bomb
size each time it is rolled. On a result of a 1, the bone’s
explodes into a flock of tiny birds fitting to the local
fractures become too much and the bone splinters. If
environment. Hundreds of nervous birds scatter in
the bone is broken, on purpose or accidentally, it
every direction in a cacophony of bird calls. This
negates all divine spells of 4th level or lower in a 100
grants total concealment to everything within 20 ft of
ft. radius and all divine casters must save using their
the avian explosion for one round and concealment for
spellcasting statistic, DC 18, or lose their 2 highest
1d4 rounds following. The birds quickly scatter but
level spell slots until they complete a long rest. The
not before knocking down any unattended objects and
durability die of the bone is increased by one die size
knocking prone any creature within 60 ft that fails a
for each week it is buried along with the desecrated
DC 10 strength save.
corpse or bones of a saint on holy ground of the same
Bird Feather Token 300 religious beliefs, to a maximum die size of a d20.
Made of finely carved pine, this huge wooden feather Bone of a Saint 8000
transforms into a five-foot bird when broken. The bird
Using this pearlescent femur as a focus when casting a
will take on the coloration the user has in mind when
non-hostile divine spell on another creature has a 1 in
it is summoned. It can carry up to 100 pounds and
10 chance of keeping that spell in the caster’s memory
obey simple verbal commands. The bird will become
even after it is cast. Each use of the bone in this
aloof and fly away after one hour. HD 1 Medium AC 12
manner weakens the bone, and its durability die must
ATK +4 (Beak) DMG 1d4+1 MOV 20 ft. FLY 90 ft. S 11
be rolled each time. The bone starts with a d20 die and
D 13 C 7 I 3 W 9 C 8.
decreases in die size each time it is rolled. On a result
Blasphemous Staff 15000 of a1, the bone’s fractures become too much and the
bone splinters. Breaking a Saint’s Bone will cancel all
This gnarled, blackened staff is carved with
curses and hostile spells within 100 feet that are level
obscenities and blasphemies against every known god
4 or below. Each creature freed from such an effect
and cult, plus a great many unknown ones. Any cleric
regains hit points equal to the total spell levels of
or priest that wields the Blasphemous Staff takes 5d6
curses negated on themselves. The durability die of
psychic damage each round unless they renounce their
this Bone of a Saint is increased by one die size each
faith. Any being of standing with any god would
week it is buried in the cremated and sanctified
receive great blessings from their deity for destroying
remains of a heretic of the same religious beliefs, to a
this staff. If the staff is wielded by a creature hostile to
maximum die size of a d20.
the gods and that has a hatred of believers, their
spellcasting abilities are improved. They gain an Bottled Bar 2000
additional spell slot of each spell level they can cast,
The Bottled Bar is a large glass jar containing a
5th level and below, and this additional spell slot can
miniaturized tavern complete with flickering lights in
be used to cast a spell from the Wizard or Cleric spell
the windows and moving patrons. Uncorking the jar
list. Each time a spell is cast from a spell list the
will rapidly grow the internal tavern, manifesting it in
character would not normally have access to, roll
the space around the opener. This creates a
1d100 + twice the spell level cast. On a result of 100 or
permanent tavern in this location, filling what space it
more, the gods have noticed the Blasphemous Staff,
can in the surrounding 30 ft. cube with a fully stocked
roll 1d6: A powerful religious order or numerous
tavern. This includes fuel, firewood, food, drink,
murder-cults have now been instructed to kill the
fireplace, tables, beds, interior walls, utensils,
player, an earthquake strikes in 1d4 rounds, whatever
glassware, etc. A single Unseen Servant tends this
the player tries to eat or drink in the next day turns to
tavern under the command of the owner of the tavern.
rotten maggots, the player rolls at disadvantage for the
Behind the bar is a mounting plate that will perfectly
next day, the player has ominous dreams, or the gods
fit the jar. Ownership of the tavern can be passed by
squabble, doing nothing.
the previous owner or by having physical ownership
Bone of a Heretic 8000 of the now empty bottle over the course of a long rest.
As an attack, touching a divine spellcaster with this
blackened thigh bone will force them to make a save
using their spellcasting statistic, DC 12, or lose a

11
Bottled Hell 1000 Brandish 9000
The Bottled Hell’s giant glass jar contains what This +2 silvery weapon can shift its
appears to be a miniature tavern, mine, armory, or form between a lance, greatsword,
other useful location. However, once the jar is opened, shortsword, and longsword as a
it will rapidly grow to fill the surrounding space with free action. The first successful attack
torture devices, horrors, and demonic shadows. Up to made after being drawn for the first time
a 90 ft. cube becomes a miniature hell that attempts to in battle or after slaying an evil enemy is
trap and torture all mortals that enter its space. followed by a blast of white light. By
Creatures entering the miniature hell must make a focusing their will, this burst of light can
Dexterity or Wisdom save, DC 15, or become be channeled to cast dispel magic using a
restrained. Those restrained by this effect are tortured +4 bonus targeting the struck creature,
physically and mentally for 2d6 damage each round attempt to outline any number of the
until their shadowy captors are dealt at least 30 creatures within 15 ft with faerie fire for 5
damage. The creature is no longer restrained for one rounds, or target any number of creatures
round but must make new saves if they remain in the within 15 ft with a bless spell.
miniature hellscape at the end of their next turn. Each
restrained creature has its own set of captors, so Celestial Scale Mail 25000
killing one set does not free other captured creatures. Glimmering, silvery wings magically spring
The bottled hell is otherwise made of shadow-stuff forth from the back of this polished +3 scale mail. The
that is barely tangible, with shifting forms that appear wings allow the wearer to glide indefinitely, falling 30
as creatures’ worst fears. If one of the demonic ft. each round and moving horizontally 60 ft. For up to
shadows is ever killed by radiant damage, against 30 minutes each day, the wearer can take flight with
which they are vulnerable, the Bottled Hell returns to good maneuverability at a speed of 50 ft. per round.
its unopened form to await someone new to open it. Any healing effect the wearer applies to others has hit
point restoration increased by 50%, rounded up. Five
Bottled Mine 3000 minutes’ worth of flight can be expended to create 1
Like its cousin, the Bottle Bar, this large jar contains a round of a 30 ft healing aura, causing the silvery wings
doll-sized version of its namesake. Inside is a tiny to glow. The healing aura heals 10 hp to each creature
mine, complete with uniformed foreman, shadowy that starts its turn in the aura, deals 10 radiant
miners, and enough heavy equipment to keep them damage to undead that start their turn in the aura,
working. Uncorking it creates a mass of equipment removes curses as per the spell cast at 2nd level, and
needed to run a fully functional mine: tools, carts, acts as a protection from evil spell each round.
foreman’s shack, storage shed, treadmill-crane, track,
and a dozen shadowy miners lead by a uniformed Cloud in a Bottle 1000
shadow-foreman. The foreman will obey the Uncorking the swirling, cloudy vortex in this clear
commands given by the owner of the mine. The wine bottle will expel a blast of strong wind in the
foreman’s desk in their shack has a large drawer that direction of the opening that lasts for 1 minute. If
will fit the jar perfectly in its velvet lining. Ownership outdoors, the weather will become one step cloudier
of the mine can be passed by the verbal consent of for the surrounding mile within 12 hours for the next
owner or by maintaining physical ownership of the jar week. This has a corresponding effect on other types
over the course of a long rest. The shadows act as of weather related to the cloud cover. When released
Unseen Servants and can mine as much as a trio of indoors or underground in an insufficiently large
professional, human miners while needing no rest. space for weather to take place, the strong gusts rush
back into the bottle or another suitable container and
Bountiful Staff 500 re-cork themselves after the initial minute of gusting.
A Bountiful Staff is a vine-wrapped, ash-wood staff. The bottle can be used as an action once each day but
Commonly made by hedge-mages and lay-healers, it is reusing it in the same area merely lengthens the effect
a boon to nature focused spellcasters. By utilizing their but does not increase its severity.
own spells, this staff allows the wielder to cast
Druidcraft, Shillelagh, and Entangle by expending a
spell of equivalent or higher level. Harvesting or
hunting while holding this staff increases the yield by
1 ration.

12
Cloud Staff 7500 corpses within 50 ft are blessed by a Gentle Repose
each noon. After seven days, the cleansing aura
A white and blue painted Cloud Staff lets its wielder
increases to a 200 ft radius. Necromancers within 1
cast weather related spells through the staff. In
mile are dampened in their abilities, with the number
addition, with a small tap of the fluid-filled, marked,
of necrotic undead that can be controlled being
glass topper, the wielder can call forth a small cloud to
decreased by 2 HD per caster. After fifteen days, the
hover over their head. This cloud creates a personal
cleansing aura expands out to 500 ft and the
bubble of mundane weather in a five foot radius: a
dampening effect spreads to 2 miles away from the
cool breeze, light rain, snow flurries, or a warm wind.
crystal heart. The light shines with daylight out to 250
Spell casters holding the staff may use equivalent or
ft and another 250 ft of dim light beyond that. After
higher spells to cast the following spells using the staff
thirty days, the heart can touched to corpses affected
instead of their own spell list: Fog Cloud, Gust of Wind,
by Gentle Repose to create up to 30 HD of blessed
or Sleet Storm. Weather related spells cast while
undead each day up to an hour after dawn. Holy
holding the staff last one additional unit of time.
undead are purely mechanical in function, having no
Cold Iron 500 attachment to the deceased soul. They are healed by
radiant damage but vulnerable to necrotic damage.
A weapon or armor crafted of strong steel and then
Their flesh becomes whole, if pale, and they are
given an edge without again touching the heat of a
wrapped in pure white silk robes and a faceless, white
forge. Cold iron retains its attunement to the material
ceramic mask. They cannot speak but understand all
plane’s natural order, and this attunement allows it to
commands. They serve the wielder of the Crystal Heart
bypass racial damage resistances, in the case of
of Light unquestioningly. Without commands, they will
weapons, or ignore racial damage bonuses, in the case
protect living creatures from harm, subdue violent
of armor, of fey, demons, and other chaotically aligned
creatures, and destroy necrotic undead. Creating
outsiders. Using cold iron and striking a creature
undead uses 1 day of solar energy for every 3 HD of
under the influence of a charm or enchantment effect
undead created. At the maximum charge of three
from chaotic outsiders takes damage as normal but
hundred days of sunlight, the cleansing aura extends
can make a new save against that effect, although with
for 1 mile, the dampening of necrotic undead control
disadvantage. Cold iron is more fragile than tempered
increases to a 5 HD reduction within a 5 mile radius.
steel and is vulnerable to sonic damage and has
disadvantage on saves versus destruction. Cursesmother 2000
Corded Rattails 6000 A dual ended wand, with a white haired wood face on
one end and a black haired gnarled wood face on the
Cut from a ratking mass and wrapped in woven
other. Touching this wand to a creature bearing a
cocoons, Corded Rattails are a boon to spells dealing in
curse or compulsion allows the user to either lengthen
vermin or insects. Used as the spell focus for
the effect by 50% of its original duration unless they
summoning, enchanting, or controlling effects on
succeed on a save against the original effect DC or
vermin, this spell focus will target additional vermin
reduce the remaining duration by 25% of the original
or insects, enough to increase the total hit points
duration. Touching the wand to a creature with no
summoned or controlled by 20%, rounded down.
curse allows the wielder to grant that creature
Crystal Heart of Light 200000 advantage against the next save they make against a
curse or compulsion within the next hour or places a
A bright, diamond, head-sized crystal cut in the shape weak hex on the creature. Should the target fail a
of a heart. The heart must be charged up by pure, Wisdom save against the hex, DC 13, they are cursed
unfiltered sunlight. For every consecutive day of with disadvantage on saves against curses and
sunlight exposure, sunrise to sunset, the Crystal Heart compulsions for the next half hour. Despite its dual-
of Light stores more energy. Every day without sided appearance, both the boon and bane granted by
sunlight, it loses one day’s worth of stored energy. this wand can be applied from either end and doing so
Days of partial sunlight neither lose nor gain energy. requires a bonus action.
The heart has only 1 hit point and an AC of 14. It can
only take damage from a purposeful, directed,
destructive action against it alone. After one day, it
shines brightly in the dark, casting out bright light for
100 ft and dim light out to 200 ft. After three days, it
also gains a 50 ft cleansing aura that imposes
disadvantage on all rolls by undead and all dead

13
Darknet 3000 that year, the teleportation blocking effect is
permanent until the surface is destroyed.
This net perpetually cloaked in shadows restrains the
shadows of creatures it is thrown over, requiring a Divine Incense 6000
wisdom save, DC 13, or the creature becomes
Divine Incense is an amalgamated wax made from the
restrained. In places with faint or no shadows, the
melted down clippings, trimmings, hairs, nails, skin
target gains advantage on their saving throw.
flakes, and detritus of demi-gods. A delicate balance is
Incorporeal creatures and those from the plane of
required in the choosing of materials, too weak a
shadows suffer disadvantage on their saving throws.
godling and no power can be gleaned from the incense.
As an action, a creature may attempt a new save
Too strong a god on the other hand will have leavings
against the Darknet. The Darknet has 30 hit points and
that are too strong to distill down properly. Divine
is partly incorporeal and is resistant to bludgeoning
Incense, when burned, provides a temporary boost of
and piercing damage.
one additional spell slot of each level for the divine
Demon Cleaver 6000 caster that inhales its fumes. If multiple creatures
partake of the Divine Incense, they choose which
This wicked blade was first forged by a
receives each bonus spell slot, deciding randomly if
tormented blacksmith who lost his wife
there is no consensus. Each additional creature that
to the tortures of a mad king. Some say
inhales the smoke, up to four creatures in the five foot
opportunistic demons were his muses. It
radius, ensures that a little less of the smoke goes to
functions as a battleax and will rend the flesh
waste, adding 1d4-1 additional spell levels worth of
of its enemies. The Demon Cleaver acts as a +1
spell slots to the spell slot pool. Creatures gain no
longsword and on a hit, the target must make a
benefit from bonus spell slots of levels they
Constitution save, DC 13 or suffer a -1 penalty to
could not normally cast. These bonus spell
rolls and 1 bleed damage each round until healed. On a
slots are lost once they are used or when the
successful save, the creature instead takes a -1 pain
character takes a long rest.
penalty to all rolls for 1 round.
Demon Skin Leather 5000
A +1 leather armor made from the cured
hides of demons, sewn with hair of the
bearded devil and dyed a mottled red-black with the
blood and fluids of the innocent. This squirming
leather cuirass grants advantage on intimidate checks,
resistance to fire damage, and once each day the
wearer can cast Fear as a 2nd level spell as an action,
DC 14.
Dimensional Salt 1500
Once on a creature or ingested, Dimensional Salt
causes all teleportation attempts by the creature to
fail. The extraplanar salt mix only lasts for ten minutes
once exposed to air, water, or a creature’s metabolism
before it breaks down. When used on a creature, there
are three doses in each pouch of salt. The light pink
grains can be ground into a fine powder or mixed into
an oily paint to instead block teleportation through the
covered surface. When mixed this way, the salt will
last ten times as long before oxidizing and can cover
up to ten, five foot squares. The substance is the
refined substrate left behind when gods move
between planes. If used as part of a ritual casting Wall
of Force or similar spell over the same salted surface
three days in a row, the teleportation blocking effect
lasts for one year or until the surface is destroyed. If
this ritual of threes is done three times in the space of

14
Doom Wraith Drums 30000 Druid-bough Holly 5000
Doom Wraith Drums are made from stolen funeral A branch of holy wrapped delicately in a blanket of
garb stretched over tear soaked ebonwood drums. unmelting snow is an enchanted druidic focus. With
Banging on the drums as a bonus action each round the proper command phrase spoken in Druidic, “Life
makes a somber, stifled sob along with its deep drum. will find a way”, a spellcaster can convert a spells to an
Enemies within 60 ft suffer a -2 penalty to all rolls equivalent level Cure Wounds spell. Healing spells cast
until they spend an action to make a Wisdom save, DC on a creature replenishes their hunger and thirst as if
11, to clear their thoughts. Creatures that make this they had eaten and drank fully for the day. Healing
save are immune to the drums effects until they spells cast on plants and non-sapient animals heal an
complete a long rest. If any creature dies while under additional 3 hit points per healing die.
the effects of the drums, it rises 1d6 rounds later as a
zombie. These zombie are affected by the Doom Dungeonia 900
Wraith Drums in reverse, gaining a +2 bonus to all Dungeonia are effervescent scents taken from deep
rolls. Up to 10 HD worth of zombies can be created tombs, caves, or crypts and are stored in wax-sealed
and controlled by the drums as a free action, even jars. They are often sold in a six-slotted bandolier. By
when they are not being played. Undead that would ripping the seal off the jar, the Dungeonia is expended
cause the drums to exceed that limit fail to be raised. as a material component for a spells attempting to
The drums can be played for 5 minutes, in 1 minute influence, bind, or control monsters. The targets of the
minimum intervals, each day with no penalty. Each spell make their damage roll with disadvantage on
minute after this requires a performance check, DC 7 + their next successful attack against the caster.
minutes already played this day, or the wearer begins
dancing in a horrid, jerking manner for the next Dwarf Heart Forge 4000
minute while the drums play themselves. While They say a dwarf’s heart never fully cools after they
dancing, the user takes only the dodge action and if die. This elaborately carved, seamless block of coal
they move they must end their movement in the formed around a dwarven smith’s heart, when stoked,
closest location possible to their previous location. is hot enough to fuel a normal forge, but it itself is
never consumed. In an existing forge, it grants a +1
Dovescape 20000
tool bonus to skill checks. On its own, the Dwarven
A cape of downy feathers drapes over the shoulders of phrase, “Welcome Home”, will unfold the black rock
a white, +2 scale mail. Any magical attack against the into a basalt forge with an attached anvil. The fire in
wearer is transformed into a swarm of doves, centered this forge needs no fuel, but the subtle beating sound
on the original target. This includes spells of which the of a heart can be heard when listening closely. The
wearer is one target of many or area spells where the forge and anvil are sized for a Dwarf, other creatures
Dovescape wearer is only one target. The swarm of may take a penalty to use them.
doves will attack at the originating caster's commands
on their following turns. If the source of the spell is Dwarven Sight-Goggles 12500
mindless, the doves target the Dovescape’s wearer and These leather-bound, smoked goggles diminish the
adjacent creatures each turn. The doves will shatter light the wearer see by one step, while granting
into shards of light, dissipating harmlessly after 1 min. darkvision out to 120 ft, even against magical
per spell level. Dove Swarm: 1HD (5hp), ATK 1 (Beaks darkness: Daylight is treated as bright light, bright
and Talons) DAM 1d6, saves as a F1, Move 5ft/Fly 50ft. light becomes dim, and dim light functions as
*The doves gain 2HD (10hp), one five foot cube of darkness. Effects that rely on sudden bursts of bright
size, and 1d6 damage for each spell level of the light do not affect the wearer. In addition, the wearer
transformed spell. **A swarm attack hits any creatures can see white-violet streaks and striations in stones,
in a space the doves occupy at the beginning of the metals, and gems that they could not see before. They
creature’s turn. have advantage on crafting, appraisal, or
dungeoneering check related to stones, metals, or
Dread Mummy Dust 5000
gems. The wearer has immunity to gaze attacks.
This glass jar contains a dry, light purple dust collected
from risen mummies. Anyone who inhales the gas
must make a Constitution save, DC 16, or contract
mummy rot. There are five uses in each jar, a small
pinch can be thrown as an action to fill a five foot cube
within five feet.

15
Dwarven Staff 10000 advantage against being disarmed. Elves gain a bonus
spell slot of the highest level they can cast and half
The Dwarven Staff is a four foot stone rod shot
elves gain a bonus spell of the second-highest spell
through with veins of dark ore. Dwarves wielding this
level they can cast. Spells can be cast through the
staff gain a bonus spell slot of the highest level they
Elven Staff using an equivalent or higher level spell:
can cast. Spell casters can cast the following spells
Detect Magic, Moon Beam, Conjure Barrage, and
using an equivalent or higher spell slot: Identify, Heat
Dominate Beast. Intelligent beasts and plants of less
Metal, Glyph of Warding, or Stone Shape. Skill checks
than half the wielder’s HD react one step more
for creating, summoning, or crafting metal, stone, or
positively to the wielder upon meeting.
gem based objects is made with advantage while
holding this staff. Emperor Bone Chip 600
Dwarven Stone-Forged Platemail 6000 Marketing touts these imperial flakes as a boon to
necromantic enterprise, but their wording disguises
Dwarves create this special plate mail from
that any well-aged skeleton of royalty can be ground
interlocking basalt and feldspar gears that disperse
into Emperor Bone Chips. A spellcaster need only
impacts into mechanical motion. While this +1 plate
crush the fragile bone to powder in their palm as part
mail is stronger and heavier than normal plate, its
of casting a spell to take advantage of its effects. The
interlocking gears and intricate design does not slow
spellcaster may control or target an additional 2d4-1
the wearer's movement. Dwarven Stone-Forged
undead creatures or HD. This also grants advantage to
Platemail has a base armor class of 19, a maximum
the user on Charisma checks against the bonus targets
dexterity bonus of +1, weighs 200 lbs., and is always
for the duration of the command spell. Sold in small
considered masterwork.
pouches with sawdust packing, there are about 3
Dwarven Thrower 7000 usable chips in each bag.
A great metal hammer forged from a single ingot the Endless Tap of Ambrosia 9000
size of a full-grown dwarf, this hammer is a powerful
If this copper tap is stuck in any container and opened,
throwing weapon. It is a +1 maul that can be thrown as
it pours out a golden, glowing honey. Sweet to the
a two-handed weapon with a range of 20 ft. to deal an
taste, one cup of ambrosia pours out each round,
additional 2d6 force damage and return to its wielder
enough to heal 1d6 hit points. If there are more than
at the end of the round. The thrower can catch it as a
three cups of Ambrosia from this tap in existence,
free action if both hands are free, otherwise the
pouring a new cup will cause the oldest ambrosia to
hammer slams into them for 2d6 force damage and
lose its shine and be reduced to non-magical, honeyed
drops to their feet.
mead. Creatures that drink more than three doses in
Earring of Eight 500 one day must make a Constitution save, DC 8 + the
number of cups of ambrosia drunk this day, or because
This gold coin has been
poisoned for one hour and unable to regain any
flattened and drilled into a
further hit points from the ambrosia.
circular, hoop earring. As
an action once per short Fast Brooch 1000
rest, the wearer can
Woven braids of grain stalks are clasped together by a
create a spare the dying
tiny millstone bolo. The attuned wearer can ignore
effect to restore a
some of the penalties for starvation and dehydration if
suffocating creature as if it
they give away their own rations of food and water to
had just run out of breath.
the needy and downtrodden. This effect continues for
They can also cast mending
as long as the wearer does not willingly eat or drink
once each day but only on naval
more than a half ration each day. Starvation and
equipment or vessels. Once each
dehydration accrue at quarter speed so long as the
day, the wearer can intuit the weather
wearer continues to fast. Additionally, they suffer the
with one weather related question each day as per
penalties of exhaustion as if they had one fewer levels
druidcraft.
of exhaustion and penalties are halved (reducing
Elven Staff 10000 disadvantage to a -2 penalty). So long as the wearer of
the Fast Brooch continues to keep favor with gods
Curling vines and leaves branch off of the 7 foot tall
aligned with caring for the poor and needy, they will
Elven Staff made of living oak. While held, branches
find divine luck interceding on their behalf, granting
grow up and around the holder’s hands, giving them
them one reroll for each level of exhaustion they have.

16
Feather Token, Cursed 3000 if it fails a morale check, which it has disadvantage on.
HD 4 Large AC 14 ATK +4 (Hoof) DMG 1d6+1 MOV 90
While this feather starts its life as a grey, matted
ft. FLY 90 ft. S 12 D 19 C 10 I 15 W 19 C 19. While
pigeon feather, it will take on a new appearance as
flying, the Pegasus may make up to two hoof attacks as
soon as it is placed within 5 ft. of another feather
part of the dash action.
token. A Cursed Feather Token will mimic the abilities
of the feather token it copies, changing appearance to Feather Token Quetzalcoatl 30000
match and occasionally swapping locations with the
Crushing the rainbow Quetzalcoatl feather token
other feather token when unobserved. When broken it
causes it to explode in a thunderous cacophony. As the
functions like the feather token it is copying, except
smoke clears, a flying, rainbow snake appears. It is a
that the resultant entity is hostile to its summoner. It
loyal, telepathic servant of its summoner that will
uses malicious intelligence to suss out the best time to
utilize its powerful good magics. While it will do no
betray its user. For non-sapient forms created by a
harm to non-evil creatures, it is a powerful aerial
cursed feather token, the item fails to work
combatant. Additionally, it can grant up to a dozen
catastrophically or is otherwise ruinous, dangerous, or
creatures at a time the ability to wind walk at will. The
poisonous despite appearing normal to all senses.
Quetzalcoatl must be fed 20 rations each day or it will
Once a Cursed Feather Token has copied another
become disgruntled. It will also become angry if it fails
feather token, it will not change forms again for 24
a morale check in combat or if its summoner does not
hours. In its base grey form, it has a flying speed of 5 ft.
complete a massive charitable undertaking each
that it will use to stealthily move towards the nearest
month. If already angry, the Quetzalcoatl will instead
feather token within 1 mile.
leave at the earliest opportunity. HD 16 Gargantuan AC
Feather Token of Sphinx 18000 19 ATK +10/+12 (Bite/Bolt) DMG 2d8+6/1d20+5
positive energy Spells: Heal 5d8+10 hp (five times
Cracking this gleaming aquamarine feather summons
each day), Mass heal 3d8+5 to up to 10 targets in 30 ft.
a sarcastic, lounging sphinx in front of the user. This
(three times per day), Restoration (three times per
combat ready minion is armored in a breastplate and
day), Raise Dead (once each day). MOV 20 ft. FLY 120
can use magic. Additionally, the sphinx is wise and
ft. S 18 D 21 C 15 I 19 W 25 C 17. The Quetzalcoatl may
well versed in magical and historical lore. It will follow
make up to three bolt or bite attacks as an action.
the orders of the one who summoned it. The sphinx
must be fed 5 rations and paid 200 sp in gems, magic, Feather Token Willow 500
or gold each day else it will become angry. It will also
Snapping the brown feather brings to life a giant,
become angry if it fails a morale check in combat or if
feathery, willow tree. The leaves can be eaten to
made to fight in more than one combat between long
nourish a creature as a full food and water ration. The
rests. If already angry, the sphinx will instead leave at
willow produces as many as six meals each day, if it is
the earliest opportunity. HD 12 Huge AC 16 ATK
in a suitable environment for a tree. Each month the
+8/+9/+7 (Claw/Bite/Spells*) DMG 1d8+3/1d12+5
tree’s magic fades a little, reducing its output by one
Spells: Acid Splash cantrip 3d6 acid, Burning hands
meal until it becomes a non-magical tree at the end of
5d6 fire in 20 ft. cone (three times each day), Lighting
its sixth month. In hostile environments such as those
Bolt 6d6 electricity in 60 ft. line (once each day).
lacking sunlight, sufficient warmth, or enough water,
Identify, and Knock MOV 30 ft. FLY 40 ft. S 16 D 14 C
the tree only provides 30 rations total as it wastes
12 I 17 W 15 C 14. The sphinx makes a bite and two
away into a dry, dead tree.
claw attacks with an action.
Feather Token Pegasus 5000
The Pegasus Feather Token is a silvery feather that
will call a pegasus from thin air when kissed. As the
silvery, winged horse appears, the feather turns to
glitter dust. The horse can carry up to one ton and is
useful for travel but is not trained or willing to engage
in combat nor will it bear a rider into combat. The
pegasus will retreat from combat, staying out of
harm's way. The pegasus needs 3 rations each day or it
will become disgruntled. It will also become angry if it
witnesses its summoner desecrate nature or commit
evil acts. If forced into combat, it will become angered

17
Feldspar 500 attack against the wearer, an opposed skill against the
wearer, or save against the wearer's abilities. Once
Polished into one of various geometric shapes, this
each day, the armor will pull the wearer from death,
piece of feldspar can be smashed apart during the
granting an automatic 20 on their death saving throw.
casting of an earth or stone spell to allow the user
finer control. They can recreate the shape of the pieces Fortunate, Lesser Armor 1000
of Feldspar in their earth or stone works -such as
This armor's enchantment is usually bound to a lucky
spheres, tetrahedrons, or cubes- with a minimum size
coin, insignia, or marking to a god of fortune. Whoever
of half the smallest increment their spell allows them
is wearing this armor is frequently the subject of
to create. They may replicate full or partial copies of
mundane swings of luck: a lucky hand at cards or
the feldspar’s shape throughout the shaped or
being in just the right place to avoid a
conjured earthworks as many times as will fit,
splash from a passing cart. The wearer
without overlap, in the area of effect.
gains one reroll that can be the results
This generally provides no extra
of that roll are determined.
structural strength or weakness
but may provide circumstantial Gaudy Armor 500
bonuses or uses such as creating
Very expensive gildings,
rough terrain for enemies, useful
carvings, reliefs,
hand-holds, or camouflage.
accoutrements, badges,
Flower Petal 12500 ribbons, and other
embellishments drench this
This delicate, +2, porcelain-
armor. This armor is still
handled sickle is painted and
functionally the same but is now
carved with a fine relief of cherry
appropriate as noble clothing such
blossoms, a thing of beauty
that it would not appear out of place
despite the hundreds of small
in a high class establishment or
cracks. Attacking with this weapon
event. Add this cost to the base price
reveals its true nature as it shatters into a cloud of
when determining the cost of any repairs or
twirling shards that slice all creatures in a 5 ft. radius
other enhancements.
from a center-point within reach before reforming.
This sweeping attack ignores non-magical armor and Gaudy Guff 100
cover but does not strike the wielder. If the Flower
While this armor appears to be the expensive and
Petal is ever broken, it reforms in 1d6 rounds as any
fashionable Gaudy Armor, it is instead a non-
broken pieces turn to flower petals and float back into
functional fake. It will appear suitable as noble
place.
clothing, but should it ever see combat it will do little
Fortunate Armor 10000 more to protect its wearer than cloth. Its construction
means that it still has all the downsides of the armor it
Like its lesser cousin, fortunate armor is a source of
is imitating but none of the benefits. The decorative
good luck. The appearance of the enchantment varies
nature of the armor means that it will automatically
wildly based on the superstitions of the mage that
fail any save against damage or breakage. Add this cost
enchanted it, but they all focus on lucky symbols and
to the base price when determining the cost of any
engravings to adorn the armor. The wearer gains two
repairs or other enhancements.
rerolls each long rest that can be used as a free action
to reroll an attack, skill, or save before the results are
known. Once each day as a reaction, a reroll can be
spent to force an opponent to reroll an attack targeting
the wearer.
Fortunate, Greater Armor 100000
Greater Fortunate armor showers the wearer in good
luck: attractive companions, free meals, astounding
coincidence, or generally being in the right place at the
right time. The wearer gains four rerolls each. These
rerolls can be expended to reroll any D20 as a free
action, including forcing an opponent to reroll an

18
Ghost Caller's Pipes 6000 advantage on saves against being crushed by falling
rocks and takes one less damage per die from falling
Sounding these assorted, mismatched, metal tubes
rocks or earth. Giants find plaited hair superbly lucky
spreads eerie and resounding tones out 200 feet.
and will never cut one off of their own accord, so they
When chimed as an action and for five minutes
often respond to “luck-thieves” wearing a Giant’s Braid
afterwards, undead of all types that can hear the
by stoning them to death, which the braid offers no
sound will head directly for the pipes, except for
protection against as the rocks are thrown, not falling.
undead with specific orders preventing such action or
those unable to reach the sound through means Gilded Vest 5000
apparent to their intelligence level. Intelligent undead
While a Gilded Vest starts its life as a plain sackcloth
must make a Wisdom save, DC 12, each round or
vest, as its attuned wearer accumulates and donates
spend all their actions moving towards the pipes until
wealth, its fibers fill with gold. It is associated with
they succeed on a new Wisdoms save at the end of
deities for whom prosperity and charity are signs of
their turn. Undead that resist the call of the pipes are
godly favor. For every order of magnitude of wealth
immune to its effects for the next 24 hours. The sound
donated to a church or charity with such a prosperity
carries through up to 3 feet of solid material like stone
gospel plus half of the wealth owned by the wearer as
or up to 6 feet of loose material such as earth or sand.
non-functional wealth, they gain a cumulative +1
Undead dislike the sound and will attempt to destroy
bonus. As a free action, the attuned wearer can draw
the pipes once they are within reach. As an action they
on the power of the Gilded Vest to apply that bonus to
will automatically break the pipes and a second action
a skill check or attack roll after rolling but before
will destroy them. If held, the undead will make their
hearing the result. Each use weakens the vest,
normal attacks and the wielder must choose to either
lessening the bonus by 1, but the vest is restored to its
take the damage of any that hit or let the pipes be
full potency at the end of each long rest. When using
broken. If the pipe’s attuned owner can summon or
the Gilded Vest’s ability on checks related to financial
control undead, they can do so to 3 HD more undead
or business management, the bonus applied to the
each day than their usual limits. Any undead they lose
check is doubled.
control of while holding the pipes or due to losing the
pipes become immediately and viciously hostile Gnarled Staff of the Tree-folk 12500
towards their previous master.
This is a large, overgrown, mossy sapling in the vague
Giant Hide 1000 shape of a staff. Treefolk gain an additional spell slot of
the highest level they can cast while attuned to this
Made of cured, hill giant skin, this magical leather
staff. The staff is actually alive, but hibernating, any
armor allows the wearer to increase their strength
who can speak to trees can wake it up to have it walk
score to 21 for a total of three minutes each day, with
with them, with a 20 ft. movement speed, instead of
minimum increments of one minute. During this time,
having to carry the large staff. The sapling staff is
they are able to throw large rocks, or similar objects,
large enough to require two hands and a strength of
for 2d6 bludgeoning damage with a range of 60 ft.
19 for creatures of medium size and smaller to carry.
Giant-kind is at best unfriendly to those who own
It counts as being wielded as long as it is within 30 ft
Giant Hide armor.
and within line of sight. While walking, it has an armor
Giant Staff 12500 class of 14, uses the saves of its wielder, and can take
thirty points of damage before dropping to the ground
A staff made for giants, the Giant Staff is a thick tree
unable to be wielded for three days. Spell-casters can
stump that medium creatures can only barely hold
use the staff to cast the following spells by using an
with two hands and a strength score of 15 or higher. It
equivalent or higher level spell of their own: Hail of
grants Giants an additional spell slot of the highest
Thorns, Moonbeam, Conjure Animals, Aura of Life, and
spell level they can cast. Any spellcaster can use the
Awaken.
staff to cast the following spells by using an equivalent
or higher spell of their own: Longstrider,
Enlarge/Reduce, Spirit Guardians, Stoneskin, Bigby’s
Hand.
Giant's Braid 50
A single plait of hair cut from the scalp of a giant.
Braided into one’s own hair, it provides some luck
against being crushed by rocks. The wearer has

19
Gnomish Staff 10000 Golden Fleece 20000
A quarterstaff neatly sawed in two, given a colored The Golden Fleece is a fluffy, +3, cloth armor that
glass inlay, and decorated with knick-knacks, whatsits, functions as a chain shirt. Once each lunar cycle, the
and thing-a-ma-bobs. Attuned Gnomish wielders gain golden armor will instantly revive its wearer after
an additional spell of the highest spell level they can death. They are restored whole and well rested -as if
cast. Illusion spells cast while wielding this staff gain they had just completed a long rest- on the round
one additional sensory effect on their targets: touch, following their demise. In order to benefit from this
sight, smell, taste, sound, etc. Poking this staff through revival, the armor must have been attuned to the
an illusion, if the wielder themselves is aware of the wearer and only the wearer since the last full moon.
illusion, grants a new save to all within line of sight
against the illusion effect. A spellcaster can use this Gordian Knot 300
staff to cast the following spells with an equivalent or Gordian Knots are thick balls of coiled and knotted
higher level spell slot: Grease, Animal Messenger, rope. They are hopelessly knotted, so much so that
Major Image, and Polymorph. untying any individual string from it does nothing to
reduce the overall knot itself. Oftentimes, other fibers,
Goat Hoof 100 hairs, and threads get themselves caught in one of
The severed Goat Hoof increases the speed of its these. Once each day, one of these balls can be tossed
wearer in the case of ties. The wearer is treated as at a creature as an Entangle spell affecting only that
having a movement speed of 5 ft faster in a situation in creature until it escapes, or the knot takes any slashing
which they would normally tie with an opponent. damage. Once a knot receives slashing damage it falls
While the bloody stump isn’t observably preserved in to pieces, hopelessly destroyed, leaving behind 3d10
any way, it never seems to rot. There is a 3 in 6 chance pieces of rope which are each 1d10 feet in length along
that the goat hoof will register as evil to magical with numerous rope scraps. Untying a piece of rope
senses. from the knot requires an intelligence or dexterity
check over the course of five minutes, then the user
Goblin Staff 6000 rolls a die no larger than the result of their roll to
This muck-covered, gnawed staff is carved from the determine the length of the piece they freed.
chitinous leg of a large insect and has bones, coins,
sticks, rocks, or other junk tied to it with grimy strings
Grains of Paradise 200
of leather. Goblins gain one additional spell slot of the Retrieved from the flowers of herbs grown in any of
highest level they can cast. While wielding this staff, the good afterlives, these citrusy and pungent spices
creatures’ sense of smell improves, conferring can be expended during the casting of any scent based
advantage on any check relying on a sense of smell spell to provide reprieve from the effects on up to 3
while also imposing disadvantage on saves against any targets within sight during casting. Those creatures
penalties due to smell. Targeted spells cast with automatically succeed on their saving throws against
advantage against the the spell’s effects.
target deal an
additional 1d6 damage Grindstone Chain 15000
of their type, last 1 This +2 chain mail is woven of layers of small stone
round longer, or rings hanging from a large stone wheel fitted on the
have a spell DC 1 wearer’s neck. When donning or removing the armor,
higher. A the wheel becomes malleable enough to squeeze into
spellcaster or out of, but it is otherwise solid stone. Attackers will
can use this quickly find themselves worn down after attacking the
staff to cast the Grindstone Chain. On each successful attack, the
following spells by attacker must make a Constitution save, DC 12, or
expending an suffer one level of exhaustion. This magical exhaustion
equivalent or higher grinds on the joints, muscles, and energies of creatures
level spell slot: Witch that would normally be immune to exhaustion,
Bolt, Darkness, Stinking reducing their immunity to resistance instead.
Cloud, or Giant Insect.

20
Halfling Staff 10000 air around its wielder. The hammer is too heavy to
wield normally, unless the wielder has meditated with
This small walking stick has a hooks and slings
the hammer and become attuned. It is a +1 maul
carrying a miniature utensil kit, a small frying pan,
wielded in one hand that deals an additional 1d6
fire-starter, and a few pouches for food. Halflings
shock damage on each hit. It can be thrown to great
attuned to this staff get one bonus spell slot of the
effect, traveling up to 20 ft. When thrown it deals its
highest spell level they can cast. This staff creates a
normal weapon damage to the target along with
small amount of food for each Halfling meal time in its
dealing 1d6 electricity and 1d6 sonic damage to all
pouches, equivalent to a total of one ration each day.
those within 10ft of the target. It returns to its
The staff’s aura increases the comfort level of any
wielders’ hand at the end of the round, striking them
campsite, improving the wielder’s and up to twelve
for its weapon damage if they have no open hands to
allies’ natural healing rate. Any spell cast through this
catch it.
staff that grants or improves a movement speed is
improved by 10 ft. A spellcaster using this staff expend Handmaiden's Case 100
an equivalent or higher level spell slot to cast the
The Handmaiden’s Case is jokingly referred to as the
following: Tasha’s Hideous Laughter, Invisibility,
only handmaiden that can actually keep a secret.
Speak with Dead, or Freedom of Movement.
When any jewelry is put in the small, velvet lined box
Halo 5000 and the box is shut, the jewelry is polished and cleaned
to peak condition. This does not remove imperfections
The Halo is a polished steel breastplate conferring a +1
or damage from the jewelry and any grime cleaned
magical bonus to armor class and five additional
from the piece is moved to underneath the lining for
maximum hit points to an attuned wearer. In many
later disposal.
regions, divinity is correlated with bodily health and
since the wearers of this armor appear to have a Heartfeather Scale 10000
healthy glow, Halo’s are incorrectly presumed to be of
A Heartfeather Scale is a palm sized, balance scale with
divine origin.
a feather stuck to one hanging basket. A user need only
Halo Infused Holy Water 700 touch the scale to a willing or helpless creature to turn
the small device into a truth-diving object. With a
When an angel’s halo is willing dipped in a basin of
thought, the wielder can judge the target creature
blessed water, this is the result. A single thimble of this
against either the truth, the morals of the target, or a
water can be scattered in the air as part of a healing
sworn oath made by the target. Should the target fail
spell to heal each creature within 5 ft. by 1 hit point
to live up to the chosen standard, the Heartfeather
per spell level. A single vial of Halo Infused Holy Water
Scale will tip such that the feather laden arm swings
contains seven thimbleful of water. Angels are
up. If they are telling the truth, living up to their own
reluctant to do this freely, as they are faintly changed
morality, or sticking to their oath, the feather arm will
by the immorality of each creature this water heals.
fall down. With regards to the target creature’s
Hammer of the Anarchist 10000 morality, their deity or a sympathetic deity is the one
that makes the judgement of their moral character and
This simple hammer appears unremarkable, until it is
imparts the wielder of the scale with a vague sense of
held in the hands of someone with martial purpose
what moral principle the creature has broken of their
and a hatred for Law. Attuned to someone who hates
own moral code.
Law or the rulers of their land, the hammer turns a
deep crimson red. It then deals damage as a +2 Heart Mender 20000
warhammer and deals triple damage to structures. If it
Made of a young willow sapling, and a magically
is used to strike someone who has proclaimed their
preserved spirit of springtime, this flexible
authority over the wielder of this hammer, true or
quarterstaff is a +2 weapon with a reach of 15 ft. Upon
false though it may be, that target must make a
striking a target with half of fewer hit points
Wisdom saving throw, DC 12, or drop to zero hit
remaining, the creature is instead healed by an
points and begin dying. Against those who openly
amount equal to the staff’s damage roll instead of
favor the wielder’s proclaimed ruler or are Lawful-
harmed by the blow.
aligned, this weapon does an extra 1d10 damage.
Hammer of Thunderbolts 8000
Rumored to be inferior copies of a thunder god’s
implement, the hammer of thunderbolts charges the

21
Holy Avenger 20000 the bonus is reduced by 1, to a minimum of +1. Should
the wearer fail a save and come under the effects of a
Immaculate. Pure. Platinum handled. Pearl and
compulsion or other mental effect, they may spend a
diamond studded. Holy weapons such as these are
free action to become restrained and prone instead,
born from the kindest of deeds done by the humblest
meditating for the remaining duration of the mental
hearts. First seen when a small congregation of one
effect.
hundred pilgrims of an ancient sun god were beset
upon by a horde of demons and undead, the staves and Idle Fingers 15000
tools they clutched became true weapons, touched by
These smooth leather gloves mold themselves to fit
their god’s blessing. To this day, it is rumored that only
their wearer’s hands. With a thought, their appearance
one hundred of these weapons exist in the world, and
can be changed to any type of hand covering or
they supposedly fade from the world once no longer
jewelry, although their physical form remains the
needed to be ready to appear where they will do the
same under the glamour. An attuned wearer gains a
most good. It acts as a +3 weapon once attuned to its
spiritual ‘coin’ for every order of magnitude of value
wielder, dealing an additional 2d8 radiant damage to
they have stolen from the corrupt or vainglorious.
undead or evil outsiders and can be called upon to
Additionally, the attuned wearer gains a separate
smite a foe three times each day. Smiting a foe adds
ghostly ‘coin’ for each tenth of those goods that were
damage to the Holy Avenger’s blows equal to its
subsequently donated to the poor and downtrodden.
wielder’s number of hit dice to its attacks until the
The sum of these two determines the maximum
beginning of the wielder’s next turn. An evil creature
number of coins the wearer can have, and their
that becomes attuned to this blade must either take an
current total is always. as if they had a coin purse
oath of goodness, release the Holy Avenger, or take
attached to their soul. Once per roll, the wearer can
2d6 radiant damage each round it remains in their
expend a ‘coin’ to get a +1 bonus added to the result of
possession.
one ability check or saving throw. The wearer can
Honorbound Plate 8000 expend three instead to reroll the ability check or
saving throw instead. Once spent, the wearer will feel
Honorbound armor is a +1 breastplate made of woven
the coins replenish themselves at the end of each long
bamboo splints. Thick, protruding shoulder pauldrons
rest.
bear small sticks of burning incense and a wax-
stamped parchment. Upon the aged, yellowing paper is Implosive Vial 1000
written the name of every person that the armor has
Implosive Vials are formed with earth magic to grow a
been sworn to protect. When called upon by an
quartz vial, then expand it until its thin walls are
attuned wearer, the armor will add a new creature’s
barely able to keep air from crushing it to fill its empty
name to the top of the list, and as long as that creature
volume. When used as the focus of a flight spell, the
is within 20 ft, the armor can redirect any attack
target or targets have their flying speed
against the protected creature to the wearer of the
increased by 5 ft for the duration. At any
armor. If the top creature takes damage from another
time as a reaction, the caster can crush the
creature’s attack, due to the wearer being more than
implosive vial, causing each target to create a
20 ft away or the wearer choosing not to protect their
small thunderclap as air rushes towards them.
charge, the armor’s magic is dispelled until the wearer
They lose the bonus movement speed, but they
makes a personal sacrifice for a stranger or completes
deal 1d4 force damage per spell level to all
a quest for an authority figure then completes a long
creatures within 20 ft. Those creatures make a
rest of meditation. The wearer can swear to protect
Strength save and on a failure are pulled 10 ft
a different creature or remove a creature from the
closer to origin of the thunderclap. Unused
armor’s protection as a free action so long as no
Implosive Vials have a 1 in 10 chance of
known hostile creatures are present.
imploding at the end of the spell’s duration.
Humble Sash 2000
Tied tightly around the waist, this sand-colored sash
has a calming mental effect. It grants a +1 bonus to
saves against mental effects. Its wearer may
spend a short rest meditating, doing nothing
strenuous to increase the bonus by +1. The bonus
may be increased to a maximum of +4. Whenever the
wearer makes a saving throw against a mental effect,

22
Imp Pact Crystal 1250 owner, allowing the shackled creature to move freely
until they are made material again. A bound creature
An Imp Pact Crystal is a bit of hardened soul, coalesced
cannot teleport, change planes, or otherwise magically
into a small, cloudy, lumpy gem. The dubiously
move without the permission of the owner of the
virtuous soul that forms the crystal is only worth a
shackles. Only spells of seventh level or higher can
contract with a low level imp or demon, the kind that
break a creature free from these shackles.
would see the demon or devil do anything in its power
to fulfil the wording of the contract in exchange for the Intimidating Armor 1500
soul of the signer after their death. This can be done by
The last part of the ritual to make an Intimidating
signing such a contract using the gem instead of one’s
armor or shield requires painting a scowling visage on
own blood. Alternatively, evil creatures use these to
the armor with the blood of the type of creature the
barter, with these crystals and more powerful ones
enchanter fears most. The wearer of this armor gains
taking on value equivalent to what their respective
resistance to intimidation effects and three times each
demons could perform as part of a contract, although
day can apply advantage to an intimidation effect of
this fluctuates as more or fewer mortals are
their own.
bargaining with demons at any given point in time.
Ivorywood Bough 7500
Inquisitor's Censure 4000
Like its lesser cousin, this ivorywood branch makes a
Long, thick, iron chains bind a screaming face of metal
strong focus for druidic and ranger spells. This larger
to the forged handle. Carved intricately along the
branch comes from an ivorywood tree that has grown
chains are mantras against a great many sins. When
large in its druid grove. It adds +2 to the attack or save
swung or used in battle, the +1 flail will emit a noxious
DC of a spell cast using it as a focus, increases any
incense. Striking a foe will splatter this incense upon
damage by 2 per damage die, and increases the
them, which makes it impossible for them to speak or
duration by 2.
cast spells for 1 round, as the mist forces itself down
their throat. Alternatively, it can be swung in a circle Ivorywood Bough, Greater 20000
over the head to spray the thick mist in a 20 ft. radius,
When an ivorywood tree reaches the end of its long
blocking all speech and spellcasting inside for as long
life, it peels itself open, exposing its gleaming white
as the mace is swung plus one round after. Effected
heartwood to the druidic circle that cared for it. The
creatures can attempt a Charisma save, DC 13, to
thick piece of heartwood can be carefully crafted into
overcome the effect but they suffer 2d6 radiant
power druidic foci, each of which grants a +3 bonus to
damage on a failure.
the attack and save DC of spells cast using it. Also,
Interplanar Shackles 27000 those spells deal an additional 3 damage per damage
die and last 3 units of time longer.
These shackles bind a creature in place, physically and
spiritually. It is rendered immobile and paralyzed. As IvoryWood Bough, Lesser 2500
an action, these can be applied to a helpless or willing
Ivorywood grows only inside the protected and
creature of any size, reshaping to bind the target’s
cultured groves of druidic circles. In return for its
form appropriately. The creature can only be moved
protected growth, the tree absorbs magic from the
by another creature pulling them along, allowing them
word and allows a few of its saplings to be harvested
to hobble, float, fly, swim, or burrow only as quickly as
for foci by druids. Druid spellcasters using this 1-3 foot
the one leading or pushing them along allows. The one
stick of snow-white wood as a focus for their spells get
holding the shackles, or any rope/chain attached to it
+1 damage per die, increase their spell’s duration by 1,
can Silence the shackled creature at will, no save.
and increase their attack bonus or save DC by 1.
Additionally, the Interplanar Shackles allow the holder
to magically clean the bound creature as
Prestidigitation and to provide enough magical
energy to prevent any negative effects of
starvation, dehydration, or exhaustion from
accumulating further. The owner of the
Interplanar Shackles may also cast Geas on a
shackled creature once each week, with old
Geas effects fading when a new one takes hold.
The shackles may be made
immaterial at the will of the

23
Jade Crown 12500 Jade Scepter 2500
This is the crowning piece of the Jade items of the Jade Any creature the wielder touches with the Jade
God, an ancient emperor-god long since ascended. The Scepter takes 1d6 poison damage for each Jade item
Jade crown gives +2 charisma for the purposes of the wielder is wearing, the scepter can be wielded as a
calculating hirelings/followers for each jade item mace. When four Jade items are worn, the scepter can
worn. It also increases the maximum level of any be touched to the ground to call forth a Snake Swarm
follower or hireling to one level below the wearer, or as a free action, up to four swarms can exist at a time.
allowing followers of the same level if four Jade items These swarms obey the verbal commands of the
are worn. Once per day per Jade item worn, the crown scepter holder and can be dismissed with its touch as a
can cast Mass Suggestion with a spell DC of 14. When free action.
four Jade items are worn, this crown grants the
wielder’s hirelings and followers a +1 bonus on all Jade Scroll 6000
rolls when within 60 ft. of the wearer. Peering into the delicate
green stone paper of the Jade
Jade Mimic 1000 Scroll allows its owner to see into
Created as decoys or bait for those the future, as Auger, at will. It also gives
seeking to collect the Jade items, Jade its holder limited future-sight, allowing
Mimic’s take on the appearance and magical them to reroll one d20 for each Jade item
signature of a random Jade item upon creation. During they wear. When four Jade items are worn,
testing, the Jade Mimic appears to perform the the scroll lets its owner turn one d20 into a
functions of the Jade item it is copying but in real ‘20’ each day. These rerolls must be used before the
usage, the Jade Mimic will reverse its function. result is announced.
Bonuses for the wielder will become negatives, spells
will reverse their targets from friend to foe, Jade Signet 500
summoned or controlled creatures will turn on the One of the weakest Jade items, the Jade Signet grants
wielder, or the effect will maliciously act to put the the ability to use Arcane Mark at will and also to cast
wielder in a worse standing within its scope of power. Knock or Hold Portal once per day per Jade item by
Once a Jade Mimic has revealed itself in this way, it tapping a door with the signet. This jade ring bearing
becomes automatically attuned, counts as if the gains a faint glow when four Jade items are worn.
wielder was wearing two fewer Jade items, and cannot When in this state, the wearer can cast Dimension
be removed except by effects 5th level or above. After Door by rotating the signet ring wearing hand in the
being removed, a Jade Mimic will teleport to a random air as if it is turning an invisible doorknob. They may
location within 1 mile and change appearance to a perform any number of these dimension doors but
random Jade item. Only clever observers analyzing the only for a total distance of 100 feet each day, with a
item would be able to discover its trickery. minimum expenditure of 5 ft worth.
Jade Platter 1000 Jellied Bone 300
Offerings like candles, incense, food, or luxuries allow Alchemically treated bone has turned soft and spongy,
the attuned user of this green, embossed tray to make then squeezed into a tiny parcel of wax paper. It burns
a stronger connection to the divine. By placing 10sp of in a quick black fire when consumed as a material
offerings as a ritual they may cast bless, with 100sp component of a spell summoning or targeting undead.
they may cast weal/woe instead, and 500 sp allows The resulting spell grants the affected undead minor
the casting of talk with dead to commune with spirits, regeneration of 1 hit point per HD each minute, to a
fey, ancestors, or the like depending on the beliefs of maximum of 1 per spell level, although they also lose
the user. If they lose their concentration during the resistance to slashing and piercing damage. This effect
ritual or fail a charisma check after casting the spell, lasts for the duration of the spell.
DC 15, the spell consumes the offerings. Offerings
count as if they were an additive 10% greater for each
other Jade item attuned to the user. When attuned to
three or more Jade items, one half of the modified
value of any consumed offerings are returned the user
instead.

24
Ki-Focused Gloves 4000 the remaining magic in the process. There are three
larvae suspended in alchemical comas per jar.
Ki-Focused Gloves are made from dirtied and worn
cloth strips wrapped around hands or feet. The wearer Lighted Armor 5000
gains two Ki points each day and can spend one Ki
Lighted armor emits a 30 ft. radius of bright light as a
point to gain a +1 bonus to attack and damage to their
free action. It will retaliate against successful hits
unarmed strikes until the end of their turn. Each
made against the wearer by creatures within 5 ft. with
additional point spent increases the attack and
a flash of white light that deals 1d6 radiant damage.
damage of those attacks by a cumulative +1.
Lion's Shield 10000
Knight Banner 12000
A large lion head juts forth from the front of this silver,
Knight Banners are the catch-all term for the many
+3, large shield. As a free action each round, the shield
different magical flags and relics that crusaders bring
can be mentally commanded to make a bite attack
to battle to inspire their fellow troops. The symbology
using its wearer’s melee weapon attack bonus to deal
they bear is directly drawn from the god or ideology
1d8+5 piercing damage. The golden maned beast can
they support. Troops that can see the Knight Banner
be commanded to roar instead of attack. Creatures in a
within 200 ft and are aligned with the wielder gain a
30 ft cone must make a Wisdom save, DC 12, or
+1 bonus to rolls regarding their morale as well as +1
become frightened for 1 minute. Those creatures may
temporary hit points per hit die. An attuned bearer of
attempt a new save as an action on their turn. The lion
this banner or relic receives advantage on charisma
may roar up to three times between each long rest, but
checks to hire, convince, or negotiate others into
after roaring a third time it closes its eyes and falls
enjoining a battle or war for a common goal.
asleep, unable to perform its bite attacks until its
Knitted Tongues 1000 wielder completes a long rest.
Knitted Tongues are a small bundle of dried crow Lorebond Bookmark 3000
tongues. Placing one of the dozen dried tongues in the
Usually placed between the pages of a wizard’s
mouth of helpless or willing creatures being targeted
spellbook or a clerical tome, this silver bookmark
by a spell that gives bonuses to language or speech
bears the engraving of an open eye. Its owner gains a
also grants that bonus when the targets are dealing
+1 bonus to their knowledge and history skill checks if
with animals. If the spell grants a bonus to speech
they have an uncast spell slot of 1st level or higher.
based abilities, it now also applies as a similar bonus
Once attuned, the bonus is instead equal to the spell
to using animal handling skills in the same manner. If
level of the highest unused spell slot they have
the spell would grant fluency or understanding of
available. This bonus only applies to books that the
another language, the caster chooses one type of
wielder has had continuously in their possession for at
animal per language that the targets can now
least one long rest.
communicate with. Conversely, for spells that inflict
penalties to language or speech, those penalties also Lotus Sickle 5000
extend to animal communication or handling. Knitted
A delicate, purple-black bamboo handle holds a bright
Tongues may be recollected after the spell wears off
steel sickle. A Lotus Sickle is treated as a +1 sickle but
and, if dried properly, avoid rotting to be reused.
when swung it summons large black petals of magical
Learned Wurms 300 energy that cut in its wake. An attack from the Lotus
Sickle deals damage to enemies in a 10 ft. line instead
Bookworms that have eaten through old spell books
of targeting a single creature. A single attack roll is
can be captured and harvested for latent undigested
made against each of the targets individual armor
magic. If a Learned Wurm is used as a material focus
classes to determine which are struck by the blow.
for a divination spell, whatever answers the divination
Enemies slashed by the falling petals must make a
spell generates are also copied into the mind of the
Constitution save, DC 10, or take 5 poison damage
larval bookworm. Should the bookworm be eaten,
each round until they succeed on a new save at the end
whoever eats the worm will have the questions and
of each of their turns.
answers of the original divination spell imprinted into
their mind. It can be cooked or seasoned, provided it is
eaten quickly after doing so as the information dies
within a half hour of the wurm’s death. After one day
per spell level of the divination spell, the bookworm
larva will molt into its adult beetle form, consuming

25
Luck Blade (1 wish) 35000 away, rounded up, and the damage total of the wearer
is reset allowing for more silks to be earned by dealing
A shining gold-handled dagger holds a shining red
damage. Dealing the first point damage since the last
ruby in its pommel. This +3 dagger also confers a +1
long rest sprouts one silk, having dealt 10 total
bonus to all rolls its attuned owner makes, thanks to a
damage grants another, and a third after dealing 100
small boost to their fortunes. Also held in this blade is
damage, and so on.
the ability to call for a single Wish to be fulfilled. The
Wish, as the spell, is completed according to the intent Masochist's Bindings 6000
of its wielder and is generally accomplished as much
An assortment of chains, black leather straps, and iron
as possible through seeming coincidence and good
manacles make up this +1 studded leather armor.
luck. Once the wish is called upon, the gold handle
Unless the wearer is a trained escape artist or skilled
begins to flake, and the ruby dulls.
with ropes, the armor takes 30 minutes both to don
Luck’s Bane 10000 and to remove. For every five damage the wearer has
taken since the end of their last turn, they gain a +1 to
Luck’s Bane are the supposed result of those wishing
attack and damage rolls. This bonus is doubled if the
for more wishes. A +3 gold-handled dagger with an
wearer has half or fewer of their hit points remaining.
inset but dull ruby and some gold flakes missing, it
looks and functions just like a depleted Luck Blade, Medusa's Gazing Lens 100000
including a +1 bonus to all rolls for the attuned
These goggles are made from the petrified eyes of a
wielder. However, should the wielder ever wish for
Medusa, shaved razor thin to transparency. The lenses
something out loud, the Luck’s Bane will then shift in
are suspended in a tightly fitting leather head wrap.
appearance. Its handle will turn to fool’s gold and its
The wearer gains darkvision and is immune to other
ruby into a weeping, bloody pustule. The blade will
gaze attacks. In addition, while worn, the goggles
then cast Wish and will attempt to twist the wording
perform the gaze attack of a Medusa as a free action
of their wish into something punishing, harmful, or
each turn, forcing creatures within a 60 ft cone to
undesirable for the wielder. Luck’s Bane avoids
make a Constitution save, DC 13, or become paralyzed
harming innocent bystanders if possible. The grander
for 1d6 rounds. The gaze attack must be made each
the wish and greedier the wielder’s desire, the more
round unless the wearer covers the lenses or closes
liberty a Luck’s Bane will take to twist the effects. Once
their eyes for their entire turn. Paralyzed creatures
revealed, the dagger with remain attuned to the
struck by the gaze attack must make a Constitution
wielder, providing a -2 penalty to all rolls, unable to be
save or turn to stone for 1d6 rounds. Petrified
removed except by a spell effect of 6th level or
creatures must save or be rendered permanently
higher. Luck’s Bane still functions as a +3
stone. The wearer is not immune to their
dagger even after revealing itself. If it senses
own gaze attack being reflected back at
the opportunity, usually after one victim has
them. The tight fit of the lenses and their
died or become unattuned, it will again cloak
vision altering properties will leave the
itself in the guise of a depleted Luck Blade
wearer stunned for 1 round after they are
to wait for a new victim.
removed or donned, during which time the
Mantle of Blood 9000 wearer is blind.
This is a flowing cape of Mercurial Guillotine 8000
overlapping red silks from bright
Worshipers of death hold in high regard
pinks to dark burgundies draped
this black steel polearm both because of
from dark leather pauldrons that
the symbolism of the weapon but also
constantly flake off brown-black bits.
because of the deadly mercury
As the wearer deals more damage, new
contained within. The internal cavity of
silk pieces grow from the pauldrons and
sloshing mercury gives this +2 scythe a
each of these silk strips can be
deadlier critical blow. Its critical range is
commanded to aid the wearer’s combat
increased by 1 and it deals an additional two
efforts, expended for a reroll for an attack
weapon damage dice on a critical hit. If it is broken or
roll, damage roll, or death saving throw. For every
damaged, it leaks mercury when swung on all within 5
order of magnitude of damage dealt, the Mantle of
ft. and the tainted metal forces creatures to make a
Blood sprouts a new red silk ribbon. Only one reroll
Constitution save, DC18, or take 1 Constitution
may be used each turn. If the wearer has any rerolls
damage each long rest until two successive saves are
left when they begin a long rest, half of them wither
passed at the end of those long rests.

26
Midas' Touch 15000 cloud within 20 ft will inflict the weakened mummy
rot. The diluted dust requires a Constitution save, DC
This golden +3 plate armor confers a bonus and a
of 13, or it will take root. Each day, the afflicted must
curse. All other creatures that attack the armor with
make a save or their maximum hit points are reduced
melee weapons, touch attacks, or touch the armor for
by 1d4. Only a curse removing spell effect of 3rd level
extended periods must make a Constitution save, DC
or higher will clear the weakened mummy rot from
15, or take 3d6 necrotic damage. Creatures dying to
the body. While afflicted with weakened mummy rot,
this attack are gilded in gold but wither to dust
the creature is immune to all non-magical and magical
beneath the gold layer. A golden husk is worth 100 SP
diseases. One jar of Diluted Mummy Dust holds nine
per HD of the dead creature. The wearer cannot eat or
doses.
drink while wearing the Midas’ Touch, any edible
object or potable fluid they touch are turned to ash Mundane Pigments 4000
and flecked with gold flakes. The golden flakes are
These powders are sifted from the ashes of the
worth 1 SP each. The armor can only create 5,000 SP
corpses of particularly boring individuals. Mixed with
of gold each day, beyond that the gold created is
the right oils, it creates a watery grey ink that can be
worthless, yellowed clay. The suit can only be
applied during the casting of any defensive, abjuration,
removed with a curse-breaking spell effect of 6th level
or armoring spell, muting the apparent effects. The
or higher.
effects appear weaker, smaller, and duller, dropping
Mournwood Harp 2500 the apparent spell level by four, although the spell
actually retains its full potency. This may cause
This harp, when played, dampens creatures’ moods.
weaker enchantments or spells of level three or lower
When played as a move action each round, and for one
to appear ordinary. Extraordinary, heroic, villainous,
round after, it impedes all creatures with an
or flashy actions by the bearer of the effect with more
intelligence score within 30 ft that can hear it with a -2
than five sapient witnesses will cause some of the
penalty to attack and damage rolls. Morose, lethargic
applied Mundane Pigments to flake away and reduce
emotion washes over the affected creatures. It can also
the effectiveness by one spell level. There are enough
be used to create a Calm Emotions spell twice each
pigments to apply to twenty spell levels worth of
long rest. After the second use, the harps notes carry
spells.
no more magical sadness until completing a long rest.
Mummy Dust 2250 Needler 9000
Ground up, dusty wrappings are held in this brightly
A hand crossbow stylized to look like a small rodent.
colored urn. Mummy Dust is a contact poison that can
Up to ten bolts can be loaded into its spine covered
be directly applied as a touch attack or scattered as an
back with one reload. Bolts fired from this +2
action in a 10 ft diameter cloud within 20 ft to inflict
crossbow seek out their target and will swerve around
mummy rot. The dust remains virulent until it is
cover and through holes, ignoring any cover so long as
struck directly by moonlight, so missed attacks and
the wielder has line of sight to the intended target.
thrown dust can create hazardous terrain to exposed
Additionally, if the attack would miss by 2 or less, the
skin. Those exposed to its touch or the cloud must
attack still deals half damage.
make a Constitution save, DC 16, or become afflicted
with mummy rot. The wasting disease deals 1d4 Nocturnal Dew 2000
Constitution damage each day unless the afflicted
Nocturnal Dew is a misleading name for the black
succeeds on their Constitution save. Only a curse
nectar harvested under moonlight from blighted lands.
removing spell effect of 5th level or higher will clear
It is diluted with water and scattered in the air during
the affliction from the body. While infected, the
the casting of a sleep or curse spell. Any targets for the
creature is immune to all other diseases and magical
spell that failed their saves are covered in a thin sheen
diseases. A single jar of Mummy Dust is enough for
of condensation when the effects fade. For one round
three uses.
per spell level, those creatures gain vulnerability to
Mummy Dust, Diluted 450 cold and electricity damage but also gain resistance to
fire and acid damage. One skin of Nocturnal Dew
A pinch of Mummy Dust can be diluted with holy
water contains enough for five uses.
water to create a thin paste that when dried, creates a
weaker version of the deadly disease powder. It
inflicts a very minor mummy rot at a touch. A touch
attack or scattered as an action in a 10 ft diameter

27
Notched Handle of Crafts 2000 Powder in the casting of the spell, metal objects struck
or targeted begin to oxidize and rust unless they
The plain wooden handle is well worn but
succeed on a saving throw with a DC equal to 5 + the
meticulously maintained. With a mental command, it
spell’s level. They are damaged as if they had gone a
can take the form of any masterwork tool, providing a
year without maintenance in unfavorable conditions,
+2 bonus to the related skill checks. For tool kits or
imposing a -1 penalty to their usage until they are
skills that use multiple tools concurrently, the Notched
repaired. Repeated targeting of the same object
Handle of Crafts transforms into a suitable multi-tool
continues to damage the item, though the item’s
or quickly changes between multiple forms to fulfill
penalty applies to the saving throw DC as the rust has
the same function. Each item created using this
a hard time penetrating deeper. A pouch of Ochre
magical tool is granted a single-use reroll against its
Powder holds a dozen pinches.
first failed saving throw or opposed check that would
result in its destruction. Oracle Staff 15000
Nurses Chain Shirt 2000 The Oracle Staff is a twisted staff with a wooden claw
holding a fogged-glass orb at the top. Blind spell
A simple white shirt sewn over this +1 chain shirt has
casters that are attuned to this staff gain a bonus spell
a large red sun emblazoned on it. Across cultures, the
slot of the highest spell level they can cast. In addition,
red symbol changes, but it always matches the local
the wielder of this staff gains blind-sense out to 15
customs for healing symbolism. On the battlefield, only
feet. A spell caster using this staff may cast the
the cruelest and least intelligent soldiers would kill
following spells by expending an equivalent or higher
one wearing this armor, an enemy healer can be
level spell slot: True Strike, Sanctuary, Zone of Truth,
captured and put to saving your own soldiers after all.
Remove Curse, Speak with Dead, and Locate Creature.
A Nurse’s Chain Shirt confers a bonus to healing spells
the wearer casts, healing an additional 2 hit points per Orcish Staff 7000
spell level.
This is a shepherd’s crook inset with small blades
Oathsworn Bow 10000 stabbing inwards on the hook end. It grants a bonus
spell slot of the highest level they can cast for attuned
While the style of an Oathsworn Bow may
orcs and half-orcs that wield it. The staff may be
change, and its size may vary, all Oathsworn
wielded as a scythe and as an action, may be hooked
Bows will whisper when picked up,
around a helpless creature’s neck, forcing them to
promising vengeance to the wielder’s
make a Constitution save, DC 13, or die. On a
enemies. The wielder of the +2 bow can
successful save, the creature takes 4d4 slashing
request an oath of death against a foe
damage instead. This cannot be done to creatures
that grants a +2 bonus to attack and +2d8
lacking anatomy or that are immune to critical hits. If
weapon damage against that foe until they
the wielder would be reduced to 0 hit points or fewer,
complete a long rest or until the target
they stay at 1 hit point for one more turn than normal
dies. While the bow is so sworn, the
before succumbing to those wounds and dropping to 0
wielder suffers a -2 penalty attack and
hit points. Additional wounds still affect them
damage against all other targets while
normally and can still kill them before they can act. An
also gaining no magical bonuses from
Orcish Staff lets its user cast the following spells by
Oathsworn. If the wielder completes a long
expending an equivalent or higher spell slot: Hunter’s
rest without killing the sworn enemy, the
Mark, Shatter, Haste, and Dominate Beast.
wielder loses all magical bonuses from the
Oathsworn until they kill that enemy, until they
spend a short rest recommitting themselves to the
bow under the light of a full moon, or they successfully
hunt a dangerous beast. For a beast to count, it must
have a challenge rating equal to or higher than their
level when they broke their oath and they must be the
one to cause the majority of damage to it.
Ochre Powder 500
This yellow-orange powder enhances spells that
specifically target metals as well as electricity based
spells that hit metal objects. Utilizing a pinch of Ochre

28
Otherbomb 10000 Paper Mail 10000
Charged with discordant magical energies of opposing Paper Mail is a bone white +1 suit of plate mail made
disciplines, schools of magic, and philosophies, colors entirely of folded paper. It weighs only 3 pounds and
smash against each other inside this glass sphere. counts as light armor for all purposes including
Holding this sphere aloft and commanding it with an proficiency. The paper can be scribed like a scroll at no
action causes all creatures within 60 ft to make a cost and can store up to eight levels of spells across its
Wisdom save, DC 14, or temporarily lose their sense of paper surfaces, with no single spell higher than fourth
self. Affected creatures become passive for 5 rounds. level. Inscribed spells can be cast from the Paper Mail
The passive creatures act only with basic self- as scrolls. When the Paper Mail is struck with a blow,
preservation to avoid harm but otherwise do nothing when the attack would hit if not for the non-magical
except attempt a new save at the end of each of their armor bonus of the mail, some of the paper is torn and
turns. Alternatively, the sphere can be covered in cloth the armor bonus of the mail drops by one point. If
to release its energies in a slower, more controlled there is an inscribed spell on the armor, one of these
manner against a helpless creature and forcing it to spell’s magical energies will be dispersed instead of
make two Wisdom saving throws, DC 14, with the armor taking damage. The armor consumes one
disadvantage or lose 1d4+1 minutes of memory of the inscribed spell randomly from among the lowest
user’s choice. If the target succeeds on both saves, they available level of spells. Slashing damage destroys two
are unaffected. If they succeed on one, they are aware armor points or spell levels and fire damage destroys
of memory tampering but not which. Lost memories four points or spell levels. To repair a single point of
and gaps are filled in with plausible events based on armor damage, Paper Mail requires a skilled paper
suggestions of the Otherbomb wielder. There is a 1 in artisan two hours and 500 SP of arcana infused paper
10 chance of one minute of memory returning to the to fold new pieces for the armor.
victim at the end of each long rest, as dreams help
them remember. Once used three times, the Parable’s Book of Stories 1000
Otherbomb becomes an empty sphere. Recharging the A rudimentary book of hand-copied children’s stories,
Otherbomb requires the simultaneous expenditure of bound with colored twine, allows spells cast using it as
four casters expending 3rd level spells or higher. None a focus to exclude non-combatant children at will.
of these spellcasters can share the same class or Healing spells cast using this book as a focus heal 25%
expend a spell from the same school of magic. more, rounded up, but the extra healing cannot put a
creature above ½ its hit point maximum.
Outsider Contract 2500
This bound scroll is a contract for the services of an Peacekeeper 8000
outsider or outsiders with a combined total of 8 HD. Held in great regard by pacifists and gang enforcers
Often the appearance of the scroll belies the type of alike, the Peacekeeper is a long metal rod, loosely
outsider it summons. An Outsider Contract contains wrapped with a thick chain. It deals damage as a +2
everything needed to summon the servant over the club, but all of its damage is non-lethal damage. Any
course of a short rest using only a drop of blood. creature struck by the Peacekeeper is charmed to be
Payment for their services is already paid for at the unable to attack until they make a Wisdom save, DC
time of the contract’s creation. An Outsider Contract is 12, at the start of their turn or until they are the target
open ended and may be commonly used to do one of of an attack.
the following: obtain a henchman for 1 week, complete
one goal counter to their alignment, or provide minor Plate Mail of Etherealness 10000
services such as spellcasting, advising, or skilled The glossy metal of this +2 plate mail always appears
crafting for a month. Longer service beyond those slightly out of focus. As a free action, Plate Mail of
amounts or better service can be obtained with Etherealness and its attuned wearer turn ethereal and
appropriate compensation along with a Charisma invisible for up to 1 minute, with a minimum usage
check. This check is made with advantage if the time of 1 round. This time limit is reset after each
request aligns with the outsider’s alignment or at short rest. While ethereal, the wearer gains a fly speed
disadvantage if the task is at odds with it. While this of 40 ft with perfect maneuverability. The invisibility
contract is a standard size, larger and smaller lasts until the wearer makes an attack. If the wearer
contracts are possible and priced proportionally. would lose etherealness inside a solid, they are
Should the contractor attempt to cheat the intent of shunted to the nearest available space, taking 1d6
the contract such as giving a task beyond, the contract cumulative damage per 5 ft of shunting distance.
will be destroyed and rendered null.

29
Plate Mail of the Poltergeist 2000 to cast True Resurrection on one creature. Creatures
healed this way also heal injuries as if they had been
This plate mail looks and functions as the Plate Mail of
tended by a skilled healer for twice as many days as hit
Etherealness until the first time its wearer becomes
points healed and gain resistance to damage for one
ethereal. At the start each of their turns while ethereal,
minute.
the Plate Mail of the Poltergeist casts Telekinesis while
maintaining concentration on up to 1d4 Telekinesis Prayer Beads, Lesser 10000
spells previously cast. The poltergeist infusing this
The finely polished, mixed wood beads on this leather
armor is intelligent and hostile towards all material
strap can be embraced with a quick prayer to perform
plane creatures, with a slight preferential hatred of the
minor miracles. The Lesser Prayer Beads allows it
armor wearer and their allies. The wearer of the
wearer to request the aid of a sympathetic demigod as
armor may spend their action to make a Wisdom or
an action once between each short rest to perform an
Charisma save, DC 15, to counter 1d4
effect a 4th level or lower spell could accomplish,
Telekinesis effects of the poltergeist. Once
with the chance of the prayer succeeding being
the wearer is no longer ethereal, the
equal to twice the number of remaining beads.
poltergeist maintains 1d4-1 telekinesis
If the miracle occurs, one bead crumbles to
effects each turn.
white ash. For more immediate effects, a bead
Prayer Beads 20000 can be squeezed tightly to create a powerful healing
effect. This healing generates 5d8+15 hit points to be
These ten, well varnished wooden beads hang
spread across any number of creatures within 30
from a silver thread. They can be clasped in a
ft as the user decides but it consumes the bead in
prayer to request aid from a sympathetic deity
a small flash of white fire. Those creatures’
to perform an effect a 6th level or lower spell
injuries are healed as if they had rested a number of
could accomplish. As an action, this can be
days equal to the healing received. Ten points of
attempted once between each short rest. The
healing can be spent to create a Lesser Restoration or
percent chance of intervention is equal to four
Remove Curse effects on one creature. A Lesser Prayer
times the number of remaining beads. If successful,
Beads has 10 beads when it is created.
one bead vanishes. A bead can be crushed as action to
scatter as a healing powder. This generates 10d8+30 Prayer Beads, Apostate’s 5000
hit points which can be spread as the user chooses
These exotic wooden beads are nicely polished but
across any number of creatures within 60 feet. The
have been tainted by their former user’s apostasy from
healer can spend 10 points of that healing on a
their deity. If a wielder attempts to use them for
creature to create a Lesser Restoration or Remove
prayer or crush them for healing, the whole set of
Curse effect. They may also spend 50 of those healing
beads becomes intangible and bound to the wearer
points to cast Revive on one creature. Creatures
with a powerful curse. Only a divinely sourced remove
healed by this effect also have their injuries healed as
curse effect of 5th level or higher or a 7th level or
if they rested under the guidance of a skilled healer for
higher remove curse effect of non-divine origin can
a number of days equal to the hit points healed.
remove the Apostate’s Prayer Beads. These cursed,
Prayer Beads, Greater 40000 ghostly beads inflict a spiritual malaise and heaviness
to the wearer, lowering their available spell slots as if
The Greater Prayer Beads are a necklace of ten
they were two levels lower in their divine spellcasting
wooden beads on a gossamer string. Grasping the
classes, divided as evenly as possible if they have
beads as an action, the wearer can attempt to call a
multiple. If the wearer attempts to cast a beneficial
divine favor once between each short rest to create
spell effect on a creature, that creature must make a
any effect an 8th level or lower spell could create.
Wisdom or Charisma save against the wielder’s
The percentage chance of this favor occurring
spell DC or they suffer a minor curse along with
is equal to five percent per remaining bead. If a
the benefits. This curse inflicts disadvantage on
miracle is successfully called, one bead vanishes.
their rolls until they spend an action
Beads may also be removed and crushed to
performing a superstitious or religious act to
generate healing. Greater Prayer Beads can
ward away the malignant energies.
distribute up to 20d8+60 hit points among any
number of target creatures within 90 ft per
bead. They can be spent in the same way as
the Prayer Beads to provide additional
effects. Also, the wearer may spend 120 points

30
Predator Tooth 900 Quickbrush 500
An enchanted fang dyed red-brown with blood from Artists can use this zebrawood and horse-hair brush
being plunged into a carnivore's heart provides as a focus or tool when crafting art to produce the
benefits to summoners when snapped into pieces items five times faster, although they suffer a -5
while casting a conjuring or controlling spell. Beasts, penalty to the related skill check. Additionally, the user
magical beasts, plants, vermin, or other nature-based may choose to pour their own vitality into their work,
creatures conjured or controlled by a spell suffering levels of exhaustion to gain a +2 bonus on the
empowered by a Predator Tooth gain a vicious crafting check for each level of exhaustion they choose
strength. Those creatures gain +2 Strength, +1 to suffer.
temporary hit point per HD, and have advantage on
attack rolls. This also manifests as a need to attack Quickstep Drums 5000
each round. If there are no hostile creatures within Cheetah hide is stretched over an acacia wood drum.
their movement speed, they will instead move to Playing the Quickstep Drums as a bonus action confers
attack the nearest target regardless of their given a +10 ft movement speed bonus and a +1 bonus to
orders. After a number of rounds equal to the spell attack and damage for each 10 ft moved in that round,
level, the ferocity fades along with the effects. to a maximum of +4 to any number of allies within 60
ft that can hear the drums. The effects last after the
Prophet's Crystal Ball 90000 user stops playing for a number of rounds equal to
A Prophet's Crystal Ball is an unwieldy, 3 foot sphere their Charisma modifier.
of clouded glass. When it is used as the focus in any
divination ritual, the ritual is cast in half the time and Quill Dust 1000
with advantage on any rolls made for it. During the full Scroll and spellbook quills only have so long a lifespan
moon, peering deep into the misty glass grants cryptic before they are no longer useful. Grinding up the quill
knowledge of the future. The player gives the Dungeon nubs results in a shiny grey powder if alchemically
Master a short phrase that will be incorporated into treated. When used as part of a spell that reveals
the near future and the Dungeon Master will grant hidden creatures, spells, objects, or the like, the quill
them advantage on one future related to that dust will fly forth to outline the targets with glowing
prophecy. Under the light of a blood moon, the words. The words list the information uncovered by
Prophet’s Crystal Ball will show dark portents related the spell, making it visible to all, not just the caster.
to how the viewer will die. In hindsight, these portents The writing hangs in the air for 1 round per spell level
are always eerily accurate, even if they are little help or until the spell ends, whichever is greater. A pouch of
to divining the exact nature of the future demise. Quill Dust is plentiful enough for innumerable spells.
Pugilist's Bands 22500 Ram's Head 9000
These two brass knuckles fit comfortably in the hand. The Ram’s Head is a +1 shield bearing a steel sculpture
Once worn, the wearer feels a strong aversion to of the bust of a ram lowering its spiral horns for a
covering their torso where unnecessary, wielding charge. As a move action, its wielder can move up to
weapons, and cowardice. The bands induce chest hair their base movement speed and then make a bash
growth and keep a shirtless wearer comfortable in attack. If the attack hits, it deals 1d8+1 damage and
most normal climates. While worn, Pugilist’s Bands knocks the enemy prone unless they make a Strength
return the wearer to their peak physical condition, save, DC 13. If the wearer has moved at least twice
restoring any age losses, and improving their physique their base movement speed in a straight line to make
greatly, with a +4 bonus to strength, constitution, and this attack, the damage is tripled, and the steel ram
dexterity. The wearer will become knowledgeable of bleats should the target be knocked down.
the fighting style of pugilists, where one trades blows
with a single opponent. The wearer may make a single, Regrowing Armor 500
unarmed melee attack as an action with their fists with This enchantment can only be applied to wooden,
a bonus to attack and damage. This attack deals +3d6 hide, or other organic armors. The armor or shield
damage and gets a +3 bonus to attack, but no other regrows from any damage it receives, short of being
attacks can be made on the same turn. The wearer completely cut apart, one tier of damage each day.
gains a mental picture of the creature they last
attacked, granting a +3 bonus to AC and saves against
the abilities of that creature.

31
Resting Shawl 12000 Sandman 2000
Swiping this gossamer cloak at creature within 30 ft as A thick wool sap is filled with dust and sand. It can
a free action drives the shivering touch of death into only deal non-lethal damage and the dust shaking
their soul. The target must make death saving throw from it on striking has chance of putting enemies to
as if they were at 0 hit points. If this results in a failed sleep. On a hit, the target must make a Wisdom save,
death saving throw, it lingers until they complete a DC 12, or fall asleep for a number of rounds equal to
long rest, or they recover after dropping to 0 hit the weapon damage. On a critical hit, the DC increases
points. Once touched by a Resting Shawl, a creature is to 15 and the duration increases to minutes. If the
unaffected by it for 24 hours. Creatures which do not wielder has put someone to sleep with the Sandman
make death saving throws that are touched by the since their last long rest, their dreams will be more
shawl feel death claw at their essence, forcing them to pleasant that night. Sleeping creatures can be roused
make a Constitution or Wisdom save, DC 13, or take as an action and automatically wake up after taking
2d8+2 damage. Corpses touched by this cloak or damage.
creatures killed while under its effects cannot be
raised from the dead or bound by undeath. A Resting Seer's Crystal Ball 60000
Shawl will not harm its attuned wearer. A Seer’s Crystal Ball is a solid hemisphere of glass one
foot across set in a silver tripod. Gazing into it, a user
Reviving Armor 18000 can see a bird eye view of a 5 mile radius area. This
The first time the attuned wearer of this armor is view can be centered on any point the user has
dropped to 0 hit points or fewer between each short previously stood up to 100 miles away. The crystal ball
rest, the armor leaves them at 1 hit point and allows can be used freely in minimum increments of 1 minute
them to heal or spend hit dice as if they had completed for the first 10 minutes each day, but each minute after
a short rest. A yellow half-circle on the torso changes that requires a Wisdom saving throw against the
colors to track the health of the wearer, from a bright number of minutes already spent using the crystal ball
yellow and blue sunrise to a red-orange and purple that day. On a failure, the user gets vertigo and spends
sunset. When the wearer would drop to 0 hit points, the next minute vomiting. Additionally, any vision
the orb briefly dips down in a sunset, but then rises based spells cast using the ball as a focus have their
back as the wearer is reinvigorated. range doubled. Any rolls for those spells are rolled
with advantage.
Rhino Hide 2500
A cracked-leather, black +1 Rhino Hide armor is
Serrated Weapon 350
created from the hide of large horned beasts from Ragged channels of sharp
exotic lands known for their fearsome charge. Rhino protrusions line a serrated weapon
Hide adds +1d6 damage to melee attacks made so that it leaves a bloodier wound.
following the wearer moving at least their base When a serrated weapon rolls
movement speed. maximum damage on its damage die, it
also inflicts bleed 1.
Riddle Wick 4000
A waxy substance made from the tallow of
Shadow Mirror 8000
otherworldly or divine creatures, burning this small Void Lords of the shadow dimension would often
candle when casting a spell with radiant or psychic commission these weapons for their trusted assassins
causes the target or targets to be clouded in a in order to kill targets that might otherwise be too well
confusion effect. Those creatures, if they make armed. A Shadow Mirror is a completely black +1
an attack or cast a damaging spell, deal a shortsword; no light is reflected by it. By cursing at an
portion of the resulting damage to a random armed foe within reach, this weapon covers the
valid target. 1/10th of their damage per wielder with an illusory shadow copy of the target. If
spell level of the original spell is dealt to the random the marked foe attacks while within reach, the Shadow
target, which can include themselves. This effect lasts Mirror illusion lashes out. This grants the wielder one
until they succeed on a Wisdom saving throw, DC free attack of opportunity, at half damage, for each
equal to the original spell, as a move action to clear attack that the enemy makes.
their thoughts. A Riddle Wick burns when used
according to the spell level it is used with, and each
one can provide its bonus on up to a total of 21 spell
levels worth of spells.

32
Shadowslick 250 immune to the Siren’s Lyre for an hour. The lyre may
cast Hold Person or Hold Monster on a creature
When living material brought to the shadow plane rots
affected by its song up to three times between each
and ferments, it turns into this oily goop. Used on the
long rest. The lyre grants advantage on performance
material plane, the oil stains whatever it is rubbed
checks to earn money.
into, concealing them in dimly lit areas. The oil is
odorless until exposed to bright light where it burns Soul 5000
away to leave a green-black stain that smells strongly
The container may vary, but they are all marked with
of mildew. The smoke from an ounce of Shadowslick is
precious metal ink denoting the type and value of the
thick and provides total concealment in a ten foot cube
soul contained within in an extraplanar language.
for 1 minute. Additionally, if used in conjunction with
Within the container is a caught mortal soul, usually
an illusion spell, the oil gives substance to the illusion,
from someone who sold it in an ill-advised contract,
increasing its save DC by 1, but an illusion improved in
but not always. They make useful currency with
this way will be dispelled if touched by sunlight. There
extraplanar beings or the powerful magic creatures
are four ounces of Shadowslick in one vial, enough to
that deal with them and are worth full price to such
cover four small objects or one medium object.
creatures. Unfortunately, they are not always
Shifter's Plate 6000 equivalent to a fresh soul; one Soul is the equivalent of
2HD of the soul of a living creature. Often, these souls
The Shifter’s Plate is +1 plate mail of sculpted
are used as temporary conduits or vessels for magic
verdigris in the shape of thorns, vines, and animals.
before being sold back on to the market. Credentialed
The plate mail adapts to fit its wearer’s form,
souls or notorious souls could be worth much more, if
conferring its armor bonus and magic effects no
their origins can be proven to a reputable soul dealer.
matter the shape of its wearer. Upon shifting forms,
Swallowing the fist-sized ball of light
the wearer regains 1d6 hit points.
wracks mortal bodies with pain but
Shifting Weapon 1250 grants a +1d10 bonus to each
statistic, rolled separately, for 24
Green patina representing thorns, vines, and animals
hours. For each statistic increased
is etched across the copper plating of a Shifting
by more than the user’s base
weapon. Shifting weapons meld into their master's
modifier, they must make a
new form, coating their natural weapons with copper
Charisma save, DC 14, or
patina. Any magical or alchemical bonuses granted to
take on a permanent
this attuned weapon continue to apply to one of the
random madness from the
new form’s natural weapons, chosen at the time of the
consumed soul.
change. If the damage die of the Shifting Weapon is
larger than the damage die of the natural weapon, Staff of Humanity 10000
increase the weapon damage die size of the natural
A leather grip adorns the middle of this stout oak staff,
weapon by one.
while iron caps on both ends make it easy to find
Siltblade 1500 purchase in rough ground for support. The Staff of
Humanity grants a bonus spell slot of the highest spell
A simple masterwork scimitar with an elaborate gold
level its attuned human wielder can cast and lets its
handle that carries a dry air about it. Swings of the
user cast the following spells using an equivalent or
blade scatter pinches of sand when it rolls maximum
higher level spell slot: Heroism, Mirror Image, Haste,
damage, blinding the target. The target remains blind
and Mordenkainen's Faithful Hound. When the staff
until an action is spent wiping their eyes.
holder attempts to trade, haggle, or parley, the other
Siren's Lyre 9000 party is considered one step friendlier for difficulty
purposes. Random encounters rolls are weighted
Played softly as a move action, this four stringed lyre towards slightly less hostility.
produces a soothing tone, like a mother cooing to a
newborn or a lover humming to a paramour. The
Siren’s Lyre produces a charming effect on enemies
that hear it. Enemies within 300 feet must make a
Wisdom save, DC 14, or spend their move action a to
move as close as safely possible to the lyre. They may
attempt a new save against the effect at the end of
each of their turn. A creature that makes its save is

33
Staghorn Helmet 9000 damage die is a 6, unless the creature succeeds on a
Constitution save, DC 13. Storm deals an additional
Great horns sprout from
1d6 lightning damage and 1d6 sonic damage in a 5 ft
the sides of this gnarled
burst around the target, excluding the wielder.
wooden helm after becoming
attuned to its wearer or when Stranger Signet 400
after wearer completes a long
A Stranger Signet bears upon its copper band a single
rest. For a creature that can change
draconic rune meaning “Forgotten”. No matter how
forms, they may choose to keep the
long or how intimately one knows the wearer of this
horns, which resize to fit the new
ring, at first glance, they will not recognize the wearer
form. Additionally, if the wearer has
for 1 round. They instead see them as a common
the horns of the Staghorn Helmet, the
stranger or uninteresting acquaintance, as if out of the
magic of the helm allows them to speak or
corner of their eye. Any further scrutiny given to the
communicate in all the forms their base form can. The
wearer will break the illusory effect.
horns provide a +2 bonus to charisma based skill
checks and may be used as a weak natural weapon for Styx Coin 10000
whatever size form they take. If the wielder chooses,
A worn and dinged gold coin with a skull on one side
they may shed the horns to reroll any single roll.
and a cradle on the other. A Styx Coin will let its user
Stone of Blessings 6000 buy their way back from death by paying off the entity
that comes to ferry their soul to its afterlife. These are
A cornerstone blessed during the founding of a new
not created, but bartered from agents of death, usually
temple, and often extracted when an old temple is
as bounties for killing particularly troublesome
being replaced or demolished, this stone has the
cheaters of death or by sabotaging efforts to nullify
power to radiate the effects of any bless spell cast on
death. Users of these coins need not worry about being
to friendly creatures occupying the building it is
included in the rolls of death cheaters, their use is
attuned to. To become attuned, the Stone of Blessings
predestined and included in their natural lifespan. A
must be an integral structural component of the
Styx Coin must be on its user’s person and attuned to
building and must have been part of the building for at
them when they die, where it will turn to a normal
least a week. A single bless spell can affect all or part
coin and a Styx Coin will appear in their soul’s
of the building in a ten foot square. Each spell level
disembodied hand. Roughly one day after dying, the
higher than the 1st used to cast this Bless spell
user returns to life at 1 hp. Their body is fully
doubles the length and width of the area of effect. If
regenerated to working order, if dinged up. However,
the area of effect is not large enough to encompass the
if their body is totally destroyed, they return as a
whole building, the caster must choose rooms
ghost.
contiguous with the location of the Stone of Blessings
until there are no more adjacent rooms small enough Sundial of the Infinite 2500
to fit in the total area of effect. Creatures invited in to
A stone sundial the size of a compass allows its user
the building are by default considered friendly unless
some control over their own flow of time. The user
consciously excluded during the casting of the spell.
may end their turn as a free action. This delays any
The stone of blessings can inversely be targeted by a
saving throws, effects, death saving throws, effect
bane spell, but the caster must be aware of each
durations, etc. This must be done before such a roll or
creature they intend to target within the area of effect.
saving throw would be called for. To preserve the
Only the owner of the building, or their designated
duration of a beneficial effect, the user must forego
steward, are able to utilize the Stone of Blessings.
their turn at its start. The wearer may still be acted
Stone & Storm 15000 upon normally and can still take reaction actions, but
do not regain their reaction from skipped turns.
This Gnome-designed two-sided weapon of a hammer
and pick was forged by Dwarves and enchanted by
Elves. The +2 hammer is named Stone and deals 1d6
bludgeoning damage, while the +2 pick is named
Storm and deals 1d4 piercing damage and an extra
2d4 on a critical hit. This exotic weapon counts as
wielding two light weapons for the purposes of two
weapon fighting. Stone deals an extra 1d6 bludgeoning
damage and stuns the foe for 1 round if the extra

34
Sutured Rose 3000 familiar to their wielder. Once a god has bestowed The
Last Stand to a mortal, the god will be unable to grant
Dainty and neat lace stitching holds this magically
another until the first is destroyed; a bargain to keep
preserved rose closed. Cutting open the stitching as
godly conflicts from spilling too greatly into the mortal
part of a healing spell will allow the healing spell to
world. In other cases, similar weapons can be created
restore hit points to a creature that has deceased
by powerful patrons for their champions. If the
within the last round. If the healing is greater than the
wielder of The Last Stand would drop to 0 hit points,
damage of their killing blow, they are restored to life.
they are instead left at 1 hit point and can take no
If the target had been raised to undeath, they may still
damage until the end of their next turn. During that
be restored this way, but the creature that raised them
time, the wielder also gains +2 attack and damage and
into unlife must make a Charisma save, DC 13, or take
an extra attack with each attack action. No creature
damage equal to the amount of healing received as
can utilize this ability again until they have reached
rose thorns burst from their skin.
their maximum hit point total while having all their hit
Tailored Armor 300 dice.
Attended to by a fine craftsmen and modified to fit The Sandstorm 7000
current fashion trends, Tailored armor is more
Long, winding etchings cover this +1 falchion and its
appealing to the eye and flattering. It is equivalent to
guard. Swinging The Sandstorm in an attack or as an
fine clothes.
action kicks up a whirling cloud of sand in a 5 ft radius.
The Censure 6000 The cloud provides total concealment and deals 1d4
damage to anyone who starts their turn in or adjacent
Incense burned inside this hollow metal ball hanging
to it. The wielder is protected from the effects of both
from a chain is amplified into thick, choking fumes. All
this blade and non-magical sandstorms. The cloud
spellcasting done within 120 feet of The Censure
remains centered on the sword and lasts as long as the
requires a spellcasting ability check, DC 8 + spell level,
wielder makes at least one attack or swings it each
otherwise the spell casting fails. Failure by 5 or more
round, plus one round after.
results in the spell slot being expended as well. --
Slinging spells when that damn thing is lit is like trying Thorn Bomb 300
to cast covered in tar. Do not ask me how I know what
A Thorn Bomb is an eight inch clay sphere wrapped in
that is like. -Yvarren the Wanderer, Elementalist --
twine. Lighting the twine starts the fuse. The bomb is
The Defender 7000 then tossed up to 60 ft as an attack before it explodes
into growths of razor sharp vines, brambles, and
Simple leather binds the handle of this stout sword
thorns. This deals 2d4 damage to creatures in a 20 ft
with a wide blade and a wider cross guard. The
radius. That area is considered difficult terrain and
Defender is wielded as a +2 longsword. It can turn
creatures moving into or through the area take 2d4
some or all of its wielders attack bonus, up to a
piercing damage for every 5 ft they travel. After 10
maximum of their proficiency bonus plus the magic
minutes, the plant growth loses its effectiveness and, if
bonus of The Defender, into an equivalent armor
located somewhere inhospitable to plants, will quickly
bonus. The bonus and penalty must be activated at the
wither away.
start of the turn and last until the start of the next turn.
The wielder may suffer disadvantage on their attacks Theurgy Plasma 6000
for one turn to gain temporary hit points equal to the
Ectoplasm harvested from the residue of spellcasting-
armor bonus provided by The Defender. These
capable ghosts is mixed in a 50-50 mixture of arcane
temporary hit points do not stack, and the wielder
spellcaster ectoplasm to divine spellcaster ectoplasm.
cannot use this ability if they already suffer
Inhaling the blue-green goop as part of casting a spell
disadvantage. The more The Defender is drawn upon,
allows the caster to cast the spell as either an arcane
the further steel creeps up the arm of the wielder
spell, a divine spell, both types, or neither. While this
while shrinking the blade.
has no effect on the potency of a spell, for casters with
The Last Stand 7500 the ability to cast spells from multiple sources, use of
Theurgy Plasma allows them to use spell slots from
Often miraculously found by heroes, martyrs, and
any source to cast a spell known from another source.
those facing insurmountable odds, this +1 weapon
The enchanted paper flask holds twenty doses of
keeps its wielder fighting after they should have fallen.
Theurgy Plasma.
The rare few that are called forth during causes judged
worthy by the gods will take on the martial form most

35
Timekeeper 30000 Trickster's Last Resort 14000
Grown, hollow crystals meet at a metal-enclosed point A single, cast-iron lock hangs open on a thick metal
to form a three-pronged hourglass balanced inside a chain. Once snapped shut, the Trickster’s Last Resort
flat wire basket hanging from a thin necklace. Giving will reincarnate its wearer when they die. The
the hourglass a spin causes the user to freeze in time Trickster’s Last Resort will instantly kill its user at the
while the small hourglass rotates in place. During this end of their third turn without reincarnation if they
time, from the free action of spinning the Timekeeper fail to die before that. If successful, the reincarnation
to the end of their next turn, they are invulnerable to will restore them to a random new body in the
damage and cannot be moved or changed. This device shadows of a random tavern with the same race and
may be used up to five times each day. Ongoing effects ability scores. At the same time, their bodily
on the user are likewise paused and do not take effect possessions are teleported, if possible,
nor expend their duration. To the user of the to this new body while leaving behind
Timekeeper, the world around them instantly jumps moderately convincing fakes in
forward in time, and with stronger spins they may their place. The new body has a
choose to skip up to five rounds with each use. small metal lock clasped around
their heart or similar organ
Titan Maul 25000 inside their body. It cannot be
This massive stone maul is a +2 Maul sized for a retrieved without killing its
large creature that cannot be wielded with host, but it can be opened and
proficiency by creatures with 18 or less Strength. A reused once retrieved by
Titan Maul being used to strike unworked earth or attuning to it over a long rest.
stone as an action shifts the earth and stone as if the
wielder were concentrating on a Move Earth spell that
Trickster Vest 4000
affected natural stone. Additionally, swinging the maul This travel-vest has 5 small, metal cubes
into the foundation of a worked structure forces it to hidden among its many pockets. Thrown forth from
save, DC 10 + STR, or crumble. Structures have a the Trickster Vest as an action, each blank cube
saving throw proficiency bonus as if it had HD equal to creates an illusory effect centered on itself. Cubes
the number of ten foot cubes it occupies, +1 for every generate the combined illusory effect of anything a
five over 20. It may also receive bonuses or penalties Minor Illusion, Disguise Self, or Silent Image spell
depending on the materials, its current state of repair, could do individually. When these effects end the cube
reinforcement from adjacent structures, and its vanishes and reappears in the vest. The created
craftsmanship. The wielder can choose to smash a illusions are laced with subtle charms; when the
single part of a large, complex structure separately. actions of one creature would cause the illusion to
Each day, the Titan Maul can destroy structures until break for another, that second creature only gets a
one succeeds on its save, then the wielder must save against the illusion with advantage instead. Each
complete a long rest before it can be used this way cube’s duration is chosen when used: 1, 5, or 10
again. Worked and natural structures take triple rounds or minutes.
damage from the Titan Maul.
True Seeing Gem 80000
Torturer Pipes 10000 Staring through a flat surface of this prism roughly the
Crafted from the bones of children that died painful size of a fist reveals the true nature of everything seen
deaths, this short white pan flute brings pain and fear through it. A True Seeing Gem acts as a continuous
to all that hear them. When played as a move action, True Seeing effect when looked through. Affixed to a
every other creature within 90 feet of the player takes helm, the effect is continuous for its wearer. Used in a
1d6 nonlethal psychic damage each round and suffers lens of a lantern, it reveals illusions and makes visible
a -1 pain penalty to all rolls. The music itself is silent, all invisible or ethereal creatures within a 30 ft cone of
but creatures can feel it scraping in their bones or light.
pulsing in their minds like tiny hands are trying to
claw free. The effect lasts for as long as the pipes are
played and for a number of rounds after equal to the
Charisma modifier of the player. Torturer Pipes can be
played twice each day safely, but each time after that,
the wielder suffers the effects of the pipes doubled
unless they succeed on a Performance check, DC 15.

36
Truthful Candle 2500 Unguent of Bitters 9000
Burning this off-white, tallow candle releases smoke in The hundred-year-old sour vinegars and dissolved
small runic shapes for up to an hour. A 50 ft. radius of citrus peels in this canister can be splashed onto the
magically enforced truth is created. This forces hands of a caster performing a poison or necromantic
creatures that enter the area or start their turn in it spell. Creatures that take damage from the spell suffer
unable to make deliberately false statements. Any disadvantage on perception checks related to taste or
affected creature, except the candle-lighter, asked a smell for one minute per spell level. They also reroll
question or attempting to lie must make a Wisdom or their initiative and if it is lower than their current
Charisma saving throw, DC 15. If successful they may initiative, it becomes their new initiative score as they
lie or avoid giving an answer to that question or flinch in response to the bitter vapors cloying their
functionally similar ones for one hour per point of senses. With careful application and a bowl to catch
Wisdom or Charisma modifier they have, minimum 1. the drippings, an Unguent of Bitters can be used with
The lighter of the candle knows whether a creature any number of spells.
succeeds or fails its saving throw. Those affected are
aware of the compelling magic and may still try to Valkyrie Helm 6000
mislead, provide extraneous details to waste time, or This full helm bears a pair of large, silver wings that
other similar tactics that are technically truth. start at the temples then arc up and back. As part of
the wearer’s attack action, they may move up to 10
Trusting Candle 3000 feet using any type of movement in which they have a
Trusting Candles are modeled to appear as Truthful movement speed. Their attacks may take place at any
Candles and are often secretly switched in to protect point along this movement. Additionally, when the
well-connected interrogees. When this off-white wearer receives any healing while at or below half hit
candle is burned, it releases smoke in the shape of points, the silver wings resonate slightly, doubling the
small runes and creates a 50 ft radius of effect. The potency of the healing. A Valkyrie Helm is rumored to
lighter of the candle must make a Wisdom or Charisma provide guaranteed access to a warrior’s paradise if
saving throw, DC 18, or they will believe that the the wearer of the helm dies.
creatures in the area of effect are under the effects of a
Truthful Candle. On a success, the user will recognize Vegetation Bomb 600
that the candle is not affecting the creatures in the A single flower bud sits on the surface of this 4 in. ball
area of effect. If an answer given is provably wrong, of tangled vines. When pulled free, the flower causes
the user makes a new save against the Trusting the Vegetation Bomb moments later. This is enough
Candle. Other creatures in the 50 ft. radius of effect time to toss it up to 60 ft. where a 20 ft. radius of
feel as if they were under the effects of a Truthful writhing vines and thorns explode from the
Candle but had successfully resisted its effects. surface. Creatures that enter this space or
Trusting Candles can be burned in minimum 1 minute start their turn in it must make a Dexterity
increments up to a total of 1 hour of time. or Strength saving throw, DC 14, or become
restrained and take 3d6 slashing damage.
Undying Oxbone Collar 9000 Creatures already restrained by this effect
These white collar bone collar stays are linked by dark automatically fail the save. As an action, a
bronze lapel chains and are constantly growing at a restrained creature may make a new Strength or
slow rate. This provides a renewable bone source to Dexterity save to escape. After ten minutes, the
the wearer that infuses bone constructs, necromantic vines become inanimate, and if grown from a spot
summons, and other bone spells to grant them the inhospitable to plant life, wither away.
residual strength of oxen. Those creatures and
constructs gain +2 strength as well as +1 hit point per Vengeful Weapon 2500
hit die or inch of thickness. Alternatively, the bone Angry, twisted enchantments turn normal weapons
fragments from the collar can substitute for missing into Vengeful ones. Vengeful weapons whisper and
bones, allowing the wielder to curse when their wielder takes damage. The
create necromantic constructs weapon deals an extra 1d10 damage of its
from badly damaged skeletons normal damage type to any source that dealt
that would normally be unusable. damage to the wielder since the beginning of
their last turn.

37
Vial of Divine Tilled Earth 50000 Wheel of Woe 5000
A crystal decanter hangs from a short loop of chain. A small, multicolored wheel and pointer that can
Inside the sealed vial a handful of earth is overgrown either be held or affixed to a shield. With a thought, it
with tiny plants and moss. The wearer may cast bless, can be made to spin, imposing good or bad fortune
aid, or similar spells over an acre of cultivated from alternate realities. Whenever the wearer rerolls a
farmland, maintained grazing areas, or the like. This die or group of dice, the Wheel of Woe stores the
protects the plants and crops from disease and pests, result. As a reaction, the user can then replace the
while increasing fecundity to increase the resulting fortunes of another creature within sight with the
yield by half its base production. The effect lasts for stored fortunes. The target must be rolling the same
one growing season. For every spell level higher than die or group of dice that generated the stored result
1st used to bless the land, the user may increase the and if they succeed on a Charisma saving throw, DC 13,
yield by another half its base value, double the acreage the Wheel of Woe expends the stored fortune without
effected, or increase the duration by one growing effect. A new result cannot be stored in the Wheel of
season. One tenth of the harvest must be tithed to the Woe until the previous one is used, and its effects can
hungry or needy, or else the boon will turn to a five only be used to target creatures hostile to the wearer.
season curse despoiling the productivity of the land to
half its value. For each consecutive use of the Vial of White Rose 5000
Tilled Earth on a given acre after the first, the tithe White spruce wood forms the haft and large, carved
demanded by its effects increases by 1d10 percentage rose topper. Healing spells and spells cast on willing
points. Each growing season an acre goes unblessed targets cast using this staff as a focus have their
reduces the demanded tithe by 2d10 percentage durations increased by 20%, their range increased by
points, to a minimum of 10. Creatures that derive the 10 ft, and restore 1 hit point per spell level in addition
majority of their food from acreage blessed by the Vial to their normal effects. If the spell has multiple targets,
of Divine Tilled Earth roll any increases to their this bonus healing is divided evenly among the willing
maximum hit points with advantage. targets, rounded down. The White Rose functions as a
+1 quarterstaff and its magical bonus applies to skill
Viscous Slime 15000 checks regarding gardening, healing, and foraging.
When this dormant chunk of green slime is used as
part of a mobility reducing spell, the magic becomes Wild Armor 4000
contagious. The first valid target each original target is Wild armor has small vines, animal fur tufts, and
adjacent to at the start of their turn during the shifting monster parts moving around or on it out of
duration of the spell becomes another target of the the corner of the eye. Wild armor shifts forms with its
spell. Each new creature makes its own save against wearer, continuing to apply its armor bonus and
the effect. If the effect spreads, the remaining duration magical effects in the new form.
on the original target is split between the original
target and the new target, rounded up. A spell using
the Viscous Slime can be spread by the original targets
a number of times equal to the spell level. As long as
the mage is able to harvest some of the reproducing
slime after the spell ends, Viscous Slime replicates
itself sustainably for an infinite number of consecutive
uses.
Vorpal Blade 35000
Deep black meteorite, adorned with an obsidian and
pearl pommel. A Vorpal Blade is a fearsome weapon of
legend, having slain many a previously-thought-
invincible foe or hero. This +4 longsword has a
penchant for cutting foes in twain and deals an extra
4d8 damage on a critical hit. Creatures struck by this
critical hit must make a save, DC 20, or be cut in two.

38
Woebegotten Cloak 50000 Wounding 15000
This is a magical cloak of stitched together banners, Terrific wounds are the hallmark of a Wounding
flags, and clothing. Once attuned, a wearer gains weapon. Pitted blades, jutting spines, or swirling barbs
access to boons from the souls bound to the cloak. of force cause 1d6 bleed on each hit. Critical hits dealt
Attuned creatures remain attuned to the cloak until by a Wounding weapon deal an additional 1d6 bleed
another creature becomes attuned or until they cast and cause the target to immediately take bleed
curse removing effect with a spell level of 7 or higher. damage. At the start of the afflicted creatures’ turns,
Creatures attempting to attune to this cloak are they take damage equal to their bleed total. Whenever
alerted to its true nature. Should they die while a creature is healed, it also removes bleed equal to the
attuned, a new strip of cloth is added to the cloak as amount of hit points regained. A successful healing
their soul becomes permanently bound to the check, DC 12, removes five points of bleed as an action.
Woebegotten Cloak. The Woebegotten Cloak holds a
maximum of 13 charges and regains 1 each day, plus Wyvern Spinal Fluid 900
an additional 3d4 charges while attuned. Sprinkling this clear liquid over themselves when
The attuned wearer may expend a charge or charges casting a memory or thought changing spell allows the
for any of the following effects assuming a soul with caster to create a backup copy of the original memory
the relevant ability is bound to the cloak: cast a 1st being modified. The original memory coalesces into a
level spell or cantrip using your ability modifier (1), tiny, invisible pustule just behind the ear of each
2nd level spell (3), 3rd level spell (6), 4th level spell target. The pustule is unnoticeable to anyone but the
(10), proficiency for 1 minute (1), proficiency for 1 caster or creatures using detection effects of a higher
hour (2), proficiency for 1 day (4), reroll one roll (5), spell level than the original spell. Lancing the pustule
add or subtract 1d4 from a roll (2), or gain another will return the original memory, allowing the target to
reaction (3). A soul bound to this cloak cannot be choose which to keep and which to forget. Wyvern
regenerated, reincarnated, or otherwise restored until Spinal Fluid is sold in wax-capped vertebrae each
the cloak is destroyed. Activating the cloak is a free providing enough fluid for one spell.
action, but its granted abilities may take a move or
action to use. During activation, the wearer of the Xionic Glyph 9000
cloak sees the spectral soul appear and aid them in the An indescribably shaped psionic 4th dimensional non-
chosen task before vanishing back into the cloak. Euclidean construct of folded, dark-green glyphs
For each use of the Woebegotten Cloak each day after delivered by alien gods. Its holder is granted visions of
the first charge is expended, the wearer must make a possible futures, allowing them a reroll of any die roll
Charisma save, DC 8 + charges used since the last long once each day. They may receive additional rerolls by
rest, or the wearer gains a random mania, phobia, tic, allowing themselves to be flooded by the thoughts
or compulsion from the bound soul they temporarily pouring from the device. Every reroll used beyond the
summon as the bound entity attempts to wrest some first requires a random mental saving throw, either
control from the wearer. They may attempt a new save Wisdom, Intelligence, or Charisma, versus a DC of 10 +
at the end of a long rest to get rid of the malignant 3 for each Xionic Glyph reroll the wielder has used
influence. If the influence remains at the end of seven since the last long rest. On a failure, the user gains
days, it becomes permanent. Common flaws in the some form of insanity or an existing insanity is made
bound souls include paranoia, megalomania, power- worse: compulsions, phobias, manias, disorders,
hungriness, and recklessness, the very character flaws delusions, or vices.
that led them to donning the cloak and eventually
perishing while attuned. Xylem Verdant 250
An intricate knot of corded tree fibers, sourced from
druidic groves, can be untied to empower a plant-
based spell. Non-sapient plants created or affected by
the spell can be made more or less tolerant to drought
or water shortfalls, either extending their lifespan by
50% or decreasing it by the same amount after the
spell ends. Plant based creatures and permanent
objects are instead granted 5 temporary hit points and
gain resistance to fire and necrotic damage. A single
Xylem Verdant braid holds five mystical knots.

39
Yarn of Yarns 16000 animals are doubled if they give birth or go to seed
within the light, producing or conceiving twice as
Each day, this shimmering thread can be woven into a
many offspring as they normally would while suffering
living story that serves as inspiration to its holder,
no ill effects from the extra
improving their skills. This provides a +2 bonus to one
burden. If the jar is
type of rolls chosen when the Yarn of Yarns is woven:
broken, the golden glow
one attribute’s saving throws, one skill or equipment
leaves the sand and seeks
checks, or a single damage type. Weaving the yarn into
out the nearest corpse of a
a symbolic shape is done over the course of a short or
creature that died within
long rest. Between rests, the user may attempt to
the last 24 hours, then
reweave the Yarn of Yarns to change its boon by
restores that creature to
telling it a story and making a performance check, DC
life while fully healing any
10 +5 for each previous time it has been rewoven
injuries, poisons, or
since the last long rest. On a failure, the weaving fails,
diseases it had, no matter
and the yarn remains unwound without providing any
how old the injury or
bonus until the user completes a long rest during
ailment. Creatures that
which they untangle the Yarn of Yarns.
had perished due to age
Yawn of a Lich 30000 will live for another 1d4%
of their original lifespan.
The rare, tired exhalation of a recently revived lich,
harvested before their mind adapts to a body that no Ziggurat Gravel 12000
longer tires nor breathes, is a useful reagent in any
Ancient blocks smashed and tumbled until tiny and
revivifying, resurrecting, or raising spell cast on the
round, this handful of small stones can be tossed
dead. The Yawn of the Lich must be inhaled by the
lightly into the air during the casting of a spell with an
caster as the only air in their lungs as they finish
empowering aura or area of effect. Ziggurat Gravel
casting the spell. Targets returned to life or
then scatters to the ground, rolling along the floor to
transformed into undead gain a single-use spell of a
stay near the center of the area of effect. The caster
level equal to half the spell level, rounded up, of the
chooses one skill or tool proficiency and creatures that
original spell cast to reverse their death. The spell they
benefit from the spell’s bonuses also gain a bonus to
gain is a spell known by the caster of that level. For the
checks of the chosen type equal to one quarter of the
purposes of casting that spell, the raised creature uses
spell level, rounded up. That skill bonus does not stack
the caster’s spellcasting ability score minus two. This
with other bonuses the spell provides. After the spell
spell is cast as a free action by the creature releasing a
ends, the Ziggurat Gravel can be retrieved for later use.
dry and musty yawn. One flask of this fetid breath can
be used to supplement the casting of up to thirty spell
levels of spells, provided the caster exhales the
remaining yawn back into the glass after casting.
Zebra Feather 3000
One side of this giant feather is mostly black with
white stripes and the other side is the reverse. As a
bonus action, the wielder can turn the Zebra Feather
around in order to cast spells as if they were the
opposite alignment for the purposes of spontaneously
cast cure wounds or inflict wounds. Other effects or
abilities that rely on this choice, such as turning or
commanding undead, are also flipped. Magical abilities
or spells of 5th level or lower will perceive the wielder
as having this alignment.
Zest of Life 100000
The white sand in this sealed jar glows with a golden
light shedding dim light out to 60 ft. Creatures within
the faint light make death saving throws with
advantage. The fertility of non-sapient plants and

40

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