Fantastical Items

These are items which do not fit neatly into another category, and which are either worn or carried on a person. The slots in which these items fit are: head, body, belt, feet, legs, hands, neck and arms. Only one item may be worn per slot, not just due to space constraints, but because only so much magic can be in one area before dangerous effects occur. There are also slotless items, which are carried or stored in gear.

This is a dark ale, and smells earthy and heady. It tastes quite nice, and brings to mind summer afternoons, no matter who drinks it or when. The given price is for a keg. Anyone who sups this ale must make a DC 30 R resist or will continue to imbibe it until they gain the *altered* condition. While *altered* by this ale, a creature gains proficiency with one kind of instrument, and gains Advantage on Perform checks once per hour. They are compelled to perform once they are drunk, and will carouse loudly until the effects of drunkenness wear off.

Amulet of Health:

This is a red stone set in looping bands of iron and bronze, worn from a chain around the neck. This amulet grants the wearer one additional HP per HD added to their maximum. It may be consumed as a free action to grant the benefits of the *Heal* spell. Once consumed in this fashion, the other magical properties of the amulet no longer function.

Amulet of Rodgor:

This is an amulet made of wrought iron, inlaid with garnets. Inscribed on it is the image of a scowling dwarf. All spells and abilities which detect alignment, species, or which allow a creature to be observed from a distance (such as *Scrying*) view the creature wearing the amulet as a lawful neutral dwarf named Rodgor. The creature wearing the amulet still looks the same in person.

Bag of Rage:

This is a leather sack, painted with a red and white pattern. In the sack are fifty small white and black striped pebbles. When one of these pebbles is removed from the bag and thrown at a square, it transforms into a raging badger, which proceeds to attack all creatures it can see until it is slain. These badgers have +4 P, V, and R, and -4 F, I and C. Once all the stones have been thrown, the bag becomes an ordinary sack. The pebbles must be deliberately removed and thrown for the effect to activate, and will not do anything if the bag is simply dumped out.

Belt of Vitality:

This belt is made of oxhide, and is set with iron studs. It gives a +2, +4, or +6 to Vitality for the wearer, depending on which variety is worn. The prices listed are for each variety in order.

Boots of Elven Subtlety:

These boots are made of soft leather, and are engraved with leaves and vines. These boots allow the wearer to move in complete silence when walking, and prevent noise even when walking through underbrush. They give a +10 bonus to Stealth to the wearer when attempting to move silently.

Boots of Grace:

These boots are made of dyed leather, and reach mid-calf. They give a +2, +4, or +6 to Grace for the wearer, depending on which variety is worn. The prices listed are for each variety in order.

Bracers of Power:

These are made of steel, and have images of bears engraved upon them. The insides are lined with fur. They give a +2, +4, or +6 to Power for the wearer, depending on which variety is worn. The prices listed are for each variety in order.

Cauldron of Delicacies:

This cauldron is made of plain cast iron, and has no embellishments or engravings to distinguish it from an ordinary cooking pot. The cauldron is capable of producing any hot food item normally cookable in a cauldron, so long as the phrase “(Desired Item), (Desired Item), nice and hot, cook it in my cooking pot!” Upon saying this phrase, the pot will fill itself to the brim with said item in one minute. At this point, the creature must state: “I’m grateful now that food is here, until next time, cauldron dear!” And blow three kisses to the cauldron. Failure to do this will cause the cauldron to continue creating the desired dish, at a rate of 5 gallons/minute, for 24 hours. It will then cease functioning for two weeks while it sulks.

Cloak of Otherwhere:

This cloak is made of shifting gray material, and is silky to the touch. It shimmers in light, and is difficult for the eye to focus on properly. Attacks against the creature wearing this cloak have a miss chance of 3.

Codpiece of Ego:

This garment is garishly dyed, and is fashioned from silk and velvet. It gives a +2, +4, or +6 to Ego for the wearer, depending on which variety is worn. The prices listed are for each variety in order.

Crown of Light:

The crown is made of silver, and is set with rubies. It gives the wearer the ability to see clearly, even in magical darkness. The wearer may use *Light* and *Darkness* as spell-like abilities at will, and may cast *Daylight* once per long rest as a spell-like ability. The wearer further gains a +4 bonus to Spot checks.

Dimensional Backpack:

This appears to be a standard backpack, made from leather, and rugged from wear. The space inside is a 10x10x10 foot cube, and the maximum weight capacity of the backpack is 2 tons. Whichever item the wearer desires at the time made be found on top for easy access, but items stored in the backpack will mix together if not in containers, so storing unjarred honey or unbottled wine is a questionable practice. The backpack never weighs more than 10 lbs, no matter how much is put in it. If the weight or volume components are exceeded, no more material will be able to enter the backpack, nor the backpack lifted, until some is removed.

Drums of Fear:

These are a pair of drums, made with the hide of some great predatory beast, stretched over a frame made of ash. The sides are engraved with snarling faces baring their teeth. When these drums are played, all creatures within 100ft must make a RR with a DC equal to a Device check by the wielder or be *frightened,* those who succeed are *shaken*. Failure by more than 5 causes a creature to be *panicked*. The drums may be used to produce this effect 1/short rest.

Fate Deck:

This is a deck of cards, inscribed with remarkable drawings of fantastical figures. Creatures may choose to draw 1, 2, or 3 cards from the deck. Creatures may only draw from the deck once per week. Once the effects on the cards are resolved, they are returned to the deck. The decks normally have 32 cards. All of the card effects are permanent unless otherwise stated.

The Star (AD): The creature drawing this card may make 1 wish. They have 10 seconds from the time they draw the card to make the wish.

The Baron (KD): The creature drawing this card becomes lord of a small keep.

The Lady (QD): The creature drawing this card gains a permanent +2 luck bonus to one resistance of their choice.

The Margrave (JD): The creature drawing this card gains +2 P.

The Court (10D): The creature drawing this card gains a bonus teamwork feat they meet the prerequisites for.

The Sisters (7D): The creature drawing this card gets 7 gems, each worth 500 gp.

The Peasant (3D): The creature drawing this card immediately gains the benefits of a long rest.

The Ox (2D): The creature drawing this card gains a bonus basic feat they meet the prerequisites for.

The Flames (AC): The creature drawing this card has their soul consigned to Hell when they die, and may not be resurrected without divine intervention.

The Horsemen (KC): The creature drawing this card is the target of the Wild Hunt the next time they arrive on the Prime.

The Siren (QC): The creature drawing this card takes a -2 penalty to R resists.

The Glutton (JC): The creature drawing this card must eat and drink twice as much as normal to avoid starvation.

The Eyes (10C): The creature drawing this card gains the enmity of a powerful extra-planar being.

The Tiger (7C): The creature drawing this card takes a -2 penalty to AC.

The Hovel (3C): The creature drawing this card is *sickened* until they take a long rest.

The Rat (2C): The creature drawing this card takes a -2 penalty to Diplomacy checks.

The Fates (AH): The creature drawing this card may choose to avoid any event, once. This includes effects from other cards.

The Dragon (KH): The creature drawing this card gains the answer to three questions. They have 20 seconds to ask each question.

The Rainbow (QH): The creature drawing this card gains a griffon as a mount.

The Throne (JH): The creature drawing this card gains the admiration and loyalty of a nearby noble house or similar organization.

The Bank (10H): The creature drawing this card gains 10,000 gp.

The Inn (7H): The creature drawing this card gains 1d100 temporary HP for 1d4 hours.

The Troubadour (3H): The creature drawing this card gains a new language known.

The Monkey (2H): The creature drawing this card gains an additional trait.

The Skull (AS): The creature drawing this card must face death or be destroyed. They roll a d6, and fight either a shrouded(1), chooser(2-5), or grim reaper(6). Any creature which attempts to aid them in the fight gains an opponent of the same kind, which they must also face alone. If the creature dies, they may not be resurrected without divine intervention.

The Shackles (KS): The creature drawing this card has their ground speed halved.

The Dagger (QS): The creature drawing this card secretly gains the enmity of a nearby noble house or organization.

The Snake (JS): The creature drawing this card has their alignment switched to the diametrically opposing alignment.

The Flail (10S): The creature drawing this card takes a -10 penalty to TED.

The Hanging Sword (7S): The creature drawing this card takes 1d100 damage.

The Grave (3S): The creature drawing this card is *staggered* until they take a short rest.

The Nail (2S): The creature drawing this card gains a drawback.

Flying Carpet:

This is a rug, woven very finely, and patterned with geometric designs. These carpets may safely carry four average sized humanoid creatures, and a total weight of 800 pounds. The rugs have perfect aerial maneuverability, and a flyspeed of 80ft. A command word is required to operate the rug, and it will only fly once the word is spoken. If the rug is overloaded, its speed is halved, and its maneuverability drops to average. The rug may not fly at all if more than 1200 lbs of weight is on it.

Gauntlets of Knocking:

These are a set of gauntlets, made of leather and set with copper plates. The wearer may cast *Knock* or *Hold Portal* 3 times per short rest as a spell-like ability. They may cast *Dimension Door* twice per long rest as a spell-like ability. Their DC or spell focus for these spells is equal to the Device check they make.

Gloves of Finesse:

These gloves are made of leather, with the insides lined with red silk. They give a +2, +4, or +6 to Finesse for the wearer, depending on which variety is worn. The prices listed are for each variety in order.

Gloves of Thievery:

These gloves are fingerless, and are made of suede and dyed black. They give the wearer a +5 bonus to Sleight of Hand and Tinker checks.

Gnomedome:

Any creature which dons this pointed red hat becomes a Gnome. They lose any species bonuses or penalties to their ability scores, and instead gain the species ability score bonuses and penalties of a Gnome. These revert when the hat is removed, but the creature is *staggered* for 1 minute after putting the hat on, and for 10 minutes after taking it off.

Goggles of the Minutiae:

These goggles are made of thick glass lenses, secured with an adjustable leather strap. They may either be worn over the eyes, or pushed up onto the forehead. These goggles grant the wearer a bonus to Investigation and Spot of +4 and a bonus to craft mechanical devices of +5. They further protect the eyes from bright light, and allow the wearer to roll with advantage against light-based effects.

Hat of Charm:

This is a black silk top-hat, with a white feather in the brim. It gives a +2, +4, or +6 to Charm for the wearer, depending on which variety is worn. The prices listed are for each variety in order.

Hat of Guises:

When not being worn, this hat appears to be a battered slouch-cap, made of felt. When worn, its appearance may be changed by the wearer. This device allows the wearer to change their appearance, as though affected by the spell *Disguise Self*. This guise persists for as long as the hat is worn, and may be dropped or shifted to a new guise as a standard action.

Headband of Intellect:

This headband is made of black leather, and is set with brass studs. It gives a +2, +4, or +6 to Intellect for the wearer, depending on which variety is worn. The prices listed are for each variety in order.

Horseshoes of Speed:

These horseshoes are made of iron, and engraved with images of lightning. They may be worn by any hoofed creature who would normally be able to wear horseshoes. This includes centaurs. They grant the creature wearing them a +30ft bonus to move speed.

Monarch’s Belt:

This belt provides immunity from all toxins and diseases. Further, once per short rest, the wearer gains advantage on one resistance roll.

Robe of Useful Items:

This is a faded robe, dark blue in color, with myriad patches upon it. These patches may be pulled from the robe by the wearer, and once doing so they have five seconds to activate the patch. Doing this requires a move action. Activation is usually done by placing the patch on a surface, where the item contained therein comes into being. Each robe has some items standard, and 4d4 other items, which may be chosen by the GM or rolled from the following list. The standard items are: 2 daggers, a lit torch, a pot of warm soup(enough for four average humans), 50ft of rope, 2 iron spikes, 2 large sacks, and a bottle of average quality mead.

01-08: 10ft ladder

09-15: 100 gp in a sack

16-22: A potion of *Curing* (3d8+8)

23-28: a 10x10x10 ft hole

29-35: A very fancy outfit (60 gp value)

36-40: A window 3ft high 2ft wide and 3ft deep

41-45: A barrel of gunpowder with a lit 24 second fuse

46-51: A smoked ham

52-56: A small silver mirror

57-63: A goat

64-68: A 10ft pole

69: Manacles

70-74: 10ft of chain

75-80: A medium sized chest

81-85: A lit campfire

86-89: An anvil

90-94: A large hammer

95-97: A saddled warhorse

98-00: 4 gems with 50 gp value each

Robe of Useless Items:

This robe appears in all respects like the Robe of Useful Items, and it is not until it is worn and closely examined that the ruse will come to light. This robe is a common gag gift at mage colleges. The robe is always slightly too large for the wearer. As a Robe of Useful Items, some items come standard, while 4d4 others occur based on the rolls on the table. The standard items are: Two empty beer bottles, a rubber chicken, a book of Gnomish insults, 4 copper pieces, twelve playing pieces from different board games, a dull copper knife, and two pounds of swiss cheese.

01-08: A smoked herring

09-15: 2ft of twine

16-22: A tanacuy

23-28: A 1x1x1 inch hole

29-35: A dunce cap

36-40: A pen which is out of ink

41-45: A barrel of gunpowder with a lit 1 second fuse

46-51: 2 lbs of suspicious sausages

52-56: A self rotating disco ball

57-63: A 1ft high step-stool

64-68: A bronze key which doesn’t open anything

69: A bottle of low-quality mead

70-74: A cat

75-80: A chest without a lid

81-85: 10 lbs stewed goat meat

86-89: One shoe

90-94: A 10x10x10 foot tomato-lemon aspic

95-97: A saddled mouse

98-00: 60 lbs of whipped cream. Cream is not in any storage vessel.

Sandals of Airwalking:

These are plain leather sandals, which have been embroidered with silver threads. The creature wearing them is able to walk on air, as the special ability, at their normal move speed.

Spectacles of Acumen:

These spectacles have frames made from gold, with slightly tinted lenses. They give a +2, +4, or +6 to Acumen for the wearer, depending on which variety is worn. The prices listed are for each variety in order.

Spider Boots:

These boots are made of while silk, with soles made from reptile skin. These boots allow the wearer to walk on non-horizontal surfaces as if they were horizontal, allowing them to climb using their normal ground move speed.

Suit of the Honey Caller:

This is a white suit, which covers most of the body. It is made of baggy, thick cloth. The wearer of the suit may spend a charge to activate one of the following effects:

Summon a swarm of Bees (1)

Summon a black bear (1)

Summon a grizzly bear (2)

Summon a dire bear (3)

Summon a swarm of giant bees (3)

Summon a swarm of bears (10)

The suit starts with 50 charges, and may be recharged. The creatures nominally obey the wearer for 1 round, and they must make a Device check for each round after, starting DC is 15, it increases by 3 each round. Creatures dissipate after 1 minute.

Undergarments of Resolve:

These are plain-looking undergarments, made of white cloth and embroidered with a pattern of brown thread. They give a +2, +4, or +6 to Resolve for the wearer, depending on which variety is worn. The prices listed are for each variety in order.

Wings of Flight:

These wings are made of linen, stretched over a frame of wood and ivory, and painted with feathers. They allow the wearer to fly at a speed of 60ft with good maneuverability.

Wraps of Striking:

These are linen wraps which are wound around the forearms. When these wraps are worn, the creature’s unarmed strike damage is calculated as if the creature was twice as large. Further, their unarmed strikes count as magic for the purpose of overcoming DR.