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(MageGate) 250 Best Magic Items - Curios, Oddities, and Trinkets

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Published by Keldren Raze, 2023-04-17 04:18:44

(MageGate) 250 Best Magic Items - Curios, Oddities, and Trinkets

(MageGate) 250 Best Magic Items - Curios, Oddities, and Trinkets

Jackson Dean Chase with Baba Azizi Tucker Curios Oddities and Trinkets Discover the SECRET to scale ANY 5e magic item up or down in POWER! Start your 1st level character with a MAGIC ITEM as a family heirloom... Get your FREE Heirloom Magic Items rules at www.MageGate.com MageGate.com


Whatʼs Inside? 250 New Items for Your 5e Game We present three new types of common items: curios, oddities, and trinkets (and our trinkets are far beyond anything the PHB ofers). For random treasure and trinket tables, turn to Chapter 5, pages 76-81. Happy rolling! None of the items in this book require attunement, but many ofer you the option to attune for greater power or to limit or remove any negative efects. Our curios, oddities, and trinkets are meant to customize your character as well as to limit the need to multiclass or to use extra NPCs to round out the roles in smaller parties. New Exhaustion Mechanics + GameMaster Advice Your game will beneft from our optional exhaustion rules that more or less afect all classes equally from the start, unlike the PHB system that unfairly penalizes skill-heavy classes like the rogue upfront. Plus, it uses the same 6 level system as the PHB, so you’ll have no problem swapping our rules in. GM tips on how to use these items and cursed items. As to how the items break down, we put the emphasis on items you can use from 1st to 10th level. These levels get played the most, allowing you to bring these awesome new items into your game faster. • 100 Curios with powers fueled by your life force energy. • 50 Oddities that are failed, weird, or cursed experiments. • 100 Trinkets that provide power to 1st level characters as well as ideas for your backstory and downtime jobs. Who Is This Book For? This book is for new and experienced players of 5e, the Fifth Edition of the world’s greatest fantasy RPG. Our magic items are designed to bring out the best in every class and enhance their core competencies. Who doesn’t want to be a badass version of themselves? Our magic items special is to create items that eliminate the need for larger parties (whether PC or NPC) or wasted levels spent multiclass-ing. We do this by granting you a portion of the basic features and functionality of a related class. We’re thinking outside the box so you don’t have to. That means you can just play the game without the headache of wishing your character could do this or that. With MageGate Games, you can! For this book’s credits, copyright notice, OGL license, and our declaration of Open Game Content, please turn to pages 82-83. What if you could start your 1st level character with an awesome magic item? A family heirloom that grows in POWER and scales with you at LEVEL UP? Get your FREE Heirloom Magic Items rules at www.MageGate.com Where to Place These Items? Crypt: No doubt some NPCs opted to be buried with their magic items. Being left to molder unused in some dusty tomb for centuries might explain why they’ve become unstable and do strange, unexpected things... Laboratory: There are all kinds of curios and oddities to represent magical works in progress, as well as abandoned, broken, or failed projects by guilds or spellcasters. Lair: What villain’s lair or stronghold would be complete without a small “treasure trove” of low power magical items they can use to barter, bribe, or reward their allies, minions, and pawns? Library: There are 38 magic books (including a nasty cursed one). These provide you with tons of easy options when players ask, “What’s on the shelf?” Magic Shop: Need to quickly stock the shelves with a bunch of magic items that won’t break your game? These are perfect to relieve the players of their hard-won gold or to serve as loot if they decide to rob the place… Peddler: A wandering peddler might have acquired one or more curios, oddities, or trinkets in their travels. They may or may not know what these items truly are. What happens when a player or NPC accidentally buys one? Treasure: Who doesn’t love treasure? And who isn’t tired of the same old magic items we’ve seen for 50 years in every edition of the game? Well, no more excuses! With the first five books in our 250 Best Magic Items series, you’ve got 1,250 all-new, all-fun items to play with no matter which side of the table you sit on! Trinkets: Need a trinket that actually does something for its owner and means something to them? What about a trinket that provides clues to their backstory or future adventures? We’ve got you covered! Unlike the PHB, our trinkets give their owner an actual advantage–but not one that normally extends to anyone else, so you don’t need to worry about what happens when players get their hands on them… unless they hold them for ransom! The trinket owner will likely go to great lengths to get it back. This can create all kinds of mayhem as the party tries to figure out why the villain wants that seemingly normal, nonmagical item so badly…


Introduction WELCOME TO MAGEGATE GAMES, your one-stop shop for 5e fantasy fun! Our sourcebooks are designed to be fully compatible with the Fifth Edition of the world’s greatest roleplaying game. With minimal tweaking, they should also work for past editions (especially 3e, 3.5e, and 4e), as well as other tabletop roleplaying games (TTRPG) with similar rules and mechanics. Who we are: MageGate Games are USA TODAY best-selling author Jackson Dean Chase and Baba Azizi Tucker, two veteran GMs with over 88 years of gaming between us. We’re committed to producing not just top quality supplements, but top creative supplements. This 250 Best Magic Items series is an example of that, and there’s more to come! For Players Apart from roleplaying, what better defnes a character than their magic items? • King Arthur and Excalibur • Elric and Stormbringer • Frodo and the One Ring Magic items are a huge part of myth and legend, and integral to modern fantasy. But heroes and villains rarely begin with magic items. No, they have to work for them, quest for them, bleed for them. And once they have them, they have to keep them! Think about your character. You can only achieve so much uniqueness with levels, multi-classing, and feats. But with magic items—especially the right magic items, the perfect magic items—anything is possible! That’s why we wrote this book and this series. Because we saw a need for more creative, out of the ordinary magic items in our favorite RPG. Nobody wants a generic item if they can have something clever. Something cool. Something memorable! For Game Masters The 100 trinkets in this book are designed to create instant adventure hooks and subplots involving player characters’ families, friends, and mentors, as well as other professional and/or social connections. The 100 curios and 50 oddities allow you to hand out low-level, low-powered magic items that do interesting things… for a price. They greatly expand upon the ofcial selection of Common magic items in your game. Wouldn’t it be great to surprise, delight, and terrify your players with them in your next session? For Everyone Regardless of whether you play high, low, or medium fantasy, magic items—and the drive to own or deny them to others—can play a major role in your game. They don’t all have to be world-shaking artifacts. Perhaps the items are lost or stolen family heirlooms, sacred relics of a temple, or even a symbol of authority in a kingdom or organization. Perhaps the items are the key to unlocking a much larger puzzle. It’s up to you. What we do know—and can guarantee—is the items in this book will make your game more fun. They ofer shocks, surprises, and something fun you and your group will talk about for years to come. And speaking of surprises, we’ll be tying some of the items from this book into our upcoming adventure modules, so be on the lookout for them. And remember… When you enter the MageGate, you open the door to adventure! Let the magic begin! Jackson Dean Chase & Baba Azizi Tucker Get your FREE BONUS at www.MageGate.com Introduction


4 250 Best Magic Items: Curious, Oddities, and Trinkets


5 250 Best Magic Items: Curious, Oddities, and Trinkets There are three types of common magic items items presented in this book: curios, oddities, and trinkets. Curios and oddities are always magical, while only some trinkets are. For that reason, and the fact that trinkets are only given to new characters, we’ve separated the trinkets out into their own chapter. Why create whole new categories of magic items? Because we feel the game needs more diverse magic items, but specifcally fun, weird, and favorful ones with interesting mechanics, especially items geared toward low levels where not many options exist. Our goal in creating this book is three-fold: 1. To inspire players and GMs with 250 cool new items that make creating adventure hooks and subplots easy without breaking the game; 2. To allow players to be the character archetype they want without needing to rewrite the core rules or come up with new feats, classes, or subclasses; and 3. For the GM to easily populate the game world with tons of fun new magic items perfect for player rewards for completing jobs for thieves’ guilds, wizard guilds, druid circles, temples, cults, etc., or for questing after to acquire for NPCs, plus having a ready-made inventory of low-powered items available when players decide to visit (or rob) a magic item shop, wizard's lab, etc. We're convinced this book will see heavy use at your table, as practically everything in it is suitable for low level adventures. But, there's no reason you can't use these items throughout your campaign even at mid- to high levels, especially since attunement slots aren't necessarily an issue with these items. So what exactly are these three new items, what do they do, and why should you play with them? • Curios are practical, useful, and desirable items with one drawback— they are powered by your life force energy, which allows them to be created faster, cheaper, and easier than other types of magic items. Using their power typically inficts 1 level of exhaustion, which may be reduced or eliminated if you choose to attune to the item. Curios have good resale value, and are among the most common type of magic items you will encounter, either as random treasure, for sale, or as rewards or prizes in a contest or tournament. • Oddities are weird items that do weird things, and are what most commoners think of when they think of magic items. They are most likely the result of failed or unstable experiments or trickster gods messing with mortals, or else the brain child of a mad cleric or wizard. Some do amazing things (far more than a cantrip), but there may be a price to pay... perhaps a curse. Think of the famous short story, "The Monkey's Paw," the Cthulhu Mythos, or the creepy antiques from old TV shows like Friday the 13th: The Series or Oddities. Oddities will be much harder to fnd a buyer for, though there are doubtless collectors to be found in every kingdom. • Trinkets may be near-worthless to anyone who does not share your deep personal connection with them. Obviously, some are still valuable due to being made out of gold or other quality materials, or having some other obvious monetary value, such as trade goods or a land or property deed. All characters begin play with 1 random trinket, if the GM wishes. Each trinket New Item Types Chapter 1


6 250 Best Magic Items: Curious, Oddities, and Trinkets comes with questions about who or where you got it from, what you intend to do with it, and what it means to you in relation to your background. These ground characters into the game world as well as help generate subplots and story arcs. Important: While most curios and oddities give you the option to attune to them, none require attunement. Therefore, it’s important to note that unless stated otherwise or the GM agrees, only 1 creature at a time can beneft from a curio, oddity, or trinket’s power(s). Exhaustion Rules Curios and oddities make extensive use of exhaustion rules. Since not everyone enjoys the ofcial PHB rules, we ofer our own more generous version you can substitute with your GM’s approval. Our rules more or less afect all classes equally, instead of unfairly penalizing skill-heavy classes like rogues upfront and no one else. Our rules use the same 6 level structure as the PHB, so it doesn’t matter which version you use in your game as long as you have fun. Chapter 2 Exhaustion Table (Optional) Level 1: -1 to ability checks, attack rolls, damage rolls, and saving throws, -1 to the DC of any spells or spell-like abilities you cast. Level 2: -2 to ability checks, attack rolls, damage rolls, and saving throws, -2 to the DC of any spells or spell-like abilities you cast. Level 3: Disadvantage and -3 on ability checks, attack rolls, damage rolls, and saving throws, -3 to the DC of any spells or spell-like abilities you cast, speed reduced to half. Level 4: Disadvantage and -4 to ability checks, attack rolls, damage rolls, and saving throws, -4 to the DC of any spells or spell-like abilities you cast, speed reduced to 10 feet. Level 5: Disadvantage and -5 on ability checks, attack rolls, damage rolls, and saving throws, -5 to the DC of any spells or spell-like abilities you cast, speed reduced to 5 feet. Level 6: Incapacitated until your wounds are tended to by another and/or you complete a long rest. Adventure Hooks IF YOU WANT to make magic items special, you need to build adventure hooks around them. Acquiring them should be a challenge–even at low levels, and even for relatively common ones like the ones in this book. Here are 8 interesting ideas to build hooks around items. Eight Interesting Item Hooks (choose or roll 1d8): 1.The item is a lost or stolen family, clan, or tribal heirloom. Its recovery will increase both the character’s standing in their family unit as well as among their peers and in their community. 2.The item was placed by the character’s mentor, patron, or a tribal elder in a dangerous spot on purpose. Its recovery is intended as a rite of passage for the character to attain adulthood or rank or status within the family, tribe, or organization. 3.The item has been placed as the prize (or part of the prize) in a contest by a local ruler or organization, perhaps with a hefty fee and/or tough qualifying test to gain entry. 4.The characters are hired to retrieve the item for an interested party (perhaps the rightful owner). The party is expected to give the item to their employer, but will receive other items in exchange. 5.The item contains a clue to a larger treasure, perhaps as a treasure map hidden inside a hollowed-out weapon hilt, or engraved on the inside of a breastplate or shield, etc. 6.The items are the keys to unlocking some greater force from its magical prison, such as a celestial, demigod, elemental, fey, fiend, god, or undead. Or, it could release the clone of a tyrant or wizard. 7.The ghost of the item’s former owner (who may be related to the player) contacts them to retrieve it and “restore their honor.” In return, the player can keep it. 8.The character kills a villainous NPC to gain the item, but is later mistaken as the villain by the law and also hunted by the villain’s vengeful master, family, friends, and/or allies.


7 250 Best Magic Items: Curious, Oddities, and Trinkets Curios & Oddities Here are the rules for curios and oddities. Trinkets are not always strictly magical (they are powered more by belief instead), so they are listed in Chapter 4. All items in this chapter include a description of their appearance and what school(s) of magic they radiate when detect magic or identify are cast on them, followed by their powers plus any special powers, curses, etc. Important: Unless noted otherwise, all items must be worn, wielded, or carried to bestow their powers upon you. All curses may be broken in the usual ways (remove curse, etc.), but the item remains cursed even if the character isn’t. Spellcasting Ability Score: Unless stated otherwise, all items use your class’s primary ability score as your spellcasting ability score for purposes of spells and powers. Saving Throws: Unless specifed otherwise, all item saving throw DCs equal 8 + your class’s primary ability score modifer (whichever is highest, if you are multiclassed or have more than one primary ability score) + your profciency bonus. Arcane Attire Curio, common (does not require attunement) This attractive outft is in your favorite cut and color. Radiates: Enchantment and illusion magic. Power: This item can appear as a fattering garment of your choice (from peasant to noble and any status in-between) but it cannot alter or disguise your actual physical appearance in any other way. While wearing this outft, you may infuence the attitude of a single non-hostile creature you can see within 15 feet of you. You must spend an action and a hit die to improve the creature's attitude from indiferent to friendly, or from friendly to helpful. If you spend 2 hit dice, you can improve the creature's attitude from indiferent to helpful. Hostile creatures are immune to this power except as stated otherwise below. Creatures may negate this efect by making a successful Wisdom saving throw with a DC equal to 8 + your Charisma modifer + your profciency bonus + the hit dice you spent to infuence the creature. Special: If you choose to attune to this item, you can improve the creature's attitude from indiferent to helpful for only 1 hit die. Special: If you are attuned to this item and you are a bard, a cleric of a god of beauty, love, magic, trickery, or tyranny, an enchanter, or rogue, the range of this power extends to 30 feet and you can spend one hit die to improve the creature's attitude from indiferent to helpful for only 1 hit die, or from hostile to indiferent for 2 hit dice, or from hostile to friendly for 3 hit dice. You cannot improve a creature’s attitude all the way from hostile to helpful in only one action regardless of how many hit dice you spend. Arcane Helm Curio, common (does not require attunement) This a leather helmet with a pair of drop down goggles attached. Both are covered in arcane warding symbols. Radiates: Abjuration magic. Power: When you wear this item, you gain advantage on saving throws to prevent the blinded and deafened conditions for 8 hours or until you take a long rest (whichever comes frst). You immediately take 1 level of exhaustion afterward. Special: If you choose to attune to this item, the helm also negates the penalties of sunlight sensitivity when worn. Armor of the War-Weary Oddity, armor (any), common (does not require attunement) This is a suit of armor covered in strange symbols. Radiates: Abjuration magic (unstable). Power: You gain resistance to nonmagical bludgeoning, piercing, and slashing damage in exchange for taking 1 level of exhaustion when the power activates. The resistance lasts for 8 hours or until you take a long rest (whichever comes frst). Special: If you choose to attune to this item, you instead gain resistance to all magical and nonmagical bludgeoning, piercing, and slashing damage in exchange for taking 1 level of exhaustion. If you are attuned to this armor and have a 19 Strength or Constitution or higher, you don’t take any exhaustion. 7 250 Best Magic Items: Curious, Oddities, and Trinkets Chapter 3


8 250 Best Magic Items: Curious, Oddities, and Trinkets Bane Against Bards Curio, common (does not require attunement) This is an amulet, charm, doll, idol, or statuette carved in the image of a bard and painted with one’s blood. Radiates: Abjuration magic. Power: When you spend a bonus action to activate this item, any bards that target you directly with melee or ranged attacks, spells, and spell-like abilities sufer disadvantage for 1 minute. You immediately sufer 1 level of exhaustion as the duration ends. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you are a bard, cleric, druid, sorcerer, warlock, or wizard, you do not sufer exhaustion the frst two times you use this item's power per day. Bane Against Clerics Curio, common (does not require attunement) This is an amulet, charm, doll, idol, or statuette carved in the image of a cleric and painted with one’s blood. Radiates: Abjuration magic. Power: When you spend a bonus action to activate this item, any clerics that target you directly with melee or ranged attacks, spells, and spell-like abilities sufer disadvantage for 1 minute. You immediately sufer 1 level of exhaustion as the duration ends. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you are a bard, cleric, druid, sorcerer, warlock, or wizard, you do not sufer exhaustion the frst two times you use this item's power per day. Bane Against Druids Curio, common (does not require attunement) This is an amulet, charm, doll, idol, or statuette carved in the image of a druid and painted with one’s blood. Radiates: Abjuration magic. Power: When you spend a bonus action to activate this item, any druids that target you directly with melee or ranged attacks, spells, and spell-like abilities sufer disadvantage for 1 minute.You immediately sufer 1 level of exhaustion as the duration ends. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you are a bard, cleric, druid, sorcerer, warlock, or wizard, you do not sufer exhaustion the frst two times you use this item's power per day. Bane Against Sorcerers Curio, common (does not require attunement) This is an amulet, charm, doll, idol, or statuette carved in the image of a sorcerer, painted with one’s blood. Radiates: Abjuration magic. Power: When you spend a bonus action to activate this item, any sorcerers that target you directly with melee or ranged attacks, spells, and spell-like abilities sufer disadvantage for 1 minute. You immediately sufer 1 level of exhaustion as the duration ends. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you are a bard, cleric, druid, sorcerer, warlock, or wizard, you do not sufer exhaustion the frst two times you use this item's power per day. Bane Against True Evil Curio, common (does not require attunement) This is an amulet, charm, doll, idol, or statuette carved in the image of a fend on one side and an undead on the other, and painted with the blood of both. Radiates: Abjuration magic. Power: When you spend a bonus action to activate BANE AGAINST DRUIDS


9 250 Best Magic Items: Curious, Oddities, and Trinkets this item, any fends or undead that target you directly with melee or ranged attacks, spells, and spell-like abilities sufer disadvantage for 1 minute. You immediately sufer 1 level of exhaustion as the duration ends. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you are a bard, cleric, druid, sorcerer, warlock, or wizard, you do not sufer exhaustion the frst two times you use this item's power per day. Bane Against Warlocks Curio, common (does not require attunement) This is an amulet, charm, doll, idol, or statuette carved in the image of a warlock, painted with one’s blood. Radiates: Abjuration magic. Power: When you spend a bonus action to activate this item, any warlocks that target you directly with melee or ranged attacks, spells, and spell-like abilities sufer disadvantage for 1 minute. You immediately sufer 1 level of exhaustion as the duration ends. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you are a bard, cleric, druid, sorcerer, warlock, or wizard, you do not sufer exhaustion the frst two times you use this item's power per day. Bane Against Wizards Curio, common (does not require attunement) This is an amulet, charm, doll, idol, or statuette carved in the image of a wizard and painted with one’s blood. Radiates: Abjuration magic. Power: When you spend a bonus action to activate this item, any wizards that target you directly with melee or ranged attacks, spells, and spell-like abilities sufer disadvantage for 1 minute. You immediately sufer 1 level of exhaustion as the duration ends. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you are a bard, cleric, druid, sorcerer, warlock, or wizard, you do not sufer exhaustion the frst two times you use this item's power per day. Bear Claw Curio, common (does not require attunement) This is a polished bear’s claw hung on a leather cord. Radiates: Transmutation magic. Power: By rubbing this item seven times, you gain advantage on any Constitution checks made between dawn and dusk. Once dusk falls, you sufer 1 level of exhaustion. Blasted Bludgeon Oddity, weapon (any bludgeoning), common (does not require attunement) This is a bludgeoning weapon that has been struck by lightning and bears the scorch marks to prove it. Radiates: Evocation magic (unstable). Power: You deal an extra 2 points of lightning damage with this weapon, but sufer vulnerability to lightning damage. Special: If you choose to attune to this weapon, you gain resistance to lightning damage. In addition, the weapon sheds dim, fickering blue-white light in a 5 foot radius as a free action. Note: This is an example of a broken or failed magic weapon that still retains some degree of its power, but in an unstable form. Other such weapons include the charred blade, icicle blade, rusty blade, and thunder bludgeon. Blasting Powder Oddity, common (does not require attunement) This purple powder comes in a stylish snuf box with enough pinches to provide 6 doses. Radiates: Transmutation magic (unstable). Power: If you snort this powder, all your evocation spells that infict damage deal an extra 1d4 damage for the next 1d4 hours. Using this powder is risky. Every time you snort it, make a DC 15 Intelligence save. If your save succeeds, the powder works normally. If you fail, instead of doing extra damage with your spells, you deal 1d4 less damage for 1d4 hours and you sufer 1 level of exhaustion (no save). Both of these conditions are removed after you complete a long rest. Once the 6 doses are used, the item does not refll BEAR CLAW


10 250 Best Magic Items: Curious, Oddities, and Trinkets 250 Best Magic Items: Curious, Oddities, and Trinkets its supply of powder unless you attune to it. Special: If you choose to attune to this item, the box gains 6 charges (see below). Charges: Once you are attuned to it, this snuf box contains 6 charges, with each charge equal to 1 dose. It regains 1 charge (dose) each night at midnight. Note: If you snort this powder and do not have levels in an arcane or divine spell casting class, you must make a DC 15 Constitution save or take 1d4 psychic damage and 1 level of exhaustion (no save). If you succeed on your save, you can add 1d6 fre damage to the frst successful melee attack you make in the next 1d4 hours. If you fail the save, you take 1 level of exhaustion. The next time you take a long rest, you fall into a deep, restless slumber troubled by bizarre, prophetic dreams (GM's choice). When you awaken, you feel drawn to take levels in an arcane or divine spell casting class, perhaps as a result of awakening your sorcerous bloodline, meeting the spirit of a wizard ancestor, a warlock patron, or even a god in your dream. Blessing Pillow Curio, common (does not require attunement) This luxurious pillow ft for a king is made from soft, silky fabric and stufed with down feathers. Radiates: Transmutation magic. Power: While your head rests on the pillow, you are immune to insomnia, madness, and nightmares. Special: If you choose to attune to this item, whenever you complete a long rest with your head on this pillow, you wake well-rested (removing 2 levels of exhaustion) and gain a +2 bonus to any one saving throw of your choice. This bonus lasts until you take another long rest or 8 hours have passed, whichever comes frst. Bone Bludgeon Oddity, weapon (any bludgeoning), common (does not require attunement) This is a bludgeoning weapon made from a single bone or many bones that may be humanoid or monster in origin. The weapon includes scrimshaw art of dancing skeletons along its ivory shaft. Radiates: Necromancy magic (unstable). Power: You deal 1 extra point of necrotic damage with this weapon. Special: If you attune to this weapon, you can use it to tap on a tombstone or on the skull of any nonanimated skeleton; the corpse then animates as a skeleton under your control for 24 hours before collapsing into dust. When the duration ends, or your skeleton is reduced to 0 hit points, you sufer 1 level of exhaustion. You cannot have more than a single skeleton under your control with this item at a time. Note: If buried in a normal six foot deep grave, a skeleton takes 10 minutes to reanimate and dig itself out. Otherwise, it could be faster or slower depending on how deeply it is buried. An unburied skeleton reanimates and is ready to command on the round after you tap its skull. Book of All Flesh Curio, common (does not require attunement) This is a leather-bound book of controversial anatomical studies, including drawings and descriptions of the various muscles, bones, organs, and other structures of the human body. It is inked with human blood. Radiates: Necromancy magic. Power: If you spend a short rest reading and contemplating this book, then until you take a long rest, any spell that requires a material component costing 50 gp or less, you can use substitute and sacrifce material components from freshly harvested humanoid corpses instead. For material components costing 51-100 gp, you can substitute and sacrifce material components freshly harvested from monster corpses instead. For material components costing 101 gp or more, you can substitute and sacrifce material components freshly harvested from celestial, elemental, fey, or fend corpses instead Special: If you choose to attune to this item, the power becomes permanent for as long as you remain attuned, and any spells you cast with the book’s power deals an extra 2 points of necrotic damage (but only if it normally deals damage). Book of Ambush Curio, common (does not require attunement) This leather-bound book details ambush tactics, including both how to spring ambushes and avoid them. It is inked in the blood of those who died in ambushes.


11 250 Best Magic Items: Curious, Oddities, and Trinkets Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on Perception checks to avoid being surprised, and/or to impose disadvantage on other creature's Perception checks to avoid being surprised by you for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and have a 19 or higher Dexterity, Intelligence, or Wisdom, you do not sufer exhaustion the frst two times you use this item's power per day. Book of Anti-Venom Curio, common (does not require attunement) This leather-bound book details the secrets of overcoming poison. It is inked in the blood of poisonous and venomous beasts. Radiates: Abjuration magic. Power: If you spend a short rest reading and contemplating this book, you gain resistance to all poison damage you are dealt for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned and an abjurer, a cleric of a god of life, poison, or protection, a sorcerer with a poisonous or venomous sorcerous origin, or a warlock of a patron of life, poison, or protection, you do not sufer exhaustion the frst two times you use this item's power per day. Book of Arcane Styling Curio, common (does not require attunement) This leather-bound book details how to perform cosmetic enhancements to arcane magic. Radiates: Illusion magic. Power: If you spend a short rest reading and contemplating this book, you may cause any arcane spells and spell-like abilities you cast to appear however you wish for 1 hour, including as divine spells. This is a purely cosmetic efect with audio, visual, and thermal components, but cannot change the damage type, nor the shape, size, or dimensions of the spell, nor the number of creatures afected, nor can the efects be made to look like a higher level spell than it is (including a lower level spell being cast at a higher level). Examples of arcane styling include making fre bolt look, sound, and feel like an ice bolt, shadow bolt, a fying skull biting the creature, etc. This makes any spells cast with this power more difcult to identify and to use either counterspell or dispel magic on at the GM's discretion. Detect magic will always identify the correct magic type you used as well as indicate an additional layer of illusion magic. Each time you use this power, you sufer 1 level of exhaustion. Special: If you choose to attune to this item, your ability to cosmetically alter your spells becomes permanent for as long as you remain attuned. Book of Arcane Thought Curio, common (does not require attunement) This is a leather-bound book of arcane theory and quotes from legendary practitioners of the Art. It pages are inked in the blood of an arcane spellcaster or creature with spell-like abilities. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on any Intelligence (Arcana, History, Investigation) check for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you have a 19 or higher Intelligence or Charisma, you do not sufer exhaustion the frst two times you use this item's power per day. 11 BOOK OF ARCANE STYLING


12 250 Best Magic Items: Curious, Oddities, and Trinkets Book of Bargains Curio, common (does not require attunement) This is a leather-bound book of how to negotiate with aberrations, celestials, elementals, fey, fends, and other outsiders, including those of warlock patron level. Radiates: Enchantment magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on Charisma (Deception, Intimidation, Persuasion) checks for 1 hour against aberrations, celestials, elementals, fey, fends, and other outsiders for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you have a 19 or higher Intelligence, Wisdom, or Charisma, you do not sufer exhaustion the frst two times you use this item's power per day. Book of Concentration Curio, common (does not require attunement) This is a leather-bound book of strategies to maintain focus and concentration during spellcasting. Its pages are inked in the blood of arcane and divine spellcasters. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on any Concentration check for the next 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to it and you have a 19 or higher Constitution, you do not sufer exhaustion the frst two times you use this item's power per day. Book of Conjuring Curio, common (does not require attunement) This is a leather-bound book of conjuration theory regarding the manipulation and transmogrifcation of the energies used in conjuration and evocation spells. It pages are inked in the blood of conjured creatures. Radiates: Conjuration magic. Power: If you spend a short rest reading and contemplating this book, you can alter the damage type of any conjuration and evocation spells you cast to your choice of acid or poison. All of your conjuration and evocation spells deliver acid or poison damage until you take a long rest. In addition, you increase the distance of any teleportation-type spells you cast (such as misty step) by 10 feet. Special: If you choose to attune to this item, the power becomes permanent for as long as you remain attuned. Book of Divine Wisdom Curio, common (does not require attunement) This is a leather-bound book of divine theory, quotes, and sermons from legendary priests of a particular faith. Depending on the religion, its pages are inked in the blood of a martyr, saint, celestial, or fend. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on any Intelligence (Religion), Wisdom (Insight), or Charisma (Deception, Intimidation, Persuasion) check for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you have a 19 or higher Wisdom or Charisma, you do not sufer exhaustion the frst two times you use this item's power per day. Book of Elemental Fury Curio, common (does not require attunement) This is a leather-bound book of elemental theory regarding the manipulation and transmogrifcation of the energies used in arcane and divine evocation spells. Its pages are inked in the blood of elementals. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you can alter the damage type of any evocation cantrips and/or spells you cast to one of your choice: cold, fre, lightning, radiant, or thunder. All your evocation spells deliver the new damage type chosen until you take a long rest. Special: If you choose to attune to this item, the power becomes permanent for as long as you remain attuned. 12 250 Best Magic Items: Curious, Oddities, and Trinkets


13 250 Best Magic Items: Curious, Oddities, and Trinkets Book of Enchantment Curio, common (does not require attunement) This is a leather-bound book of enchantment theory regarding the manipulation and transmogrifcation of the energies used in evocation spells. It pages are inked in the blood of the fey. Radiates: Enchantment magic. Power: If you spend a short rest reading and contemplating this book, you can alter the damage type of any evocation spells you cast to psychic damage. All your evocation spells deliver psychic damage until you take a long rest. In addition, you increase the range of any enchantment spells you cast (such as charm person) by 10 feet. Special: If you choose to attune to this item, the power becomes permanent for as long as you remain attuned. Book of False Life Curio, common (does not require attunement) This leather-bound book details how to bring the dead back to a semblance of false life. It is inked in the blood of the undead. Radiates: Necromancy magic. Power: If you spend a short rest reading and contemplating this book, you can animate a single Tiny to Medium-size skeleton or zombie servant within 5 feet as a 10 minute ritual. The ritual can only be conducted at night, in dim light or darkness, or anytime while underground. Skeletons and zombies created in this way are exactly as described in the MM, except they only have 1 hit point and they cannot attack. Each time you use this item's power, you sufer 1 level of exhaustion. You can only create and control 1 skeleton or zombie at a time with this book. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned and an undead, or a cleric of a god of death or undeath, a necromancer, a sorcerer with a necromantic or shadow sorcerous origin, or a warlock of a patron of death or undeath, you do not sufer exhaustion when you use this item's power. In addition, you can create and control a number of skeletons and zombies with this book equal to your profciency bonus. Book of Fire and Ice Curio, common (does not require attunement) This is a leather-bound book of elemental theory regarding the manipulation and transmogrifcation of the energies used in evocation spells. It pages are inked in the blood of fre and water elementals. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you can alter the damage type of any evocation spells you cast to your choice of cold or fre damage until you take a long rest. You may switch freely between these two damage types every time you cast a qualifying spell. In addition, you increase the range of any cold or fre damage spells you cast (such as fre bolt or ray of frost) by 10 feet. Special: If you choose to attune to this item, the power becomes permanent for as long as you remain attuned. BOOK OF FALSE LIFE (TOP) BOOK OF FIRE AND ICE (BENEATH)


14 250 Best Magic Items: Curious, Oddities, and Trinkets Book of Holding Curio, common (does not require attunement) This red leather-bound book comes with a lock and a key on a chain attacked to the spine. Oddly, the book does not appear to have any writing in its 200 pages. Radiates: Conjuration magic (unstable). Power: This book has a Tiny pocket dimension space that only accepts and stores paper-like items. It can hold up to 50 books, scrolls, notes, maps, or other sheets of paper, parchment, or vellum, etc. Special: If you are a conjurer or a cleric of a god of knowledge or secrets, you can ask the book to fabricate a specifc forgery of a message or arcane or divine spell scroll of 3rd level or less. Make a DC 20 Arcana or Religion check. If you succeed, the book creates a near-perfect forgery of the item requested. Creatures who view these forgeries have disadvantage on checks to identify them as forgeries. If you fail, the forgery is of fair to poor (but possibly passable) quality; creatures who view it have advantage to identify it as fake. Every time you ask the book to create a forgery, you immediately sufer 1 level of exhaustion. Book of Martial Defense Curio, common (does not require attunement) This leather-bound book illustrates how to block incoming melee attacks using weapons, shields, or even your limbs. Radiates: Abjuration magic. Power: If you spend a short rest reading and contemplating this book, you gain the noble's parry reaction (MM) for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned and a barbarian, cleric of a god of conquest, protection, tyranny, or war, fghter, monk, paladin, or ranger, or are wielding a magic weapon, you do not sufer exhaustion the frst two times you use this item's power per day. In addition, you gain the gladiator's parry reaction (MM) instead. Book of Martial Might Curio, common (does not require attunement) This leather-bound book illustrates tactics on how to use a shield as an ofensive weapon, not just an active defense. Radiates: Abjuration magic. Power: If you spend a short rest reading and contemplating this book, you gain the gladiator's shield bash (MM) for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you are a barbarian, cleric of a god of conquest, protection, tyranny or war, fghter, paladin, or ranger, or are using a magic shield, you do not sufer exhaustion the frst two times you use this item's power per day. Book of Medical Science Curio, common (does not require attunement) This leather-bound book is heavily illustrated with lists of medicinal herbs and how to treat and/or identify various injuries, ailments, and causes of death. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on Intelligence (Investigation) and Wisdom (Medicine) checks to identify and treat medical issues, deaths, and crime scenes for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and and a diviner, necromancer, or a cleric of a god of death, 14 250 Best Magic Items: Curious, Oddities, and Trinkets BOOK OF HOLDING


15 250 Best Magic Items: Curious, Oddities, and Trinkets knowledge, medicine, secrets, or undeath, you do not sufer exhaustion from the frst two times you use this item's power per day. Book of Necromancy Curio, common (does not require attunement) This is a leather-bound book of necromantic theory regarding the manipulation and transmogrifcation of the energies used in evocation spells. It pages are inked in the blood of the undead. Radiates: Necromancy magic. Power: If you spend a short rest reading and contemplating this book, you can alter the damage type of any evocation spells you cast to necrotic. All your evocation spells deliver necrotic damage until you take a long rest, with the added efect that any undead you target with these spells are instead healed by however many hit points of damage they would have taken. Special: If you choose to attune to this item, the power becomes permanent for as long as you remain attuned. Book of Runes, Sigils, and Symbols Curio, common (does not require attunement) This blue leather-bound book lists a variety of sigils, symbols, and runic alphabets on golden pages. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on Arcana, History, and Religion checks to identify and translate runes, sigils, and symbols for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned and a diviner or a cleric of a god of knowledge or secrets, you do not sufer exhaustion the frst two times you use this item's power per day. Book of Seduction Curio, common (does not require attunement) This is a leather-bound book of erotic poetry, stories, and art. It is inked in the blood and tears of virgins mixed with gold dust. Radiates: Enchantment magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on all Charisma (Deception, Performance, Persuasion) checks for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you have a 19 or higher Charisma, you do not sufer exhaustion the frst two times you use this item's power per day. Book of Storms Curio, common (does not require attunement) This is a leather-bound book of elemental theory regarding the manipulation and transmogrifcation of the energies used in evocation spells. It pages are inked in the blood of air elementals. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you can alter the damage type of any evocation spells you cast to your choice of lightning or thunder damage until you take a long rest. You may switch freely between these two damage types every time you cast a qualifying spell. In addition, you increase the range of any lightning or thunder damage spells you cast (including ones that are normally touch-based such as shocking grasp) by 10 feet. Special: If you choose to attune to this item, the power becomes permanent for as long as you remain attuned. BOOK OF RUNES, SIGILS, AND SYMBOLS


16 250 Best Magic Items: Curious, Oddities, and Trinkets Book of Traps Curio, common (does not require attunement) This leather-bound book details the secrets of creating and overcoming traps. The book is inked in explosive powder. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on checks made to sabotage, interfere with, or set up traps, or to impose disadvantage on other creature’s Wisdom (Insight, Perception) checks for 1 hour to detect your traps. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned and a cleric of a god of trickery or a rogue, you do not sufer exhaustion the frst two times you use this item's power per day. Special: If you light this book on fre, you can throw it as an improvised weapon that deals 4d6 points of fre damage to a single creature and destroys the book. Book of the First Fire Curio, common (does not require attunement) This leather-bound book details the secrets of elemental fre. It is inked in the ashes of devils and fre elementals. Radiates: Abjuration magic. Power: If you spend a short rest reading and contemplating this book, you gain resistance to all fre damage you are dealt for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and are a cleric of a god of fre, the forge, summer, or the sun, an evoker, a sorcerer with a draconic, infernal, or fre elemental sorcerous origin, or a warlock of a patron of fre or devils, you do not sufer exhaustion the frst two times you use this item's power per day. Book of the First Frost Curio, common (does not require attunement) This leather-bound book details the secrets of elemental cold. It is inked in the blood and ichor of creatures of cold and water elementals. Radiates: Abjuration magic. Power: If you spend a short rest reading and contemplating this book, you gain resistance to all cold damage you are dealt for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned and you are a cleric of a god of cold or winter, an evoker, a sorcerer with a cold or water elemental sorcerous origin, or a warlock of a patron of cold, water, or winter, you do not sufer exhaustion the frst two times you use this item's power per day. Book of the Forbidden Arts Curio, common (does not require attunement) This is a leather-bound book of forbidden martial arts moves. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you may deal an automatic critical hit to a creature you hit with a successful unarmed attack. After you deal this critical, you sufer 1 level of exhaustion. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you are a barbarian, fghter, monk, paladin, or ranger, you do not sufer exhaustion the frst two times you use this item's power per day. BOOK OF THE FIRST FROST


17 250 Best Magic Items: Curious, Oddities, and Trinkets Book of the Iron Mind Curio, common (does not require attunement) This leather-bound book details the secrets of overcoming psychic damage and trauma. It is inked in the blood of the fey. Radiates: Abjuration magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on your saving throws against charm efects and/or the frightened condition for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you are an arcane or divine spellcaster or a monk, you do not sufer exhaustion the frst two times you use this item's power per day. Book of the Iron Prince Curio, common (does not require attunement) This is a leather-bound book outlining the art of diplomacy, politics, and power-brokering by an infamous adviser to royalty. Its pages are inked in the blood of the tortured victims of the adviser's regime. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on any Charisma (Deception, Intimidation, Persuasion) checks for 1 hour. You sufer 1 level of exhaustion immediately afterward. Every time you use this power, you must make a DC 15 Wisdom saving throw or your alignment shifts one step closer to lawful evil. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you have a 19 or higher Intelligence, Wisdom, or Charisma, you do not sufer exhaustion the frst two times you use this item's power per day. Curse. Good-aligned creatures react one step worse to you, while lawful neutral and lawful evil aligned creatures react one step more favorably toward you. Book of the Mad Curio, common (does not require attunement) This is a leather-bound book flled with random and often indecipherable scrawls. Its pages are inked in the blood of a hundred maniacs. Radiates: Enchantment magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on saving throws against being charmed or frightened for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you have a 19 or higher Intelligence, Wisdom, or Charisma, you do not sufer exhaustion the frst two times you use this item's power per day. Book of the Martial Mind Curio, common (does not require attunement) This is a leather-bound book of military theory, tactics, and strategy, with quotes and battlefeld observations by (in)famous generals and warlords. Its pages are inked in the blood of the conquered. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on any military or combat-based Intelligence (History), Wisdom (Insight), or Charisma (Deception, Intimidation, Persuasion) check for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you have a 19 or higher Intelligence, Wisdom, or Charisma, you do not sufer exhaustion the frst two times you use this item's power per day. BOOK OF THE IRON PRINCE Try our optional new Exhaustion rules on page 6.


18 250 Best Magic Items: Curious, Oddities, and Trinkets Book of the Poisoned Heart Curio, common (does not require attunement) This is a leather-bound book of poisons and other toxic substances, including where to fnd them, how to safely harvest them, concoct, and administer them. It includes quotes and case studies by famous assassins, alchemists, apothecaries, and herbalists. The pages are inked with the blood of those who died from poison. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you increase the DC by +1 for any poison you use and can alter the damage type of any conjuration and evocation spells you cast to poison damage until you take a long rest. In addition, you increase the range of any poison damage spells you cast (such as poison spray) by 10 feet. Special: If you choose to attune to this item, the power becomes permanent for as long as you remain attuned. Book of the Polyglot Curio, common (does not require attunement) This is a leather-bound book of how to learn foreign languages faster and easier. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you can communicate with any intelligent creatures that have a spoken language for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you have a 19 or higher Intelligence, Wisdom, or Charisma, you do not sufer exhaustion the frst two times you use this item's power per day. Book of the Sea Dog Curio, common (does not require attunement) This is a leather-bound book of nautical and underwater theory, with quotes from legendary sailors and explorers, both those who returned to tell the tale and those who did not. It includes diagrams of ships, maps of ocean currents, and lists of aquatic monsters. Its pages are inked in the blood of the drowned. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on any skill check made aboard a water vehicle (including, but not limited to, how to operate it), or while you are in, on, over, or underwater for the next 1 hour. This helps you perform better on or below deck, on docks, piers, or wharfs, on bridges, etc. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you have a nautical background or have spent half a year or more at sea, you do not sufer exhaustion the frst two times you use this item's power per day. Book of the Sun and the Moon Curio, common (does not require attunement) This is a leather-bound book of celestial theory regarding the manipulation and transmogrifcation of the energies used in evocation spells. It pages are inked in the blood of celestials. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you can alter the damage type of any evocation spells you cast to radiant damage until you take a long rest. In addition, you increase the range of any radiant damage spells you cast (such as moonbeam) by 10 feet. Special: If you choose to attune to this item, the power becomes permanent for as long as you remain attuned. 18 250 Best Magic Items: Curious, Oddities, and Trinkets BOOK OF THE POISONED HEART


19 250 Best Magic Items: Curious, Oddities, and Trinkets Book of the Unseen Hand Curio, common (does not require attunement) This is a leather-bound book detailing how to research, recruit for, and get away with committing various crimes, as well as how to run a bandit group or underworld organization. It includes quotes from infamous assassins, charlatans, thieves, and thugs. Its pages are inked in the blood of their victims. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on any Dexterity (Stealth, Sleight of Hand), Wisdom (Insight), or Charisma (Deception, Intimidation, Persuasion) checks for 1 hour. You sufer 1 level of exhaustion immediately afterward. Every time you use this power, you must make a DC 15 Wisdom saving throw or your alignment shifts one step closer to evil. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you have a 19 or higher Intelligence, Wisdom, or Charisma, you do not sufer exhaustion the frst two times you use this item's power per day. Book of the Wild Curio, common (does not require attunement) This is a book of foraging, hunting, and survival skills. It pages are inked in the blood of wild beasts or the fey. Radiates: Transmutation magic. Power: If you spend a short rest reading and contemplating this book, you gain advantage on any wilderness-based Dexterity (Hide, Move Silently), Intelligence (Investigation, Nature), or Wisdom (Animal Handling, Survival) check for 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned and you are a barbarian, druid, or ranger, or have spent at least a year or more living in the wilderness, you do not sufer exhaustion the frst two times you use this item's power per day. Boots of the Icebound Heart Curio, common (does not require attunement) These are a pair of fur boots made from an arctic fox. The bottoms of the boots are tipped with iron spikes. Radiates: Transmutation magic. Power: While worn, you can walk on icy surfaces as if it was normal ground with no need for any checks or saves to retain your footing or balance. Special: If you choose to attune to this item, you gain advantage on climb checks and saves to avoid being shoved or knocked prone. Additionally, when you kick a creature with these boots, the spikes do 1 extra piercing damage on top of your normal damage. Bull Horn Curio, common (does not require attunement) This is a polished bull’s horn hung on a leather cord. Radiates: Transmutation magic. Power: By holding and rubbing this item seven times, you gain advantage on any Strength checks made between dawn and dusk. Once dusk falls, you sufer 1 level of exhaustion. Ceramic Frog Curio, common (does not require attunement) This is a Tiny white ceramic frog. Radiates: Transmutation magic. Power: When you place this item in a source of contaminated, poisoned, or polluted water or other liquid, it purifes it. A drinking vessel's worth is purifed in 1 round, and a bucket, pot, or comparable size pool or puddle in 1 minute. The frog turns green after it has fnished purifying the liquid, then reverts to white again once you remove it. Each time you use this power, you sufer 1 level of exhaustion. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. In addition, you can use it to purify a pond or well in 1 hour and a small lake or stream in 1 day. The frog cannot purify anything larger than that and is destroyed if you try. Special: If you are attuned and you are a druid, ranger, transmuter, or cleric of a god of life, nature, poison, protection, swamps, or water, you do not sufer exhaustion when you use this item.


20 250 Best Magic Items: Curious, Oddities, and Trinkets Chalice of Regret Oddity, common (does not require attunement) This chalice is made from beautiful, dark, polished hardwood inlaid with precious metals. It has a rim of gold, and is etched with a knot work design of vines and berries. Radiates: Abjuration and enchantment magic (unstable). Power: You gain a +2 bonus to Wisdom (Insight) checks for 1 hour. Special: If you choose to attune to this item, your bonus to Insight checks is doubled to +4, but the curse activates. Curse. If you drink any liquid from the chalice, you must make a DC 15 Wisdom save or be flled with melancholy regret. This regret lasts until you take a long rest, after which you will rise, refreshed, having experienced a lesser restoration efect while you slept. Upon rising, you must make a DC 17 Wisdom save. If you fail, you must "rethink your life choices." If neutral or evil, your alignment shifts one step closer to good (so Lawful Evil becomes Lawful Neutral, and Lawful Neutral becomes Lawful Good). Regardless of whether you save or fail, you feel compelled to perform at least one good deed or substantial act of kindness or mercy that day, and as soon as possible, either to people you have wronged in the past, or for strangers in need. Once you perform a sincere, selfess good deed (even if it goes badly), the curse is broken. Chalk Horse Curio, common (does not require attunement) This is a polished piece of wood the color of chalk that has been whittled into the form of a horse. Radiates: Transmutation magic. Power: You gain advantage on Wisdom (Animal Handling) checks to infuence or control horses and similar equine mounts (such as hippogrifs, pegasi, unicorns, etc.) for 8 hours or until you take a long rest (whichever comes frst). You immediately take 1 level of exhaustion afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you are a barbarian, druid, paladin, or ranger, you do not sufer exhaustion when you use this item's power. Charred Blade Oddity, weapon (any piercing or slashing), common (does not require attunement) This is a fame-charred piercing or slashing weapon (any kind). Radiates: Evocation magic (unstable). Power: You deal 1 extra point of fre damage with this weapon. You sufer vulnerability to fre damage. Special: If you choose to attune to this weapon, you gain resistance to fre damage. In addition, the blade sheds dim, fickering frelight in a 5 foot radius as a free action. Note: This is an example of a broken or failed magic weapon that still retains some degree of its power, but in an unstable form. Other such weapons include the blasted bludgeon, icicle blade, rusty blade, and thunder bludgeon. Cloak of the Unseen Curio, common (does not require attunement) This is a simple hooded cloak with nothing to draw attention to you. Radiates: Illusion magic. Power: Whenever you pull the hood up and over your head, the hood casts a deeper than usual shadow over your face. Any hostile creatures who see you have disadvantage on their Wisdom (Perception) checks to recognize you or to choose you as a random target if they do not (such as for robbery or murder). If they fail the check, the creatures ignore you unless they have orders to question, detain, or prevent anyone passing them. If they interact with you (or you with them), they get to make a second Perception check without disadvantage. Each time you use this power, you sufer 1 level of exhaustion, but no more than once per encounter. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you are a cleric of a god of assassins, thieves, or trickery, or a rogue, you do not sufer exhaustion the frst two times you use this item's power. 20 250 Best Magic Items: Curious, Oddities, and Trinkets


21 250 Best Magic Items: Curious, Oddities, and Trinkets Crystal Seed Oddity, common (does not require attunement) This is a strange crystalline purple seed. Radiates: Conjuration and illusion (unstable). Power: When planted in soil and watered with fresh human blood (1 hit point's worth), over the course of one day it will grow into a weird crystalline plant with "leaves" made of lavender crystals. A hypnotic, shifting purple aura glows around the plant, shedding dim light in a 10 foot radius. Curse. If you come within 10 feet of the fully grown plant and fail a DC 15 Wisdom save, you become so entranced, you cannot move and will stare at the leaves until something snaps you out of it, like being shaken or hit in combat (this breaks the curse). You ignore any verbal attempts to wake you from trance. During the trance, you gain one brief but blurry glimpse of your near-future. This grants you a +2 bonus to any one check or save of your choice made in the next 24 hours. The plant cracks and shatters after 7 days (breaking the curse if you are still afected), leaving behind a single crystal seed which may be replanted to grow a new plant. Special: If you are a cleric of a nature god or a druid and choose to attune to this seed, you gain the benefts of the curse within 1 round and then instantly snap out of the trance. You may continue to beneft from using the seed’s power once per day for 7 days before the plant shatters. You can then replant the seed to regain its benefts. Deadmanʼs Dice Curio, common (does not require attunement) This is a pair of dice made from the bones of a gambler. Radiates: Transmutation magic. Power: If you blow on these dice and gamble with them, you gain advantage on gambling rolls for the next 10 minutes. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you are a bard or rogue, or a cleric of a god of luck or trickery, you do not sufer exhaustion the frst two times you use this item's power. Death Doll Oddity, common (does not require attunement) This is a ragged, creepy-looking ceramic doll with a movable mouth. Radiates: Necromancy magic (unstable). Power: When you place this doll on the chest of a recently deceased Small to Large humanoid, the corpse’s spirit can speak and hear through the doll for 1d4+1 rounds. The spirit is under no obligation to answer your questions or tell the truth and speaks as it pleases during this time. When the duration ends, you immediately sufer 1 level of exhaustion. This power only works once per corpse. Special: If you choose to attune to this item and are an arcane or divine spellcaster, the spirit can communicate for a number of rounds equal to 1d6+2 minutes. You still sufer 1 level of exhaustion when the duration ends. Note: “Recently deceased” is defned as a number of days equal to your Intelligence, Wisdom, or Charisma modifer (whichever is higher, minimum of 1 day). Demon Dice Oddity, common (does not require attunement) This is a masterwork set of 3 six-sided gaming dice. Radiates: Transmutation magic (unstable). Power: You gain a +1 bonus to gambling checks made with these dice. Special: If you choose to attune to these dice, you can turn any gambling check into a critical success as a free action. Curse. The automatic critical on gambling checks only works the frst 6 times. The 7th time, your roll becomes a critical miss (roll of “1”), along with every gambling check you make after that. DEMON DICE


22 250 Best Magic Items: Curious, Oddities, and Trinkets Demon Disguise Oddity, common (does not require attunement) This is a masterwork disguise kit. Radiates: Transmutation (unstable). Power: You gain a +1 bonus to Disguise checks made with this kit. Special: If you choose to attune to this kit, you can turn any Disguise check into a critical success as a free action. Curse. The automatic critical on Disguise checks only works the frst 6 times. The 7th time, your roll becomes a critical miss (roll of “1”), along with every Disguise check you make after that. In addition, you must make a DC 17 Constitution saving throw. If you succeed, your face permanently transforms into your most recent disguise. If you fail, your face permanently mutates into a hideous demonic visage, and you sufer a -4 penalty to all Charisma checks against anyone who can see your new demonic face. Devilʼs Hammer Oddity, common (does not require attunement) This a dwarven hammer used by smiths and armorers. Radiates: Abjuration magic (unstable). Power: If you use this item to forge or pound out any dents in nonmagical armor or shields, it increases their AC bonus by +2. You may use this power on up to one suit of armor and one shield per day, or two shields. It has no efect on magical armor or shields. Curse. The AC bonus only lasts for the frst 9 hits the creature wearing the armor or carrying the shield takes. On the 10th hit, the armor or shield is destroyed and the hit becomes a critical hit. If the hit was already a critical hit, then the creature struck takes an extra 1d6 force damage. In addition, after the armor or shield is destroyed, the wearer or wielder loses any unspent reaction that round. Devilʼs Whetstone Oddity, common (does not require attunement) This is a black whetstone with red veins running through it. Radiates: Transmutation magic (unstable). Power: Any nonmagical slashing weapon you sharpen with this item deals an extra 1 point of slashing damage. You may use this power on up to two slashing weapons per day. It has no efect on magical weapons. Power: If you choose to attune to this item, any nonmagical slashing weapon you sharpen with this item deals an extra 1d3 points of slashing damage instead. Curse. The damage bonus only lasts for the frst 9 hits. On the 10th hit, the blade breaks, destroying the weapon and dealing 1d6 force damage to the wielder. In addition, after the break, the wielder loses any unspent reaction that round. Dramatic Entrance Curio, common (does not require attunement) This heavy iron door is decorated with brass and steel trim and features the sneering face of a bearded wizard. It weighs 50 pounds and is sized so even Large size creatures can ft through it by ducking down. Radiates: Conjuration magic. Power: If you place this door against any wall, it removes up to a 10 foot thick section of wall to create a passageway, teleporting the material into a pocket dimension for safekeeping. The door now opens into whatever area exists beyond the missing section of wall, but only for as long as the door remains attached. Once the door is removed, the section of wall previously teleported away is immediately restored. You sufer 1 level of exhaustion immediately afterward. Special: If you are an arcane spellcaster and choose to attune to this item, you no longer sufer exhaustion the frst time you use this item each day. Special If you are attuned to this item and you are a conjurer, you do not sufer exhaustion the frst two times you use this item's power. Everlasting Candelabra Curio, common (does not require attunement) This ornate candelabra holds three everlasting candles. Radiates: Evocation and transmutation magic. Power: As long as all 3 everlasting candles are in it and lit, this item sheds bright light in a 15 foot radius and dim light for an additional 15 feet. For each candle less than 3, reduce the light shed by 5 feet. Special: If you choose to attune to this item, any candles you place within the candelabra become everlasting candles, except unlike the three it comes with, their lifespan is limited to 1 year. EVERLASTING CANDELABRA


23 250 Best Magic Items: Curious, Oddities, and Trinkets Everlasting Candle Curio, common (does not require attunement) This is a candle with arcane symbols melted into it. Radiates: Transmutation magic. Power: The candle sheds bright light in a 5 foot radius and dim light for an additional 10 feet. Instead of melting down or burning out, it stays lit forever until you intentionally extinguish it by spending an action to do so. Special: If you choose to attune to this item, any candle you light with this item becomes an everlasting candle, but their lifespan is limited to one month. Eyes of the Onlooker Curio, common (does not require attunement) This is a padded leather mask with two eyes painted over it. It has no actual eye holes to see out of. Radiates: Divination magic. Power: When worn, you are blind to your existing surroundings, but immediately overwhelmed by scenes of the lives of others as if you are actually there. These are scenes of true wonder and hardships. Whether they be of the grand vistas of distant lands or the cramped streets of a city, all is shown in great detail. These are scenes of random people's lives that are constantly moving and changing to new images every minute. If you wish to return to a specifc scene either in the same viewing session or at a later date, you must succeed at a DC 17 Wisdom check to gain one more minute with that scene. Returning to a scene automatically gives everyone in it a chance to detect your scrying by making a DC 17 Wisdom (Perception) check. If they succeed, they get a brief mental image of you watching them and sense of your general location and distance. A scene can be returned to no more than once a day. Otherwise there is no limit to how many random scenes you can watch per day. Special: If you are a diviner or a cleric of a god of knowledge or secrets, and you choose to attune to this item, the DC is reduced to 15 and you can hear as well as see the item’s visions. Feast of the Far-Traveled Oddity, common (does not require attunement) This is a leather-bound book of recipes and related cultural observations from around the world. Curiously, it is written not by a famous chef, but a wizard, and some of the ingredients sound decidedly more arcane or alchemical than culinary. Radiates: Transmutation magic (unstable). Power: Whenever you prepare and serve a recipe from this book, whoever eats from it gradually takes on the physical appearance of a local from that region. This transformation takes 1 hour to complete and lasts for a number of hours equal to your Intelligence modifer (minimum of 1 hour). Each meal requires 1 hour to prepare. It costs 50 gp worth of ingredients and serves up to 5 creatures. The meal loses its power if not consumed within 1 hour after it is prepared. Special: If you choose to attune to this item, the transformation only takes 10 minutes to complete and the duration is increased from hours to days. Limit: The transformation is purely cosmetic and cannot alter your size, shape, gender, clothing, or anything more than it needs to in order to pull of the efect. It can appear to alter your race or subrace, but you do not gain (or lose) any racial traits in the process. Fish Head Mask Oddity, common (does not require attunement) This is a fsh head mask that is a dull, metallic grey and has large green eyes. "Return to the deep" is engraved on it in Primordial (Aquan). Radiates: Illusion and transmutation (unstable). Power: When worn, you can see twice as clearly underwater, and gain the ability of water breathing. Furthermore, this mask makes you look like a normal (if rather large) fsh native to whatever water you dive into. This illusion afects anyone who sees you and fails a DC 15 Wisdom save. Curse. Every time the mask is worn, regardless of for how long, you must make a DC 17 Charisma save or be permanently polymorphed into a merfolk (MM). EVERLASTING CANDLE


24 250 Best Magic Items: Curious, Oddities, and Trinkets You retain your normal ability scores. The mask melds into your new body at this point. A remove curse or greater restoration will restore you to your original form. Flask of Liquid Courage Curio, common (does not require attunement) This is a polished metal fask with an arcane symbol embossed on it. Radiates: Conjuration magic. Power: This fask contains 8 fuid ounces of high quality brandy. It reflls itself if needed when you complete a long rest. Special: If you choose to attune to this fask, it reflls itself every hour on the hour as needed and you never sufer penalties for being drunk, only whatever positive efects the GM agrees to, and you always know the direction of the nearest bar or tavern that serves alcohol. See the Getting Drunk sidebar on page 26. Flask of Endless Water Curio, common (does not require attunement) This is a polished metal hip fask with a divine symbol embossed on it. Radiates: Conjuration magic. Power: This fask contains an 8 fuid ounces of pure mountain spring water, and keeps its contents fresh, pure, and perfect at all times. It reflls itself if needed after you complete a long rest. Special: If you choose to attune to this item, the bottle reflls itself every hour on the hour as needed, and you always know the direction, size, and purity of the nearest body of water. Flute of Winter Curio, common (does not require attunement) This is a fute carved from the bone of an aquatic monster. It is covered in Primordial scrimshaw of Aquan symbols. Radiates: Enchantment magic. Power: If you make a successful DC 15 Performance check with this fute and maintain concentration, you can command any nonliving water within 10 feet to freeze or thaw in a 10 foot radius in a shape of your choice (such as a sled or staircase). You can also command any ice you create to move toward you or away from you, up to a 10 feet per round. Any ice you create is strong enough to support your weight and up to 200 additional pounds of weight. After 10 minutes, or whenever your concentration is broken, the ice instantly melts and you sufer 1 level of exhaustion. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned and a bard, a cleric of water or winter, or monk, you do not sufer exhaustion the frst two times you use this item each day . Funeral Pyre of the Gods Oddity, common (does not require attunement) This a miniature version of a wooden funeral pyre. Radiates: Evocation magic (unstable). Power: When you place this item on the chest of any corpse, the pyre catches fame. 1 round later, the entire corpse is on fre, and after 1 minute, there is nothing left but ashes. This item can only be used once and is destroyed in the process. Special: If you choose to attune to this item, you can use this item as much as you want. Note: This item can only burn corpses (including any clothing or nonmagical objects worn by or with the corpse); nothing else can it be set on fre or reduced to ash by it. Gifting Cobra Oddity, common (does not require attunement) This is a coiled violet and mauve cobra idol with a hissing tongue of jet. Its eyes follow your every movement. Radiates: Conjuration and transmutation (unstable). Power: You gain +2 bonus to passive Perception. Special: If you choose to attune to this item, you also gain blindsight (10 feet) and resistance to poison damage. Curse. Unless you worship a god of jungles, poison, snakes, or swamps, once you attune to it, you sufer vulnerability to poison damage and every night, a swarm of poisonous snakes (MM) fnds and attacks you. The swarm arrives at a random hour between dusk and dawn, preferably when you are alone and/or asleep. Golden Eagle Curio, common (does not require attunement) This is a Tiny gold statuette of an eagle.


25 250 Best Magic Items: Curious, Oddities, and Trinkets Radiates: Divination magic. Power: By holding this item and rotating in a slow circle anytime between dawn and dusk, you gain advantage on Wisdom (Perception) checks to detect any invisible, incorporeal, or otherwise hidden or obscured creatures, objects, or traps within a 60 foot radius. As dusk falls, you sufer 1 level of exhaustion. Special: If you choose to attune to this item, you also gain a +3 bonus to passive Perception at all times. Golden Owl Curio, common (does not require attunement) This is a Tiny gold statuette of an owl. Radiates: Divination magic. Power: By holding this item and rotating in a slow circle anytime between dusk and dawn, you gain advantage on Wisdom (Perception) checks to detect any invisible, incorporeal, or otherwise hidden or obscured creatures, objects, or traps within a 60 foot radius. Once dawn breaks, you sufer 1 level of exhaustion. Special: If you choose to attune to this item, you also gain a +3 bonus to passive Perception at all times. Grannyʼs Broomstick Oddity, common (does not require attunement) This appears to be an ordinary old broom. Radiates: Transmutation magic (unstable). Power: When you strike any creature that is not a celestial, elemental, fey, or fend with this item, the broom handle causes 1 point of bludgeoning damage and randomly changes the target's alignment if they fail a DC 15 Wisdom save. If the result is the same as the target's starting alignment, reroll until a diferent alignment is generated. The target's original alignment can be restored by remove curse, greater restoration, etc. Special: If you choose to attune to this item, you can modify the alignment change die roll result by a number up to +/- your profciency bonus. Hairy Doll Oddity, rare (does not require attunement) This grotesque fanged hairy doll has bulging evil eyes and squirms uncontrollably when you hold it as if flled with maggots or something worse. Radiates: Abjuration and transmutation(unstable). Power: When you complete a long rest while holding the hairy doll, you wake refreshed and regain 2 levels of exhaustion. Special: If you choose to attune to this item, the doll comes to life and will attack all who would dare to wake you from your slumber, including your allies. It does this for 1d4 rounds after you wake up and must remain within 10 feet of you. After the 1d4 rounds expire or it moves more than 10 feet away from you, it becomes a lifeless doll again. The doll has the same statistics as a quasit (MM) but is a construct, not a fend. It is immune to cold, necrotic, poison, psychic, and thunder damage. It is vulnerable to acid, fre, force, lightning, and radiant damage. If the doll is reduced to 0 hit points or incapacitated, it turns into a small hairless ball of cloth and regrows itself over the next 5 days, gaining a new hairy doll part everyday (limbs frst, head last). Curse. After each night you sleep with the hairy doll, you must make a DC 13 Charisma saving throw. If you fail, you begin to resemble the hairy doll, and the hairy doll starts to look like you. After you fail 5 times, you look exactly like the hairy doll and the doll looks like you. Each failed saving throw inficts a -1 penalty to your Charisma checks, up to a maximum penalty of -5. Hungry Monkey Oddity, common (does not require attunement) This is the emaciated corpse of a monkey with its mouth agape. Radiates: Necromancy magic (unstable). Power: The monkey appears to be dead until you touch it. At that point, it springs to unlife and scrambles up your arm to perch on your shoulder. It chitters pitifully in your ear and makes “give me” motions with one outstretched paw while desperately hanging onto you with the other. Die roll (d20) Alignment Switched to 1-2 Lawful Good 3-4 Lawful Neutral 5-6 Lawful Evil 7-8 Neutral Good 9-12 Neutral 13-14 Neutral Evil 15-16 Chaotic Good 17-18 Chaotic Neutral 19-20 Chaotic Evil GRANNY’S BROOMSTICK


26 250 Best Magic Items: Curious, Oddities, and Trinkets If you feed the monkey a day’s rations, it climbs down and does an awkward, pathetic little dance for you before pointing at itself, then at you, then in random directions while scratching its head. You can now command it to perform one simple task that takes no more than 1 hour to complete (it understands but cannot speak Common). It cannot attack, but can scout, patrol, carry messages, gather food, open doors, etc. It can also steal any loose items lying around. After it returns, it drops the items at your feet, or salutes, or gives some pantomime communication to indicate the result of its mission. Then it makes a pitiful mewling sound, twitches as if having a seizure, and collapses into the same position you found it in. If it is unable to return before its hour of animation expires, it collapses wherever it is at that moment. You may reanimate the monkey once per day. Special: If you choose to attune to this item, you may reanimate the monkey once per long rest. Note: Use the stats of a normal baboon (MM) for the hungry monkey except it is an unaligned undead creature. If reduced to 0 hit points, it returns to its dead state but comes back to life on the next night it is exposed to moonlight. Icicle Blade Oddity, weapon (any piercing), common (does not require attunement) This is a piercing weapon (any kind) whose blade is made from an icicle that never melts. Radiates: Evocation magic (unstable). Power: You deal 2 extra points of cold damage with this weapon. You sufer vulnerability to cold damage. Special: If you choose to attune to this weapon, you gain resistance to cold damage. In addition, the blade sheds dim, frosty blue-white light in a 5 foot radius as a free action. Note: This is an example of a broken or failed magic weapon that still retains some degree of its power, but in an unstable form. Other weapons include the blasted bludgeon, charred blade, rusty blade, and thunder bludgeon. Intoxicating Mug Oddity, common (does not require attunement) This beautiful polished silver mug is etched with runes and fligree. Radiates: Enchantment magic (unstable). Power: Whenever you drink any liquid from this mug, you are immune to the frightened condition and gain 2 temporary hit points until you complete a long rest. Special: If you choose to attune to this mug, you become immune to being knocked prone and stunned. Curse. If you drink any liquid from this mug, you must make a DC 13 Wisdom save or become deliriously happy and intoxicated for 8 hours, during which time you always speak your mind without flters or fear. You immediately sufer disadvantage on all checks and saves. 8 hours from the time of your frst sip, you promptly take a long rest regardless of your present surroundings. When you wake up, you are possessed of a powerful thirst and seek to quench it by drinking from the mug again. You do everything possible to drink from it again. If you succeed on your saving throw, you don't have to drink from the mug that day, but you are still cursed and must save again the next day in order not to drink from it. The DC to resist the mug goes up by 2 every day until it maxes out at DC 25. Getting Drunk For the second drink you take after the first in the same hour, make a DC 12 Constitution check. For the third and each successive drink you consume, add an extra +2 to the DC. The GM may impose other modifiers, such as if you are drinking on an empty stomach (add another +2 to the DC), drinking with a meal (reduce the DC by -2), etc. If you succeed, you are not drunk (at least not by barbarian standards). If you fail, you become drunk and suffer disadvantage on all ability checks and saving throws for the next hour. Note: You can use our Getting Drunk rules if you want a quick, easy intoxication system in your game. You can use these rules anytime characters imbibe alcohol in any context, not just using magic items. Get your FREE copy of Heirloom Magic Items at www.MageGate.com


27 250 Best Magic Items: Curious, Oddities, and Trinkets Journal of the Bound Beast Oddity, common (does not require attunement) This plain looking book is small, red, and black with a crudely made lock, chain, and manacle on it. Radiates: Abjuration and conjuration (unstable). Power: The book contains a journal kept by Bloch Ashton, a wizard seeking refuge from the results of some undisclosed “experiment.” As the wizard travels the countryside, he writes about his travels and about his fear of what may lurk in the dark places, the shadow places man was not meant to know. He repeatedly mentions, “The key is the ring, and the ring is the key!” and other odd, rambling phrases. His writing grows more frantic the longer he travels and is choked with increasing paranoia and fear. Make a DC 15 Wisdom saving throw to stop reading. If you succeed, you get an insight it would be best to get rid of this book and never think about it again. If you fail, you are cursed and keep reading… Curse. When you get to the last page, the journal ends abruptly with the line, "I've trapped it! I've trapped the beast here in this book!" Unfortunately, he doesn’t say what “it” is. Beneath that line, there is a strange symbol in blood at the bottom of the page... At this point, you must make a DC 20 Wisdom save to shut the book and snap the lock shut before the evil entity trapped inside is set free. If you succeed, you're still cursed and in terrible danger. Each night, your curiosity to reread the book grows stronger to see if you can fgure out what creature is trapped inside. Make a DC 21 Wisdom save on the second night, DC 22 on the third, etc., all the way up to DC 25. If you succeed on that save, you are able to break the curse on your own and have no desire to read it again. However, to rid yourself of the book before that, you must give or sell it to someone else, who must accept it of their own free will, or else you must receive a remove curse, greater restoration, or heal. If you fail the Wisdom save at any point, you unleash the evil entity trapped inside. The GM can choose a monster of an appropriate CR if necessary (preferably an aberration or fend), or you can roll 1d8 to randomly determine what type of weird and terrible creature appears on the table below: The released creature takes 1d3 rounds to fully escape its prison and materializes within 30 feet of the book. It cannot be harmed or cause harm until it has completely phased into our reality. This gives you a chance to run for your life, hide, or prepare for battle! If you kill the creature, the book bursts into green fame and is destroyed, freeing you of its curse. If you slay the creature, it dissolves but leaves behind a key to magic and ring of arcane destiny (both described in this chapter). The ring is inscribed with the wizard’s name and the words, ”Find me!” on the inner band. If you attune to the ring, it also acts as a locate creature spell but only to fnd the corpse of Bloch Ashton. If you place the key to magic on his forehead, you not only gain the key’s power, but you bring Bloch Ashton back to life (and possibly restore his sanity). What happens after that is up to you and the GM… VICTIMS OF THE HORN OF THE SLOW AND BITTER END Changing Magic Items Feel free to change the name and/or appearance of any items in our 250 Best Magic Items books. The other, more substantial change you can make to these items is which classes or subclasses can attune to them or gain a special power if they do. If it makes sense to make an exception to our rules, go ahead. It’s your game. Have fun! Die roll (d8) Bound Beast Released From Book 1 Aboleth 2 Chuul 3 Cloaker 4 Gibbering Mouther 5 Otyugh 6 Chain Devil 7 Night Hag 8 Xorn


28 250 Best Magic Items: Curious, Oddities, and Trinkets Key to Magic Oddity, common (does not require attunement) This is an ornate gold key with a magical sigil embossed into it. Radiates: Transmutation magic (unstable). Power: If you are not a wizard, then when you touch this key to the forehead of a dead wizard, you learn a single wizard cantrip of your choice if your Intelligence is 13 or higher. The key is destroyed in the process. You sufer 3 levels of exhaustion immediately after-ward. Special: If you choose to attune to this item and are a wizard, then you learn either a new wizard cantrip or a 1st level wizard spell of your choice when you touch this key to the forehead of a dead wizard. You still sufer 3 levels of exhaustion immediately afterward. Key to Power Oddity, common (does not require attunement) This is an ornate silver key with the symbol of a sword embossed into it. Radiates: Transmutation magic (unstable). Power: When you touch this key to the forehead of a dead fghter or paladin, you gain profciency in light, medium or heavy armor profciency, or with shields, or with martial weapons if your Strength is 13 or higher. The key is destroyed in the process. You sufer 3 levels of exhaustion immediately afterward. Special: If you choose to attune to this item, then you also learn one new skill profciency of your choice from the fghter or paladin list. You still sufer 3 levels of exhaustion immediately afterward. Key to Skill Oddity, common (does not require attunement) This is an ornate brass key with the symbol of a book embossed into it. Radiates: Transmutation magic (unstable). Power: When you touch this key to the forehead of a dead bard or rogue, you gain profciency in a single skill of your choice from any list if your Intelligence or Charisma is 13 higher. The key is destroyed in the process. You sufer 3 levels of exhaustion immediately afterward. Special: If you choose to attune to this item, then you learn two new skill profciencies of your choice from any list. You still sufer 3 levels of exhaustion immediately afterward. Lantern of Fey Promises Oddity, common (does not require attunement) This lantern gives of a white light that illuminates 50' in all directions, and can be turned on or of as a free action. Radiates: Evocation magic (unstable). Power: Anything the light shines on has a faint glow for 1 round after the illumination is removed from it, operating in that brief moment exactly as if it was under the efects of faerie fre. Oddly, creatures bathed in the actual light of the lantern do not sufer this efect. Special: If you choose to attune to this item, you cannot be targeted by faerie fre; the lamp simply absorbs the portion of the spell directed at you. It does nothing to prevent other creatures in the area of efect from being targeted. Magic Compass Oddity, common (does not require attunement) This is a golden compass with arcane symbols etched into it. The needle appears to be broken. Radiates: Divination magic (unstable). Power: When you expend a frst level spell slot to activate this item, the needle springs to life and points to the nearest, strongest nonliving source of magic for 1 hour. It is accurate to a range of 1 mile. If you are not a spellcaster or do not wish to sacrifce a spell slot, you can still use this power by substituting 2 levels of exhaustion instead of a spell slot. Special: If you choose to attune to this item, the compass is accurate for a number of miles equal to 1 + your Intelligence modifer (minimum of 1). Limit: Magic that is shielded by lead, a strong magnetic feld, an antimagic feld, nondetection, or similar spell cannot be detected by this item. KEY TO MAGIC


29 250 Best Magic Items: Curious, Oddities, and Trinkets Magic Horseshoes Curio, common (does not require attunement) These are well-made horseshoes covered in arcane symbols. Radiates: Transmutation magic. Power: You gain advantage on all checks and saves to avoid being dismounted from the mount you attach these shoes to. The shoes magically resize to ft any size mount, though it must have feet for the shoes to work. Magic Reins Curio, common (does not require attunement) These are well-made leather reins for a mount covered in arcane symbols. Radiates: Transmutation magic. Power: You may choose to gain advantage on all Wisdom (Animal Handling) checks on any mount you attach these reins to. The reins magically resize to ft any size mount. Mask of Many Voices Oddity, common (does not require attunement) This is an evil wooden mask with a grinning, fanged mouth. Radiates: Transmutation magic (unstable). Power: You may alter your voice to mimic that of any humanoid you have personally heard speak for at least 1 minute. This imposes disadvantage on any Wisdom (Insight) checks for 1 hour to detect your voice is not that of the person you are trying to imitate. You must remove the mask to speak in your own voice again. Special: If you choose to attune to this mask, this power can also make your voice sound like any type of creature you have personally heard for at least 1 minute (aberrations, beasts, etc.). The creature cannot be more than one size larger or smaller than you, and you cannot mimic the voice of any god or warlock patron. Matchbox of Holding Curio, common (does not require attunement) This ornate wooden match box is decorated with a faint red pattern of arcane symbols. Radiates: Conjuration magic. Power: You can place any Tiny object that will ft inside this match box (up to 6 coins, a ring, necklace, or other piece of jewelry, a note, etc.). When you slide the cover closed, the items inside are teleported into a pocket dimension only you can access. When you slide the cover open, you can name the item(s) you wish to be returned to the box and they will appear on a roll of 1-18. On a roll of 19-20, you get matches instead. Medallion of the Abyss Curio, common (does not require attunement) This is a polished bronze medallion inlaid with gold and black crystals. Radiates: Abjuration and transmutation magic. Power: You gain advantage on saving throws against spells and other magical efects used against you by demons. Each time you use this item's power, you sufer 1 level of exhaustion. Special: If you are chaotic evil and choose to attune to this item, you no longer sufer exhaustion from using it. Special: If you attune to it and are an arcane or divine spellcaster of chaotic evil alignment, you do not sufer exhaustion when you use this item's power. In addition, you can read, speak, and write Abyssal as if you were a native speaker; this grants you a +2 bonus on Charisma checks against demons. Medallion of the Dragon Curio, common (does not require attunement) This is a polished bronze medallion inlaid with chromatic and metallic crystals. Radiates: Abjuration and transmutation magic. Power: You gain advantage on saving throws against spells and other magical efects used against you by dragons and draconic creatures. Each time you use this item's power, you sufer 1 level of exhaustion. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you attune to it and are an arcane or divine spellcaster, you do not sufer exhaustion when you use this item's power. In addition, you can read, speak, and write Draconic as if you were a native speaker; this grants you a +2 bonus on Charisma checks against dragons and draconic creatures.


30 250 Best Magic Items: Curious, Oddities, and Trinkets Medallion of the Glade Curio, common (does not require attunement) This is a polished bronze medallion inlaid with various decorative rocks and crystals. Radiates: Abjuration and transmutation magic. Power: You gain advantage on saving throws against spells and other magical efects used against you by the fey. Each time you use this item's power, you sufer 1 level of exhaustion. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you attune to it and are an elf or half-elf, or a barbarian, druid, or ranger, you do not sufer exhaustion when you use this item's power. In addition, you can read, speak, and write Sylvan as if you were a native speaker; this grants you a +2 bonus on Charisma checks against the fey. Medallion of the Great Old One Curio, common (does not require attunement) This is a polished bronze medallion inlaid with shadowy gray, green, black, and mauve crystals. Radiates: Abjuration and transmutation magic. Power: You gain advantage on saving throws against spells and other magical efects used against you by aberrations and related outsiders from beyond time and space (GM’s choice). Each time you use this item's power, you sufer 1 level of exhaustion. Special: If you are of non-good alignment and choose to attune to this item, you no longer sufer exhaustion from using it. Special: If you attune to it and are an arcane or divine spellcaster of non-good alignment, you do not sufer exhaustion when you use this item's power. In addition, you can read, speak, and write Deep Speech as if you were a native speaker; this grants you a +2 bonus on Charisma checks against aberrations and related outsiders from beyond time and space. Medallion of the Heavens Curio, common (does not require attunement) This is a polished bronze medallion inlaid with gold and white crystals. Radiates: Abjuration and transmutation magic. Power: You gain advantage on saving throws against spells and other magical efects used against you by celestials. Each time you use this item's power, you sufer 1 level of exhaustion. Special: If you are of good alignment and choose to attune to this item, you no longer sufer exhaustion from using it. Special: If you attune to it and are an arcane or divine spellcaster of good alignment, you do not sufer exhaustion when you use this item's power. In addition, you can read, speak, and write Celestial as if you were a native speaker; this grants you a +2 bonus on Charisma checks against celestials. Medallion of the Hells Curio, common (does not require attunement) This is a polished bronze medallion inlaid with gold and faming red and orange crystals. Radiates: Abjuration and transmutation magic. Power: You gain advantage on saving throws against spells and other magical efects used against you by devils. Each time you use this item's power, you sufer 1 level of exhaustion. Special: If you are lawful evil and choose to attune to this item, you no longer sufer exhaustion from using it. Special: If you are attuned to it and an arcane or divine spellcaster of lawful evil alignment, you do not sufer exhaustion when you use this item's power. In addition, you can read, speak, and write Infernal as if you were a native speaker; this grants you a +2 bonus on Charisma checks against devils. Medallion of the Long Shadow Curio, common (does not require attunement) This is a polished bronze medallion inlaid with shadowy gray crystals. Radiates: Abjuration and transmutation magic. Power: You gain advantage on saving throws against spells and other magical efects used against you by the undead. Each time you use this item's power, you sufer 1 level of exhaustion. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to it and a necromancer, or a cleric of a god of death or undeath, or a sorcerer of necromantic or shadow origin, or a warlock of a patron


31 250 Best Magic Items: Curious, Oddities, and Trinkets of death or undeath, you do not sufer exhaustion when you use this item's power. In addition, you gain a +2 bonus on Charisma checks against intelligent undead. Medallion of the Primordial Curio, common (does not require attunement) This is a polished bronze medallion inlaid with gold and blue, brown, red, and white crystals. Radiates: Abjuration and transmutation magic. Power: You gain advantage on saving throws against spells and other magical efects used against you by elementals. Each time you use this item's power, you sufer 1 level of exhaustion. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to it and an arcane or divine spellcaster, you do not sufer exhaustion when you use this item's power. In addition, you can read, speak, and write Primordial as if you were a native speaker; this grants you a +2 bonus on Charisma checks against elementals. Merchantʼs Scales Curio, common (does not require attunement) These appear to be ordinary merchant's scales for weighing various items. Radiates: Transmutation magic. Power: These scales always weigh any items placed on them correctly, unless you will them not to as a free action. You are then free to alter the weight by up to +/- 10% in your favor, so you can pay less for goods received, or charge more for goods sold. Anyone observing the weight manipulation has disadvantage on Wisdom (Insight, Perception) checks to notice something seems sketchy between you and/or the scales. Each time you use this item's power to manipulate weight, you sufer 1 level of exhaustion. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst two times each day. Special: If you are a rogue, transmuter, or a cleric of a god of luck, merchants, thieves, or trickery, you do not sufer exhaustion when you use this item's power. Mirror of Our Fears Oddity, common (does not require attunement) This Medium size wall mirror is plated in purest silver. Looking into the mirror will show you a normal refection of yourself. There is an inscription in the bottom of the frame that says, "There is no face behind the face!" in Common. Radiates: Conjuration and divination (unstable). Power: If you say "There is no face behind the face!" while looking into the mirror, your refection begins to blur and distort your features like a funhouse mirror. A voice from the mirror commands, "Ask your question!" If you do, and if you succeed at a DC 17 Intelligence save, you receive a cryptic, yet somehow important clue, warning, or answer. It will be absolutely true, but not necessarily immediately understood or actionable. However, if you fail the save, or your question is too vague, rambling, or convoluted in the GM's sole opinion, the mirror replaces your twisted refection with the face of a gray-skinned, stone-faced and not entirely human fgure that endlessly mumbles to itself, "The fool! Doesn't know, doesn't see! Blind, so blind! What do you hear? What do you fear? Ask the face! Be the face! The face! The true face, your face..." It will not otherwise answer or acknowledge you in any way ever again. The image fades once you look away or put the mirror down, but the frustrated mumbling continues for 1d4 rounds afterward. Special: If you are an arcane spellcaster and choose to attune to this mirror, the DC is reduced to 15 and you can cast misty step once per day to appear anywhere within 30 feet of the mirror that you can see. Limit: The mirror has 20 hit points. It is immune to cold, fre, necrotic, poison, and radiant damage. It is vulnerable to acid, force, lightning, and thunder damage. If the mirror is destroyed, it explodes, dealing 2d6 slashing damage and 2d6 psychic damage to everyone in a 30 feet radius. MERCHANT’S SCALES


32 250 Best Magic Items: Curious, Oddities, and Trinkets Monocle of Clarity Curio, common (does not require attunement) This is a well-made monocle. The wearer will fnd it to be perfectly comfortable. Radiates: Transmutation magic. Power: When you place this monocle over your eye, you gain advantage on Wisdom (Insight, Investigation, Perception) checks for the next 1 hour. You sufer 1 level of exhaustion immediately afterward. Special: If you choose to attune to this item, you no longer sufer exhaustion from using it the frst time each day. Special: If you are attuned to this item and you are a diviner or cleric of a god of knowledge or secrets, you do not sufer exhaustion the frst two times you use this item each day. Monster Dung Curio, common (does not require attunement) This is a ball of petrifed monster dung from some nameless, mythical beast. It has no discernible smell. Radiates: Transmutation magic. Power: You can use an action to fing this dung at a single creature within 30 feet. Make a ranged weapon attack. On a hit, the dung becomes fresh and steaming. It splatters the creature for 1d4 bludgeoning and 1d6 acid damage. The creature must also make a Constitution saving throw with a DC equal to 8 + your Strength or Dexterity modifer + your profciency bonus. On a failed save, it is poisoned for 1 round. After 10 minutes, the dung returns to its original petrifed ball for easy retrieval. You may use this power once per long rest. Mortality Mirror Oddity, common (does not require attunement) This is a metal hand mirror framed by an interlocking pattern of silver skulls and bones. Radiates: Necromancy magic (unstable). Power: When you breathe on this mirror to fog it up, then hold the mirror over the lips of a recently deceased Small to Large humanoid for 1 round, the mirror turns freezing and you take 1 point of cold damage. When you pull the mirror away from the corpse, the fog recedes, and is replaced by a silent replay of the last 1d3 rounds of the corpse’s life, including the last thing it saw before it died. You immediately sufer 1 level of exhaustion. This power only works once per corpse. Special: If you choose to attune to this item, the replay reveals the last minute of the corpse’s life, and includes both audio and visual components. You still sufer 1 level of exhaustion when the duration ends. Note: “Recently deceased” is defned as a number of days equal to your Intelligence, Wisdom, or Charisma modifer (whichever is higher, minimum of 1). Mummified Bat Oddity, common (does not require attunement) This is a mummifed vampire bat painted with garish colors and symbols, possibly shamanic in origin. Radiates: Necromancy magic (unstable). Power: This bat comes to life whenever it is exposed to moonlight. It fies of and returns to you just before dawn, then returns to its mummifed state. Sometimes it brings you a random Tiny object, like a dead mouse, coin, or shiny button. Sometimes, it has blood smeared on its muzzle. You have no control over it, what it does, what it brings, or where it goes. Special: If you choose to attune to this item, you gain a giant bat’s echolocation and blindsight (60 feet radius). In addition, bats, bat swarms, and giant bats will not attack you unless you attack them frst. Note: Use the stats for a bat (MM) for this creature, except it is an Unaligned undead. If reduced to 0 hit points, it returns to its mummifed state but comes back to unlife the next time it is exposed to moonlight. Mummified Cat Paw Curio, common (does not require attunement) This is a mummifed cat's paw hung on a leather cord. Radiates: Transmutation magic. Power: By rubbing this item seven times, you gain advantage on any Dexterity checks made anytime between dusk and dawn. Once dawn breaks, you sufer 1 level of exhaustion. MONOCLE OF CLARITY


33 250 Best Magic Items: Curious, Oddities, and Trinkets Mummified Rat Tail Curio, common (does not require attunement) This is a mummifed rat tail hung on a leather cord. Radiates: Transmutation magic. Power: By rubbing this item seven times, you gain advantage on any Intelligence checks made anytime between dusk and dawn. Once dawn breaks, you sufer 1 level of exhaustion. Murder Boots Oddity, common (does not require attunement) This is a worn-looking pair of dark leather boots with silver skulls on the buckles. Radiates: Conjuration magic (unstable). Power: When you reach into one or both of these boots, you fnd a nonmagical, silvered dagger. These two weapons can only be found by you no matter how thoroughly you are searched by others. The daggers return to their pocket dimension inside the boots on command as a free action. You may use this power once per short or long rest. Special: If you choose to attune to this item, each time you draw them from the boots, the daggers are coated with basic poison (PHB). Special: If you are an arcane or divine spellcaster, you may use either of the daggers as a spellcasting focus, and can switch between using one or the other as a bonus action. Limit: You cannot replace these daggers with others. Nine Heads Oddity, common (does not require attunement) This is a leather cord, belt, or bandolier upon which hang nine gruesome shrunken heads. It was frst made infamous by a barbarian shaman called Shunka NineHeads, and everyone who has worn it since their death has adopted “Nine Heads” as their surname in their honor (or to capitalize on their infamy). Radiates: Necromancy magic (unstable). Power: You can command the eyes of the shrunken heads to shed dim light in a color of your choice in a 5 foot radius. With or without the light efect, you can also make the eyes of the shrunken heads open and look around, their eyes move, nostrils fare, mouths chant, murmur, or whisper, etc. Wearing or otherwise displaying this hideous belt grants you a +2 bonus to Charisma checks against evil creatures and a -4 penalty to Charisma checks against good-aligned creatures. Special: If you choose to attune to this item, you can command the heads to warn you whenever you are about to be attacked. You can no longer be surprised. Note: For more about shrunken heads, see 250 Best Magic Items for Barbarians, Druids, and Rangers. Owl Feather Curio, common (does not require attunement) This is an owl’s feather worn in leather headband. Radiates: Transmutation magic. Power: By rubbing this item seven times, you gain advantage on any Wisdom check made anytime between dusk and dawn. Once dawn breaks, you sufer 1 level of exhaustion. Pathlighters Oddity, common (does not require attunement) This is a small leather belt pouch with a fame symbol burned into it. It contains 30 Tiny orange stones that look like dying embers but are cool to the touch. Radiates: Evocation magic (unstable). Power: When a stone is removed from the pouch and placed on the ground, it sheds fickering dim frelight in a 5 foot radius until returned to the pouch. Special: If you choose to attune to this item, then as a bonus action, you can cause any number of placed stones to fare and shed bright fickering frelight in a 10 foot radius and dim fickering frelight for an additional 10 feet. The stones can maintain this increased brightness for 10 minutes before reverting back to their normal dim frelight. Each stone can only be increased in brightness once per long rest. Play Set of the Gods Oddity, rare (does not require attunement) This is a Tiny hand-painted model of an actual castle, fortress, temple, or stronghold, complete with miniature fgures stored inside. It resembles a child’s play set, but is of adult quality workmanship and design, and accurate down to the last detail. Radiates: Divination and transmutation (unstable). Power: You may use an action to set the item down on a fat surface. It comes to life 1 round later, with tiny, animated stone fgures moving around, acting out a random scene from the castle's past. The scene is


34 250 Best Magic Items: Curious, Oddities, and Trinkets diferent every time. The efect lasts for 1 minute, or you can choose to end it sooner as a free action. Special: If you choose to attune to the item and are an arcane or divine spellcaster, you can control the events the fgures recreate as well as extend the duration. Thus, you could use it to observe a reenactment of a battle, coronation, or other famous event, or it could be as simple (and useful) as revealing the exact routes and times the guards patrol, or you could use it to run a simulation of an invasion or raid. These recreations are always accurate, though any event more recent than the past 24 hours cannot be recreated with this power. This efect lasts until you decide to end it as a free action. Limit: This play set has 10 hit points. It is immune to cold, fre, necrotic, poison, psychic, and radiant damage. It is vulnerable to acid, force, lightning, and thunder damage. Portable Oasis Oddity, common (does not require attunement) This is a golden amulet with an embossed oasis on it. Radiates: Conjuration and illusion magic (unstable). Power: You may create the illusion of a 30 foot x 30 foot desert oasis, complete with coconut-bearing palm trees and a pool of fresh water. The illusion requires concentration to maintain and can persist for up to 10 minutes. You may use this power once per day. Special: If you choose to attune to this item, you may conjure an actual desert oasis with coconuts, shade, and fresh water. In addition, a cool breeze blows through it, reducing the temperature in its area of efect by 10 degrees. You can choose to dismiss the oasis as a bonus action; otherwise, the oasis persists for a number of hours equal to your Intelligence, Wisdom, or Charisma score (whichever is higher, minimum of 1 hour). You may use this power once per long rest. When the oasis departs, the squares it occupied revert to their original condition with no sign the oasis was ever there. Limit: The oasis can only be conjured over dirt, grass, or sand, and cannot be summoned into any squares currently occupied by creatures, buildings, or objects. If you attempt to conjure it into such a space, the oasis reconfgures its shape so as to avoid the illegal areas. Powdered Prophecy Oddity, common (does not require attunement) This powdered dream stone can be stirred into any strong drink to become a potion of prophecy. The liquid takes on a frothy green sheen that smells like honey. Radiates: Divination magic (unstable). Power: You fall asleep and take a long rest within 1d4 minutes + your Constitution modifer of drinking this potion (no saving throw). You cannot be awakened until your long rest is complete. Once asleep, you have vivid dreams of the last person, place, or thing you thought of before falling asleep. If you succeed on a DC 17 Wisdom save, you will experience lucid, prophetic dreams of the person, place, or thing. The next time you are in their presence or location, you can designate any one check or save as a critical hit or success against them. If you fail the save, you instead sufer uncontrolled nightmares about a creature, location, or object you saw or thought of within the past 24 hours (GM's choice). Upon waking from the nightmare in a cold sweat, you are frightened for 1d4 rounds and the next time you are in that creature or object’s presence or location, the GM will choose one any one check or save by you to be a critical failure. Limit: There is only enough powder to create one potion of prophecy. Quickstep Shoehorn Curio, common (does not require attunement) This is a fancy shoehorn ft for a noble. It has been crafted from exotic hardwood and trimmed with silver tusks to resemble a charging wild boar. Radiates: Transmutation magic. Power: If you put your shoes on with it, you gain a 5 foot bonus to your walking speed until you complete a long rest, or until your shoes are removed, whichever comes frst. Special: If you choose to attune to this item, you may Disengage from melee combat as a bonus action, just as a rogue can using Cunning Action. In addition, you gain the 5 foot bonus to walking speed with any footwear or if barefoot, not just when wearing shoes.


35 250 Best Magic Items: Curious, Oddities, and Trinkets Raven Feather Curio, common (does not require attunement) This is a raven’s feather worn in a leather headband. Radiates: Transmutation magic. Power: By rubbing this item seven times, you gain advantage on any Intelligence check made anytime between dawn and dusk. Once dusk falls, you sufer 1 level of exhaustion. Ring of Arcane Destiny Curio, common (does not require attunement) This Tiny pulsating gemstone sits in a gold setting. The gem is warm to the touch, but not hot, and emanates faint arcane energies. Radiates: Transmutation magic. Power: When you frst wear this ring, a magical aura emanates from it, visible as a thin misty blue haze that dissipates in 1 minute. You know prestidigitation. Special: If you choose to attune to this ring, you may cast a single 1st level wizard spell once per day exactly as if you were a 1st level wizard. If you make a successful DC 15 Intelligence check, you decide which spell the ring contains, otherwise, the GM does. Either way, the spell must have a saving throw DC. You can cast this spell on multiple days, but for each day after the frst, the saving throw DC of your spell decreases by 1. When the DC drops to 0, the ring teleports away to be found by someone new. However, your mind is now flled with everything you need to become a wizard. This means 0-level characters can become 1st level wizards and characters of higher-level can choose to multiclass as one. Note: Once you take a level of wizard, prestidigitation does not count against the number of cantrips you know at 1st level. Ring of Bardic Destiny Curio, common (does not require attunement) This Tiny pulsating gemstone sits in a gold setting. The gem is warm to the touch, but not hot, and emanates faint divine and martial energies. Radiates: Transmutation magic. Power: When you frst wear this ring, a magical aura emanates from it, visible as a thin misty silver haze that dissipates in 1 minute. You know prestidigitation while you wear this ring. Special: If you choose to attune to this ring, you may cast a single 1st level bard spell once per day as if you were a 1st level bard. If you make a successful DC 15 Charisma check, you decide which spell the ring contains, otherwise, the GM does. Either way, the spell must have a saving throw DC. You can cast this spell on multiple days, but for each day after the frst, the saving throw DC of your spell decreases by 1. When the DC drops to 0, the ring teleports away to be found by someone new. However, your mind is now flled with everything you need to become a bard. This means 0- level characters can become 1st level bards and characters of higher-level can choose to multiclass as one. Special: Once you take a level of bard, prestidigitation does not count against the number of cantrips you know at 1st level. Ring of Disciplined Destiny Curio, common (does not require attunement) This Tiny pulsating gemstone sits in a gold setting. The gem is warm to the touch, but not hot, and emanates faint divine and martial energies. Radiates: Transmutation magic. Power: When you frst wear this ring, a magical aura emanates from it, visible as a thin misty brown haze that dissipates in 1 minute. You gain the monk’s Unarmored Defense class ability while you wear it. Special: If you choose to attune to this ring, you gain the monk’s Martial Arts class ability. For every 5 days after the frst you remain attuned, the amount of damage your martial arts attacks deal decrease by one damage die. So on the sixth day, your Unarmed Strikes would only deal 1d2 bludgeoning damage per long RING OF ARCANE DESTINY


36 250 Best Magic Items: Curious, Oddities, and Trinkets rest, and on the tenth day, you would be back to dealing 1 point of bludgeoning damage (or whatever amount was normal for you). At that point, your Martial Arts become useless and the ring teleports away to be found by someone new. However, your mind is now flled with everything you need to become a monk. This means 0-level characters can become 1st level monks and characters of higherlevel can choose to multiclass as one. Once you take a level in monk, your Martial Arts ability is restored as per normal for the class. Special: Once you take a level of monk, you gain 1 extra ki point. Ring of Divine Destiny Curio, common (does not require attunement) This Tiny pulsating gemstone sits in a gold setting. The gem is warm to the touch, but not hot, and emanates faint divine energies. Radiates: Transmutation magic. Power: When you frst wear this ring, a divine aura emanates from it, visible as a thin misty white haze that dissipates in 1 minute. You know thaumaturgy while you wear this ring. Special: If you choose to attune to this ring, you may cast a single 1st level cleric spell once per day exactly as if you were a 1st level cleric. If you make a successful DC 15 Wisdom check, you decide which spell the ring contains, otherwise, the GM does. Either way, the spell must have a saving throw DC. You can cast this spell on multiple days, but for each day after the frst, the saving throw DC of your spell decreases by 1. When the DC drops to 0, the ring teleports away to be found by someone new. However, your mind is now flled with everything you need to become a cleric. This means 0-level characters can become 1st level clerics and characters of higher-level can choose to multiclass as one. Special: Once you take a level of cleric, thaumaturgy does not count against the number of cantrips you know at 1st level. Ring of Druidic Destiny Curio, common (does not require attunement) This Tiny pulsating gemstone sits in a gold setting. The gem is warm to the touch, but not hot, and emanates faint druidic energies. Radiates: Transmutation magic. Power: When you frst wear this ring, a magical aura emanates from it, visible as a thin misty earthbrown haze that dissipates in 1 minute. You know druidcraft while you wear this ring. Special: If you choose to attune to this ring, you may cast a single 1st level druid spell once per day exactly as if you were a 1st level druid. If you make a successful DC 15 Wisdom check, you decide which spell the ring contains, otherwise, the GM does. Either way, the spell must have a saving throw DC. You can cast this spell on multiple days, but for each day after the frst, the saving throw DC of your spell decreases by 1. When the DC drops to 0, the ring teleports away to be found by someone new. However, your mind is now flled with everything you need to become a druid. This means 0-level characters can become 1st level druids and characters of higher-level can choose to multiclass as one. Special: Once you take a level of druid, druidcraft does not count against the number of cantrips you know at 1st level. Ring of Eldritch Destiny Curio, common (does not require attunement) This Tiny pulsating gemstone sits in a gold setting. The gem is warm to the touch, but not hot, and emanates faint eldritch energies. Radiates: Transmutation magic. Power: When you frst wear this ring, a magical aura emanates from it, visible as a thin misty purple haze that dissipates in 1 minute. You know prestidigitation while you wear this ring. Special: If you choose to attune to this ring, you may cast a single 1st level warlock spell once per day exactly as if you were a 1st level warlock. If you make a successful DC 15 Charisma check, you decide which spell the ring contains, otherwise, the GM does. Either way, the spell must have a saving throw DC. You can cast this spell on multiple days, but for each day after the frst, the saving throw DC of your spell decreases by 1. When the DC drops to 0, the ring teleports away to be found by someone new. However, your mind is now flled with everything you need to become a warlock. This means 0-level characters can become 1st level warlocks and characters of higherlevel can choose to multiclass as one.


37 250 Best Magic Items: Curious, Oddities, and Trinkets Special: Once you take a level of warlock, prestidigitation does not count against the number of cantrips you know at 1st level. Ring of Martial Destiny Curio, common (does not require attunement) This Tiny pulsating gemstone sits in a gold setting. The gem is warm to the touch, but not hot, and emanates faint martial energies. Radiates: Transmutation magic. Power: When you frst wear this ring, a magical aura emanates from it, visible as a thin misty gray haze that dissipates in 1 minute. You gain the fghter’s Second Wind class ability while you wear this ring. Special: If you choose to attune to this ring, you gain any 1 of the fghter’s Fighting Style class abilities. For each day after the frst you remain attuned, the number of hit points healed by your Second Wind ability decreases by 1, but this cannot cause you to lose hit points. So on the second day, you would Second Wind for 1d10 -1, the third day 1d10 -2, and so on, until you reach 1d10 -10. At that point, your Second Wind becomes useless and the ring teleports away to be found by someone new. However, your mind is now flled with everything you need to become a fghter. This means 0-level characters can become 1st level fghters and characters of higher-level can choose to multiclass as one. Once you take a level in fghter, your Second Wind is restored as per normal for the class. Special: Once you take a level of fghter, you gain profciency in Strength or Constitution saving throws. Ring of Raging Destiny Curio, common (does not require attunement) This Tiny pulsating gemstone sits in a gold setting. The gem is warm to the touch, but not hot, and emanates faint martial energies. Radiates: Transmutation magic. Power: When you frst wear this ring, a magical aura emanates from it, visible as a thin misty red haze that dissipates in 1 minute. You gain the barbarian’s Un-armored Defense class ability while you wear this ring. Special: If you choose to attune to this ring, you gain the barbarian’s Rage class ability. For every 5 days after the frst you remain attuned, the number of rages you can perform per long rest decreases by 1. So on the sixth day, you would only be able to Rage once per long rest, and on the tenth day, you could no longer Rage at all. At that point, your Rage becomes useless and the ring teleports away to be found by someone new. However, your mind is now flled with everything you need to become a barbarian. This means 0-level characters can become 1st level barbarians and characters of higher-level can choose to multiclass as one. Once you take a level in barbarian, your Rage is restored as per normal for the class. Special: Once you take a level in barbarian, you gain a +1 bonus to your Unarmored Defense. Ring of Roguish Destiny Curio, common (does not require attunement) This Tiny pulsating gemstone sits in a gold setting. The gem is warm to the touch, but not hot, and emanates faint martial energies. Radiates: Transmutation magic. Power: When you frst wear this ring, a magical aura emanates from it, visible as a thin misty gold haze that dissipates in 1 minute. You gain the rogue’s Expertise class ability while you wear this ring. Special: If you choose to attune to this ring, you gain the rogue’s Sneak Attack class ability. For every 5 days after the frst you remain attuned, the damage die of your Sneak Attack decreases by half. So on the sixth day, you would only be able to Sneak Attack for 1d3 extra damage, and on the tenth day, you add no bonus damage to your Sneak Attack. At that point, your Sneak Attack becomes useless and the ring teleports away to be found by someone new. However, your mind is now flled with everything you need to become a rogue. This means 0-level characters can become 1st level rogues and characters of higher-level can choose to multiclass as one. Once you take a level in rogue, your Sneak Attack is restored as per normal for the class. Special: Once you take a level in rogue, you gain profciency in any one additional rogue skill. Ring of Sorcerous Destiny Curio, common (does not require attunement) This Tiny pulsating gemstone sits in a gold setting. The gem is warm to the touch, but not hot, and


38 250 Best Magic Items: Curious, Oddities, and Trinkets emanates faint arcane, divine, or eldritch energies. Radiates: Transmutation magic. Power: When you frst wear this ring, a magical aura emanates from it, visible as a thin misty purpleblue haze that dissipates in 1 minute. You know prestidigitation while you wear this ring. Special: If you choose to attune to this ring, you may cast a single 1st level sorcerer spell once per day exactly as if you were a 1st level sorcerer. If you make a successful DC 15 Charisma check, you decide which spell the ring contains, otherwise, the GM does. Either way, the spell must have a saving throw DC. You can cast this spell on multiple days, but for each day after the frst, the saving throw DC of your spell decreases by 1. When the DC drops to 0, the ring teleports away to be found by someone new. However, your mind is now flled with everything you need to become a sorcerer. This means 0-level characters can become 1st level sorcerers and characters of higherlevel can choose to multiclass as one. Special: Once you take a level of sorcerer, prestidigitation does not count against the number of cantrips you know at 1st level. Ring of Sworn Destiny Curio, common (does not require attunement) This Tiny pulsating gemstone sits in a gold setting. The gem is warm to the touch, but not hot, and emanates faint martial energies. Radiates: Transmutation magic. Power: When you frst wear this ring, a magical aura emanates from it, visible as a thin misty grayishwhite haze that dissipates in 1 minute. You gain the paladin’s Divine Sense class ability while you wear this ring. Special: If you choose to attune to this ring, you may cast a single 1st level paladin spell once per day exactly as if you were a 1st level paladin. If you make a successful DC 15 Charisma check, you decide which spell the ring contains, otherwise, the GM does. Either way, the spell must have a saving throw DC. You can cast this spell on multiple days, but for each day after the frst, the saving throw DC of your spell decreases by 1. When the DC drops to 0, the ring teleports away to be found by someone new. However, your mind is now flled with everything you need to become a paladin. This means 0-level characters can become 1st level paladins and characters of higherlevel can choose to multiclass as one. Special: Once you take a level of paladin, you know thaumaturgy. Ring of the Were-Goat Oddity, common (does not require attunement) This weird ring is made from polished ram's horn inscribed with the Sylvan sigil for "transform." Radiates: Transmutation magic (unstable). Power: You gain a giant goat’s sure-footed trait (MM). Special: If you choose to attune to this ring, you gain the giant goat’s ram attack (MM). Curse. Whenever you put the ring on after you attune to it, you must make a DC 15 Charisma check or be instantly polymorphed into a giant goat (MM) by day and a satyr by night. The ring melds into your new forms and cannot be taken of without remove curse. However, you are allowed a new save every full moon, and if successful, instead of breaking the curse, you master it by gaining the ability to shift between giant goat, satyr, and your original form as an action at any time. You retain your Intelligence, Wisdom, and Charisma regardless of which form you take and whether or not you have mastered the curse. When in satyr form, you only gain their physical ability scores, speed, skill bonuses, and ram attack. Ring of Wild Destiny Curio, common (does not require attunement) This Tiny pulsating gemstone sits in a gold setting. The gem is warm to the touch, but not hot, and emanates faint martial and druidic energies. Radiates: Transmutation magic. Power: When you frst wear this ring, a magical aura emanates from it, visible as a thin misty green haze that dissipates in 1 minute. You gain the ranger’s Natural Explorer class ability while you wear this ring. Special: If you choose to attune to this ring, you may cast a single 1st level ranger spell once per day exactly as if you were a 1st level ranger. If you make a successful DC 15 Wisdom check, you decide which spell the ring contains, otherwise, the GM does. Either way, the spell must have a saving


39 250 Best Magic Items: Curious, Oddities, and Trinkets throw DC. You can cast this spell on multiple days, but for each day after the frst, the saving throw DC of your spell decreases by 1. When the DC drops to 0, the ring teleports away to be found by someone new. However, your mind is now flled with everything you need to become a ranger. This means 0-level characters can become 1st level rangers and characters of higher-level can choose to multiclass as one. Special: Once you take a level of ranger, you know druidcraft. Rusty Blade Oddity, weapon (any piercing or slashing), common (does not require attunement) This is a rusty, pitted piercing or slashing weapon (any kind) that has seen better days, but has a strange and sinister gleam when you hold it up to the light. Despite its decrepit appearance, it is stronger than it looks. Radiates: Conjuration magic (unstable). Power: You deal 2 extra points of poison damage with this weapon. You sufer vulnerability to poison damage. Special: If you choose to attune to this weapon, you gain resistance to poison damage. In addition, this weapon sheds sickly rust-colored dim light in a 5 foot radius as a free action. Note: This is an example of a broken or failed magic weapon that still retains some degree of its power, but in an unstable form. Other such weapons include the blasted bludgeon, charred blade, icicle blade, and thunder bludgeon. Sculptor of Dreams Oddity, common (does not require attunement) This silver ring is set with a piece of warm meteorite. Radiates: Divination and transmutation (unstable). Power: When worn, you gain the dwarven racial ability of stonecunning. Special: If you choose to attune to this item, once per long rest, you can touch any stone wall and magically see and hear through it as if it wasn't there for 1 minute. No one else can see or hear through it and no one on the other side can see or hear you. Curse. Whenever you take a long rest and sleep within 30 feet of stone, your dreams reshape some or all of that stone to resemble something from your dreams exactly as if you had cast stone shape. Roll 1d12 on the table below to determine the curse’s efect: Sermon of a Saint Oddity, common (does not require attunement) This is a chipped and blood-stained statuette of what appears to be a kindly-looking saint from an unknown religion. There are no identifying marks. Radiates: Transmutation magic (unstable). Power: When you pour fresh blood over this item, the face and hands of the statuette animate and it preaches a loud sermon to you in a dead language. This goes on for 5 minutes, then the efect ends. RUSTY BLADE d12 Stone Shape Dream-Curse Result 1 Idol (50%) or bas relief (50%) of yourself 2 Idol (50%) or bas relief (50%) of someone you like/love 3 Idol (50%) or bas relief (50%) of someone you fear/hate 4 Idol (50%) or bas relief (50%) of a monster you’ve fought 5 Idol (50%) or bas relief (50%) of a location you’ve seen 6 Idol (50%) or bas relief (50%) of 2 people you like/love 7 Idol (50%) or bas relief (50%) of 2 people you fear/hate 8 Idol (50%) or bas relief (50%) of something prophetic 9 Pit trap (10 foot wide, 10 foot deep, with stone spikes) 10 Staircase up (50%) or down (50%), 33% it is a spiral one 11 Secret Door (10% it leads to the Elemental Plane of Earth) 12 GM’s choice (50%) or cursed player’s choice (50%)


40 250 Best Magic Items: Curious, Oddities, and Trinkets If you use tongues or similar magic, or fnd someone to translate its words, you learn the saint is telling you that if you are not happy with your life, to seek out a certain far-of place and perform a certain blood sacrifce at a certain time of day, assuring you that “all will be revealed” (along with your reward) afterward. The saint answers no questions (to arcane spellcasters, the item appears to be pre-programmed and not an actual being). The specifcs of what the saint says are up to the GM. Special: If you choose to attune to this item, you can read, speak, and write the saint’s language for however long you remain attuned. Serpent Arrow Oddity, common (does not require attunement) This is a strange golden arrow with a snake head instead of a normal arrow head. Radiates: Conjuration magic (unstable). Power: When you loose this arrow from a bow, it does no damage to the creature or object struck, but immediately transforms itself into a swarm of poisonous snakes (MM). The swarm attacks any creatures present for a number of rounds equal to your Charisma modifer (minimum of 1), then vanishes unless killed sooner. The arrow is destroyed in the process. After you loose the arrow, a tiny snake bite appears on the hand you loosed the arrow with. You immediately sufer the poisoned condition (no save) for as long as the swarm remains. Special: If you choose to attune to this item, you are not poisoned by the arrow and the arrow is not destroyed when you loose it. Instead, it reforms itself 1 round after the swarm vanishes or is killed. You may use the arrow’s power once per day. Shenanigans Curio, common (does not require attunement) This is an exquisite multicolored marble. Radiates: Transmutation magic. Power: As an action, you can toss this marble at an area of solid brick, clay, stone, or wood fooring within 30 feet of you. It immediately transforms and bursts into hundreds of copycat marbles that roll everywhere. This explosion deals 1d6 bludgeoning damage to any creature in a 20 foot radius on the round you throw it; creatures in medium to heavy armor only take half damage. In addition, both on the round you throw it and for every round thereafter (up to 1 minute total), any creature attempting to move through the 20 foot area must make a successful Dexterity saving throw or be knocked prone unless they move at half speed. The marbles all roll back and reform into the original marble after 1 minute. The marbles do this regardless of gravity, distance, or any other factor, including when being carried by another creature. If a creature has swallowed one or more marbles at the time the duration ends, it sufers an extra 1d6 bludgeoning damage as it involuntarily vomits the marble(s) up. You may use this power once per day. Special: If you choose to attune to this item, you may use this power once per long rest and it reforms and returns to your pocket 1 minute after you use it. Skull of the Grim Feast Oddity, common (does not require attunement) This is the hollowed-out, gold-dipped skull of a ghast (MM). Radiates: Evocation, necromancy, and transmutation magic (unstable). Power: If you drink fresh human blood from this skull after dark, in dim light or darkness, or anytime while underground, you are healed by necrotic damage and damaged by healing magic (but normal nonmagical healing works as usual). The skull can hold enough blood for up to 13 creatures to sip. Reflling it with more blood has no efect as the skull can only be used once per day. This weird efect remains until the sun comes up, at which point every creature who sipped from it sufers 1 level of exhaustion. Special: If you are a cleric of a god of death or undeath, necromancer, sorcerer of necromantic or shadow sorcerous origin, or a warlock with a patron of death or undeath, and you choose to attune to this item, you gain advantage on saving throws against paralysis and a burrowing speed of 10 feet while under the efects of the skull’s power. You can only burrow through dirt, mud, sand or similar material, not through brick or stone. Curse. If you die before dawn while using the skull's power, you rise as a ghoul (MM) in a number of rounds equal to 1 + your Constitution modifer. 40 250 Best Magic Items: Curious, Oddities, and Trinkets


41 250 Best Magic Items: Curious, Oddities, and Trinkets However, if you are attuned to the skull, you rise as a ghast (MM) instead. Casting remove curse or greater restoration on you before you die dispels the curse. Casting either spell on you after you die prevents you from rising as undead. Casting either spell on you after you have risen as undead has no efect. Skull Ward Against Chaos Curio, common (does not require attunement) This is a gold-dipped skull of a chaotic priest slain and bound by the forces of law. Radiates: Abjuration and evocation magic. Power: When you command it as an action, the skull sheds dim light in a 5 foot radius and foats in the air 10 feet above your head. It moves with you when you move, matching your speed. For the next 1 hour, you gain advantage on saving throws against spells cast by chaotic creatures that target you directly or indirectly. Each time you use this item's power, you sufer 1 level of exhaustion immediately after the duration ends. Special: If you are attuned to this item and you are of lawful alignment, you do not sufer exhaustion when you use this item's power. Skull Ward Against Against Evil Curio, common (does not require attunement) This is a gold-dipped skull of an evil priest slain and bound by the forces of good. Radiates: Abjuration and evocation magic. Power: When you command it as an action, the skull sheds dim light in a 5 foot radius and foats in the air 10 feet above your head. It moves with you when you move, matching your speed. For the next 1 hour, you gain advantage on saving throws against spells cast by evil creatures that target you directly or indirectly. Each time you use this item's power, you sufer 1 level of exhaustion immediately after the duration ends. Special: If you are attuned to this item and you are of good alignment, you do not sufer exhaustion when you use this item's power. Skull Ward Against Good Curio, common (does not require attunement) This is a gold-dipped skull of a good priest slain and bound by the forces of good. Radiates: Abjuration and evocation magic. Power: When you command it as an action, the skull sheds dim light in a 5 foot radius and foats in the air 10 feet above your head. It moves with you when you move, matching your speed. For the next 1 hour, you gain advantage on saving throws against spells cast by good creatures that target you directly or indirectly. Each time you use this item's power, you sufer 1 level of exhaustion immediately after the duration ends. Special: If you are attuned to this item and you are of evil alignment, you do not sufer exhaustion when you use this item's power. Skull Ward Against Law Curio, common (does not require attunement) This is a gold-dipped skull of a lawful priest slain and bound by the forces of chaos. Radiates: Abjuration and evocation magic. Power: When you command it as an action, the skull sheds dim light in a 5 foot radius and foats in the air 10 feet above your head. It moves with you when you move, matching your speed. For the next 1 hour, you gain advantage on saving throws against spells cast by lawful creatures that target you directly or indirectly. Each time you use this item's power, you sufer 1 level of exhaustion immediately after the duration ends. Special: If you are attuned to this item and you are of chaotic alignment, you do not sufer exhaustion when you use this item's power. Skull Ward Against Neutrality Curio, common (does not require attunement) This is a gold-dipped skull of a neutral priest slain and bound by opposing forces of law or chaos. When you command it as an action, the skull glows, then foats in the air 10 feet above your head. It moves with you when you move, matching your speed. SKULL WARD


42 250 Best Magic Items: Curious, Oddities, and Trinkets Radiates: Abjuration and evocation magic. Power: When you command it as an action, the skull sheds dim light in a 5 foot radius and foats in the air 10 feet above your head. It moves with you when you move, matching your speed. For the next 1 hour, you gain advantage on saving throws against spells cast by creatures of any neutral alignment that target you directly or indirectly. Each time you use this item's power, you sufer 1 level of exhaustion immediately after the duration ends. Special: If you are attuned to this item and you are of chaotic or lawful alignment, you do not sufer exhaustion when you use this item's power. Smugglerʼs Delight Curio, common (does not require attunement) This silver crate and barrel medallion hangs on a silver chain necklace. Radiates: Transmutation magic. Power: While wear this item and spend a free action to activate it, you gain advantage on Charisma (Deception, Persuasion) checks made to hide anything about yourself or your cargo that is illegal and those searching or questioning you have disadvantage on checks regarding your story or cargo. This efect lasts for a number of hours equal to your Charisma modifer (minimum of 1). For every encounter in which you use this item's power, you sufer 1 level of exhaustion. Special: If you choose to attune to this item, and you are a bard, transmuter, rogue, or a cleric of a god of luck, merchants, thieves, or trickery, you do not sufer exhaustion when you use this item's power. Sneak Powder Oddity, common (does not require attunement) This is a black leather pouch containing the ashes of an unlucky rogue. Radiates: Transmutation magic (unstable). Power: If you rub these ashes into any suit of armor that normally imposes disadvantage on Stealth checks, these ashes negate that disadvantage. This efect lasts for 1 hour. The pouch contains only enough ashes to coat one suit of armor. Special: If you choose to attune to this pouch, the efect on the armor lasts for as long as you remain attuned. In addition, you may refll the pouch with the ashes of other dead rogues to use the item’s power on additional suits of armor. The efects on these suits also becomes permanent as long as you remain attuned to the pouch. Limit: The pouch only holds the ashes of one rogue at a time, and you may only use its power once per day regardless of how many ashes you try to refll it with. Spirit Bottle Oddity, common (does not require attunement) This is a stoppered bottle flled with weird gray mist. Radiates: Illusion magic (unstable). Power: When you open this bottle, it releases illusions of what appear to be 1d6+2 “ghosts” that foat around radiating bright gray light in a 5 foot radius and dim gray light for an additional 5 feet. The ghosts make spooky noises but cannot otherwise speak. After 1d6+2 rounds, the ghosts are sucked back into the bottle. You may use this power once per day. Special: If you choose to attune to this item, you can make the “ghosts” resemble specifc humanoids you know. Sword of a Saint Oddity, common (does not require attunement) This is a heavily rusted, pitted longsword with a holy symbol embedded in its pommel. Radiates: Abjuration magic (unstable). Power: When you draw this blade in the presence of fends or undead, the blade sheds bright white light in a 30 foot radius and dim white light for an additional 30 feet. Any fends or undead caught in the bright light become frightened of you and must fee the area of efect for 1d6+1 rounds. If they cannot fee, and are 1/2 CR or less, they are destroyed. After 1d6+1 rounds, the sword stops shedding light and loses its magic forever. Special: If you choose to attune to this item, you add your Wisdom or Charisma modifer (whichever is higher, minimum of 1) to the duration, both for how long the sword sheds its light, and how long fends and undead caught in the sword’s bright light must fee. Thoughts of An Old Man Oddity, common (does not require attunement) This book is bound in hardened brown leather. Radiates: Divination magic (unstable). Power: The book is flled with rambling life lessons


43 250 Best Magic Items: Curious, Oddities, and Trinkets and amusing anecdotes of a self-proclaimed "wise old man." You gain a +2 bonus to History checks. Special: If you choose to attune to this item, you may call upon "the old man" from the book for advice and insight a number of times per day equal to your Wisdom modifer (minimum of 1). This functions as the augury spell, but the answers sound like a grumpy old man talking in your head. Unfortunately, he never gets right to the point. Be prepared for "back in my day" lectures, bad jokes, insults, outdated references, and random, inappropriate bawdy stories before you get your answer. The old man has to fnish his rambling and give you your answer before you can ask additional questions. If you try to speed him up, ask more than one question at a time, or otherwise interrupt him, you get a lecture about young people always being in a hurry, and then he falls “asleep” and won't answer any more of your questions for 24 hours. Limit: Due to the old man’s rambling answers, each answer he gives eats up 10 minutes of your time before he gets to the point. If you enter combat or attempt any activity besides walking while he is answering you, you sufer 1 level of exhaustion from him suddenly changing the subject and loudly criticizing everything you’re doing. Thunder Bludgeon Oddity, weapon (any bludgeoning), common (does not require attunement) This is a storm-scarred, battered bludgeoning weapon. Radiates: Evocation magic (unstable). Power: You deal 2 extra points of thunder damage with this weapon. You sufer vulnerability to thunder damage. Special: If you choose to attune to this weapon, you gain resistance to thunder damage. In addition, the weapon sheds dim, roiling gray storm-light in a 5 foot radius as a free action. Note: This is an example of a broken or failed magic weapon that still retains some degree of its power, but in an unstable form. Other such weapons include the blasted bludgeon, charred blade, icicle blade, and rusty blade. Token of Remorse Oddity, common (does not require attunement) This pendant is chiseled from the darkest obsidian. Radiates: Transmutation magic (unstable). Power: When worn, this pendant will change your speech pattern to that of someone with remorse. For instance, if you are a thief, you might speak in a more regretful tone about your past, even if you aren't feeling such emotions. This grants you advantage on Charisma (Deception, Persuasion) checks for 1 hour when facing judgment for your crimes, trying to forge an alliance with someone you plan to backstab later, etc. Each use drains 1 charge. Special: If you choose to attune to it, creatures sufer disadvantage on all Wisdom (Insight) checks for 1 hour against you and zone of truth does not work on you during this time. Each use drains 1 charge. Charges: The pendant has 6 charges. It can be recharged only by bathing it in the blood of an honest humanoid for 1 hour (who must die in the process). This restores the item to 6 charges and moves your alignment one step closer to evil each time you do it. Unspeakable Ring of Wandrei Oddity, common (does not require attunement) This is a ring made of an unknown crimson metal. It is covered in weird, ancient writing. If translated, it reads, “Glory to the Unspeakable Ones.” Radiates: Abjuration and evocation (unstable). Power: If you read the translated inscription aloud, the ring sheds bright crimson light for 10 feet and dim crimson light for an additional 10 feet. Every time you put the ring on, shooting pain wracks your body for 10 minutes, imposing the poisoned condition on you (no saving throw). After the 10 minutes pass, the condition ends and you now fnd you can control the ring’s light, extending its bright light to 30 feet and its dim light to 30 feet. Special: If you choose to attune to this item, then while the ring’s light is activated, you can speak with and understand aberrations and oozes and gain a +4 bonus to Charisma checks against them. In addition, aberrations and oozes cannot attack you while bathed in the ring’s bright light, and sufer disadvantage on any attacks they make against you while exposed to the ring’s dim light. These penalties apply only to you and not to other creatures in the light. Try our optional new Exhaustion rules on page 6.


44 250 Best Magic Items: Curious, Oddities, and Trinkets Vampire Skull Curio, common (does not require attunement) This is the fanged skull of a vampire lord or spawn. Radiates: Evocation and transmutation magic. Power: If you "feed" this skull your blood it grants you 1 temporary hit point and advantage on Charismabased skill checks, so long as the rolls are made after dusk, in dim light or darkness, or anytime while underground. Once dawn breaks, the efect ends you lose your temporary HP and take 1 level of exhaustion. Special: If you choose to attune to this item, and you are a cleric of a god of death or undeath, a necromancer, a ranger with undead as your favored enemy, a sorcerer with a necromantic or sorcerous origin, or a warlock of a patron of death or undeath, you do not sufer exhaustion when you use this item's power, plus it grants you 2 temporary hit points instead of 1. Curse. Bats, rats, and wolves are attracted to you. They are not hostile unless you are hostile to them, but they may freely attack or harass your companions. Visor of All-Seeing Curio, common (does not require attunement) This red-plumed great helm features a retractible visor. Radiates: Abjuration magic. Power: When you wear this item with the visor pulled down over your eyes, you gain advantage on saves to see through illusions and to prevent the blinded condition. If you are already sufering blindness due to magic, you may reroll your saving throw once you slide the visor down. This item provides all the protection of a regular helmet as well, and does not impair your normal vision. Each time you use this power to avoid being blinded, you sufer 1 level of exhaustion. Special: If you choose to attune to this item, and you are a cleric, fghter, or paladin, you do not sufer exhaustion when you use this item's power. Warning Moon Curio, common (does not require attunement) This crescent moon talisman is made of purest silver. Radiates: Divination magic. Power: During a short or long rest at night, you may present the talisman to the moon or night sky. You receive a vision of a dangerous situation that is likely to happen to you or someone you care for within 24 hours. Note that if nothing is likely to happen, the vision shows you standing under the moon at peace. If there is a vision of danger, the danger is not necessarily life-threatening, though it might be. The vision might not be detailed and lack vital details. For example, you could see the creature who placed the danger in motion, but its face is blurred or it is shown only from behind. You might see a book or map, but not close enough to read. You might see a location, but it is shrouded in darkness. Whatever the case, you are (or could be) the key to its resolution. This power only works for you once per month. Special: If you attune to this item, you can use its power once per week. Special: If you are a cleric of darkness or the moon, a diviner, or a druid and you attune to this item, you can use its power once per night. Windblown Scarf Oddity, common (does not require attunement) This is a handsome silk scarf covered in arcane symbols and the word, “Windblown” in Primordial (Auran). Radiates: Transmutation magic (unstable). Power: Anytime you would take falling damage, this scarf reduces it by half. When you land, you take 1 level of exhaustion. Special: If you choose to attune to this scarf, whenever you fall, it casts feather fall on you. If that is not enough to prevent all your falling damage, then it still reduces any falling damage that remains by half. You still take 1 level of exhaustion when you land. In addition, you may spend a bonus action to wrap the scarf around your mouth and nose to gain advantage on saving throws against smell-based attacks, like a ghast’s stench or stinking cloud. You do not sufer exhaustion from using the scarf against smell-based attacks. Get your FREE copy of Heirloom Magic Items at www.MageGate.com


45 250 Best Magic Items: Curious, Oddities, and Trinkets VISOR OF ALL-SEEING Weird Weapons Want more weird “broken” or failed magic weapons as oddities? It’s easy to make as many as you want… First, describe the type of weapon and how it was damaged. For example, “This is a storm-scarred, battered bludgeoning weapon.” If it deals acid or poison damage it radiates conjuration magic. If it deals necrotic damage, it radiates necromancy magic. If it deals psychic damage, it radiates enchantment magic. All other damage types radiate evocation. All oddities detect as unstable, which is a dead giveaway an item is either cursed or failing to perform properly in some way. Weapon oddities all have one power with one builtin drawback: “You deal an extra 2 points of (damage type) with this weapon. You suffer vulnerability to (damage type).” In addition, they all have one special power: “If you choose to attune to this weapon, you gain resistance to (damage type). In addition, the (weapon) sheds dim (thematic color) light in a 5 foot radius.” That’s how to create a basic weapon oddity. If a player wishes to “fix” the oddity, that will involve a quest of some kind, either to find rare spell components and the right spellcaster, or to bring the weapon to the right place at the right time and perform a sacrifice of some kind. The details are up to the GM. When the weapon is restored, it becomes a +1 weapon and instead of only dealing an extra 2 points of (damage type) it deals an extra die of its damage type instead. For example, if a restored thunder bludgeon was a war-hammer, it would deal an extra 1d8 thunder damage, but only if you are attuned to it. That’s the basic restored version. However, there may be a reason the weapon failed and was abandoned–one that is not obvious to the new owner. Maybe the weapon was cursed (and restoring it to full power also restores its curse), or perhaps the former owner is tied to the weapon– either psychically or physically. What if restoring the weapon resurrects the former owner or brings them back as an undead to reclaim their stolen property? The GM can have all sorts of sneaky fun with this…


47 250 Best Magic Items: Curious, Oddities, and Trinkets In the PHB, trinkets are weird, random magical or nonmagical things you can use for dungeon dressing or to give to your 1st level character for fun or to sell for a few coins… but they don’t really do or mean anything. How much better would it be if that one random trinket you got at 1st level had depth and meaning customized to your character’s backstory and story goals? And that actually gave you some sort of thematic advantage that not only defned who you are, but where you come from, and where you’re going? That would be awesome, right? For us, that kind of character grounding and customization has always been either absent or lacking from every edition of the game, and that’s why this chapter is not only our favorite, but also the one we feel is the most important and most useful. Our trinkets can afect not just the frst session, but the course of your entire campaign (GM willing). All you have to do as a player is follow up on the obvious hooks, character motivations, and story goals each trinket provides. These items are intentionally not all created equal. Some ofer immediate (or near immediate) rewards in the form of cash, land, or social connections, while others give you an ongoing afnity for a certain kind of armor, magic, weapon, or skill check. Some provide you with ways to earn a living during your downtime; these are more suggestions than guarantees, and are dependent on you being in the right area and making the right connections to be hired. For example, many jobs require you to reside in a large market town or city, while others demand you be in a rural or wilderness setting. This mirrors reality; we are all born into diferent situations with diferent skills or talents. You can be grateful, jealous, or inspired by what you roll compared to what other players get. Just like life. Our goal here is to help you customize your character and get you really thinking about your backstory—what drives and motivates you into a life of adventure. That’s why we give you plenty of options to pick from as to what each trinket could mean. We also suggest you how you might have acquired the item, and who you acquired it from, and give you ideas of what you to do with it. These are designed to inspire you, and not meant as creative strait jackets. It’s your character and your game. Have fun! As always, use what you like and ignore what you don’t. Using these trinkets not only integrates you into the game world faster and better, but provides both you and the GM with endless opportunities to exploit your trinket as the campaign progresses. Be sure to check out the Trinket Meanings bonus section on page 81. The Power of Trinkets Every trinket has one or more powers, but all trinkets have one power in common, which we do not repeat in the individual descriptions to save space. Power: If you turn your trinket into a magic item, the cost to create it is 50% less than any other item would cost due to the psychic bond you’ve created with it, flling it with your emotions and energy. Any additional enchantments you may add to it later do not receive this discount. The GM may rule certain trinkets cannot be turned into magic items, or limit the type of magic item they can become. Create Your Own Trinkets All trinkets are powered by your belief more than any actual magic they might ofer. As such, trinkets can provide 1-3 of the following powers: • A +2 bonus to a single broad skill check • A paired +2 bonus and -4 penalty to Charisma checks against allies and enemies • A +1 to +2 bonus to one or more specifc uses of a skill check or ability check • A +1 damage bonus to one energy type • A +1 bonus to a spell DC targeting a single creature • An extra use of Channel Divinity per day in exchange for 1 level of exhaustion • A +2 bonus to Turn or Destroy Undead • A +1 healing or damage bonus to potions, acids, or poisons brewed with it • Remove 1 exhaustion level on a short rest • Remove 2 exhaustion levels on a long rest • Heal 1d4 hit points • Shed +/- 10 feet of bright and/or dim light • Gain a weapon, skill, or tool set profciency • Gain a single racial trait (PHB, MM, etc.) Chapter 4 Trinkets


48 250 Best Magic Items: Curious, Oddities, and Trinkets Some of these powers are limited to once per session, once per short rest, once per short or long rest, or only in specifc situations. Use your best judgment and as always, the GM has the fnal say as to what is and isn’t allowed. Trinket Retail Value While your trinket is always of great worth to you, it varies in value to others from worthless to up to as much as 500 gp. A trinket’s maximum value (short of any later additions or enhancements) is capped at 100 gp x your Intelligence, Wisdom, or Charisma modifer (whichever is higher, minimum of 1). How to Gain Your Trinket Roll once on the trinkets table of your choice to equip your 1st level character (or whatever level you are starting play at). The tables are on pages 76-81. Trinket Meanings Be sure to check out the advice, ideas, and suggestions we ofer for the meanings of your trinket. We cover arcane, divine, martial, social, and wilderness (plus family heirlooms). You can fnd them all on page 81. Alchemy Kit This is a locked wooden box with leather straps you can wear slung over one shoulder or as a backpack. It contains your notes, manuals, various alchemical agents and reagents, as well as carefully packed vials, beakers, and miscellaneous base materials to be transformed. This kit is new and in good condition, or it could be old and in reasonable condition, or it could be pretty beat up and hard to get anything useful from. You may have made it yourself, or bought it new or used. It might have been a gift, or perhaps a reward. It might have identifying marks, heraldry, or insignia you are not aware of. The contents might be of good quality, or they might have been damaged, depleted, spoiled, or become toxic. Value: 50-100 gp, depending on condition/rarity. Power: Once per session, when you display or use your item in a way that makes sense to you and the GM, you gain advantage on a single skill check or saving throw of your choice. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Special: Any potion of healing you brew with this kit always heals 1 extra hit point, and any acids or poisons you create with it always deal 1 extra point of damage. In addition, any potions, acids, or poisons you create with this kit cost 50% less. Note: You can earn a living as an alchemist in your downtime. Animal Trap This is an animal trap made of metal. It has a springloaded metal door that snaps shut when triggered, and comes attached to a 5 foot iron chain with a metal spike and hammer to secure the spike to the ground or to a tree. You keep the trap and related items in a leather sack or backpack. If used as an improvised weapon, treat the trap as a fail. If used in its normal capacity as a trap, it deals 1d4 bludgeoning + 2 piercing damage and restrains any creature that steps on it until released. Value: 1-2 gp, depending on condition/rarity. Power: Once per session, when you display or use your item in a way that makes sense to you and the GM, you gain advantage on a single skill check or saving throw of your choice. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Note: You can earn a living as a hunter, trapper, or furrier in your downtime. Arcane Spell Focus This item is a small, hand-sized object that is not designed for use in combat. It could be an unusual orb, rock, fetish, totem, wand, etc. This could be an item you bought, or a unique one you made or had made, or a fancy one you were gifted, inherited, or stole. It should be unusual in some way. Value: 10-30 gp, depending on condition/rarity. Power: Once per session, when you display or use your item in a way that makes sense to you and the GM, you gain advantage on a single skill check or saving throw of your choice. Special: Once per session, if you spend a bonus action focusing on this trinket, you gain a +1 bonus to the DC of the next arcane spell you cast that afects a single creature.


49 250 Best Magic Items: Curious, Oddities, and Trinkets Armor (Any) This is a suit of light, medium, or heavy armor either that you made or had made or were gifted by or inherited from a family member or mentor. It could be simple, ornate, or unusual in some way, but whatever it is, it is a source of pride for you, and a source of strength you draw upon when confronted by danger. Value: +25% more than the armor’s normal cost. Power: You gain profciency in the category of armor your suit qualifes as. Special: If it is light armor, then when you wear this suit, you add +1 to your armor class and you ignore any disadvantage to Stealth checks. Special: If it is medium armor, then when you wear this suit, your max Dexterity modifer increases to +3 and you only sufer a -2 penalty to Stealth checks instead of disadvantage. Special: If it is heavy armor, then when you wear this suit, you only sufer a -3 penalty to Stealth checks instead of disadvantage. Note: If you created this suit yourself, then depending on its type, you can earn a living as an armorer or leatherworker in your downtime. Otherwise, you can earn a living as a bodyguard, law enforcement ofcer, mercenary, or security guard. Body Paint This item is a container (or multiple containers) of body paint or dye with which you can color any part of your body or clothes. You may have mixed it yourself, or perhaps bought or stole it. It may be blue woad, red ochre, night black, the ashes of your ancestors or fallen enemies, etc. Wearing it will have a specifc meaning to you and those from your homeland, such as you are going to war, going on a night raid, in mourning, etc. Value: 5 sp to 1 gp, depending on condition/rarity. Power: When you wear this paint, you gain a +2 bonus to Charisma checks against those who respect or fear what it represents, and a -4 penalty against its enemies. Note: You can earn a living as a bodyguard, explorer, guide, or mercenary in your downtime. Book (Written by Someone Else) This is a book that someone else wrote. It is made of sturdy material such as parchment or vellum. It is decorated with the author's personal sigil or symbol. It may have been written by someone you know, love, admire, respect, or even hate. You carry this book as a reminder of the author, their life story, or the facts and stories inside. Alternatively, you carry this book as a reminder of your ties to a specifc individual or organization, or a specifc relationship with someone important to you. This book could also be a symbol of their wisdom, learning, intelligence, or knowledge. t could be a document of their experiences, experiments, travels, or the events leading up to their disappearance or death. It may have nothing to do with you directly, or it may mention you by name. Value: Up to 25-100 gp, depending on condition and rarity, and how (in)famous the author is. Power: Once per session, when you display or use your item in a way that makes sense to you and the GM, you gain advantage on a single skill check or saving throw of your choice. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Book (Written by You) This item is a journal or book written by you. Its pages are made of sturdy material such as parchment or vellum. It is decorated with your personal symbol or features your family crest or crest of your homeland. It may be written in any language you know or in code. It could also be a symbol of your purpose in life, such as to record the lives of your family or the history of your people. It could be a travel journal, a catalog of monsters you've killed, or a history book. It can be an illustrated feld guide, diary, spell-book, artist's journal, a book of poetry or songs, etc. Value: Up to 25 gp, depending on condition. Power: Once per session, when you display or use your item in a way that makes sense to you and the GM, you gain advantage on a single skill check or saving throw of your choice. Special: If you are an arcane spellcaster, you can use this item as your spellcasting focus. If you do, any new 1st level spells you acquire and record into this book cost 50% less, and any 2nd level spell costs 25% less. Note: You can earn a living as an author or scribe in your downtime.


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