The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

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

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
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

50 250 Best Magic Items: Curious, Oddities, and Trinkets Book of Forbidden Lore This is a book of forbidden lore. It is a source of knowledge of a subject that is forbidden, censored, or taboo to study, read, or know about. The tome can be a book, scroll, tablet, or even a series of notes. You might have encountered this knowledge by accident, or sought it out, or discovered it on your own. The subject matter can be anything, but it must be something the GM deems too dangerous to make public knowledge. Perhaps it's knowledge of a powerful ancient secret, forbidden spells, a forgotten monster, or an ancient evil deity, cult, or organization. Maybe it's the secret to creating a plague, or a powerful spell that uses the life force of its victims to cast. Maybe it's a list of enemies of a guild, or a list of the names of rebels who must be killed. Maybe it's a list of secret agents who must be killed, or a map of a labyrinth that must never be reproduced. Perhaps it's a forbidden form of magic, or a list of forbidden spells. It could also be a journal of the dark deeds of a retired monster hunter, or the diary of a depraved sociopath. It could also be a book of forbidden martial arts moves. Whatever the forbidden knowledge is, you feel it is powerful and dangerous and should be kept secret. You might be trying to destroy the item, or you might be trying to hide or protect it. Value: 50-500 gp, depending on condition and rarity (and contents!). Power: You gain a +1 bonus to Arcana, History, and Religion checks. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Brand or Scar You have a brand or scar on your body. It's a symbol of your service to your country or organization and the sacrifces you've made. Or, it could be deliberately inficted and artistic to indicate your rank or status within a tribe, cult, or organization. It could also be the result of an accident, criminal justice, medical procedure, or a magical or alchemical injury, perhaps from a duel or an experiment gone wrong. Value: Worthless, except to a necromancer or other “collector” of interesting body parts who can harvest the skin. Power: You gain a +2 bonus to Charisma checks against intelligent creatures who share the same or similar brand or scar from the same or similar source, and a -4 penalty against those who are its enemies. Special: If you received your scar or brand as part of honorable military or religious service, you can earn a living as a bodyguard, bouncer, law enforcement ofcer, mercenary, or security guard in your downtime. Broken Object This Tiny object is a piece of a broken statue, ornament, piece of jewelry, sword hilt, decoration, carving, furniture, etc. It may be cleanly broken of intentionally, or have sufered worse damage. Perhaps it is scorched by fre, stained by blood, or wrapped in rags from the clothes of dead or missing friends or family members. if you are an artisan, it could be a piece of your work or craft—perhaps the frst object you made. Value: Worthless, except to a collector or family member. 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. Calling Card This is a social calling card or business card. It could have been handed to you by another person, or it could be a calling card that you hand to other people (in which case, you have a few dozen of them). If it was handed to you by another, it could be an invitation to visit or stay, to hire them, or to seek their counsel. It might also be an invitation to get inside a secret club, cult, or black market. Value: Worthless, or up to 10 gp to the right buyer. BOOK OF FORBIDDEN LORE


51 250 Best Magic Items: Curious, Oddities, and Trinkets 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. Comb This treasured comb is not just a tool, but can be worn in your hair as a decoration. It could be a symbol of your rank, wealth, or vanity, or it could represent your clan, tribe, or religion. It’s a symbol of creating order and beauty from chaos. It could also remind you of your homeland and culture, and your desire to follow tradition. Value: Up to 1 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. Power: If you spend 10 minutes using this comb on your hair, you gain a +2 bonus to any Charisma checks you make for the next hour. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, then once per session, when you spend a bonus action to focus on this comb, you gain a +1 bonus to the DC of the next enchantment spell you cast that afects a single creature. Note: If you made the item yourself, or trained under the person who did, you can earn a living as an artisan in your downtime. Compass This is a compass that points to some goal you want to head towards, or it could be a compass that points away from something you seek to escape. This could be an ordinary item you bought, or a unique one you made or had made, or a fancy one you were gifted, inherited, or stole. If it is not ordinary, then describe how it is unusual. Value: 10-20 gp, depending on condition/rarity. Power: You gain a +1 bonus on Survival checks and can reroll any critical failure (roll of “1”) on a Survival check. You must accept the second result even if it is another critical failure. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, any locator type spells you cast (such as locate object) have their range doubled and do not require material components. Note: You can earn a living as an explorer or guide in your downtime. Cooking Pot or Cauldron This is a portable cast-iron cooking pot or miniature cauldron with two handles. It could be ordinary, or it may be embossed with symbols and fgures, perhaps of an arcane, divine, eldritch, or alchemical nature. Value: 1-10 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. Power: Once per session, 1d3+1 creatures you feed a meal you cooked from this pot recover 2 levels of exhaustion during their next long rest. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, any potion of healing you brew in this pot always heals 1 extra hit point, and any poison you brew in this pot always deals 1 extra point of poison damage. Note: You can earn a living as an alchemist, chef, or cook in your downtime.


52 250 Best Magic Items: Curious, Oddities, and Trinkets Crown This is a symbol of your rank and status. It could be a circlet or headpiece and it is made from gold or silver. It could also be a tiara, diadem, or a headband. It may feature spikes, skulls, dragons, animals, or fanciful creatures. You carry this crown as a reminder of your ties to your home and your family, or to your country or organization. The crown represents your future, or your noble birthright and duties, or your authority and the power that comes with it. It may also be a symbol of your homeland or country, or a symbol of your devotion to a deity or patron. It may be a symbol of your rank and status in a cult, guild, or secret society. Value: Up to 100 gp x your Intelligence, Wisdom, or Charisma modifer (whichever is highest, minimum of 1), 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. Power: When worn, you gain a +2 bonus to Charisma checks against those who respect or fear what your crown represents, and a -4 penalty from those who don’t. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, then once per session, when you spend a bonus action to focus on this crown you gain a +1 bonus to the DC of the next enchantment spell you cast that afects a single creature. Note: If you made the crown yourself, or trained under the person who did, you can earn a living as a jeweler in your downtime. Dagger This is a well-made metal dagger. It could be an ordinary one you bought, or a unique one you made or had made, or a fancy one you were gifted, inherited, or stole. Value: Up to 2-10 gp, based 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, such as to pick a lock with your dagger or use it to win a knife-throwing contest. Power: You deal 1 extra point of damage with daggers. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, any spell you cast that is or creates a weapon-based efect (such as magic weapon or spiritual weapon) deals 1 extra point of damage, regardless of source (such as a magic item). Note: You can earn a living as a bodyguard, law enforcement ofcer, mercenary, security guard, or weapon trainer in your downtime or, if you made the dagger or trained under the person who did, you can earn a living as a bladesmith. Dead Animal This dead animal may be a pet (or stillborn ofspring) of your family or companion. It may be intact, dissected, deformed, mummifed, prepared by a taxidermist, made into a cloak or other item of clothing, or mounted on a stick, spear, or staf. Value: 0-1 gp, depending on condition/rarity. Power: Choose one ability score; your choice must be in line with the animal’s highest ability score (refer to the MM). Once per session, if you spend a 10 minute ritual touching, meditating over, and drawing energy from your dead animal, you gain a bonus to all skill checks and saving throws using that animal’s highest ability score modifer as your bonus. Once activated, this power lasts for 1 hour. Death Belt This is a collection of animal bones and skulls and/or shrunken heads that have been cleaned and preserved and hang from a leather bandolier, belt, or cord. They can be mounted on a stand or hung from the wall. Skulls and shrunken heads have a special signifcance in many cultures and religions, as well as to druids and necromancers. For more about shrunken heads, see 250 Best Magic Items for Barbarians, Druids, and Rangers. Value: 5 sp to 10 gp, depending on condition/rarity. Power: If you wear this item, you gain a +2 bonus to Charisma checks against barbarians, clerics or other worshippers of a god of death or undeath, druids, necromancers, rangers, and intelligent undead. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus.


53 250 Best Magic Items: Curious, Oddities, and Trinkets Note: You can earn a living as a bodyguard, mercenary, or security guard in your downtime. Deck of Cards This playing card deck is made of pressed paper. The cards may or may not be decorated. The deck may be marked (for cheating) or unmarked. If the deck is marked, you gain a +2 bonus to cheat on gambling rolls made with this deck, and others who witness you cheat are allowed a Wisdom (Insight) check to spot the cheat. Value: 5 sp to 1o gp, depending on condition/rarity. Marked decks are always worth 10 gp. 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. Power: You gain profciency with gaming sets (playing cards). 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 gambler in your downtime. Deed This a deed to a small plot of land or a property. It could be in a dangerous or disputed wilderness or rural location, or it could be in town or city, even the capital. Perhaps you intend to develop it into a home or business, or fnd some other use for it. Perhaps you wish to sell it. The property can be anything, such as a mansion, tower, hedge maze, graveyard, tomb, a shop, a tavern, a pier, a greenhouse, a stable, a building in a large city, a village, a small island, etc. It could be a gift from a lover, a relative, a friend, or even a villain or enemy. You might have inherited it from a family member or other important individual, or you may not know why they had it in the frst place. You may be seeking to build a place of power, income, or just a comfortable home. It might be a place you want to protect. You might be trying to develop the property however you see ft, or you may be open to whatever the GM has in mind. Value: 100-500 gp, depending on condition and location. 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. Note: You can earn a living as a property owner in your downtime (via income from tenants, leaseholders, harvests, mineral rights, etc.) Dice These are four small wooden or bone cubes with pips on them to indicate the numbers 1-6. They may be ordinary or loaded to help you cheat. If the dice are loaded, you gain a +2 bonus to gambling checks with them, and others who witness you cheat are allowed a Wisdom (Insight) check to spot the cheat. Value: 1 sp to 1 gp, depending on condition/rarity. Loaded dice are always worth 1 gp, regardless of 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 or divine spellcaster, you can use this item as your spellcasting focus. Note: You can earn a living as a gambler in your downtime. Divine Spell Focus This is a divine spell focus that can appear however you wish. It could be an ordinary item you bought, or a unique one you made or had made, or a fancy one you were gifted, inherited, or stole. If it is not ordinary, then describe how it is unusual. Value: 10-20 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 divine spell you cast that afects a single creature.


54 250 Best Magic Items: Curious, Oddities, and Trinkets Drinking Mug or Tankard This mug or tankard is decorated with a symbol or pattern of your choice, and made from wood or metal. It holds one pint of liquid. It could be an ordinary one you bought, or a unique one you made or had made, or a fancy one you were gifted, inherited, or stole. Value: 5 cp to 10 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. Power: Once per day, any magic potion you pour into the mug and drink, also removes 1 level of exhaustion from you in addition to its normal efects. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, any acid or poison spell you cast deals 1 extra point of acid or poison damage. Any time you cast create food and water, the water can be good quality ale instead. Note: You can earn a living as a bartender or bouncer in your downtime. Family Heirloom (Magical) This is a family heirloom that it is a source of power and pride, due to its long history and magic. Use our free Heirloom Magic Items rules at www.MageGate.com to scale down a rare magic item from one of our other 250 Best Magic Items books (or the DMG or any book) until it becomes suitable to a character of 1st level (or whatever your starting level is, if it is less than 5th). Value: 100-500 gp, depending on condition/rarity. Power: When you display or otherwise wear, wield, or present this item, you gain a +2 bonus to Charisma checks against members of your family and their friends and allies, and a -4 penalty against your family’s enemies. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Family Heirloom (Nonmagical) This is a family heirloom that has tremendous sentimental value to you. It could be the last object you have directly representing your family, or it could be an object you were entrusted with before leaving your family. It may have once been lost, stolen, or given away due to death, theft, or other turmoil, but you have it now, and it gives you strength. The heirloom may be of good quality, or it may be in need of cleaning or repair. Value: 10-100 gp, depending on condition/rarity. Power: When you display or otherwise wear, wield, or present this item, you gain a +2 bonus to Charisma checks against members of your family and their friends and allies, and a -4 penalty against your family’s enemies. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Fan This is a hand-made fan (usually of silk or feathers) in a material that is appropriate to your homeland. It could be a simple design, or a very elaborate one. It can tell a story, such as being a token from someone you met on a journey, or a gift from someone special, from your homeland, or from a prestigious position you once held. You may have made it yourself, or acquired it as a family heirloom. It could have been a gift, or you might have bought or stolen it. Value: 5 sp to 10 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. If you do, then once per session, when you spend a bonus action to focus on this fan, you gain a +1 bonus to the DC of the next enchantment spell you cast that afects a single creature. Feather This feather is a reminder of a dream you had of fying, or perhaps a reminder of your ambition or innocence. It may be from a magical or nonmagical bird or birdlike creature you encountered, befriended, or killed. You may use it to decorate a helmet or headband, or wear it as a necklace. Value: 1 cp to up to 10 gp for a magical creature.


55 250 Best Magic Items: Curious, Oddities, and Trinkets 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. Power: Whenever you gain a fy speed, your fy speed is increased by 10 feet and you always know precisely how long you have until the spell ends so you can (in theory) safely return to the ground. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, the duration of any feather fall, fy, or levitate spells you cast are doubled and do not require material components. Flag This is a fag, pennant, or standard you carry either rolled in your pack or mounted to a lance, spear, staf, etc. It could be the fag of your homeland, a fag you captured in war, a fag about which you have a strange story, or a fag belonging to someone important to you. It could be a pirate or rebellion fag, a white surrender, truce, or parlay fag, a symbol of heraldry or religion, your family crest, etc. The fag may be of good quality, or it may be in need of cleaning or repair. Value: 5 sp to 5 gp, depending on condition/rarity. Power: Once per session, when you spend a bonus action to wave this fag in battle, you gain a single Bardic Inspiration die (PHB) that can afect a single creature in range (including yourself) who respects your fag and what it represents. 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 bodyguard, law enforcement ofcer, mercenary, or security guard in your downtime. Foreign Attire These are one or more articles of clothing that identify you as an outsider or foreigner in your current kingdom. It reminds you of your homeland and has tremendous sentimental value to you. It could be the last reminders of your old life that you have. It may be clothing that you cannot normally wear in your current society because it would draw unwanted attention and/or violence. The attire may be of good quality, or it may be in need of cleaning or repair. This could be an ordinary outft you bought, or a unique one you made or had made, or a fancy one you were gifted, inherited, or stole. If it is not ordinary, then describe how it is unusual. Value: 5 sp (commoner) to 50 gp (noble), depending on condition/rarity. Power: Whenever you wear this attire, you gain a +2 bonus to Charisma checks against those from your homeland or those who respect or admire it, and a -4 penalty from its enemies. Note: If you come from a well-known martial or war-like culture, you can earn a living as a bodyguard, law enforcement ofcer, mercenary, or security guard in your downtime. Otherwise, you can earn a living as a haberdasher. Formal Attire This is a well-made noble outft intended for formal occasions such as entertaining or honoring high profle guests, attending state or high society functions, holy days, celebrations, or ceremonies, etc. While you might be able to wear this in battle (in which case it would be ruined), normally it is as impractical for battle as it is for practical, everyday wear. It is designed more for style than for comfort. This outft may be yours, or perhaps you bought it new or used or stole it. If bought second-hand or stolen, it may have identifable marks, heraldry, or insignia on it you are not aware of. The attire may be of good quality, or it may be in need of cleaning or repair. Value: 25 to 50 gp, depending on condition/rarity. Power: When you wear this attire, you gain a +2 bonus to Charisma checks against those who respect or fear the nobility and/or merchant class, and a -4 penalty against those who don’t. Note: You can earn a living as a courtier, event planner, haberdasher, or politician in your downtime. Forgery This is a fake or reproduction of an actual art object such as a painting, or an important document, such as a letter of introduction, travel permit, etc. This could be an item you or your family bought, or a unique forgery you made or had made, or one you were gifted, inherited, or stole. Value: 100 gp x your Intelligence, Wisdom, or Charisma modifer (whichever is higher, minimum of 1).


56 250 Best Magic Items: Curious, Oddities, and Trinkets Power: If you forged this item yourself or trained under the person who did, then you gain a +2 bonus to checks to create or spot similar forgeries. Gem (Real) This is a gem that is not of great monetary value, but has tremendous sentimental value to you. It could be a gem you found or stole, or one you bought with the last of your money, or perhaps a gem that was a gift or inheritance from a loved one or mentor. It may be something you wish to sell to use the money to accomplish a goal, or perhaps the gem is a source of pride that decorates an item you possess (such as an amulet, the pommel of a sword, or brow of a helmet). Maybe it’s your lucky charm, or maybe you believe it has magical or healing properties. Value: 10 gp x your Intelligence, Wisdom, or Charisma modifer (whichever is higher, minimum of 1). Power: Once per session, you happily “discover” that the value of a single gem you have recently gained is actually worth 100 gp x your profciency bonus. A gem’s value can only be increased once by this power. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, you reduce the cost of all gem material components by 50%. Note: You can earn a living as a jeweler in your downtime. Gems (Fake) This is a pouch of 12 colored glass gems that you keep for their alleged monetary value, although you may not wish to use them for transactions. You may have bought them yourself, or they may have been given to you, or you may have stolen them or created them yourself. You may not even be aware they are fake, or believe if you wish hard enough, they will become real–or at least lead you to some real ones. Value: 10 gp for the set to an informed buyer, or 10 gp per fake gem to an uninformed buyer who believes they are real. 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 created these fake gems yourself or trained under the person who did, then you gain a +2 bonus to checks to create and recognize similar forgeries. Note: You can earn a living as a charlatan or jeweler in your downtime. Gift of Future Magic This is a Tiny token gifted to you by the mentor, patron, or deity that gave you the initial quest to join your class. It is small enough to ft on a necklace or a pendant, or perhaps small enough to ft in the palm of your hand. It has little monetary value to others, but is incredibly important to you, for it has an amazing beneft when you present it to the right person or use it in the right place under the right conditions at the right time. You may or may not be aware of this power, or may only have received some cryptic clue as to how to activate it. For example, your gift might be a simple wooden bowl that when flled with the water of a certain underground pool (or specifc slain water elemental) allows you to cast a locator spell (like locate object) or becomes a temporary one-time crystal ball, or opens a portal to a lost treasure or to he Elemental Plane of Water. Or, it could enable you to multiclass into an arcane or divine spellcasting class if you are not one already, perhaps by unlocking the truth of your sorcerous origin or by proving yourself worthy to sign a pact or serve a deity. Value: Up to 1 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 may use this item as your spellcasting focus. Goblet or Chalice This fancy metal drinking goblet or chalice is plated with gold and decorated with a symbol or pattern of your choice. It holds a half-pint of liquid. This could be an ordinary item you bought, or a unique one you made or had made, or a fancy one you were gifted, inherited, or stole. Value: 5 sp to 10 gp, depending on condition/rarity.


57 250 Best Magic Items: Curious, Oddities, and Trinkets 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. Power: Any potion of healing or similar liquid you pour into the goblet always heals 1 extra hit point for you, and any poison you drink from it always deals 1 less point of damage and gives you advantage on saving throws to resist the poisoned condition. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, any acid or poison spell deals 1 extra point of acid or poison damage. Any time you cast create food and water, the water can be excellent quality wine instead. Note: You can earn a living as a charlatan, courtier, food taster, sommelier, vintner, or wine merchant in your downtime. Good Luck Charm This is a trinket you carry with you for good luck. It could be a rabbit's foot, a four leaf clover, an unusually shaped or colored stone you found, a coin, piece of jewelry, etc. It could have been given to you by a friend or loved one, or you could have bought it yourself. It could have been given to you for good luck by someone you don't trust, or you could have received it from someone you trust who has since died. Value: 1 cp - 100 gp, depending on condition/rarity. Power: Once per session, when you spend a bonus action to rub, kiss, or otherwise call upon this charm, you gain a +1d6 bonus to your next skill check. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, you gain a +1 bonus to Concentration checks. Grappling Hook The head of this metal grappling hook is designed to stick in things, and the other end has a ring for a rope to attach to. This could be an ordinary item you bought, or a unique one you made or had made, or a fancy one you were gifted, inherited, or stole. If it is not ordinary, then it should be unusual in some way, such as the hooks are made to resemble beast or monster claws, or perhaps it features other embossed art or symbols on the hooks. Value: Up to 2-10 gp, depending on condition/ rarity. Power: You gain a +2 bonus to any checks you make that involve rope, knots, or grappling hooks. In addition, you gain weapon profciency using grappling hooks; they are no longer improvised weapons for you. A grappling hook deals 1d4 bludgeoning damage, and when attached to a rope, it gains the reach property. Whenever you score a critical hit with your grappling hook as a reach weapon, you knock the creature struck prone. The DC to negate this condition is equal to 8 + your Strength or Dexterity modifer (whichever is higher) + your profciency bonus. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Note: See the burglar’s hook in 250 Best Magic Items for Fighters and Rogues for a magical grappling hook. Hammer This is a light hammer made of iron. It could be an ordinary item you bought, or a unique one you made or had made, or a fancy one you were gifted, inherited, or stole. If it is not ordinary, then it should be unusual in some way, such as featuring a notched grip, textured handle, ornamented pommel, or a head shaped like a beast or monster. Value: 1 gp to 10 gp, depending on condition/rarity. Power: You gain weapon profciency with light hammers and warhammers. Power: You deal 1 extra point of damage with light hammers and warhammers. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, any spell you cast that is or creates a weapon-based efect (such as magic weapon or spiritual weapon) inficts 1 extra point of damage, regardless of source (such as a magic item). Note: If you made this hammer or trained under the person who did, you can earn a living as an armorer, blacksmith, or weaponsmith in your downtime. Otherwise, you can earn a living as a weapon trainer. Handaxe This handaxe is perfectly balanced for throwing. It may feature decorative feathers or beaded cords tied under the axe head or to the pommel. It may also feature carvings along the handle, etchings on the axe head, or a decorative pommel.


58 250 Best Magic Items: Curious, Oddities, and Trinkets Value: 10-20 gp, depending on condition/rarity. Power: You gain weapon profciency with handaxes. Power: You deal 1 extra point of damage with handaxes and this specifc handaxe’s range is 30/60 instead of the normal 20/60 for a handaxe. Note: If you made this weapon yourself or trained under the person who did, you can earn a living as a bladesmith or woodworker in your downtime. Otherwise, you can earn a living as an explorer, guide, hunter, lumberjack, trapper, or weapon trainer. Hat or Headdress This is a band of material, such as fabric or fur, that is worn around the forehead or crown of the head. It could be a hat, headband, turban, tribal headdress, etc. It is typically a symbol of status, authority, and/or leadership, but it can also represent your identity, family, or your homeland. It could be a colorful band that is intended to attract attention and make a strong impression, such as a band worn by a traveling jester or minstrel. It could be a plain band of leather or cloth, or a band of animal skin that could be worn around the forehead or crown of the head, like many tribal cultures wear. It might be decorated in some way, or it might be a simple strip of cloth. Value: 5 sp to 10 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. If you do, you may choose one damage type: acid, cold, fre, force, lightning, necrotic, poison, radiant, or thunder. Your spells that deal damage of this type deal 1 extra point of damage, regardless of source (such as a magic item). Once chosen, your damage type cannot be changed. Note: If you made the hat yourself or trained under the person who did, you can earn a living as a haberdasher or hatter in your downtime. Helmet This is helm or helmet that could be made of leather, chain, and/or metal. It may be open-faced or closed, or have a retractible visor if it is a great helm. It may have feathers or bat wings faring above the ears, animal horns, or a spiked crown, etc. For arcane or divine spellcasting classes, it may be more decorative and ornamental than protective, and perhaps feature bones, feathers, crystals, or painted runes or other symbols. You might have constructed the helm yourself, been gifted it, or bought or stolen it. Perhaps it was the helm of your friend or an enemy, or a family heirloom. It may have been unique or part of a uniform, either of which makes it readily identifable, for better or worse. Value: 1-50 gp, depending on condition/rarity. Power: You gain a +1 bonus to save against the blinded, deafened, and stunned conditions. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Note: If you made this helmet yourself or trained under the person who did, you can earn a living as either a leatherworker or armorer in your downtime. Otherwise, you can earn a living as a bodyguard, law enforcement ofcer, mercenary, or security guard. Herbs These are one or more herbs or drugs that you collect and carry with you for their medicinal purposes. You either use the herbs for healing or for their other properties, such as poison, for alchemical or occult purposes, or to achieve an altered state. The herbs or drugs could have been given to you by a friend or loved one, or you could have picked them along the way, or you could have bought them yourself. Perhaps they are common, rare, illegal, or addictive. Perhaps they only grow in dangerous or forbidden places, or are only native to your homeland. Value: 5 sp to 1 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. Power: You gain a +1 bonus to Nature and Medicine checks. Note: You can earn a living as an herbalist in your downtime. Holy Relic This is a minor relic infused with a small portion of divine magic. Perhaps you found or stole it, or were STAFFOFBALANCE


59 250 Best Magic Items: Curious, Oddities, and Trinkets gifted it for some service rendered by your mentor or another. Perhaps you inherited it. The item can appear however you wish but must be Tiny and if it glows, it can only shed dim light in a 5 foot radius, though the color(s) can be of your choice. The GM has the fnal say as to what your item can do. Perhaps it is only useful once, then is destroyed or loses its magic (see the oddity sword of a saint in this book for an example). Perhaps it is the key to a larger mystery or question, or a test to enter a cult or religious order, or part of a larger holy item that must be reassembled. If the GM agrees, you can roll on the Curios or Oddities table in this book and that can be your relic, or perhaps you can be allowed a Common magic item from any book (each of our class-based 250 Best Magic Items books features at least one or two Common items). Value: 100-500 gp. 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 a divine spellcaster, you can use this item as your spellcasting focus. Holy Symbol This item is a holy symbol of a religion: an amulet, emblem, etc. This could be an ordinary item you bought, or a unique one you made or had made, or a fancy one you were gifted, inherited, or stole. If it is not ordinary, then describe how it is unusual in some way. Value: 5-10 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 +2 bonus to the DC of your next use of Channel Divinity to Turn or Destroy Undead. Horn This hunting horn is made of a beast’s horn, shell, or metal. It may be simply designed, or embossed with hunting scenes or a family crest. When blown, it can be heard for up to a mile. Value: 1-10 gp, depending on condition/rarity. Power: When you blow this horn as an action, you gain a +2 bonus to summon help (or other attention) from those who can hear it; those who choose to respond to your horn typically arrive 1 round faster and in 1d4+1 greater numbers than usual, but this applies to allies and enemies. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, any thunder spells you cast deal an extra 1 point of thunder damage, regardless of source (such as a magic item), and any messaging spells you cast have their range doubled (message, sending, etc.). Note: You can earn a living as a bodyguard, hunter, law enforcement ofcer, mercenary, or security guard in your downtime. Insignia This is an insignia that you wear on your armor, helm, or clothing. It is a symbol of your rank in a religious order, guild, or military organization. If you found or bought it instead of gaining it through membership, you may not know what it means, or you may be trying to impersonate someone who belongs to that order or organization either to gain respect or instill fear. You might want to infltrate the order, guild, or organization. Or, maybe they are long dead and gone and you simply identify with their values and beliefs. If you do, perhaps you dream of restoring the order, guild, or organization to its former greatness with you at its head... Value: 5 sp to 1 gp, depending on condition/rarity. Power: If you wear this insignia so others can see it, you gain a +2 bonus to Charisma checks against those who respect or fear what it represents, and a -4 penalty from its enemies. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Jewelry This is an armband, bracelet, necklace, or similar jewelry made of material appropriate to your homeland. It could be made of Explore your trinket’s meanings on page 81.


60 250 Best Magic Items: Curious, Oddities, and Trinkets bones, shells, feathers, or teeth, but it could also be made of crystals, stones, or precious metal. It might be in the shape of a dragon or beast, or like a crescent moon, star, or other celestial body. It could have a tribal theme, or religious theme. It could be a family heirloom, or it could be made for you, or something you made for someone else. It might have been a gift, or you might have bought or stolen it. Perhaps you were given it as a reward for a great deed. It could represent a sacred object, a totem, or any number of things that have great signifcance in your homeland. Value: 10-50 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: If you made this item or trained under the person who did, you can earn a living as a jeweler in your downtime. Key This is the key to a rooming house, inn, tavern, or other establishment. It is made of metal, and may have a symbol of a business or noble house stamped onto it. It is a key you forgot to return, or chose not to, or stole, or perhaps it belonged to or from a property you or your family owned, or your former master or organization. You may be holding on to the key so you can return some day—either in triumph, rebuke, or revenge, or you may be looking to avenge the wrong that drove you from the safety of your former property. If you are (or were) a locksmith, this could be a copy of the frst key you ever forged, and a good luck charm for you. Value: 1 cp (as scrap metal) up to 100 gp depending on what it unlocks to the right buyer. Power: You gain a +2 bonus to any pick lock checks. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, you no longer require material components to cast arcane lock and your knock spell is completely silent (other than any normal noise the object opened might make). Lantern This is either a bull’s eye or hooded lantern made of metal and glass. This could be an ordinary item you bought, or a unique one you made or had made, or a fancy one you were gifted, inherited, or stole. If it is not ordinary, then describe how it is unusual in some way, such as having one or more colored glass flters you can slide in and out to change the color of the light, or perhaps it has decorative spikes or embossed art, such as a family crest, dragons, skulls, holy symbols, etc. Value: 5 gp to 50 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. If you do, the range of any magical light spell you cast is increased by 10 feet. This includes touch spells like light, which now have a 10 range instead of requiring touch. In addition, any radiant damage you infict is increased by 1 point, regardless of source (such as a magic item). Note: You can earn a living as a bodyguard, explorer, guide, law enforcement ofcer, or security guard in your downtime. Locket This item is a locket that contains a miniature portrait of someone you love or loved who may be living, lost, dead, or undead. Value: 10-20 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. Power: You have an uncanny sixth sense whenever the creature depicted in your locket is nearby (within a number of miles equal to your Wisdom modifer, minimum of 1). You can sense their approximate distance (but not exact location) from you with a


61 250 Best Magic Items: Curious, Oddities, and Trinkets successful Wisdom (Insight) check for 1 hour (minimum DC of 15, modifed by other factors as needed by the GM). Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, if you cast locate creature, locate object, or a similar spell to track the creature depicted in your locket (or an object it wears or carries), you don’t need material components and the range increases to a number of miles equal to your Wisdom modifer (minimum of 1). Mad Ravings These are the scribblings of someone who was not (or still is not) in their right mind. Perhaps they were heavily drugged or sufering from some form of mental illness or stress. Perhaps you believe there is something valuable in the writings, which you may have tried to decipher, or perhaps you still hope to decipher them. They may also be your own private writings from a time in your life when you went mad and had visions—you keep these with you to remind of you of that experience and because you wonder if some of what you were shown in your disordered mind might not still be true or prophetic in some way. Value: Worthless, or up to 10 go to the right buyer. Power: You gain a +1 bonus to Arcana, History, and Religion checks, and instinctively know if an item you are about to attune to is cursed or not, though this is a gut reaction and you don’t know the exact nature of the curse. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Magic Blood This is a bloody rag or vial containing "magic" blood from a monster or arcane or divine spellcaster. You believe the blood is magic and must have some value to someone important, or maybe you're working up the nerve to drink it to see if it makes you a powerful spellcaster, or perhaps immortal or undead. Maybe you think you can use the blood to bring the creature back to life, or restore life to someone you love. The blood might be harmless, poisonous, or have some minor magical property—that's up to the GM. Perhaps you stumbled on the corpse after whoever killed it had left the scene, or you hid while it happened, or you tried to save the creature in question but it died anyway. Perhaps you did manage to save it and it will come to your aid at some point in the future… if you can fnd it again, or if it can fnd you. Value: Worthless, or 10-100 gp to the right buyer (typically an alchemist or necromancer). 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. Magic Book This is a book, scroll, or tablet that holds many secrets. Perhaps you bought or stole it, inherited it, or were given it as a gift by a mentor or other authority fgure. It can be old, new, real, or fake, but you believe it is a guide to unlock a powerful magical spell, ritual, or summoning. You may know what to do with it, or be trying to decipher the secret it holds. The secret might be known to you, or it might be a secret you have yet to learn. You could be seeking the historical information in it, trying to translate it, trying to understand the phenomenon it describes, or seeking to perform its rituals. Perhaps it contains information on a cult or religious order, or a dangerous arcane cabal you seek to join or destroy. Value: 50-500 gp, to the right buyer. 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. Power: You gain a +2 bonus to Arcana checks. Special: If you are an arcane spellcaster, you can use this item as your spellcasting focus. Magic Chalk This is a piece of magic chalk... or at least that's what you believe. Perhaps if you discover the right combination of arcane symbols and/or draw them in the proper location, the chalk will activate a portal of some kind, or open a secret door to a fabulous magical treasure, or summon a creature to do your bidding, etc. Whatever you believe it can do, you are confdent that it is a source of power. This chalk was something you found or stole after reading about in a book, or overhearing its power in a conversation, or perhaps you


62 250 Best Magic Items: Curious, Oddities, and Trinkets were sold it by a desperate thief in some miserable back alley… one who begged you to take it of his hands for a few coins... What could go wrong? Value: 1 cp, or 10-100 gp to the right buyer. 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, you can use the magic chalk to create a magical 5 foot wide, 10 foot deep pit trap by spending 1 action drawing arcane symbols over the area you want the pit to appear. It can only be drawn on a brick, metal, stone, wood, or similar level surface. You may use this power once per day, but take 1 level of exhaustion when you do. Instead of a pit, you could also use the chalk to create a tunnel (with the same dimensions) by drawing it on a wall rather than a foor. Magic Flower This is a plucked and magically preserved fragrant fower that was grown from magical seeds or otherwise infused with magic. Perhaps it gives you a temporary magical efect, or can be used to perform a spell in place of the usual, more expensive material components. The item can appear however you wish (like an orchid, tulip, rose, etc.) but must be Tiny, and if it glows, it can only shed dim light in a 5 foot radius, though the color(s) can be of your choice. The GM has the fnal say as to what your item can do. Perhaps it is only useful when consumed, possibly in a tea. Perhaps it is the key to a larger mystery or question, or a test to enter a druidic circle or temple of love or beauty. Value: 5 sp to 10 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. Power: If you wear this fower in your hair (or in a helmet or headband), you gain a +1 bonus to Charisma (Deception, Persuasion) checks against creatures that can see or smell it, and you gain a +2 bonus to save against smell-based efects such as a ghast’s stench or stinking cloud. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Magic Item (Known) This is an extremely minor magical item. Perhaps you created it during your apprenticeship to a wizard, or perhaps you found or stole it, or were gifted it for some service rendered by your mentor or another. Perhaps you won it in a magical contest by defeating a rival or enemy. Perhaps you seek the item's creator to learn from them or maybe you wish to return it. This item did not come from your family. The item can appear however you wish but must be Tiny and if it glows, it can only shed dim light in a 5 foot radius, though the color(s) can be of your choice. What it actually does and what you intended it to do might be two diferent things. The GM has the fnal say as to what your item can do. Perhaps it is only useful once, then is destroyed or loses its magic. Perhaps it is the key to a larger magical puzzle or question, or a test to enter an arcane library or join a wizard's guild. If the GM agrees, you can roll on the Curios or Oddities table in this book and that can be your trinket, or perhaps you can be allowed a Common magic item from any book (each of our class-based 250 Best Magic Items books features at least one or two Common items), or you can create magic item using our free Heirloom Magic Items rules at www.MageGate.com. Value: 100-500 gp. 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. Magic Item (Unknown) You have a mysterious magic item, but you have no idea what its proper name is or what it does (don't worry, the GM will fgure it out). You might have bought, stolen, or found it, or it might have been gifted to you. This item most likely did not come from your family. It could be magical, cursed, or otherwise have some kind of minor power. It might only do something under specifc circumstances (such as being wet or buried in a graveyard), or it might not do anything at all. You might work hard to keep it safe for fear someone else will fgure out what it does, or you might be in the process of destroying it. If the GM agrees, MAGIC FLOWER


63 250 Best Magic Items: Curious, Oddities, and Trinkets you can roll on the Curios or Oddities table in this book and that can be your trinket, or you can be allowed a Common magic item from any book (our other 250 Best Magic Items books each feature one or two Common items), or you can create a magic item with our free Heirloom Magic Items rules at MageGate.com Value: 100-500 gp. 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. Manacles These heavy shackles are made of iron and have a lock and key. This could be an ordinary set you bought, or a unique one you made or had made, or a fancy one you were gifted, inherited, or stole. If it is not ordinary, then describe how it is unusual. Value: 2-10 gp, depending on condition/rarity. Power: You gain profciency in Intelligence (Investigation) and Charisma (Intimidation). If you are already profcient, you gain a +1 bonus in each instead. Power: These manacles are adjustable in width and can restrain the arms or legs of a single Small to Large creature. If used to bind a creature’s arms in front or behind its back, the creature has disadvantage on ability checks, attack rolls, and physical skill checks. If its arms are behind its back, it can only make a shove attack (PHB). If you bind a creature’s feet, it not only sufers all of the above relevant penalties, but its speed is reduced to 5 feet if it is Small-Medium, or 10 feet if it is Large. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, the range of any paralysis efect spell you cast (such as hold person) is increased by 10 feet and you no longer need material components to cast arcane lock. Note: You can earn a living as a bodyguard, bounty hunter, jailor, law enforcement ofcer, mercenary, prison or security guard in your downtime. Mask This is a mask you made, found, or stole. It could be tribal in nature, religious, arcane, festive, or a simple cloth criminal disguise. You might wear it in battle, or during times of stress or danger. Perhaps you wear it when you want to play a role, or to hide your identity. The mask could be a family heirloom, for religious ceremonies, or part of a criminal gang’s disguise. The mask may be of good quality, or it may be in need of cleaning or repair. Value: 5 sp to 10 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. If you do, the duration of any illusion or transmutation spells you cast that alter your appearance (such as alter self, disguise self, etc.) are doubled and no longer require material components. Note: If you made the mask yourself, you can earn a living as a mask or costume maker in your downtime. Meat You have a strip of dried, cured meat not much more than a fnger's length in diameter, about 5 inches long. Value: 1 cp. Power: Once you eat this meat, you can go without food and drink for twice as long as other humanoids of your type without complaint and still recover exhaustion normally. In addition, you may replace this trinket with any similar strips of dried, cured meat you buy or prepare yourself. If you prepare the new meat yourself, you may give or sell it to others and they gain this beneft too. Note: You can earn a living as a butcher or street food vendor selling your dried meat in your downtime. Medal This medal or token was awarded to you by an organization or secret society you've joined. It is a symbol of your rank, or the symbol of the cause you've joined—whether it's the thieves' guild, an adventuring party, a resistance group, the local militia, or an organization that serves the wealthy, nobility, or the church. It could be worn around your neck as an amulet, medallion, or talisman, or as cloak fastener, or as badge pinned to your tunic, etc. Value: Up to 10 gp x your Intelligence, Wisdom, or


64 250 Best Magic Items: Curious, Oddities, and Trinkets Charisma modifer, based on condition/rarity. Power: You gain a +2 bonus to Charisma checks against creatures who respect or fear the medal (including those who are also members), and a -4 penalty against its enemies. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Melee Weapon (Any) This is a melee weapon of your choice that has sentimental value to you. It serves as a daily reminder of its importance to who you are and how far you've come. Depending on how you gained this item and what kind of weapon it is, it may be an important reminder of your past or someone else's. You might have inherited the weapon from a parent, mentor, or friend. Perhaps it belonged to a signifcant NPC in your life, or you won it by defeating a rival or enemy. Maybe you stole it, or forged it yourself. Value: Up to normal cost, depending on condition/ rarity. Power: You gain profciency with this weapon. If you are already profcient with it, you deal 1 extra point of damage with it. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, any spell you cast that is or creates a weapon-based efect (such as magic weapon or spiritual weapon) deals 1 extra point of damage, regardless of source (such as a magic item). Note: If you forged this item yourself, or trained under the person who did, then you can earn a living as a weaponsmith in your downtime, or you can earn a living as a bodyguard, law enforcement ofcer, mercenary, security guard, or weapon trainer in any case. Meteorite Fragment This is a meteorite fragment containing glowing crystals. It may be kept in a backpack or bag, mounted on jewelry or a helmet, or it might be kept in a jewelry box or other cherished container. Value: 100 gp. 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: The fragment glitters, shimmers, or pulses with a particular energy type (choose cold, fre, force, necrotic, radiant, or psychic). You increase any damage you deal of this type by 1 point from any source; this extends to spells, spell-like abilities, and to your magic items and magic weapons that deal this damage type. In addition, the fragment sheds dim light in a color of your choice in a 5 foot radius, and this dim light overrides any magical darkness it comes into contact with. Mirror This is a handheld mirror that you carry with you. It could have been given to you by a loved one, or you could have bought it yourself. Value: 5-10 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. Power: When you wield your mirror, you gain advantage on saving throws against gaze attacks or you can forgo your advantage to refect the gaze attack back at its source—but only if you succeed at your saving throw. The source of the gaze attack must then save against its own attack. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, then once per session, when you spend a bonus action to focus on this mirror, you gain a +1 bonus to the DC of the next enchantment spell you cast that afects a single creature. Monk Weapon (Any) This is a monk weapon such as a chakram, kama, nunchaku, shuriken, or spiked chain (see 250 Best Magic Items for Clerics, Monks, and Paladins for rules on these new monk weapons). This could be an ordinary item you bought, or a unique one you made or had made, or a fancy one you were gifted, inherited, or stole. If it is not ordinary, describe how it is unusual. Value: 1 gp to 20 gp, depending on condition/rarity. Power: You gain weapon profciency with this specifc monk weapon, or if you are already profcient, you deal an extra 1 point of damage with it.


65 250 Best Magic Items: Curious, Oddities, and Trinkets Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, any weapon-based spell (such as magic weapon or spiritual weapon) deals 1 extra point of damage, regardless of source (such as a magic item). Note: You can earn a living as a bodyguard, law enforcement ofcer, mercenary, guard, or exotic weapon trainer in your downtime. Monster Remains These remains could take the form of a bone, skull, scales, horns, claws, fangs, tail, etc., or even a complete mummy, skeleton, or taxidermist specimen. It could be from a legitimate monster or deformed mutant (like a two-headed calf) or perhaps it is a clever fake you intend to sell to a museum or carnival or display yourself. Whatever it is, it has been carefully cleaned and preserved. You transport it in an accompanying pack, crate, or box, or could wear it as part of a costume, armor, helmet, or jewelry. Value: 5-50 gp to the right buyer, 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. Power: If you wear the remains, you gain a +2 bonus to Charisma checks against those who recognize, respect, or fear your achievement, and a -4 penalty against those who don’t (such as members of the monster’s race). Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Note: If you killed the monster yourself or trained under the person who did, you can earn a living as a monster hunter, hunter, taxidermist, or trapper in your downtime. If you created fake remains or display real ones, you can earn a living as a charlatan or showman. Motivation This is a burning ambition, conviction, desire, dream, memory, or wish, surrounding an idea, emotion, or concept, or inspired by an event such as a betrayal, victory, tragedy, or destruction. It might be a story you made up with yourself as the hero or victim. Whatever it is, it shapes who you are and everything you do. This is what you reach for when others reach for coin, or drink, or companionship. This is what keeps you going when all hope is lost, and why you can never lose. Value: Worthless to anyone but you and those you help with it. Power: Once per session, you gain the Relentless Endurance racial trait of a half-orc. If you are a half-orc or have this trait by some other method, then you can use it once per short or long rest. Musical Instrument This item is an instrument made of wood, bone, ivory, or other material. It may be a drum, horn, fute, lyre, violin, or any other easily portable instrument of your choice. It includes a suitable traveling case, if necessary. Value: 1-60 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. Power: You gain profciency in a musical instrument tool of your choice. If you’re already profcient with it, you gain a +1 bonus to your Charisma (Performance) checks with it instead. 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 musician. Net This Large fshing net or Medium-sized gladiator net is made of hemp rope and beaded with both glass and natural beads. The net is tucked into a leather bag for safekeeping. While a gladiator net uses the PHB rules for nets as written, a fshing net is not as well balanced or sized correctly. It uses the same rules, but is treated as an improvised weapon. Value: 10 sp for a fshing net to 1 gp for a gladiator net, 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 Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Note: Depending on which type of net you chose, you can earn a living as a fsherman or gladiator in your downtime. MONK WEAPON (CHAKRAM)


66 250 Best Magic Items: Curious, Oddities, and Trinkets Obscure Arcane Theory This is an obscure arcane theory and its accompanying research notes (which may be incomplete) that you found in an old book. It may be false or dangerous, but you believe it is somehow important. Perhaps you know who wrote it and seek to question or learn from them, or perhaps you wish to fnd them or others who know of it and can tell or teach you more. Value: Worthless, or 50-100 gp to the right buyer. 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. Power: You gain a +2 bonus to Arcana checks. Special: If you are an arcane spellcaster, you can use this item as your spellcasting focus. Obscure History This is an obscure history that you found in an old book. It may be false, but you believe it is somehow important. Perhaps you know who wrote it, or perhaps you wish to fnd them or others who know of it and can teach you more–or perhaps guide or accompany you to the locations described in the history. Value: Worthless, or 50-100 gp to the right buyer. 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. Power: You gain a +2 bonus to History checks. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Obscure Scripture This is an obscure scripture that you found in an old book. It may be incomplete, it may even be false or heretical, but you believe it is important. Perhaps you seek to spread the message, or fnd others who believe. Value: Worthless, or 10-20 gp to the right buyer. 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. Power: You gain a +2 bonus to Religion checks. Special: If you are a divine spellcaster, you can use this item as your spellcasting focus. Pet This is a nonmagical beast like a bird, cat, mastif, or mule. It must be a Tiny, Small, or Medium creature. You share a bond of friendship with it. Perhaps you raised it from birth, or perhaps you found it later in life—or it found you. Perhaps you saved it, or it saved you. Whatever the circumstances, your connection is unbreakable, your love unconditional. Even if you have difculty expressing love and afection to other people, you have no trouble expressing it to animals, and to this animal above all. Value: Up to normal retail cost, depending on condition, rarity, and training of the animal. Power: Once per session, when you display or use your pet 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. Power: You gain a +2 bonus on Wisdom (Animal Handling) checks. Note: You can earn a living as an animal trainer, groom, hunter, stable master, or trapper in your downtime. Performance Art This is a poem, song, speech, or story which you wrote or found, or were given, although it may be incomplete. It could be a poem about your home or about a loved one, or a song about travels or lost love, or it could be an inspiring speech, etc. It could be something that you have tried to get published, or it could be one you have never shared with anyone else. If it was not written by you, perhaps you know who wrote it, or you may wish to fnd them or others who know the author and can teach you more. Value: Worthless, or up to 10 gp to the right buyer. Power: You gain profciency in Charisma (Performance) in your chosen type (oratory, poetry, singing, etc.). Power: Whenever you sing this song, recite this poem, tell this story, or give this speech in a noncombat situation, and you make a successful Performance check, you can shift the reaction of a single non-hostile creature who can see and hear you perform by one step, such as from neutral to friendly or friendly to helpful. You must be able to make and hold direct eye contact with that person


67 250 Best Magic Items: Curious, Oddities, and Trinkets while you perform, and tailor your performance to that individual. Assuming you and your allies don’t say or do anything to ruin their mood, the creature remains friendly or helpful to you (but not necessarily your allies) for a minimum of 1 hour, and possibly much longer at the GM’s discretion. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Note: If you composed this item yourself, or trained under the person who did, you can earn a living as an author, demagogue, orator, performer, poet, politician, speechwriter, singer/songwriter, or storyteller in your downtime. Prayer Book This book is a holy text of your faith, or it could be a heretical text. This could be an ordinary item you bought, or a unique one you made or had made, or a fancy one you were gifted, inherited, or stole. Perhaps you even wrote it yourself. If it is not ordinary, then describe how it is unusual. Value: 25-50 gp, depending on condition/rarity. Power: If you spend a short rest reading and meditating over this prayer book, you regain an extra 1d4 hit points and reduce 1 level of exhaustion. Special: If you created the book yourself or trained under the person who did, you can earn a living as an author, scribe, or theologist in your downtime. Prayer Mat This is a mat or rug that you pray on. It could have been given to you by an authority fgure, such as a cleric, or it could have been given to you by a family member, or it could have been something you bought yourself. The mat may be of good quality, or it may be in need of cleaning or repair. It may simple or ornate. Value: 5 sp to 5 gp, depending on condition/rarity. Power: If you spend a short rest praying or meditating on this mat at one specifc hour of the day (typically dawn, noon, dusk, or midnight), you gain the elf’s trance racial trait the next time you take a long rest. Special: If you are a divine spellcaster, you can use this item as your spellcasting focus. Note: If you made the mat yourself or trained under the person who did, you can earn a living as a rug maker or rug merchant in your downtime. Quill and Ink This is a writing quill and ink pot that can be used to write something down or draw a picture. The set may have been given to you as a gift by a teacher or mentor, or perhaps you plucked the quill yourself from a favorite bird, perhaps a pet. The set may be unusual in some way, such as the ink is from an octopus or made of invisible ink, or the feather comes from a baby harpy or winged snake, etc. Value: 2 cp to 1 gp for the quill and 10-20 gp for the ink, 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. Power: You can read and write at least one language you can speak. Special: If you are an arcane spellcaster, you can use this item as your spellcasting focus. If you do, you may reduce the cost of any new 1st level arcane spell you acquire and record with this quill and ink set by 50%, and any new 2nd level arcane spell by 25%. Note: You can earn a living as an author, playwright, poet, or scribe in your downtime. Ranged Weapon (Any) This is a ranged weapon of your choice. It may have been a weapon you made or had made, or one you inherited, won, found, stole, or were gifted by a mentor. However you acquired it, you have trained with it extensively to the point it has become an extension of you. Explore your trinket’s meanings on page 81.


68 250 Best Magic Items: Curious, Oddities, and Trinkets Value: Up to normal cost, depending on condition/ rarity. Power: You gain profciency with a single ranged weapon of your choice. Power: You reduce the armor class bonus for creatures and objects with half-cover to +1 and those with three-quarters cover to +3 when you use this weapon. Note: If you made this weapon, you can earn a living as a bowyer, fetcher, or similar ranged weapon maker; otherwise, you can earn a living as an explorer, guide, hunter, mercenary, or security guard. Rare Coins This leather pouch contains coins from far-of kingdoms, including ancient or dead ones. You may have inherited these coins from your family, mentor, or friend, or found or stolen them. The coins can be made of any material, but are usually precious metal. They are most commonly worn in a pouch around your waist, or kept in a pack, or sealed in a box—perhaps with other meaningful treasures. In any event, the number of coins equals your Constitution score. Value: Up to 10 gp x your Constitution score, 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. You only need to keep one of these rare coins on you to access its powers. 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 rare coin dealer in your downtime. Ring This ring is made from gold, platinum, or silver, with a gemstone and/or symbol of your choice mounted on the band. It may have been a ring you made or had made, or one you found, inherited, or stole. It could even be a wedding ring. Value: Up to 50 gp x your Charisma modifer (minimum of 1), 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: If you made the ring yourself, you can earn a living as a jeweler in your downtime. Ritual Tool This item is a tool that is used in arcane or divine rituals. It might be an ancient tool used by a tribal society, or a tool used by a religion or cult. The item can appear however you wish (such as a knife or wand) but must be Tiny, and if it glows, it can only shed dim light in a 5 foot radius, though the color(s) can be of your choice. The GM has the fnal say as to what your item can do. Perhaps it is only useful once, then is destroyed or loses its magic. Perhaps it is the key to a larger mystery or question, or a test to enter a cult or religious order, or become part of a warlock coven or wizard guild. If the GM agrees, you can roll on the Curios and Oddities table in this book and that can be your trinket, or perhaps you can be allowed a Common magic item from any book (each of our class-based 250 Best Magic Items books features at least one or two Common items). Value: 5 sp to 10 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. If you are not a spell-caster, then you could either use it as a good luck charm or you really believe that you can cast spells through the tool (so long as the “spell” takes the form of the power above). Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, you reduce the casting time of your rituals by half. Rope This 50 foot rope is made of hemp or silk. You may have made it yourself or had it made, or found, bought, or stole it. If you found or stole it, under what circumstances did that happen? Was it a rope attached to a chasm or cavern allegedly containing treasure, andRITUAL TOOL (WAND)


69 250 Best Magic Items: Curious, Oddities, and Trinkets if so, did you leave the former owner to be trapped by taking their rope? Do you plan to return to claim the treasure for yourself? Value: 1 gp (hemp) or 10 gp (silk). Power: You gain a +2 bonus on any skill checks or attack rolls involving rope, including lassoing others and escaping from being tied up. To perform a lasso attack, you must make a ranged weapon attack against a Small to Large creature or object. If you hit, the creature is restrained if it fails a Dexterity saving throw with a DC equal to 8 + your Dexterity modifer + your profciency bonus. The creature can be freed by dealing 2 points of slashing damage to the rope if it is ordinary hemp or silk, or 5 points if it is your trinket rope, or the creature can burst free by making a successful DC 17 Strength saving throw (it doesn’t damage the rope). Special: If you are an arcane or divine caster, you no longer require material components to cast rope trick, and casting it is a bonus action. In addition, the range of any paralysis efect spell you cast (such as hold person) has its range increased by 10 feet. Note: If you made the rope yourself, you can earn a living as a rope maker in your downtime. If you didn’t, then you can earn a living as an explorer or guide. Scythe, Sickle, or Kama This is either a farming tool made for cutting grain or hay, or for harvesting crops, or a weapon designed for war. It may be decorated with feathers, leaves, or other objects. See 250 Best Magic Items for Bards, Sorcerers, Warlocks, and Wizards for scythe and double-bladed scythe rules, and 250 Best Magic Items for Clerics, Monks, and Paladins for kama rules. Value: Up to normal cost, depending on condition and rarity (a kama sells for 10 gp). Power: You gain weapon profciency with scythes, double-bladed scythes, sickles, or kamas. If you are already profcient, then you deal an extra 1 point of damage with them. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, you deal 1 extra point of necrotic damage with your necromancy spells that infict damage, regardless of source (such as a magic item). Note: Depending on the item you chose and your class or background, you could make a living as a farmer, gravedigger, mortician, or weapon trainer, etc. Secret Code This is a piece of parchment containing a coded message (or snippet of code). You may have found or stolen it, or invented the code yourself. You may have been gifted it so you can get in touch with others who know the code. The code could represent a cult, conspiracy, secret society, or shadowy organization. You may or may not be able to read the code or know what to do with it. You may be seeking to join the secret group either because you believe in their cause or you wish to infltrate them to expose and destroy them from within. You may be seeking revenge on them for what they did to you or your loved ones, or you may be seeking to steal their secrets for your own. You may be on the run from them, or protecting someone else from them. Or, you may have been tasked by a member of the group to deliver the code to someone else in their group and have no other connection other than seeking to be rewarded for the delivery. Value: Worthless, or up to 500 gp to the right buyer. Power: You gain a +1 bonus to Intelligence (Investigation), Wisdom (Insight), and Charisma (Deception). Note: If you created the code yourself, or trained under the person who did, you can earn a living as a code breaker or spy in your downtime. Secret Object You carry a small object with a secret compartment inside. The compartment can be used to carry Tiny items, weapons, or spell components, such as a note, key, vial of poison, piece of jewelry, or a Tiny weapon like a shuriken (see 250 Best Magic Items for Clerics, Monks, and Paladins for shuriken rules). Value: Up to 10x the normal cost of the item containing the compartment, plus up to the normal cost of the concealed item, depending on condition/rarity. Power: You gain profciency with Dexterity (Sleight of Hand). If you are already profcient, you gain a +1 bonus instead. Note: If you created the item yourself or trained under the person who did, you can earn a living as an artisan in your downtime; otherwise, you can earn a living as a courier, fence, smuggler, or spy.


70 250 Best Magic Items: Curious, Oddities, and Trinkets Seed This item is a seed from a rare plant, tree, or bush native to your homeland, or it could be a seed you've never seen before. Its value may be hard to prove, and may vary depending on how rare it is and how well it can grow outside its native region. Value: 1 cp to 1 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 a druid or cleric of a nature god, you can use this item as your spellcasting focus. If you do, then once per session, when you spend a bonus action to focus on this item, you gain a +1 bonus to the DC of your spells, regardless of source (such as a magic item). Note: You can earn a living as a farmer or farmhand in your downtime. Shield This is a shield (made of wood, metal, or hide). It may be blank or painted with an image, symbol, or family crest. This could be an ordinary item you bought, or a unique one you made or had made, or a fancy one you were gifted, inherited, or stole. If it is not ordinary, then describe how it is unusual. Value: 10-20 gp, depending on condition/rarity. Power: You gain profciency with shields. Power: As an action, you can use your shield as a martial weapon to deal 1d6 bludgeoning damage or to shove the creature you hit with it back 5 feet (your choice). Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, then any armor or shield spell you cast (with a target of self only) gains a +1 bonus to whatever armor class bonus it normally provides. Note: You can earn a living as a bodyguard, law enforcement ofcer, mercenary, or security guard in your downtime. Skull This humanoid skull might belong to your ancestor, mentor, enemy, rival, friend, lover, or family member. It may be kept in a backpack or bag, or mounted to a staf, or broken apart and reassembled as part of a helmet. It may perfectly preserved, damaged, charred, or painted. Depending on who the skull belongs to and the circumstances surrounding their death, this skull can be an emotional reminder of your past, present, and/or future. Perhaps you carry it with you as a symbol of your love, or your hate for who or what killed them, or perhaps you believe their spirit will protect you. Value: 1 cp to 1 sp, 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. Power: If you mount this skull to a staf, or otherwise display it, you gain a +2 bonus to Charisma checks against clerics or worshippers of gods of death or undeath, necromancers, and intelligent undead. Spell Pouch This item is a small leather pouch (or, if you prefer, a wooden or metal box) containing a variety of carefully labeled and organized spell components. These can be powders made from crushed gemstones, dried leaves, fungus, petrifed wood, bits of steel, etc. These may be a source of alchemical reagents, or even spell components for a variety of arcane or divine spells. The item can appear however as ornate or plain as you wish but must be Tiny. Value: 5 sp to 10 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,


71 250 Best Magic Items: Curious, Oddities, and Trinkets you can use this item as your spellcasting focus. If you do, you reduce the cost of all your material components (including gems) by 50%. Note: If you sewed this pouch yourself, or trained under the person who did, you can earn a living as a leatherworker or woodworker in your downtime. Statuette This object could be a religious object of worship or a family heirloom that you've inherited to keep or pass on to your children. It could be carved from wood or chiseled from stone, or cast from metal. If not religious in nature, perhaps it is in the shape of a favorite animal, famous knight or noble, a living member of your family or ancestor, a lost love, or family crest. Value: 5-50 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. Power: As a free action, you can command this item to shed dim light in a color of your choice in a 10 foot radius. You fnd the light comforting. Only those who share your family bloodline can cause the statuette to shed this light. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, the range of any earth or stone-based spell you cast is increased by 10 feet (wall of stone, etc.), regardless of source (such as a magic item). Note: If you sculpted the statuette yourself or trained under the person who did, you can earn a living as an art dealer or sculptor in your downtime. Tattoo You have one or more tattoos on your body. They could be ordinary ones you bought (perhaps while drunk), or a unique one you designed or commissioned. Whatever it is, it should represent something you want people to know about you, or someone or something you wish to memorialize. It may be in a spot easily concealed or difcult to conceal. Value: Worthless, except to a necromancer or other “collector” of interesting body parts. 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. Power: You gain a +2 bonus to Charisma checks against creatures with tattoos, and a -4 penalty against those who dislike tattoos (either in general, or yours in particular). Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Note: If you gave yourself the tattoo(s) or trained under the person who did, you can earn a living as a tattoo artist in your downtime. Thorn Token This item is a bone, crystal, stone, etc. that is carved in a thorn shape. It may be used to identify allies, friends, or members of a wilderness-based cult, tribe, or organization, or perhaps used by devotees of nonwilderness gods of domination, pain, sufering, or tyranny, or a secret social club of sadistic weirdos. Value: 5 sp to 1 gp, depending on condition/rarity. Power: You deal an extra 1 point of piercing damage with barbed, knotted, or spiked weapons (such as fails, morningstars, spiked clubs, scourges, and whips). See 250 Best Magic Items for Clerics, Monks, and Paladins for scourge rules and 250 Best Magic Items for Fighters and Rogues for (revised) whip rules. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, any spells you cast that deal piercing and/or poison damage (such as poison spray, spike growth, etc.), inficts 1 extra point of damage, regardless of source (such as a magic item). See the cloak of thorns, scimitar of thorns, and thornfst in 250 Best Magic Items for Barbarians, Druids, and Rangers for examples of magic items that you can apply this damage bonus to. Note: You can earn a living as an inquisitor, jailor, prison guard, or torturer in your downtime. SPELL POUCH


72 250 Best Magic Items: Curious, Oddities, and Trinkets Tongue This item is a tongue that has been carefully cleaned and preserved. It might have belonged to a beast, humanoid, or monster you killed (perhaps one who lied to you). Value: Worthless, except to a necromancer or other “collector” of interesting body parts. Power: You gain a +1 bonus to Charisma (Deception, Intimidation, Persuasion) checks. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, the duration of any verbal communication spell you cast (such as comprehend languages, speak with dead, or tongues) is doubled, and the range of any charm efect spell you cast (such as charm person) is increased by 10 feet. Note: You can earn a living as a an author, charlatan, demagogue, orator, politician, or town crier in your downtime. Torch Holder This torch holder consists of a metal handle wrapped in leather with a metal reservoir made for holding fammable material. It may be decorated in some way, perhaps even expensively. Examples of decorative metal handles might include a dragon, gargoyle, god, skull, or predatory beast. This torch holder is a symbol of your knowledge and your ability to guide people. It can be a tool that helps you decipher codes or uncover secrets —perhaps it has a special key forged into its base that when inserted into a certain sconce in a castle or crypt wall, opens a secret door. It could be a torch taken from your family home or crypt, or from the frst dungeon you ever explored. Maybe this torch holder was the only souvenir you could grab before feeing, or maybe you were dared by friends or rivals to steal the torch from the dungeon and thus "prove" your courage. Value: 1-10 gp, depending on condition/rarity. Power: Whenever your torch is lit at night, underground, or other conditions of darkness or dim light, you gain a +1 bonus to Investigation and Perception checks, and a +2 bonus to passive Perception. Power: You are profcient with torches as weapons. You deal 1d6 bludgeoning damage with them and an extra 2 fre damage when lit. In addition, whenever you hold your lit torch, you deal 1 extra point of fre damage with a weapon that deals fre damage. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, any spell you cast that deals fre damage does 1 extra point of fre damage. Note: You can earn a living as a bodyguard, law enforcement ofcer, mercenary, or security guard in your downtime. Trade Goods These trade goods could be any commonly bought or sold in your campaign setting, such as lumber, spice, or wheat, or even gold bars, dust, or nuggets. Value: Up to 100 gp x your Intelligence, Wisdom, or Charisma modifer (whichever is higher, minimum of 1), depending on condition/rarity. Power: You always get the best deal when haggling or negotiating trade deals. You always buy nonmagical goods at a 10% discount and magical goods at 5% of. Likewise, you earn an extra 10% on any nonmagical goods you sell and an extra 5% on any magical goods. You can sell your original trade goods of and still retain this power. Note: You can earn a living as a merchant in your downtime. Treasure Map This is a treasure map drawn by you or someone else. It may contain scribbled notes, clues, or warnings in the margins. It may be complete or incomplete. If you did not draw the map yourself, you might have inherited it, been gifted it, bought it, or stolen it. If so, you have no immediate way to authenticate if it is accurate or not. Value: Up to 100 gp to the right buyer, but only if the map points to a real treasure or the buyer does not


73 250 Best Magic Items: Curious, Oddities, and Trinkets suspect it is a forgery. Fantasy maps, known forgeries, or normal world or regional cartography maps are only worth 1-10 gp. 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. Note: If you drew the map yourself or were mentored in mapmaking by its author, you can earn a living as an explorer or cartographer in your downtime. If you created it as a forgery or trained under the person who did, you can earn a living as a charlatan. Trophy This object could be a horn, tooth, feather, fur, claw, scale, skin, head, pelt, or skull. It might belong to a predatory beast, humanoid, or monster. It could be incorporated into your armor, helmet, weapon, jewelry, or other item you keep close to you. Optionally, it could be an actual metal trophy from winning a contest or tournament involving endurance and survival skills. Value: 1 cp to 10 gp, depending on condition and rarity of the creature you took it from, or the composition of its metal. 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. Power You gain profciency in Wisdom (Survival). If you are already profcient, you gain a +1 bonus instead. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. Note: Depending on the trophy and how you gained it, you can earn a living as a furrier, hunter, taxidermist, trapper, or trophy maker in your downtime. Uniform This is a uniform that could be of your own design, or from your service in a guild, noble house, religious order, law enforcement, or military organization. It could consist of a simple tunic bearing an insignia or badge of some sort, or it could consist of a complete, color-coordinated outft. You may have made it yourself, in which case it may appear fancier than it should be, or lower quality. You might have modifed it to ft a diferent group, organization, or noble house. You may have bought it second hand or stolen it, and wear it to trick people into believing you are really part of whatever authority the uniform represents. If second-hand or stolen, it may have identifying marks, heraldry, or insignia on it you are not aware of. The uniform may be of good quality, or it may be in need of cleaning or repair. Value: 5 sp to 10 gp, depending on condition/rarity. Power: When you wear this uniform, 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: If you sewed this item yourself or trained under the person who did, you can earn a living as a tailor or seamstress in your downtime. If this was your old uniform, you could possibly rejoin the organization it represents to earn a living. If you wear the uniform to deceive others, you can earn a living as a charlatan. Waterskin You have a waterskin made from the stomach of a large beast such as a camel or monster with a leather strap for easily carrying it over the shoulder. It holds 8 pints of liquid, which is twice the capacity of a normal waterskin. You might have acquired it because you almost died of thirst in the desert or during a drought in your native land. Value: 5 sp, depending on condition and rarity, or 1 gp if it can transport acid (see below). Power: You have an uncanny sixth sense when it comes to always knowing the direction to the nearest water source within a number of miles equal to your Intelligence or Wisdom modifer (minimum of 1). Special: If you made this waterskin out of the stomach of an acid-producing monster like an ankheg or black dragon (MM), you can safely carry acid in this waterskin (just don’t let it get hit by arrows). Note: If you made this item yourself, you can earn a living as a tanner or leatherworker in your downtime. Otherwise, you can earn a living as an explorer, guide, hunter, or trapper. Whetstone This is a whetstone used to sharpen blades. It may have been a gift, heirloom, or something you bought or stole. This item is a symbol of your dedication and TREASURE MAP


74 250 Best Magic Items: Curious, Oddities, and Trinkets diligence to the art of fghting with blades, and your attention to detail. It represents years of practice to develop your skill, pushing yourself to the limit, forsaking all else. Was it for ambition or revenge? Explain why. Value: 1 cp. Power: If you spend a short rest sharpening a single magical or nonmagical blade with this item, you deal 1 extra point of slashing damage with it until your next long rest. The bonus does not apply if anyone else uses the weapon. Note: You can earn a living as a weapon trainer, blade sharpener, or by selling blades or cutlery in your downtime. Wolf Pelt This is the pelt of a wolf. You may have slain the the beast yourself or bought or traded for it. You might also have been gifted it. It may be that of a normal wolf, dire wolf, worg, or if you hail from a cold climate, it could even be a winter wolf (MM). The pelt may be of good quality, or it may be in need of cleaning or repair. It could be a cape or cloak, (including a hooded version) and the head of the wolf may still be still attached (see art at right). Depending on your country of origin, you may substitute a diferent predatory animal (such as a bear, lion, panther, tiger, etc.) if you wish. Value: Up to 2 gp for a normal wolf, up to 5 gp for a dire wolf, up to 10 gp for a worg, and up to 50 gp for a winter wolf, depending on condition/ rarity. Other pelts fetch similar prices, depending on condition/rarity. Power: When worn, you take 1 less point of cold damage. If it is a winter wolf pelt, you take 2 less points of cold damage. Power: If it is a black panther pelt, you gain a +2 bonus to Stealth checks made in darkness or dim light. Special: If you are an arcane or divine spellcaster, you can use this item as your spellcasting focus. If you do, then if it is a winter wolf pelt, you deal 1 extra point of damage with any cold spells you cast, regardless of source (such as a magic item). Note: If you caught, killed, and/or made the pelt yourself, you can earn a living as an explorer, furrier, guide, hunter, or trapper in your downtime.


75 250 Best Magic Items: Curious, Oddities, and Trinkets GM Advice One great way to use this book and the others in our 250 Best Magic Items series is to give the items to NPC friends and foes. Fun, challenging NPCs. Imagine how much more interesting and efective your villains and their lieutenants would be if they had access to curios, oddities, and trinkets! What about a villain who knowingly sells cursed objects like demon dice or the devil’s whetstone to desperate or unwary adventurers as part of a pact made she made with a warlock patron? Or what if the villain hires the party to steal the wizard’s guild library as a cover because he only needs one specifc book from it to complete his plan and doesn’t want to draw attention to what he’s really up to? That would make a great heist adventure! Small groups. If you run your game for a single or small group of players, you’re in luck. Many items in this book are designed to help them ft multiple party roles so you don’t have to run a bunch of NPC allies. New mechanics, new fun. We love our new game mechanics, like tying curio and oddity powers to your life force via exhaustion (especially with our all-new exhaustion rules). We want your players to grow so attached to these items they never want to give them up! We also want them to make hard choices about which ones to attune to, and which they’ll pay the price for (in terms of exhaustion or other penalties). Endless inspiration. We had so much fun writing this book, and we’re sure it will bring you and your players years of fun. Seriously, just fip through it and you’ll get inspired! That’s what we aim to do with all our books, and why we want to keep you in the loop with all our upcoming releases and special ofers. If you love this book, we’ve got more coming! • 250 Best Magic Items for Barbarians, Druids, and Rangers • 250 Best Magic Items for Fighters and Rogues • 250 Best Magic Items for Bards, Sorcerers, Warlocks, and Wizards • 250 Best Magic Items for Clerics, Monks, and Paladins Get In On the Action! We’d love to have you join the MageGate community. That’s why we’re ofering you a FREE PDF copy of our Heirloom Magic Items guide. It’s full of fast, fun, and easy to use rules and ideas for players and GMs to scale magic items from any 5e book up or down. That means GMs never have to worry about giving out magic treasure too early or wondering if the items are too weak or too strong. For players, these rules mean you now have the opportunity to create a precious family heirloom (one you can start using as early as 1st level). It’s a special item that grows with you, scaling in power with you whenever you level up! It’s not about power-gaming. It’s about creating a deeper connection to your character and the game world. As a bonus, we’ve included cool ideas to help you generate your family history and how you and your family (or organization) came to possess the item. PS: Tell us how you’re using this book! We’d love to hear from you. We’d also love for you to tell us what you liked best and where you think we could improve. Comment in our Facebook group and on our YouTube! Get your FREE copy of Heirloom Magic Items at www.MageGate.com Chapter 5 Cursed Magic Items If you want to give a powerful magic item to a player for plot purposes, consider adding a time-sensitive curse to it. Maybe the curse doesn’t do much of anything at first, but as the character uses the item and comes to rely on it, the curse becomes more noticeable and more inconvenient… This is a terrific way to get to sample the most powerful items in the book! The best curses shouldn’t kill but utterly transform the character in undesirable ways (like slowly turn them undead or into a monster) if not removed in time. It adds to the fun and suspense! It also ensures your players stay on task and are willing to give up the item when it no longer serves a purpose in the plot.


76 250 Best Magic Items: Curious, Oddities, and Trinkets Whenever your players fnd Common magic items in a low- to mid-level level treasure hoard, you can determine what curios or oddities are found by rolling on the table(s) here instead. Die roll (d100) Magic Item (by rarity) 70-71 Mummified Rat Tail 72-73 Owl Feather 74-75 Quickstep Shoehorn 76-77 Raven Feather 78 Ring of Arcane Destiny 79 Ring of Bardic Destiny 80 Ring of Disciplined Destiny 81 Ring of Divine Destiny 82 Ring of Druidic Destiny 83 Ring of Eldritch Destiny 84 Ring of Martial Destiny 85 Ring of Raging Destiny 86 Ring of Roguish Destiny 87 Ring of Sorcerous Destiny 88 Ring of Sworn Destiny 89 Ring of Wild Destiny 90 Shenanigans 91 Skull Ward Against Chaos 92 Skull Ward Against Evil 93 Skull Ward Against Good 94 Skull Ward Against Law 95 Skull Ward Against Neutrality 96-97 Smuggler’s Delight 98 Vampire Skull 99 Visor of All-Seeing 00 Warning Moon Books Subtable Die roll (d100) Magic Item (by rarity) 01-05 Oddity (roll 1x on Oddities table instead) 06-07 Arcane Attire 08-09 Arcane Helm 10 Bane Against Bards 11 Bane Against Clerics 12 Bane Against Druids 13 Bane Against Sorcerers 14 Bane Against True Evil 15 Bane Against Warlocks 16 Bane Against Wizards 17-18 Blessing Pillow 19-23 Book (roll 1x on Books table instead) 24-25 Boots of the Icebound Heart 26-27 Bull Horn 28-29 Ceramic Frog 30-31 Chalk Horse 32-33 Cloak of the Unseen 34-35 Deadman’s Dice 36 Dramatic Entrance 37-38 Everlasting Candelabra 39-40 Everlasting Candle 41 Eyes of the Onlooker 42-43 Flask of Liquid Courage 44-45 Flask of Endless Water 46 Flute of Winter 47-48 Golden Eagle 49-50 Golden Owl 51-52 Magic Horseshoes 53-54 Magic Reins 55 Matchbox of Holding 56 Medallion of the Abyss 57 Medallion of the Dragon 58 Medallion of the Glade 59 Medallion of the Great Old One 60 Medallion of the Hells 61 Medallion of the Long Shadow 62 Medallion of the Primordial 63-64 Merchant’s Scales 65-66 Monocle of Clarity 67 Monster Dung 68-69 Mummified Cat Paw Die roll (d100) Magic Item (by rarity) 01-03 Book of All Flesh 04-06 Book of Ambush 07-09 Book of Anti-Venom 10-12 Book of Arcane Styling 13-15 Book of Arcane Thought 16-18 Book of Bargains 19-21 Book of Concentration 22-24 Book of Conjuring 25-27 Book of Divine Wisdom 28-29 Book of Elemental Fury 30-32 Book of Enchantment 33-35 Book of False Life 36-38 Book of Fire and Ice 39-41 Book of Holding 42-44 Book of Martial Defense 45-47 Book of Martial Might Curios & Oddities


77 250 Best Magic Items: Curious, Oddities, and Trinkets Books Subtable (continued) Oddities Subtable Die roll (d100) Magic Item (by rarity) 48-50 Book of Medical Science 51-53 Book of Necromancy 54-56 Book of Runes, Sigils, and Symbols 57-59 Book of Seduction 60-62 Book of Storms 63-65 Book of Traps 66-68 Book of the First Fire 69-71 Book of the First Frost 72-74 Book of the Forbidden Arts 75-77 Book of the Iron Mind 78-80 Book of the Iron Prince 81-83 Book of the Polyglot 84-86 Book of the Poisoned Heart 87-89 Book of the Sea Dog 90-92 Book of the Sun and the Moon 93-95 Book of the Unseen Hand 96-97 Book of the Wild 98 Feast of the Far-Traveled 99 Thoughts of An Old Man 00 Journal of the Bound Beast Die roll (d100) Magic Item (by rarity) 44-45 Key to Magic 46-47 Key to Power 48-49 Key to Skill 50-51 Lantern of Fey Promises 52-53 Magic Compass 54-55 Mask of Many Voices 56 Mirror of Our Fears 57-58 Mortality Mirror 59-60 Mummified Bat 61-62 Murder Boots 63 Nine Heads 64-67 Pathlighters 68-69 Play Set of the Gods 70 Portable Oasis 71-75 Powdered Prophecy 76-77 Ring of the Were-Goat 78-79 Rusty Blade 80-81 Sculptor of Dreams 82-83 Sermon of a Saint 83-84 Serpent Arrow 85-86 Skull of the Grim Feast 87-88 Sneak Powder 89-90 Spirit Bottle 91 Sword of a Saint 92 Thoughts of An Old Man 93-94 Thunder Bludgeon 95-96 Token of Remorse 97-98 Unspeakable Ring of Wandrei 99-100 Windblown Scarf Die roll (d100) Magic Item (by rarity) 01-02 Armor of the War-Weary 03-04 Blasted Bludgeon 05-06 Blasting Powder 07-08 Bone Bludgeon 09-10 Chalice of Regrets 11-12 Charred Blade 13-14 Crystal Seed 15-16 Death Doll 17-18 Demon Dice 19-20 Demon Disguise 21-22 Devil’s Hammer 23-24 Devil’s Whetstone 25 Feast of the Far-Traveled 26-27 Fish Head Mask 28-30 Funeral Pyre of the Gods 31-32 Gifting Cobra 33-34 Granny’s Broomstick 35-36 Hairy Doll 37-38 Hungry Monkey 39-40 Icicle Blade 41-42 Intoxicating Mug 43 Journal of the Bound Beast Common Magic Items Want more variety? Whenever Common magic items are available, roll d100. If you roll a 51-00, use the Curios & Oddities table(s) here instead. Here is the list of Common items from our first four 250 Best Magic Items books: • Totem of the Fighting Spirit (Barbarians, Druids, and Rangers) • Bag of Adventurous Luxury (Fighters and Rogues) • Seeking Needle (Fighters and Rogues) • Spear of the Watch (Fighters and Rogues) • Kettle of Conjured Delights (Bards, Sorcerers, Warlocks, and Wizards) • Mystic Robes (Bards, Sorcerers, Warlocks, Wizards) • Sanctified Salt (Clerics, Monks, and Paladins)


78 250 Best Magic Items: Curious, Oddities, and Trinkets The trinket tables are arranged by character class, concept, and/or your background. Roll on the Arcane Trinkets table if you are a bard, sorcerer, warlock, or wizard, or wish to have an arcane or eldritch magical background. Charisma-based casters may wish to roll on the Social Trinkets table instead. If you roll an item that doesn’t make sense for your class or concept, roll again. Roll on the Divine Trinkets table if you are a cleric or monk, or wish to have a religious background. Druids may wish to roll on this table or the Wilderness one. If you roll an item that doesn’t make sense for your class or concept, roll again. Roll on the Martial Trinkets table if you are a fghter, monk, or paladin, or come from a town or citybased background. If you roll an item that doesn’t make sense for your class or concept, roll again. Roll on the Social Trinkets table if you are a bard or rogue, have a high Charisma, or come from a criminal, educated, merchant, noble, or a city- or skillbased background. If you roll an item that doesn’t make sense for your class or concept, roll again. Roll on the Wilderness Trinkets table if you are a barbarian, druid, or ranger, or you come from a frontier, rural, or wilderness-based background. If you moved from the wilderness to the city at a young enough age, you may wish to roll on the Martial or Social table instead. If you roll an item that doesn’t make sense for your class or concept (such as a spell pouch for a barbarian), roll again. How to Gain Your Trinket Roll once on the trinkets table of your choice to equip your 1st level character (or whatever level you begin). Option A: If the GM approves, roll 2x on a trinkets table of your choice (or once each on two tables). Keep the result you like best. If you roll 00, roll 2x on two diferent tables and keep the result you like best. Option B: If the GM approves, you may add +/- your profciency bonus to your roll(s). This is extrahelpful when you’re starting play at higher levels. Trinkets Die roll (d100) Magic Item (by rarity) 01-03 Alchemy Kit 03-07 Arcane Spell Focus 08-09 Book (written by someone else) 10-11 Book (written by you) 12-13 Book of Forbidden Lore 14-15 Comb 16-17 Cooking Pot or Cauldron 18-19 Crown 20-22 Dagger 23-25 Family Heirloom (Magical) 26-27 Fan 28-29 Feather 30-32 Gift of Future Magic 33-34 Goblet or Chalice 35-38 Good Luck Charm 39-40 Hammer 41-43 Hat or Headdress 44-45 Herbs 46-47 Insignia 48-49 Lantern 50-51 Locket 52-53 Mad Ravings 54-55 Magic Blood 56-58 Magic Book 59-60 Magic Chalk 61-62 Magic Item (Known) 63-64 Magic Item (Unknown) 65-66 Mask 67-68 Meteorite Fragment 69-70 Mirror 71-72 Motivation 73-74 Obscure Arcane Theory 75-79 Pet 80-83 Quill and Ink 84-85 Ritual Tool 86-87 Rope 88-89 Scythe, Sickle, or Kama 90-91 Skull 92-93 Spell Pouch 94-95 Tattoo 95-96 Thorn Token 97-98 Tongue 99 Treasure Map 00 Roll 2x on this table and keep one Arcane Trinkets Table


79 250 Best Magic Items: Curious, Oddities, and Trinkets Die roll (d100) Magic Item (by rarity) 92-93 Thorn Token 94-95 Tongue 96-97 Treasure Map 98-99 Uniform 00 Roll 2x on this table and keep one Die roll (d100) Magic Item (by rarity) 01-05 Armor (Any) 06-07 Brand or Scar 08-10 Dagger 11-12 Deed 12-14 Drinking Mug or Tankard 15-16 Family Heirloom (Magical) 17-18 Family Heirloom (Nonmagical) 19-20 Flag 21-22 Gem (Real) 23-25 Good Luck Charm 26-27 Grappling Hook 27-28 Hammer 29-30 Handaxe 31-35 Helmet 36-38 Horn 39-40 Insignia 41-42 Lantern 43-44 Magic Blood 45-46 Magic Item (Known) 47-48 Magic Item (Unknown) 49-51 Manacles 52-54 Medal 55-59 Melee Weapon (Any) 60-64 Monk Weapon (Any) 65-66 Monster Remains 67-71 Motivation 72-73 Net 74-75 Pet 76-80 Ranged Weapon (Any) 81-82 Rope 83-87 Shield 88-89 Tattoo 90-91 Thorn Token 92-93 Torch Holder 94-95 Treasure Map 96-97 Uniform 98-99 Whetstone 00 Roll 2x on this table and keep one Divine Trinkets Table Martial Trinkets Table Die roll (d100) Magic Item (by rarity) 01-03 Armor (Any) 04-05 Book (written by someone else) 06-07 Book (written by you) 08-09 Book of Forbidden Lore 10-11 Brand or Scar 12-13 Comb 13-14 Cooking Pot or Cauldron 15-16 Crown 17-18 Dagger 19-21 Divine Spell Focus 22-23 Family Heirloom (Magical) 24-26 Fan 26-27 Gift of Future Magic 28-29 Goblet or Chalice 30-31 Good Luck Charm 32-33 Hammer 34-35 Hat or Headdress 36-37 Herbs 38-39 Holy Relic 40-43 Holy Symbol 44-45 Insignia 46-47 Lantern 48-49 Locket 50-51 Mad Ravings 52-53 Magic Blood 54-55 Magic Book 56-57 Magic Chalk 58-59 Magic Item (Known) 60-61 Magic Item (Unknown) 62-63 Mask 64-65 Meteorite Fragment 66-67 Mirror 68-69 Monk Weapon (Any) 70-71 Motivation 72-73 Obscure Scripture 74-75 Pet 76-77 Prayer Book 78-79 Prayer Mat 80-81 Ritual Tool 82-83 Rope 84-85 Scythe, Sickle, or Kama 86-87 Shield 88-89 Skull 90-91 Tattoo


80 250 Best Magic Items: Curious, Oddities, and Trinkets Die roll (d100) Magic Item (by rarity) 92-94 Trade Goods 95-96 Treasure Map 97-98 Uniform 99 Roll 2x on this table and keep one 00 Roll 1x on this and one other table of your choice and keep one Social Trinkets Table Wilderness Trinkets Table Die roll (d100) Magic Item (by rarity) 01-02 Animal Trap 03-05 Armor (Any) 06-07 Body Paint 08-09 Brand or Scar 10-11 Broken Object 12-13 Compass 14-15 Cooking Pot or Cauldron 16-17 Dagger 18-19 Dead Animal 20-21 Death Belt 22-23 Family Heirloom (Magical) 24-25 Family Heirloom (Nonmagical) 26-28 Good Luck Charm 29-30 Grappling Hook 31-32 Hammer 33-34 Hat or Headdress 35-36 Handaxe 37-38 Helmet 39-40 Herbs 41-42 Lantern 42-43 Magic Blood 44-45 Magic Flower 446-47 Magic Item (Known) 48-49 Magic Item (Unknown) 50-51 Manacles 52-53 Mask 54-55 Meat 56-58 Melee Weapon (Any) 59-60 Meteorite Fragment 61-63 Motivation 64-65 Monster Remains 66-67 Net 68-69 Pet 70-72 Ranged Weapon (Any) 73-74 Rope 75-76 Seed 77-79 Shield


81 250 Best Magic Items: Curious, Oddities, and Trinkets Trinket Meanings (Bonus Section) When you gain your trinket, it’s helpful to know what deeper meaning and symbolism it has for you. Here are various examples to consider for each trinket type (plus heirlooms). Feel free to use them as is, alter them as needed, or be inspired to invent your own. Arcane Trinkets: This item is a symbol of your knowledge, your intelligence, your wisdom. It is a symbol of experimentation, your ability to create, to transform. It’s also a symbol of your ability to destroy. This item represents your connection to the arcane and your ability to cast spells, or perhaps the magic that you wish to do. It could also be a symbol of the magic in your family background, or a reminder of the magic of your homeland. This trinket could be a symbol of the power you seek, and the reckless desire and ambition to achieve it. It represents the dangers of magic and desire, and the overpowering allure of the unknown… Divine Trinkets: This item is a symbol of your connection to the divine, or perhaps a reminder of your distractions or disconnection from the divine. It may be a symbol of your connection to another divine spellcaster, or to a particular spirit, place, or power, or a reminder of the power you lack. This item is a symbol of your faith in something or someone greater than you, or a reminder of your faith in yourself or the faith others have in you–however well-placed or misguided. Martial Trinkets: This item is a symbol of your protection and desire to protect others. It is also a symbol of your ambition and courage, and your willingness to sacrifce yourself for a cause. It may represent a former military service, time as a squire, or a dangerous job like law enforcement. This object is a symbol of allies, victory, and companionship. It is a symbol of your honor, or how your honor has been violated. It's a symbol of your patriotism, or how you are not always patriotic. It's a symbol of your sense of duty–or lack thereof. It represents a sense of adventure, or serves as a reminder of how you are a reluctant adventurer. Social Trinkets: This item is a symbol of how you see yourself, or how you wish to be seen. It's a symbol of how you want to be talked about, or how you don't want to be. It's a symbol that you must act in accordance with your beliefs, or that you don't have to. It's a reminder of a promise, or how you betrayed a promise. This item serves as a reminder of your power and place in the world, or your desire to retreat from it. This trinket reminds you of the life you could have had, or the life you might have if you continue along your current path. It's a symbol of your authority, or that you must pretend to be an authority–if only for the sake of your reputation. This item symbolizes your deceit, or how you were deceived. It’s a symbol of how you fool others, or how you fool yourself… Wilderness Trinkets: This item is a symbol of movement, and of how you move through life, or how others move through life. It is a symbol of connection to nature, the elements, and the wild. It could also be a symbol of your ability to pick up and strike out on your own, to become more independent, to survive and rely on yourself. This trinket is a symbol of protection, of safety and security. It's a symbol of your strength, your wild nature, and your ability to protect your freedom. Family Heirlooms: This item is a symbol of your connection to your family, or to only part of your family. It represents connection to family history, or a disconnection. It is a symbol of how your family lived, or how your family should have lived, or how you hope to one day live or live again… with or without them. What other meanings can you imagine for your trinket? Die roll (d100) Magic Item (by rarity) 80-81 Skull 82-83 Spell Pouch 84-85 Tattoo 86-87 Thorn Token 88-89 Tongue 90-91 Treasure Map 92-93 Trophy 94-95 Waterskin 96-97 Whetstone 98-99 Wolf Pelt 00 Roll 2x on this table and keep one Wilderness Trinkets Table (Contʼd.)


82 250 Best Magic Items: Curious, Oddities, and Trinkets Credits MageGate Games Lead Designers: Jackson Dean Chase and Baba Azizi Tucker Authors: Jackson Dean Chase with Baba Azizi Tucker Art Direction and Editing: Jackson Dean Chase Cover Designer, Additional Art Direction and Editing: Baba Azizi Tucker Cover and Interior Art: 123RF and DepositPhoto Typesetting: This book is set with the following fonts: Charter (subheads), Iowan Old Style (body), Mael (series logo), Imperator Small Caps (footers, MageGate logo), Mr. Eaves Small Caps (chapter names, headlines, note names, table names), Romic Std Extra Bold (book title), and Scala Sans Regular (art item names, bulleted and numbered lists, sidebar body, table cells). Playtesters: Rick Adams, Kwame Carr, Dave Davidson, Erica Ellis, Frank Ellis, Gianni Franco, Courtney Pound. With love and thanks for your incredible support: Our families, friends, and fans. FOLLOW MAGEGATE GAMES ON SOCIAL MEDIA • Patreon: https://www.patreon.com/magegate • Facebook Group: https://www.facebook.com/ groups/magegate • YouTube: https://www.youtube.com/channel/ UCLU7yKj8QRWwjjeIbaDApMQ • Instagram: https://www.instagram.com/magegate • Twitch: https://www.twitch.tv/magegategames • Twitter: https://twitter.com/mage_gate ISBN (Paperback): 9798791046208 ISBN (Hardcover): 9798791047113 First Printing: December 2021 Copyright 2021 MageGate Games Inc. All rights reserved. Printed in the USA. MageGate Games, the MageGate Games logo, the fame gate logo, 250 Best Magic Items, the 250 Best Magic Items logo, Heirloom Magic Items, and all other MageGate Games product, character, and location names, as well as their respective logos are trademarks of MageGate Games Inc, in the USA and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of MageGate Games Inc. Open Game Content: Subject to designation as Product Identity (see below), the only portion of this MageGate Games product designated as Open Game Content is the rules content (creature stat blocks and names of skills, etc., taken from the SRD) as defned in the Open Game License version 1.02 Section 2(d). The front and back cover, front and back matter (including but not limited to the Introduction and Credits page), as well as all other parts of this product (including all text not specifcally designated as Open Game Content) are Closed Game Content and remain the exclusive property of MageGate Games Inc. No portion of this work other than the material designated as Open Game Content may be reproduced in any form without the written permission of MageGate Games Inc. Product Identity: The following items are hereby identifed as Product Identity, as defned in the Open Game License version 1.02, Section 2(e), and are not Open Game Content: MageGate Games and the MageGate Games logo, the fame gate logo, 250 Best Magic Items and its series logo, as well as all trademarks, registered trademarks, proper names (including the names of each character, location, item, or monster unique to this product or another MageGate Games product), dialogue, plots, storylines, locations, characters, artworks, and trade dress, but excluding any content that is Product Identity of Wizards of the Coast LLC. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Note: MageGate Games Inc. reserves the right to amend or modify this product if there is a change in the designation of Open or Closed Game Content. Fair Use: Reference in Closed Game Content (thus not covered by the Open Game License) in this work to trademarks or content owned by others is not a challenge to said trademarks or ownership and is used under Fair Use as permitted by law. Legal Notice MageGate.com Magic Items for Everyone Need magic items for specific character classes like clerics, fighters, rogues, and wizards? Then be sure to grab your collector’s editions of the rest of our 250 Best Magic Items books. In addition to being jam-packed with an epic 250 class-specific magic items, each book contains our rarity tables and rules that govern how our items operate, including innovative, easy to use mechanics sure to bring more fun and variety to your 5e game! Watch our FREE videos on YouTube and join our Patreon for exclusive, exciting content. www.MageGate.com


83 250 Best Magic Items: Curious, Oddities, and Trinkets Legal Information Permission to copy, modify and distribute the fles collectively known as the System Reference Document 5.1 (“SRD5”) is granted solely through the use of the Open Gaming License, Version 1.0a. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. The following items are designated Product Identity, as defned in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infnite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefeld of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind fayer, illithid, umber hulk, yuan-ti. All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License. The terms of the Open Gaming License Version 1.0a are as follows: OPEN GAME LICENSE VERSION 1.0A The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. DEFINITIONS (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modifcation, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any extra content clearly identifed as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifcally excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or efects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identifed as Product identity by the owner of the Product Identity, and which specifcally excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. THE LICENSE This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must afx such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. OFFER AND ACCEPTANCE By Using the Open Game Content You indicate Your acceptance of the terms of this License. GRANT AND CONSIDERATION In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. REPRESENTATION OF AUTHORITY TO CONTRIBUTE If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufcient rights to grant the rights conveyed by this License. NOTICE OF LICENSE COPYRIGHT You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. USE OF PRODUCT IDENTITY You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. IDENTIFICATION If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. UPDATING THE LICENSE Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. COPY OF THIS LICENSE You MUST include a copy of this License with every copy of the Open Game Content You Distribute. USE OF CONTRIBUTOR CREDITS You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. INABILITY TO COMPLY If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so afected. TERMINATION This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. REFORMATION If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. END OF LICENSE If you note any errors in this document, please let us know by emailing [email protected]. Get your FREE copy of Heirloom Magic Items at www.MageGate.com


Click to View FlipBook Version