Total items:
Rarity:
1: common
2: uncommon
3: rare
4: very rare
5: legendary
Item name ▲▼ |
Rarity ▲▼ |
Type ▲▼ |
Stats | Flavour description |
---|---|---|---|---|
Butter knife, the (source) | 2 | Utensil | Roll 1d10. If you roll a 1 to 9, this is a regular butterknife. The kind found in a kitchen drawer. If you roll a 10, this knife can make 1 cut through any mundane, non magical substance as if it were butter. | A battered, dull looking kitchen knife. It's cast in metal and has few adornments. It would look at home in any modest kitchen. |
Sword of bones | 3 | Shortsword | Regular shortsword, counts as a magic item (though one without any bonuses). When you are wielding this sword, you can tell how many bones any creature has by looking at it. | An unremarkable looking shortsword. The crossguard is engraved with a pattern of bones. |
Anti-skeleton key (source) | 2 | Misc | It can be inserted into any lock and, when turned, it locks the lock. A lock that has been locked by the Anti-Skeleton Key cannot be picked, and can only be opened by the mundane key it matches or a magical spell such as Knock | This simple iron key has been crafted to resemble a skeleton hand clutching an iron ring, with the arm itself turning into the actual blade of the key. |
Surge shroom | 1 | Consumable | When you eat one of these mushrooms, roll on the nuisance column of this table. | A white mushroom that glows faintly with shifting pastel colours. It tastes vaguely nutty. |
Surge stone | 2 | Consumable | You can crush this stone to regain one expanded spell slot (level 3 or lower). One use. | A marble-sized glassy stone, milky white and partially translucent. It glows faintly with shifting pastel colours. |
Shortsword of returning | 2 | Shortsword | This is a regular shortsword, counts as a magic weapon. You can throw this sword at an enemy like a throwing dagger, if it hits it works exactly like a throwing dagger (1d4 damage). If it misses it flies back to your hand unless something is physically in the way in which case it falls harmlessly to the ground. | A shortsword with a reddish wooden grip painted with geometric patterns. |
Undraw dagger | 2 | Dagger | This is a normal dagger with a sheath. While it's within 60ft of you, you can speak the command word. Unless physically or magically restrained (anything that would require a check or action to physically remove), the dagger will dematerialise and reappear inside its sheath. | An unremarkable dagger with a brown leather sheath. The sheath can be clasped onto a belt and is decorated with a stylised closed eye. |
Dandy Shortsword | 2 | Shortsword | A well-made shortsword. When drawn, emits an elegant and attention-catching "SHINGGG" | This shortsword is embellished with silver and gold scrollwork. A green gem is set in the pommel. Its beautiful, but otherwise unexceptional. |
Tongue-switch necklace | 3 | Necklace, cursed | Can be activated one per long rest. Roll a d20, on odds there's no effect. On evens, you can now understand and speak all languages you dont have proficiency in. Additionally, you can no longer understand or speak any languages you do have proficiency in. The effct lasts for one hour. | A fine metal chain with a pendant on the shape of a small bird skull. The pendant looks like bone, but seems much sturdier. |
Ring of limited luck | 4 | Ring | When you roll a 3 or below on a d20 roll, this ring becomes charged. When charged, you may expend the charge by taking advantage on any d20 roll. The ring can only hold one charge at a time but can be spent and recharged without limit. Requires attunement. | A narrow gold ring set with a single opal chip. When charged, the opal flashes brightly. |
Bullseye Bracers | 4 | Bracers | You gain +2 on melee attacks with any weapon you're proficient with. | Leather bracers tooled with a series of concentric circles. |
Third time's the charm | 4 | Necklace | This amulet becomes charged when you miss on two attack rolls (not necessarily in a row). When charged, you may expend the charge to gain +5 to hit on an attack roll. The amulet can only hold one charge at a time but can be spent and recharged without limit. Required attunement. | An amulet shaped like a falling star. |
Trip-trick boots | 4 | Boots | These boots have 3 charges. When someone attacks you with a melee weapon and misses, you can expend a charge to trip them. They make a DC (10+ your dex) save. On a fail, they fall prone. Requires attunement. | These boots are made of stylish scaled leather. They shimmer slightly. |
Eagle eye crossbow | 4 | Crossbow | Light crossbow +1 to hit, crits on a 19 and 20 Once per long rest you can cast hunters mark as a bonus action on a creature when you make a successful ranged attack against that creature with this crossbow. Requires attunement. | The handle of this crossbow is carved with images of bird of prey in flight. |
Faerie shade breastplate | 4 | Chest armour | Leather armor (light) AC 14. 3x per long rest you can cast Faerie shade: you and all inanimate objects in your square are outlined in an aura of shifting shadow for one minute. All creatures that rely in sight have disadvantage on attacks on you for the duration. | This breatplate is made of an odd, smoky leather tooled to look like leafy vines. When activated, the shadows expand around you. The breastplate has the scent of the fey wild. |
The Monk King's Belt | 3 | Belt, cursed | This belt gives the wearer +1 damage to unarmed strikes. Also, it causes a monkey tail to sprout instantly. This belt is cursed and cannot be removed except with Remove Curse. | This is a legendary artifact rumoured to convey the mystical powers of the king of a long-lost order of monks. Unfortunately that reputation is the result of a misunderstanding. This is actually the monkey's belt. The belt itself is hide, with the brown fur still intact. |