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Minor Weapon Enchantments, 1d186: A +1 magic weapon (Or some system specific version or it) is a staple piece of equipment in nearly every role playing game world. Low levels characters hoard gold and listen for rumors of where an enchanted sword may be found or sold, embarking on epic quests in search of one. Mechanically speaking, there lies a tricky issue for DM’s on when to allow the party to begin acquiring magic weapons. To early and it can throw off challenge rating balance and prevent the collecting of a magic weapon to be a significant milestone for the character. If enchanted weapons are scarce, martial characters (And the players who control them) can become discontent and feel slighted or that they are unable to keep up against enemies that are resistant or wholly immune to mundane weapons. To combat this issue I have developed and collected an extensive amount of Minor Weapon Enchantments. While +1 weapon is the gold standard of enchanting, constantly providing its bonuses to any wielder and never demanding anything in return for its service, these minor bonuses are weaker as they come with trade-offs, risks, prerequisites, limited uses or niche benefits. I personally consider them +0.5 enchantments as although they are better than nothing, they aren’t as good as their +1 kin. Weapons with these benefits can be given to PC’s much lower level than would be appropriate than a +1 and provide experienced players new ways to interact with their weapons. These enchantments provide feat-like bonuses, low level class abilities, modify damage types, provide short bursts of power or replicate the effects of low levels spells. The flavorful descriptions allow even a simple dagger to appear unique and special, creating a richer and more immersive world.
Accursed: The fiendish visage of a demon has been branded into the grip of the weapon. The weapon bears small infernal runes along its length that provide the wielder power at the cost of his personal well being. Knowledgeable PCs are able to determine that the symbols are not a demonic contract, nor does the source of the power stem from hellish origin. Rather the abyssal glyphs forcibly draw energy from the wielder’s mental and physical defenses, worsening his ability to protect himself from harm. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
Shiftsword: The symbol of a different Random Melee Weapon (See Note) is etched into the grip of this Random Melee Weapon. This enchantment was tailor made for adventurers who wish to travel light while still retaining access to an assortment of armaments. The weapon is imbued with transmutation magic and once per round on his turn, the wielder can concentrate for a fraction of a moment (Taking an action equivalent to drawing a weapon), to cause the weapon to instantaneously change from its current form to the type of weapon etched onto the grip or back again. Any observer can clearly tell that both of the weapon’s forms are of exceptional workmanship and that a great deal of time and skill went into their creation. Both weapons gain a single Random Masterwork Bonus (Either the same for each or two different benefits, DM’s discretion). —Note: I recommend choosing two melee weapons that serve different purposes or deal different types of damage or a one handed weapon and a two handed weapon to increase the wielder’s variety of attack options. A mace that turns into a halberd is far more useful than a mace that turns into a club.
Peaceful Rest: The image of a corpse with its arms peacefully crossed over its chest, coins covering its eyes and a serene smile on its face is etched on the grip of the weapon. The bearer feels a sense of serenity and calmness over the prospect of their mortality and is able to accept the grim inevitable with stoicism and grace. The bearer will still fight to the bitter end against hopeless odds to save their own life or that of an ally but the wielder knows that with his last breath he will great death as an old friend and go gladly into the light. If a creature is dealt a killing blow from this weapon, their body does not rot or decay in any way for seven days and during this time the body cannot be made into an undead. The effect also extends the time limit on raising the target from the dead and days spent under the influence of the weapon’s effect don’t count against the time limit of spells such as raise dead. Should a creature be killed while actively wielding the weapon, their body is also affected in the same manner. —Note: Not recommended for thrown weapons or ammunition.
Wild Magic: A large glyph of raw magic is emblazoned on the business end of the weapon. With each successful strike in combat, the mark pulses and flickers with barely contained power always threatening to burst free from the weapon’s confines and alter the very fabric of reality. On truly remarkable attacks, a small portion of the untamed sorcery surges free and causes unpredictable effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll on the Wild Magic Surge Table and that effect occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: The DM could also rule that the magic surges on a natural 1, however many of the table’s results are based on a successful attack / spell. For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll. Not recommended for thrown weapons or ammunition.
Cinders: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered fire damage rather than the weapon's normal damage type. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Nightmares: The handle of the weapon is pitch black and seems to soak in the ambient light around it. Whenever a creature makes contact with the weapon, (Be they the wielder or target) that creature relives a fleeting instant of a long forgotten childhood nightmare before the memory quickly submerges back into their subconscious. Twice per day, when the wielder lands a successful attack against an enemy he can choose to cause that creature to suffer from severe night terrors during their next eight hours (Consecutive or non-consecutive) of sleep as they experience a vivid and specific Random Nightmare. The victim’s sleep is plagued with thrashing and screaming as they frequently bolt awake terrified, drenched in cold sweat, their heart pounding heavily in their chest. The creature’s sleep is so disturbed by the nightmares that they gain no benefits from the rest whatsoever. —Note: Projectile weapons with this enchantment bestow the magic upon their ammunition for the turn that it’s fired.
Patience: The length of the weapon is covered in a complicated pattern of swirling silver whorls that calm and soothe a creature who observes it. At the first moment of combat, the bearer senses that the battle may go better for them if they take a moment to observe the situation and ready themselves before joining the fray. When initiative is rolled,  if the bearer chooses (Before rolling) to go last in the initiative order, the silver patterning begins to glow a dull red and the weapon is treated as a +1 weapon for that wielder until the end of combat.
Wolfbrother: A weapon simple in its design, lacking any sort of flair or decoration save for the imprint of a leaping wolf stamped into the leather grip. A bearer feels a sense of animalistic cunning from the weapon and that despite its simple appearance, it is much more than it seems. After three days in the possession of a bearer who has never deliberately harmed or killed a wolf, the bearer’s eyes become a bright yellow even golden color, glow faintly in the dark and catch the light, granting a wolfish appearance. This effect fades 24 hours after the weapon has left the wielder’s possession. A wolf eyed wielder takes on some of the heightened senses of the untamed wolf and can see in low or dim light as if it was bright light and gains advantage to any perception checks made regarding their sense of smell. Wolves are pack hunters and a golden eyed bearer instinctually benefits from a nearby ally while in combat, using the minor distraction to go for the enemy’s throat. The wielder gains a +1 on damage rolls with the weapon if an allied creature is within five feet of the target. Bearers who have ever harmed or killed wolves feel a strong sense of betrayal and revulsion when touching the weapon and they cannot benefit from its magic nor are they considered proficient with the weapon. —Note: Recommended for melee weapons.
Bloodied: The symbol of a ferocious, wild eyed badger is etched on the grip of the weapon. A healthy bearer can feel the faintest hint of dormant, primal rage at the back of their mind waiting patiently for its power to be called upon. The knowledge of this emergency, animalistic violence hibernating within himself can leave the bearer comforted or uneasy, depending on how civilized or evolved he views himself. When the wielder is heavily injured the wielder flies into a bestial frenzy and channels that power into the weapon, which is treated as a +1 if the wielder has less than half of his total hit points remaining. This adrenaline fueled rage immediately departs a wielder whose life is not in immediate danger (Above half of his total hit points) as the primal urges retreat back into dormancy rather than further taxing the wielder’s energy.
Tithing: The holy symbol of a God of a Random Domain is etched on the grip of the weapon. The object functions as a direct spiritual connection to that deity and a creature can make offerings directly to the God in return for a minor blessing. The bearer may lay ten gold coins (See Note) along the surface of the weapon and pray to the God for ten minutes. At the end of this ritual, the gold coins vanish and the weapon is treated as a +1 weapon for the next eight hours but only for the creature who prayed. The bearer feels a strong sense of religious devotion during the eight hour span and feels motivated to carry out the basic tenets of the domain the God represents. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. —Note: Rather than a flat ten gold, the DM can rule of another flat value, X gold per character level or other reasonable amount. Not recommended for ammunition or thrown weapons.
—Most of these enchantments have not been playtested whatsoever, so feel free to make any modifications that you feel like to use them in your campaigns.
—Follow the links for the Unique Weapons or Random Weapon tables to find examples of base weapons that these enchantments can be applied to.  
—Keep reading for 176 more minor weapon enchantments.
—Note: The previous 10 minor weapon enchantments are repeated here.
Accursed: The fiendish visage of a demon has been branded into the grip of the weapon. The weapon bears small infernal runes along its length that provide the wielder power at the cost of his personal well being. Knowledgeable PCs are able to determine that the symbols are not a demonic contract, nor does the source of the power stem from hellish origin. Rather the abyssal glyphs forcibly draw energy from the wielder’s mental and physical defenses, worsening his ability to protect himself from harm. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
Shiftsword: The symbol of a different Random Melee Weapon (See Note) is etched into the grip of this Random Melee Weapon. This enchantment was tailor made for adventurers who wish to travel light while still retaining access to an assortment of armaments. The weapon is imbued with transmutation magic and once per round on his turn, the wielder can concentrate for a fraction of a moment (Taking an action equivalent to drawing a weapon), to cause the weapon to instantaneously change from its current form to the type of weapon etched onto the grip or back again. Any observer can clearly tell that both of the weapon’s forms are of exceptional workmanship and that a great deal of time and skill went into their creation. Both weapons gain a single Random Masterwork Bonus (Either the same for each or two different benefits, DM’s discretion). —Note: I recommend choosing two melee weapons that serve different purposes or deal different types of damage or a one handed weapon and a two handed weapon to increase the wielder’s variety of attack options. A mace that turns into a halberd is far more useful than a mace that turns into a club.
Peaceful Rest: The image of a corpse with its arms peacefully crossed over its chest, coins covering its eyes and a serene smile on its face is etched on the grip of the weapon. The bearer feels a sense of serenity and calmness over the prospect of their mortality and is able to accept the grim inevitable with stoicism and grace. The bearer will still fight to the bitter end against hopeless odds to save their own life or that of an ally but the wielder knows that with his last breath he will great death as an old friend and go gladly into the light. If a creature is dealt a killing blow from this weapon, their body does not rot or decay in any way for seven days and during this time the body cannot be made into an undead. The effect also extends the time limit on raising the target from the dead and days spent under the influence of the weapon’s effect don’t count against the time limit of spells such as raise dead. Should a creature be killed while actively wielding the weapon, their body is also affected in the same manner. —Note: Not recommended for thrown weapons or ammunition.
Wild Magic: A large glyph of raw magic is emblazoned on the business end of the weapon. With each successful strike in combat, the mark pulses and flickers with barely contained power always threatening to burst free from the weapon’s confines and alter the very fabric of reality. On truly remarkable attacks, a small portion of the untamed sorcery surges free and causes unpredictable effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll on the Wild Magic Surge Table and that effect occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: The DM could also rule that the magic surges on a natural 1, however many of the table’s results are based on a successful attack / spell. For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll. Not recommended for thrown weapons or ammunition.
Cinders: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered fire damage rather than the weapon's normal damage type. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Nightmares: The handle of the weapon is pitch black and seems to soak in the ambient light around it. Whenever a creature makes contact with the weapon, (Be they the wielder or target) that creature relives a fleeting instant of a long forgotten childhood nightmare before the memory quickly submerges back into their subconscious. Twice per day, when the wielder lands a successful attack against an enemy he can choose to cause that creature to suffer from severe night terrors during their next eight hours (Consecutive or non-consecutive) of sleep as they experience a vivid and specific Random Nightmare. The victim’s sleep is plagued with thrashing and screaming as they frequently bolt awake terrified, drenched in cold sweat, their heart pounding heavily in their chest. The creature’s sleep is so disturbed by the nightmares that they gain no benefits from the rest whatsoever. —Note: Projectile weapons with this enchantment bestow the magic upon their ammunition for the turn that it’s fired.
Patience: The length of the weapon is covered in a complicated pattern of swirling silver whorls that calm and soothe a creature who observes it. At the first moment of combat, the bearer senses that the battle may go better for them if they take a moment to observe the situation and ready themselves before joining the fray. When initiative is rolled,  if the bearer chooses (Before rolling) to go last in the initiative order, the silver patterning begins to glow a dull red and the weapon is treated as a +1 weapon for that wielder until the end of combat.
Wolfbrother: A weapon simple in its design, lacking any sort of flair or decoration save for the imprint of a leaping wolf stamped into the leather grip. A bearer feels a sense of animalistic cunning from the weapon and that despite its simple appearance, it is much more than it seems. After three days in the possession of a bearer who has never deliberately harmed or killed a wolf, the bearer’s eyes become a bright yellow even golden color, glow faintly in the dark and catch the light, granting a wolfish appearance. This effect fades 24 hours after the weapon has left the wielder’s possession. A wolf eyed wielder takes on some of the heightened senses of the untamed wolf and can see in low or dim light as if it was bright light and gains advantage to any perception checks made regarding their sense of smell. Wolves are pack hunters and a golden eyed bearer instinctually benefits from a nearby ally while in combat, using the minor distraction to go for the enemy’s throat. The wielder gains a +1 on damage rolls with the weapon if an allied creature is within five feet of the target. Bearers who have ever harmed or killed wolves feel a strong sense of betrayal and revulsion when touching the weapon and they cannot benefit from its magic nor are they considered proficient with the weapon. —Note: Recommended for melee weapons.
Bloodied: The symbol of a ferocious, wild eyed badger is etched on the grip of the weapon. A healthy bearer can feel the faintest hint of dormant, primal rage at the back of their mind waiting patiently for its power to be called upon. The knowledge of this emergency, animalistic violence hibernating within himself can leave the bearer comforted or uneasy, depending on how civilized or evolved he views himself. When the wielder is heavily injured the wielder flies into a bestial frenzy and channels that power into the weapon, which is treated as a +1 if the wielder has less than half of his total hit points remaining. This adrenaline fueled rage immediately departs a wielder whose life is not in immediate danger (Above half of his total hit points) as the primal urges retreat back into dormancy rather than further taxing the wielder’s energy.
Tithing: The holy symbol of a God of a Random Domain is etched on the grip of the weapon. The object functions as a direct spiritual connection to that deity and a creature can make offerings directly to the God in return for a minor blessing. The bearer may lay ten gold coins (See Note) along the surface of the weapon and pray to the God for ten minutes. At the end of this ritual, the gold coins vanish and the weapon is treated as a +1 weapon for the next eight hours but only for the creature who prayed. The bearer feels a strong sense of religious devotion during the eight hour span and feels motivated to carry out the basic tenets of the domain the God represents. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. —Note: Rather than a flat ten gold, the DM can rule of another flat value, X gold per character level or other reasonable amount. Not recommended for ammunition or thrown weapons.
Bonded Power: The symbol of a hand holding this weapon is etched into the weapon’s grip. The lines of the symbol where the hand and the weapon meet are blurred, making it hard to distinguish them as separate entities. The bearer understands that although the weapon is lethal in it’s own right, it’s true power can only be obtained by physically bonding with it. On the wielder’s turn he may activate the weapon’s magic, causing the grip to animate and wrap itself around the wielder’s fist and burrowing into the skin of his hand, creating an unnatural union of weapon and flesh. This process takes an action equivalent to making an attack or casting a spell. The wielder feels an unpleasant amount of pressure but no actual pain and takes no damage as the material penetrates the skin, forcing it to remain grasped to the handle. The weapon becomes more powerful and deadly as it fused with its wielder and is treated as a +1 while bonded. While attached to the wielder’s hand, the weapon cannot be released or disarmed and the wielder cannot use that hand for tasks requiring any sort of manual dexterity as the hand is considered actively wielding the weapon at all times. To sever the bond to the weapon the wielder can spend one minute cutting and prying away the fused areas, suffering one hit point of damage per character level (Or 10% of his maximum health or other equivalent amount), or he can take an action equivalent to attacking or casting a spell and use a free hand to rip it off by force, dealing twice that amount of damage to himself due to the sheer amount of lost skin and tissue. —Note: For two handed weapons, the weapon only bonds to a single hand (Wielder’s choice) leaving the other one free to interact with other objects, however the wielder must still use both hands to make attacks with it as normal. This allows the wielder to hold a bonded crossbow in one hand while the other retrieves a potion, makes a rude gestures or loads said crossbow. Not recommended for ammunition or thrown weapons.  
Flamboyant: A fine looking weapon with a pictorial representation of the last magical sound the weapon made outlined in the last color it was ordered to shine in, emblazoned on the grip. When the weapon is drawn, the wielder may mentally command the weapon to shine up to or as bright as a torch in any color they choose and can choose to cause the weapon to create any noise they can imagine, which can be up to as loud as one grown man yelling. The wielder cannot alter the ongoing effect but may suppress it at any time. Both effects are illusionary and last until the weapon no longer held, the wielder dismisses it or until one minute passes. The weapon requires one hour of recharging before the magic can be activated again. Knowledgeable PC’s will know that these weapons are often used by highwayman, charlatans and bards to fake an actual magic weapon or bluff an enemy into believing they have a specific type of weapon enchantment. For example, a “Holy” weapon can be faked with a pure high pitched tone and a bright white light, while an “Evil” enchantment would be the sound of a deep horn, dirge or pained wail accompanied by dark reds, purples, or sickly green colors. Occasionally lesser nobles or knights will use these and display their main house colors and cause the cry of their house animal. This weapon enchantment is rarely used by those with the money to afford better as the magic is illusory and not long lasting.
Conquest: The weapon is tinted white and the symbol of a horse and crown are etched into the grip. The weapon is lavishly decorated with images of triumphant battles and the bearer is filled with the urge to conquer and be victorious over all others. The weapon rewards those who spread the message of their dominion over others and if the weapon is used to land a killing blow on an intelligent creature while being witnessed by at least three other non-allied, intelligent creatures, the weapon glows slightly and functions as a +1 for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder meets the enchantment’s requirements. —Note: Not recommended for thrown weapons or ammunition.
Depths: A flowing motif of tidal waves decorates the weapon’s grip. The weapon is constantly damp and drips saltwater intermittently and when grasped, the wielder’s ears pop as if subjected to a drastic change in pressure. If the weapon is completely submerged in saltwater it is treated as +1 for the next hour.
Morning Glow: The symbol of a newly rising sun is etched on the weapon’s grip. When wielded, a dull yellow glow similar to a sunrise emanates from the business end of the weapon. The weapon’s light flares on contact with an enemy and a creature struck by the weapon suffers disadvantage on visual perception checks until the end of its next turn. The weapon is considered a +1 against creatures who are harmed or sensitive to natural sunlight and such creatures are never considered proficient with the weapon due to its flaring light.
Risen: The hieroglyphic symbol of an ankh is etched on the weapon’s grip. Whenever the wielder quickly regains health, he feels an overwhelming rush of strength and vigor as the weapon harmonies with the sudden rush of vitality and becomes empowered in its own right. If the wielder has regained more than 1 hit point per character level (Or 10% of his maximum hit points or other equivalent amount) through any source or means since the start of his last turn, the weapon is treated as a +1 until the end of the wielder’s next turn.
Legacy: An antique handed down from generation to generation, within a well-established organization (See Note), this ancient weapon was masterfully crafted and has been lovingly cared for by each passing member. The weapon sports decorations and coloring based on the institution and is an unmistakable physical symbol of their long lasting existence. The group’s crest, sigil or emblem is emblazoned on the weapon’s grip and their motto, adage or creed (Roll a Random Motto or DM’s discretion) is expertly carved into its blade or shaft. The object is a true masterpiece from a time when that meant something and the weapon gains a Random Masterwork Bonus (DM’s choice or roll randomly, rerolling Impervious). Despite its age, the heirloom is in remarkable shape and is extraordinarily durable, and any wielder can plainly feel the solid construction under its unyielding form. The weapon is five times harder to damage than a typical one of its kind and never breaks, chips or dulls as a result of casual use and is all but impossible to break or damage as a result of combat, even when targeted by enemies who attempt sundering or weapon breaking techniques. —Note: Not recommended for thrown weapons or ammunition. Depending on your game system the weapon may either have five times as many hitpoints or have a greatly increased hardness or damage reducing quality. If there is no existing system in place and weapons simply break or do not break as a result of damage, consider giving the weapon five “charges” or “lives”. Each time it would be broken as a result of damage, it instead remains fully intact but looses a life or charge and it is destroyed when all five have been used up. This weapon requires a little more setup than others on this table but allows a DM to drop in a physical piece of lore and tradition. A DM can either have the weapon originate from an in-game organization relevant to the plot and give it a masterwork quality and motto that fit in well their ideals or generate one at random to provide a richer world. Examples of organizations can include: 1, Assassin’s guild 2, Mercenary company 3, Paladin order 4, A national or royal military 5, Order of werewolf, vampire, witch or monster hunters 6, A long standing family, clan or tribe 7, An adventurers or explores league 8, A forbidden cult 9, The followers of the God of Random Domain 10, An order of warmages. 11, A secret society that subtly influences political events 12, A circle of druids or nature wardens
Rampaging: The symbol of a charging bull is etched onto the grip of this weapon. Simply holding the weapon fills the wielder with barely controlled rage and the desire to run down their enemies and stomp them into the dirt. These feelings are magnified in combat and the wielder is flooded with vitality and power whenever they vanquish an enemy. Upon killing a creature, the bearer can immediately move up to half his base move speed towards any enemy they can see. This movement still provokes any attacks of opportunities as normal but does not count against their total move speed for the turn. —Note: Not recommended for ranged weapons of ammunition.
Magewright Made: This masterpiece of a weapon was created entirely by magical means by the arcane order of the magewrights. The ancient order was comprised of hardworking mages who were all gifted craftsmen in one trade or another and who used magic as their main tool in all steps of their creative process. This weapon in particular was made entirely from summoned or conjured materials that were then forged, carved and sculpted by eldritch power, adorned with  quenched in the magewright’s own blood before spending weeks undergoing polishing, buffing and cleansing spells to ensure that it be without physical flaw, inside and out. The resulting tool of violence is a testament to the magewright guild and to the power of harnessed magic wielded with a driven purpose by a true eclectic master of magic and weaponcraft. It gains a Random Masterwork Bonus (DM’s choice or roll randomly, rerolling Spellbound) as the weapon spent such a great deal of time exposed to mana in its rawest form, it tingles with power imbued by the countless overlapping magical fields it spent so much time in. It has retained enough mystical essence for it to be considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses. —Note: Not recommended for thrown weapons or ammunition.
Visionary: Etched into the grip of this weapon are nearly a dozen different simple pictographic symbols including the four primal elements (Water, earth, fire and air), a symbol of magic, a human brain, a lightning bolt, a musical note and a holy and unholy symbol, that are all clustered around the image of an open eye. The weapon looks standard for its type until it is picked up, at which point it takes on a specific elemental or metaphysical quality in response to a specific physical trait of the wielder, instantly changing to match each new wielder. Once held, the weapon begins to glow the same colour as the wielder’s eyes and on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered X damage rather than the weapon's normal damage type based on the wielder’s eye colour (See Note). The weapon displays no special function for creatures without a natural eye colour or who lack eyes entirely and creatures with multiple eyes colours can will the weapon to glow and deal damage in either of their natural eye colours. —Note: The X for damage is based on the wielder’s eye colour and associated damage types are as follows: Amber / yellow = Lighting. Black = Necrotic Blue = Cold. Brown = Acid. Green = Force. Gray = Thunder. Hazel = Poison. Purple = Psychic. Red = Fire. White = Radiant.
Quickness: The grip of the weapon is covered with a motif of small blue lighting bolts. When held, the weapon begins to vibrate so quickly that its edges shimmer and blur as if hidden behind a heat mirage. At the same time a faint sound, similar to the buzzing of insect wings, can be heard and the wielder is flooded with torrents of physical energy and the desire to go fast. The wielder’s base movement speed is increased by five feet for as long as the weapon is held. After releasing the weapon, the magical stimulation immediately departs leaving the creature with sore muscles and a sense of lethargy that lasts about a minute.  
Death’s Toll: The symbol of a heavy bell inscribed with a human skull, is etched into the grip of the weapon. When the weapon is used to land a killing blow on a living creature, the weapon emits a deep loud reverberation just like a large gong or heavy bell. The heavy tones remind all those who hear it of the fleeting nature of life and their own mortality. The wielder can then lock eyes with any living creature within 60 feet and cause them to become frightened of the wielder until the end of that creature’s next turn.
Youthful: The symbol of an hourglass with most of the sand in the top half is etched into the weapon’s grip. A creature holding the weapon feels youthful, as if the weight of all the responsibilities, regrets and consequences in the wielder’s life has been lifted away. The weapon is treated as a +1 if the wielder is the youngest intelligent creature within 100 feet.
Heartbreaking: A simple, unembellished weapon save for a large gem the color of blood on snow, seamlessly embedded into its grip. The large gem glows bright and warm when the wielder is within the presence of someone they truly love. If the weapon is used to purposely kill someone that the wielder truly loves (DM’s discretion), the weapon is permanently treated as a +1 for that wielder alone. This process can be repeated with any number of wielders who are willing to make the sacrifice.
Seeming: A large weapon with arcane runes carved along its length, with a pommel consisting of the shrunken head of an illusionist wizard. When in the bearer’s possession, it creates an illusion of normalcy that completely conceals any mutations, amputations, horrifying scars, disfiguring marks, curse brands, burns, tattoos or other strange, immediately identifying or unnatural features, causing its bearer to seem completely and perfectly ordinary for his race and gender. Essentially this causes the bearer to be disguised in an illusion that is a generic unremarkable version of themselves. While the illusion is active, the bearer gains advantage on checks made to pass themselves off as another person and other creatures gain disadvantage on checks made to recognize the bearer.  This is an illusionary effect and although perceptive creatures could spot inconsistencies with the illusion, most creatures would never notice. The bearer can choose to activate or suppress this ability at will. —Note: Not recommended for ammunition or throwing weapons.
Black Ice: The business end of the weapon is covered in a thick layer of what appears to be highly polished silver that’s constantly shedding small clouds of fog. Closer inspection reveals the material to be frozen quicksilver that never melts or loses its icy nature. Knowledgeable PC’s will actually recognize the material as mercury mined by ice demons from the lowest circle of the nine hells, a place of perpetual frost where traitors betrayers and oathbreakers are tortured within the unyielding ice for eternity. The treacheries of these souls are punished by denying them the love of the Gods and of all human warmth. When the weapon strikes a target, small particles of the fiendish metal works into the victim’s skin freezing the tissues before melting, causing the toxic liquid mercury to course through the creature’s bloodstream. Half of the damage dealt by the weapon is considered cold damage, while the other half is poison, no mundane damage is dealt. The demonic material retains the wretched properties of the Abyss and can actually corrupt and become empowered by mundane quicksilver. If two ounces of ordinary mercury is poured over its hellspawned counterpart (Using up the regular mercury in the process), the weapon is treated as a +1 for the next hour. The weapon is not without its flaws however and is tainted with the sin of treachery and will turn on the mortal who trusts it most. A wielder who rolls a natural 1 on an attack roll must roll damage as normal for the attack and deals half of that damage to themselves, as the weapon seems to twist in their hands and nicks them. —Note: Not recommended for ranged weapons. Two ounces of mercury can provide the +1 for up to 15 pieces of ammunition or thrown weapons at a time.
Elemental Attunement: The unified symbol of the four natural elements (Fire, earth, air and water) is etched into the grip of the weapon. The weapon is always attuned to one of the four elements at all times, which provides the wielder power at a cost. When carried, the bearer gains a physical link to the particular element the weapon is attuned to and feels warm, solid, light or damp and causes their eyes glow faintly in a color matching the element’s energy. This allows the bearer to channel the weapon’s power in combat so that whenever the wielder successfully strikes a target, he inflicts fire, acid, electrical or cold damage equivalent to a dagger (1d4, Based on which element the weapon is attuned to) in addition to the attack's damage. However, due to the deeper connection the bearer has to that element, whenever the bearer would take the elemental damage of the same type that he is attuned to, that damage is rolled twice and the bearer takes the higher result. This occurs whenever the weapon is on the bearer’s person, even when not actively wielded. The bearer can change the weapon’s attunement through a ten minute ritual by directly exposing the weapon to the new element such as holding it over a candle’s flame, covering it in soil, holding it up to a light breeze or submerging it in water. This ritual never damages the weapon and the bearer wills the weapon to change its attunement, making it impossible to do accidentally. —Note: Since the weapon is always attuned, the DM can roll a d4 or choose which element the weapon is linked to when it is found. Not recommended for thrown weapons or ammunition.
Icy: The weapon is fashioned from frigid materials and the symbol of a snowflake is carved into the frost on the grip. The frozen implement never melts or cracks, even in the fiercest of heat but will mist and emit water vapor in warm temperatures. Although the object feels cold to the touch, the ice never freezes material it touches or cause frostbite in its wielder. The weapon’s icy magics create rime rimmed wounds that leak slushy, half frozen blood from blackened, frostbitten flesh. When used in combat, the wielder’s hands become coated in a fine layer of frost (Which deals no damage and melts normally) on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered cold damage rather than the weapon's normal damage type. Projectile ranged weapons will freeze their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Unquiet Dead: The symbol of a skeletal hand bursting up from the earth of a fresh grave is etched on the grip of the weapon. When the bearer sees a fresh corpse their mind is distracted with faint whispers of forbidden utterances, visions of unholy symbols and quasi-memories of black rituals. The ensorcelled weapon contains the profane wisdom of experienced necromancers and is imbued with a small portion of their knowledge and raw magical power. When the weapon is used to kill, it leaves a seed of necromantic energy in the resulting corpse. This spark of unholy flame can be fanned by conventional necromantic spells if they are cast before the black fire burns itself out. A living creature dealt a killing blow by this weapon, only needs half of the costly material components (Such as onyx gems, rare incense or diamonds) that the spell requires need in order to raise it as an undead creature. This benefit lasts for one hour after the creature is killed after which it requires the normal amount of materials. —Note: For example, if Animate Dead is cast on a corpse and it would normally need an onyx gem worth 50 gp, the weapon’s enchantment reduces that cost to a gem worth only 25 gp for one hour after the creature is killed by the weapon.
Ki Focusing: The airy symbol of three wavy lines is painted onto the grip of the weapon in beautiful flowing calligraphy. When held, the weapon hums in a deep, centering tone that is barely audible, yet strangely compelling to concentrate on and use as a meditative focus. A wielder feels connected to his inner self and at any time, can assume a relaxed position and enter a meditative trance. In this state the wielder turns his inner eye to his spiritual self and becomes unaware of his surroundings. The wielder is aware of how long he’s been meditating for and can instantly rouse himself from the trance becoming fully awake at any time. He is automatically roused from the trance if he takes any sort of damage, is physically moved, his name is spoken within earshot or if he is no longer touching the weapon. Time spent in this meditative state fulfills the same purpose as sleeping for an equivalent amount of time (Making eight hours of broken up meditation over the course of a 24 hour period equivalent to a full night’s sleep) but they must meditate in at least 30 minute increments. A weapon must match itself to its bearer’s unique energy flows and the first time it is used, the bearer must meditate using the weapon for a period of four consecutive hours before they can benefit from the meditative sleep. The weapon can only be attuned to one creature at a time.
Ruthless: The image of a mercenary dealing the final deathblow to a heavily wounded enemy is etched on the grip of the weapon. The bearer’s perception’s seem to speed up in combat and he can all but smell out a wounded enemy, feeling the urge to pounce on the weak, like a wolf taking down the most injured member of a herd. The bearer understands that there’s no fairness in love or war and that allowing a battered foe to recover for a fair fight only means that you value your enemy’s life more than your own. The weapon is treated as a +1 if the target has less than half of their total hit points remaining.
Indomitable: The symbol of a bear rearing up on its hind legs as a show of force is etched on the grip of the weapon. The wielder feels strong and physically powerful, as if they could wrestle bears with nothing but their hands and win. The bearer gains advantage on checks made to initiate or break grapples, holds, clinches, wrestle other creatures or break out of restraints such as weighted nets. If the bearer is being grappled or restrained by multiple sources and is trying to break loose, he may choose to break the strongest hold on him (The check with the highest DC or creature with the highest modifier) and if successful, the bearer breaks free from all grapples and restraints with the same action. In order to benefit from these effects, the bearer must be actively wielding the weapon or have been wielding it at some point within the last 30 seconds. —Note: Recommended for melee weapons.
Alarm: The symbol of a Random Creature Type is etched into the grip of the weapon. The enchantment serves as a warning beacon to its bearer that enemies are nearby and that the wielder should prepare themselves for battle. The weapon begins to glow with the intensity of a candle when a creature of the symbol’s type is within 200 feet of the weapon. If a creature of that type is within 100 feet of the weapon it shines as bright as a torch. When that creature type is within 50 feet of the weapon, it emits a shrill whistling noise in additional to the bright light. The bearer is able to suppress or resume any of these effects with a thought. —Note: The DM can assign one colour for both lights or two different colours to better differentiate between them such as yellow within 200 feet and red within 100 feet.
Dryad’s Blessing: A simple weapon made almost entirely out of wood with accents of stone or animals products (See Note), the lethal tool has a rugged and wild appearance. The weapon lacks a single tool mark and seems as though it was grown into shape rather than carved. The wielder feels a deep and strong connection to the natural world and develops an emotional attachment to the supernatural creatures who guard the earth from those who would abuse and corrupt it. Knowledgeable PC’s will be able to determine that the object’s wood was willingly sacrificed by a dryad who grew it of herself into a weapon to strike back against the intruders of her sacred forest. The wielder is filled with a sense of reverence and utmost respect for the wilderness and the weapon functions as a +1 if the wielder has never personally cut down (Or directly aided in cutting down) a healthy living tree in his life. —Note: The DM can decide exactly how some weapons are crafted without any metal components. A rapier for example could have a wooden hilt with the blade made of a single giant porcupine quill, while a garrote could be fashioned from two wooden handles with a cord of braided vines or sinew.
Greed: The symbol of an open hand is stamped in gold leaf on the grip of this weapon. The bearer develops a nagging feeling of unfulfillment and that whatever he has is not enough. He begins to feel that collecting more material possessions and amassing an increasing amount of wealth of any variety will satisfy his soul and bring him peace. The bearer is aware that using the weapon against others may grant him more gold to add to his horde and that causing pain and injury to others is worth it if the end result is more gold in his pocket. The bearer is never forced to act on these feelings but so long as he carries the weapon he may be swayed by its avarice. When the wielder lands a critical hit, instead of producing blood, ichor or sloughs of undead flesh, the target sheds droplets of pure gold. The equivalent of one gold coin per point of hit point damage dealt by the critical hit (In total, to a maximum limit of the amount of hit points the target has remaining), tumbles out of the target’s body and falls to the ground in small nuggets to be collected after the fight. —Note: DM’s can change the effect to function on the first time per day the wielder lands a critical hit if they feel their players will get distracted trying to abuse the effect to get rich rather than treating it as a fun, novel weapon.
Light Launcher: The symbol of a shooting star is etched on the grip of the weapon. When a projectile is fired from this weapon the wielder is able to cause it to emit light that’s as dim as a dull glow to as bright as a fresh torch, with nothing more than a mental command. The wielder chooses the colour of the light and can choose to have the projectile emit light the moment the ammunition is launched, halfway to the target or immediately upon impact (Hit or miss). The ammunition emits light for up to one minute, until the wielder mentally dismisses it or until a second projectile is enchanted with light. The wielder can choose to fire ammunition without enchanting them and can enchant up to two pieces of ammunition per hour. —Note: Recommended for Projectile Ranged Weapons.  Can be applied to Ammunition and Thrown Weapons in which they can only be set alight once, but the wielder can have multiple units of ammunition illuminated at a time.
Sanguin: The symbol of a drop of blood is etched into the grip of the weapon. The weapon is pristine and any blood that touches the weapon is immediately absorbed into itself, leaving no trace. The weapon possesses a monstrous thirst for blood and gore that can never be fully sated but can be temporarily quenched. The weapon passes along this bloodlust to the wielder who never craves blood for himself but is given the understanding that providing the weapon with what it desires will increase its power. If the weapon is plunged into a freshly deceased creature (See Note) and remains there for at least one uninterrupted hour, it is treated as a +1 for eight hours after being withdrawn from the body. During this time the weapon draws all the blood and general moisture from the corpse leaving it a desiccated husk when it is withdrawn. —Note: The creature should be no more than 12 hours dead, be the size of a wolf or larger and have possessed a blood based circulatory system while alive. The DM’s has discretion on what corpses qualify to feed the weapon’s hunger as some that have died due to fire or bleeding damage or who have been caught in explosions of power, may be too charred, mangled or lack enough blood for the weapon’s liking.
Panache: A flamboyant weapon with a long sleek form and an ornate hilt. The weapon has been empowered to augment the bearer’s natural grace and allows even a clumsy oaf to wield the weapon with a certain panache that resembles a gymnastic performance. In combat, a naturally captivating wielder’s movement’s become outright distracting and the wielder is able to strike and step away from the fascinated enemy before the creature can even consider repaying the favor. On the wielder’s turn if he successfully attacks a target with a lower charisma score than himself, that specific creature can’t make opportunity attacks against the wielder for the rest of the turn. —Note: Recommended for melee weapons only.
Mindstrike: The grip of the weapon is formed not of wood, leather or metal but rather of corded brain tissue that has been wrapped around the handle. The grip feels damp and squishy beneath the wielders grip as if the grey matter was still fresh. A knowledgeable PC will be able to determine that the brain tissues come from a number of different creatures who all had psionic, telepathic, telekinetic or other powerful mental abilities. Bearers who hold the weapon for long periods of time or attack with it, experience fleeting mental flashbacks of lives they never lived, as the memories locked away in the preserved brains leak into the wielder. The weapon’s psionic power attacks its victim’s very psyche, mutilating their mind, exterminating their ego and brutalizing their brain. On a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered psychic damage rather than the weapon's normal damage type. Projectile ranged weapons will enhance their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Drunkard: The symbol of a mostly finished bottle of whiskey is etched on the grip of the weapon. A creature who grasps the weapon experiences blurred vision, feels slightly dizzy has slurred speech and is filled with unearned courage. This pseudo alcoholic buzz is mild and actually seems to sober up a creature who is unreasonably drunk. An intoxicated bearer who is experiencing disadvantage on attack rolls, saving throws or ability checks, suffers no penalties from being intoxicated as long as they are actively wielding the weapon. Furthermore if the wielder would be suffering disadvantage on rolls due to his intoxicated state (But is not because he is benefiting from the enchantment), the weapon functions as a +1.
Earthbreaking: The symbol of a mountain that’s been cracked in half is etched into the grip of the weapon. The weapon is infused with earth shattering power and the wielder can feel the destructive potential flowing through his body. As an action equivalent to making an attack, the wielder can swing the weapon with all their might at a patch of ground within their reach. The weapon’s reverberations shake the dirty, stone or wood floor creating cracks, small fissures and uneven patches of ground an area of five square feet. The area becomes difficult terrain and creatures must use twice as much movement in order to move in or out of the five foot square. Abnormally powerful attacks also trigger this effect and whenever the wielder scores a critical hit with the weapon, a five foot square of ground under the struck creature becomes difficult terrain. —Note: Recommended for melee weapons.
Runic: The weapon is covered in arcane runes that glow and pulse slightly when held by a creature capable of casting spells. A bearer can choose to siphon magical energy into the weapon which fuels the runes latent potential, causing it to hum with violent power. The bearer can take an action equivalent to making an attack to channel a finite magical resource (Such as a level 1 spell slot, mana points or an encounter power) into the weapon. While empowered in this way, the runes flare with eldritch light and the weapon is treated as a +1 for the next ten minutes regardless of who holds it.
Warmage: The weapon is adorned with arcane runes, druidic glyphs, eldritch marks, sorcerous emblems and holy symbols to various Gods of magic. The combination of the various patterns and designs allow the weapon to be used as a material focus for casting magical spells of any sort. In addition, as long as the caster is wielding the weapon in one or both hands, he can wave it around to replicate the physical movements of casting, allowing him to perform the somatic components of the spell as if his hands were free.
Hidden Light: The weapon looks absolutely mundane for its type and has no markings, identification or hint as to its true power. The object contains a divine spark that subtly guides its bearer towards a path of righteousness, bravery and self-sacrifice. The holy weapon doesn’t wish to be sought after for its power for those who simply wish to use it for battle and it is not detectable as a magical weapon when carried by a noble creature. The divine essence provides the bearer the courage to stand firm in the face of adversity and the first time per day the wielder attempts to resist a fear type spell or effect, he gains advantage on the roll. In combat a wielder may flare the holy spark to harm the foe and after confirming a hit but before rolling damage, the wielder may choose to convert all of the damage dealt by this weapon to radiant damage. When this occurs, there is no outward flash of magic, divine light or sense of holy power, which makes it a favored enchantment of traveling priests wishing to lay low, humble paladins and inconspicuous clerics in the fight against evil. To benefit from these magical effects, the bearer must be a good aligned creature and have used the weapon as a focus of prayer, meditation or self-reflection on how they can help others, for at least one uninterrupted hour in the past day. —Note: Not recommended for thrown weapons or ammunition.
Bowblade: The symbol of a Random Melee Weapon (See Note) is etched into the grip of this Random Projectile Ranged Weapon. This enchantment was tailor made for adventurers who wish to travel light while still retaining access to an assortment of armaments. The weapon is imbued with transmutation magic and once per round on his turn, the wielder can concentrate for a fraction of a moment (Taking an action equivalent to drawing a weapon), he may cause the weapon to instantaneously change from its current form to the type of weapon etched onto the grip or back again. Any observer can clearly tell that both of the weapon’s forms are of exceptional workmanship and that a great deal of time and skill went into their creation. Both weapons gain a single Random Masterwork Bonus (Either the same for each or two different benefits, DM’s discretion). —Note: I recommend choosing two weapons that deal different types of damage to increase the wielder’s variety of attack options.
Ghost Touched: A weapon with this quality seems insubstantial and mists slightly as if it was incredibly cold. The weapon can be wielded by a missing limb and when used in this fashion, the wielder is always considered proficient with it. The weapon appears to float and swing in midair, however perceptive characters might notice spectral wisps of the missing limb. The weapon is treated as a +1 when wielded by a missing limb. —Note: Not recommended for ammunition or thrown weapons.
Lucky: The symbol of a horseshoe encircling a four-leaf clover is etched on the grip and a small rabbit’s foot charm hangs from a short silver chain, unobtrusively attached to the base of the grip. A creature who handles the weapon for more than a few moments gets a hunch that it is somehow lucky and would bring them good fortune to use in combat. It is common for long term bearer’s to become quite superstitious and develop or practice small rituals (Such as throwing spilled salt over your left shoulder, saying “Bless you.” when someone sneezes or never washing your socks.) to attract good luck or ward off bad luck. The bearer is not compelled to do this but does receive small gut instincts originating from the weapon if the ritual was done satisfactory or not. The first time per day that the wielder critically fails an attack roll with the weapon (See Note) they must roll again and take the new result. This effect cannot be suppressed, delayed or saved for later. The weapon must have been in the bearer’s possession for at least 24 hours before the wielder can benefit from the effect. —Note: The DM can expand this to also include other combat rolls that are not attacks such as attempting to shove, trip or disarm a target as long as the weapon was used at least in part to do so. Not recommended for thrown weapons or ammunition.
Blood Called: This weapon is covered in bloodstains that can never be washed clean with water, solvent or magic. Once attuned, the weapon always has a few drops of fresh blood somewhere on its surface which reappear if wiped away. A creature can attune this weapon to themselves during a one hour ritual that bathes the weapon in the creature’s own blood causing three hit points of damage per character level (Or 30% of maximum health or other equivalent amount). Afterwards, they are able to instantly summon the weapon to their hand with a thought, by sacrificing one hit point per character level (Or 10% of maximum health or other equivalent amount. This sacrifice is simply hit point damage not a permanent loss but cannot be prevented by any means), as long as the creature and the weapon are one the same plane of existence. The magic involved in the ritual binds the creature together with the weapon and the fresh blood that beads on the object’s surface is actually that of the attuned creature. This arcane ritual allows the weapon to bypass certain magical barriers that oppose teleportation as the enchantment tricks the barrier into thinking that the weapon and the attuned creature are physically attached. The anti-teleportation field therefore believes that the weapon is simply moving incredibly fast over long distances but not actually “teleporting” and therefore will allow the weapon to be called in or out of it. Attuning the weapon to a new user breaks the previous owner’s connection. Due to the nature of these weapons they are not often stolen and typically the previous owner is already died. Note: For ammunition it is suggested that the one hour ritual can effect up to ten units of the same type of ammunition and that the user can sacrifice a single hit point in order to summon a single unit. If a DM finds the anti-teleport bypassing power too powerful, consider having it cost twice as much hit points (2 per level or 20% of max health) to call the weapon in or out of such a field.
Deceptive: A weapon decorated with bright colors and bold patterns defined by thick black lines. The conspicuous weapon becomes invisible whenever it’s actively being wielded or held in at least one hand. The bearer does not gain the ability to see the weapon but as they are physically grasping it they suffer no penalty to using it in combat. The wielder gains advantage to checks made to feint with the weapon (Or the target gains disadvantage whichever benefits the wielder more) and on any checks made to disguise the fact that they are wielding or holding the weapon. The first time the weapon is used in a combat encounter, the wielder gains advantage on the attack roll as the target has trouble avoiding or blocking an unknown, invisible weapon. The invisibility does not extend to anything other than the weapon itself and shed blood will appear to float and move in midair as the wielder fights. —Note: Not recommended for ammunition or throwing weapons.
Daywalker: The symbol of a blazing sun is etched on the grip of the weapon. The bearer can feel the power and heat of the sun tingle over their entire body like a warm embrace. The weapon is treated as a +1 in direct sunlight and the wielder can see look directly into the brightness of the sun without suffering any sort of discomfort or damage whatsoever. —Note: Direct sunlight can include shady areas such as under a forest canopy but not areas primarily lit but non sunlight such as most indoor settings.
Venerable: The symbol of an hourglass with most of the sand in the bottom half is etched into the weapon’s grip. A creature holding the weapon feels old, and the burdens of all the responsibilities, regrets and consequences in the bearer’s life weighs heavy on their mind. The weapon is treated as a +1 if the wielder is the oldest intelligent creature within 100 feet.
Bonded Skill: The symbol of a hand holding this weapon is etched into the weapon’s grip. The lines of the symbol where the hand and the weapon meet are blurred, making it hard to distinguish them as separate entities. The bearer understands that although the weapon is lethal in it’s own right, it’s true power can only be obtained by physically bonding with it. On the wielder’s turn he may activate the weapon’s magic, causing the grip to animate and wrap itself around the wielder’s fist and burrowing into the skin of his hand, creating an unnatural union of weapon and flesh. This process takes an action equivalent to making an attack or casting a spell. The wielder feels an unpleasant amount of pressure but no actual pain and takes no damage as the material penetrates the skin, forcing it to remain grasped to the handle. Afterwards, the weapon feels as if it was a natural extension of the wielder’s arm than a held object and he becomes proficient with it’s use if he was not already. While attached to the wielder’s hand, the weapon cannot be released or disarmed and the wielder cannot use that hand for tasks requiring any sort of manual dexterity as the hand is considered actively wielding the weapon at all times. To sever the bond to the weapon the wielder can spend one minute cutting and prying away the fused areas, suffering one hit point of damage per character level (Or 10% of maximum his health or other equivalent amount), or he can take an action equivalent to attacking or casting a spell and use a free hand to rip it off by force, dealing twice that amount of damage to himself due to the sheer amount of lost skin and tissue. —Note: For two handed weapons, the weapon only bonds to a single hand (Wielder’s choice) leaving the other one free to interact with other objects, however the wielder must still use both hands to make attacks with it as normal. This allows the wielder to hold a bonded crossbow in one hand while the other retrieves a potion, makes a rude gesture or loads said crossbow. Not recommended for ammunition or thrown weapons.
Skybane: The symbol of an arrow impaling a bird in flight is etched into the weapon’s grip. The bearer feels a deep seeded jealously directed at those who are able to slip the bonds of earth and take to the skies. The weapon is treated as a +1 against targets that are not currently making contact with the ground (Such as flying, hovering or floating) or standing on a solid substance (See Note). The wielder must be making contact with the ground themselves to activate this ability and a creature capable of natural flight is never considered proficient with the weapon. —Note: Recommended for ranged weapons and ammunition. Targets who are swimming, climbing or suspended from webs, strings or wires are not considered flying and DM’s should enforce common sense based on the spirit of the enchantment.
Pestilence: The weapon is tinted a sickly white and has the symbol of a horse and a pair of balancing scales etched into the grip. The weapon contains a myriad of magically preserved plagues, bacteria and viruses that remain in a state of near perfect magical stasis. Targets struck by the weapon are exposed to these short lived but fast acting phages that run rampant through their person. Due to minor flaws with the stasis enchantment, the bearer feels mildly ill the majority of the time, experiencing (Or believe they are experiencing) a wide a variety of symptoms including but not limited to; fever, chills, nausea, heartburn, headache, frequent urination, diarrhea, sore throat, coughing, sneezing, dry mouth and skin rashes, all with the frequency of a paranoid hypochondriac. None of these medical complications actually impair the bearer’s ability to carry on with their activities or ever impose disadvantage on their tasks. A living creature struck by the weapon is stricken with a short-lived, fast acting plague that throws the target’s immune system into chaos and disorder, making it impossible for the victim to be healed properly. Whenever the wielder successfully attacks a living creature, that target cannot regain hit points until the start of the wielder's next turn.
Corrosion: The weapon is fashioned from significantly damaged materials and the symbol of a partially dissolved hand is acid etched into the grip. Any metallic parts of the weapon are pitted, corroded and covered in rust and wooden components are stained, acid burned and generally discolored. The object is rough and sharp to the touch, leaving the wielder’s hands rust stained and blemished as if exposed to a weak acid. Sizable pieces of rust occasionally flake off of the weapon, disintegrating when they hit the ground but the object never seems to reduce in size or weight no matter how much is lost. The weapon’s acidic properties dissolve the target’s flesh, leaving caustic, chemically burned corpses that reek of acerbic solvents. On a successful attack, the wielder can choose to have all of the damage dealt be considered acid damage rather than the weapon's normal damage type. Projectile ranged weapons will contaminate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Barely Intelligent: The symbol of a brain is etched on the grip of this weapon. The weapon has been instilled with a small amount of intelligence, perception and memory, but no emotional qualities, wants, desires, loyalties or personality. The wielder faintly perceives the weapon’s simple mind at the edge of their consciousness as if through the means of a psionic ability and is able to communicate telepathically with it. The weapon is able to perceive its environment in the same way a human can (Sight, smell, sound etc.) to a maximum of a five foot radius around itself. The weapon can answer simple fact based, or yes/no questions about its origin, history, past wielders, targets it struck, etc. The weapon does not lie but is not able to answer complex questions or those that depend on feelings, extensive logical deductions or situations it has never witnessed. The weapon could example say that its last wielder killed 114 unarmed children, but could not say whether that wielder was a good or evil person. It could however describe its last wielder in extensive physical detail and confirm or deny things that it observed while being carried by that creature.
Agility: The image of a king cobra and a mongoose fighting to the death is etched on the grip of the weapon. A creature fells nimble and graceful the moment they pick the weapon and the bearer’s normal walking gait becomes smooth catlike strides. The wielder seems to glide and sweep airily through any situation with even savage weapons strikes becoming as elegant as a ballerina’s steps. In combat, a deft wielder is able to dodge and weave as part of an attack in order to better position himself. Whenever the wielder successfully attacks a target with a lower dexterity score than himself, he may choose to move five feet in any direction as long as he remains within the target’s reach. This movement does not count against his total moment for the turn nor does it provoke attacks of opportunity. Should the target be knocked unconscious or die as a result of the attack, the wielder can move five feet in any direction he chooses. —Note: Recommended only for melee weapons, especially those that use dexterity to determine accuracy and damage.  
Probability: The symbol of a pair of dice is etched on the grip of this weapon. A creature wielding the weapon experiences an odd sensation as if a set of dice were tumbling around in his head. The dice roll constantly, as if waiting for the right moment and only stop for a moment when the wielder attacks with the weapon. An insightful wielder understands that gambling and combat are one and the same and that every time battle commences it is time to toss the dice. The weapon’s magic rewards a wielder who gambles with his coin as much as his life and provides a bit of consistency in battle. Whenever the wielder attacks, he rolls 2d10’s to hit with the weapon rather than the typical 1d20. The roll is considered a natural 1 or a critical fumble if both dice roll 1’s, and a natural 20 or a critical hit when both dice roll 10’s.  If the wielder is proficient in any type of gaming or gambling set (Such as dice, cards or a game of skill), the weapon is treated as a +1.  
Covert: An unassuming weapon decorated with pale colors and faint patterns that is normally invisible, only becoming visible when it is actively being wielded or held in at least one hand. The wielder gains advantage on any checks made to disguise the fact that they are carrying the weapon as long as they aren’t holding it in hand. The invisibility does not extend to anything other than the weapon itself and will not render a sheath invisible. Owners will sometimes tie a brightly colored ribbon around the grip of the weapon in order to easily retrieve it if disarmed or if it’s not kept in a sheath but a floating ribbon can draw attention to its invisibility. The weapon is protected by minor shielding wards and when carried by a living creature it does not give off a magical aura and is not detectable as a magical object.
Life Draining: The weapon has a single vampire tooth mostly embedded into its grip, with the tip sticking out. To attune to the weapon, the wielder must have pricked a finger with the tip of the fang and consumed the resulting drop of blood in the past 24 hours. This causes vampiric energy to pulse through the wielder’s bloodstream, allowing him the ability to steal life from others but poisoning his body’s ability to heal on its own. During this time the wielder’s skin becomes pale and bloodless like that of a corpse. When an attuned wielder attacks and damages a living creature, the wielder is healed two hit points per character level to a maximum of the total damage dealt by the attack (See Note), as the attack leeches the vitality straight from the victim’s blood. When this occurs, a burst of bright crimson mist appears from the wound and quickly travels up the weapon and into the wielder leaving a red wispy trail that fades after a moment. On ranged weapons, the mist bursts form the target and follows the ammunition’s path back to the wielder. This unnatural boon is not without cost though as the entire time a bearer is attuned, whenever he would regain hit points from any source other than the weapon, he is only healed for half (Rounded down, minimum zero) of the actual amount. Attunement to the weapon can be renewed at any time (And can be attuned to multiple creatures at once) and wears off naturally after 24 hours when the bearer’s system clears itself of the vampire venom. The attunement can also be broken with any spell or ability that is able to break or dispel curses. —Note: Not recommended for ammunition or thrown weapons. A combat example: A 10th level wielder who attacks a peasant who has 5 remaining hit points and deals 12 damage. The wielder is healed 5 hit points but could have regained as much as 24 hit points if the target had 24 hit points remaining.
Giant Slaying: The image of a young boy wielding a sling in single combat against a goliath of a man wielding a javelin is etched into the grip of the weapon. The bearer’s natural fears of fighting enemies larger than himself is dampened while the weapon is in hand and the wielder feels as though the fight has been made fair. Rather than bravado, this feeling shows itself more as a calm acceptance or faith in himself and his abilities. The weapon is treated as a +1 if the wielder is attacking a creature at least one size category larger than himself. —Note: If your system doesn’t use size categories, treat the weapon as a +1 if the target is at least twice as tall as the wielder.
One Power: A circle made up of black and white swirls, each containing a spot of the other is emblazoned on the grip of the weapon. Only creatures capable of casting magical spells are able to feel the power that this weapon contains, which seems to resonate with an inner spark at the core of their being. Strangely enough this resonance feels drastically different to men and women. Female spellcasters experience a gentle, but infinitely powerful river of force that can be directed to do as they wish but requires patience and confidence to embrace it so that is can be channeled. Male spellcasters encounter a raging torrent of dangerous power that must be subdued and dominated by a strong-willled wielder, before being able to channel the magic of the weapon themselves. In either case, the weapon functions as a +1 while wielded by a creature capable of casting magical spells.
Pridebane: The image of the sharp tip of a quill pen cutting a sword in half, is etched on the grip of the weapon. After a few hours on his person, the bearer seems to find that his mental acuities such as memory recollection, critical thinking and deductive reasoning skills have all become better and that his mind is clearer and more focused. The bearer feels smarter than he was before as if influenced on some kind of mental stimulant and gains a feeling of intellectual superiority over his allies, peers and especially enemies against whom he has a greater urge to challenge himself. In reality the weapon is only imparting the artificial feeling of mental clarity and a keen mind and provides no actual boost to intelligence. The weapon is treated as a +1 when wielded by an intelligent creature. Whenever the wielder makes a successful attack against a target with a higher intelligence score than himself, the weapon deals one hit point of psychic damage per character level (Or 10% of maximum health or other equivalent amount) to the wielder. Knowledgeable PC’s will determine that this enchantment seems to be some sort of strange moral lesson about how the true victor of combat is measured by wits rather than brawn. —Note: Not recommended for ranged weapons or ammunition.
Paranoia: The suspicious looking symbols of dozens of various pairs of eyes are etched into the grip of this weapon. The wielder feels a mild, but constant irrational sensation that someone is out to get them and that they must remain vigilant and untrusting at all times. While discomforting, this delusion is easily dismissed by the wielder. Twice per day, when the wielder lands a successful attack against an enemy he can choose to cause that creature to experiences a greatly magnified form of the unreasonable fear in the form of full blown paranoia in regards to everything that’s not themselves until the start of the wielder’s next turn. The creature will instinctively defend themselves from all potential sources of danger, especially magical ones. A creature struck by the weapon will not willingly allow themselves to be the target of any spells (See Note) and must attempt to resist all spells cast upon them. During this time all creatures suffer disadvantage on all checks made to pacify or calm the target and the target refuses any and all benefits, inspiration, flanking bonuses or other similar help from its allies. —Note: A victim will resist harmless or even beneficial spells made by their allies. For beneficial spells that do not have a built in save, the DM should decide if a DC should be created, if the spell cannot be resisted or if the spell simply fails. The target will not willingly be the target of a touch ranged spell and the caster must treat the target as an enemy for the purposes of landing a successful touch ranged spell.
Sparks: The weapon is heavily accented with electrically conductive materials and the symbol of a lightning bolt is prominently displayed on the copper wire grip. The weapon flickers with jolts of power (Never harmful or distracting to the bearer) and discharges small static shocks on a regular basis and when held this property extends to the bearer as well, causing their hair to stand on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the weapon audible crackles and violently sparks. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. On a successful attack, the wielder can choose to have all of the damage dealt be considered lighting damage rather than the weapon's normal damage type. Projectile ranged weapons will charge their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
War: The weapon is tinted red and the symbol of a horse and a greatsword is etched onto its grip. The bearer feels the faint but constant urge to slay living creatures and take peace from the earth. The weapon rewards those who prove their worth over others in battle and if the weapon is used to land the killing blow on an intelligent creature in armed combat (See Note) the weapon glows slightly and functions as a +1 for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder meets the enchantment’s requirements. —Note: The DM has some discretion on this but typically armed combat means that the fight is reasonable fair and that the target is conscious, able to fight, armed with a weapon and aware that they are fighting the wielder. Not recommended for thrown weapons or ammunition.
Time: The weapon is aged and weathered, bearing the symbol of an hourglass etched into its grip. The bearer feels older than his years and is particularly affected by the passage of time, aging twice as quickly when the weapon is on his person. A creature injured by the weapon instantly ages by a week for each point of damage dealt by the weapon. Both the bearer’s and target’s hair grow at normal rates for the increased time, which can cause fights lasting a minute to cause the target to appear as though they haven’t groomed in months. Knowledgeable PC’s will know that some creatures such as young reckless dragons purposely injure themselves with weapons like these in order to quickly grow into their prime and defeat their enemies. Desperate enough humans sometimes even attack themselves to grow out hair quickly for reasons of vanity or a quick disguise, as it also grows out facial hair. —Note: Although this enchantment should not have an impact on the duration of beneficial spells on the target or how long it’s been since they’ve last eaten, an intelligent PC or a lenient DM can find uses for it. Such as attacking summoned undead that only “live” for a day, aging them to a time where they crumble to dust or attacking monstrous insects, swarms, biologically unstable mutants, aberrations or other creatures that have lifespans in the weeks to months range.
Teamwork, Reacting: The symbol of the complementing paired weapon (See Note) is etched on the grip of both weapons. Each weapon comes with a paired other half that allows the wielders of both weapons to instantly react as a team against common enemies. Both weapons have impressive, ergonomic designs that allows them to be effortlessly drawn forth by their wielders. Even the sheaths, straps or carry clips have undergone modifications so that the wielders can easily make adjustments to stow it in wherever is most comfortable for them while still being instantly accessible by either hand. The bearers are able to draw their weapons as free actions whenever they roll initiative as long as they physically capable of doing so. The weapons are so naturally drawn forth that the wielders are even able to impulsively (If crudely) defend themselves in the heat of the moment and in the first round of combat if a hostile creature comes within the wielder’s reach (Or 20 feet for a ranged weapon) he is able to make an attack of opportunity against that creature but suffers disadvantage on the attack roll. The true power of the weapons however lies in the mental link between the wielders that allow them to react as a team. When initiative is rolled if the bearers are within 30 feet of each other and both draw the enchanted weapons, the wielder who rolled lower on the initiative check is able to act on the turn immediately after the wielder with the higher check. On subsequent rounds, as long as the two bearers continue to wield the enchanted weapons and remain within 30 feet of each other the wielder with the lower initiative roll may act immediately after his partner, otherwise he must use his original roll. To benefit from the weapons bonuses, both bearers must have spent at least one hour within ten feet of each other at the same time, fitting their sheaths and carry straps and mentally attuning to one another. Once comfortable and mentally connected, the bearers only have to repeat the process if the weapons are to be worn by someone else. —Note: Roll a pair of identical weapons or choose a pair that complement each other. If more than two Teamwork, Reacting weapons are within 30 ft of each other all wielders may work together so long as they all meet the requirements. The DM may choose to have these weapons found together or on enemies who are working together or in another area of the building or dungeon. It’s not uncommon to find enchantments like this on weapons belonging to city guards, military units, or other teams who are trained to fight together with specific strategies. Not recommended for thrown weapons or ammunition.
Invisible: A weapon with this enchantment is completely invisible at all times. To creatures capable of seeing invisible objects, the weapon is boringly simple (Bordering on crude) looking, without a single unnecessary ornamentation. The wielder does not gain the ability to see the weapon but as they are physically grasping it they suffer no penalty to using it in combat. The wielder gains advantage to checks made to feint with the weapon (Or the target gains disadvantage whichever benefits the wielder more) and on any checks made to disguise the fact that they are carrying or wielding the weapon. The first time the weapon is used in a combat encounter, the wielder gains advantage on the attack roll as the target has trouble avoiding or blocking an unknown, invisible weapon. The invisibility does not extend to anything other than the weapon itself and will not render a sheath invisible and shed blood will appear to float and move in midair as the wielder fights. Owners will typically tie a brightly colored ribbon around the grip of the weapon in order to easily retrieve it if disarmed or if it’s not kept in a sheath but a floating ribbon can draw attention to its invisibility.
Secret Darkness: The weapon looks absolutely mundane for its type and has no markings, identification or hint as to its true power. The object contains a demonic spark that subtly guides its bearer towards a path of ruthlessness, selfishness and self-interest. The unholy weapon doesn’t wish to be openly fought over for its power, as it wishes to remain an invisible hand aiding the wicked and it is not detectable as a magical weapon when carried by a nefarious creature. The malevolent essence provides the bearer the arrogance to maintain a strong mind and think of his own self-interests at every opportunity and the first time per day the wielder attempts to resist a charm or mind control type effect or spell, he gains advantage on the roll. In combat a wielder may flare the profane spark to harm the foe and after confirming a hit but before rolling damage, the wielder may choose to convert all of the damage dealt by this weapon to necrotic damage. When this occurs, there is no outward flash of magic, demonic light or sense of unholy power, which makes it a favored enchantment of secretive cultists, covert practitioners of the dark arts and clandestine worshipers of evil. To benefit from these magical effects, the bearer must be an evil aligned creature and have used the weapon as a focus of dark worship, meditation or the planning of acts of self-serving greed, for at least one uninterrupted hour in the past day. —Note: Not recommended for thrown weapons or ammunition.
Maiden: No matter its circumstances, the weapon remains free of scratches, nicks, sweat, blood and gore, remaining untouched as if saving itself. The weapon instills feelings of purity, patience and self-control when held. The weapon glows slightly and is treated as +1 when wielded by a virgin creature. Knowledgeable PC’s are aware that this simpler charm requires comparatively little time, skill and material components and is sometimes used by orders of vestal virgins or celibate priestly orders who find it more efficient to create multiple weapons with this enchantment than a single +1 weapon. —Note: Themes regarding sexuality may not be appropriate for all groups and DM’s should use their discretion on if this enchantment is worth adding into their campaign or if it would be too distracting, immersion breaking or uncomfortable.
Solid Shadow: The weapon appears to be made of wispy strands of shadow, woven together into a solid form. The wielder of the weapon can choose to sheath it in their own shadow, magically sequestering it. While sheathed in this fashion, the weapon effectively ceases to exist, although the bearer still feels its weight evenly distributed about their entire body. The bearer can retrieve the weapon by reaching into their own shadow and pulling it out, taking the same action as normally drawing a weapon. Unfortunately if their shadow is not visible (Such as in complete darkness) the weapon is irretrievable. If the bearer dies while the weapon is sheathed, it will reform in the nearest shadow to the bearer. —Note: Not recommended for thrown weapons or ammunition.
Wings: The symbol of a raven in flight is etched into the weapon’s grip. The bearer feels lighter than normal and may feel a restless urge to take to the skies and be free. Once per week, the bearer may hold the weapon in one hand and speak the command word while concentrating on a specific location (No more than 50 miles away), which he must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” The bearer can then think of a message of up to 25 words in length and the weapon transmutes into a lifelike raven. The magical bird will then fly for up to 24 hours towards the specified location, covering about 50 miles during that time. When the raven arrives, it delivers the message to the creature that the bearer described, replicating the sound of the bearer’s voice. The bird speaks only to a creature matching the description the bearer gave. After delivering the message, running out of time or destroyed en route, the raven will revert back to its weapon form. Furthermore, the weapon gains one Random Masterwork Bonus. —Note: Not recommended for thrown weapons or ammunition.
Bumbling: The emblem of a fairy circle is gilded in silver on the weapon’s grip. The entire weapon is a masterpiece of flowing graceful design, delicately ornate scrollwork and is a tribute to those who made it. Running along its length is a poem written in iambic pentameter, penned in Sylvan, the language of the fey. Those who are able to read it, discover it is not much more than a limerick disparaging the mortal humans and extolling the virtues of the fair folk. The verses have particularly harsh words to say about the incompetence and clumsiness of humanoids and how that in contrast, the fairy peoples are naturally adept in all ways. Any non-fey creature who wields the weapon finds that they are slightly less proficient than usual at completing their normal everyday task, as if the poem was a warning rather than boast. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, a non-fey bearer suffers a penalty of -1 on all of his skill checks.
Knots: The material of the weapon is twisted and patterned making it look like a braided rope. On the bearer’s turn he may use an action equivalent to making an attack or casting a spell to cause the weapon to become a 50 foot length of silk rope or to turn the rope back into the weapon. The rope is not magically strengthened and any damage or wear to it will carry over to the weapon when it’s shifted back. Furthermore, the weapon gains one Random Masterwork Bonus. —Note: Not recommended for thrown weapons or ammunition.
Skystrike: The symbol of a diving falcon about to strike its prey is etched on the weapon’s grip. The wielder feels lighter than normal and the wielder is filled with a lofty sense of power and scorn for the pitiful creatures that are forced to walk along the filthy ground like ants in the dirt. As long as the wielder is flying, hovering or floating the weapon is treated as a +1 against targets who are making contact with the ground or standing on a solid substance (See Note). —Note: Recommended for reach weapons, ranged weapons and ammunition. Targets who are swimming, climbing or suspended from webs, strings or wires are not considered flying and DM’s should enforce common sense based on the spirit of the enchantment.
Famine: The weapon is tinted black and has the symbol of a horse and a pair of balancing scales etched into the grip. The weapon is half as light as it should be and thinner that it has any right to be although this doesn’t compromise its integrity at all. A creature grasping the object has feel a desperate, unending, hunger from within the weapon. A pain that can be fed but can never be truly sated. After 24 hours in the bearer’s possession, his face becomes drawn and emaciated and he must consume twice the normal amount of food and water in order to not suffer exhaustion penalties. When a creature is hit by this weapon it siphons off their energy and physical reserves and the target’s body reacts as if they had gone and additional 1d4+1 hours without food or water. This effect is cumulative with itself and can cause fights lasting under a minute to end in the enemy starving to death rather than dying of his injuries. —Note: It is up to the DM to determine how exactly an enemy is effected by this. Personally I suggest keeping track of the 1d4+1 hours of delayed food and drink on individual targets and considering the target “exhausted” when he has accumulated 8+ hours and perhaps have the target passing out from hunger and dehydration around the 12+ hours mark. This obviously won’t have much of an effect on many types of creatures as undead, constructs, demons dragons and elementals don’t eat and drink enough to be bothered by the enchantment but can provide a fun and powerful debuff to some large monster and powerful villains. Not recommended for thrown weapons or ammunition.
Blighting: The weapon’s grip is wrapped in dark purple leather from which a network of thin black veins extend outward. If the weapon is ever stained, nicked, dented or covered in blood or gore, a number of the dark veins slowly shift to that area. They seem to absorb the imperfections, damages and filth into the weapon’s form, like the roots of a plants soaking up water, causing the object to feel the slightest bit heavier and more lethal. When held, the bearer’s mind is filled with dark thoughts of cruelty, senseless violence and causing harm to innocents. The wielder is instilled with the certainty that everything in life or death is theirs to command if they can shrug off their ethical and moral compunctions and reach out and take what they want by force. The weapon’s perverse energies deal unnatural injuries that foul the flesh and stain the soul. On a successful attack, the wielder can choose to have all of the damage dealt be considered necrotic damage rather than the weapon's normal damage type. Projectile ranged weapons will taint their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Moonwalker: The symbol of a crescent moon is etched on the grip of the weapon. The bearer can feel the power within the object and perceptive PC’s will notice the strength of the power fluctuates. It seems to be stronger while the moon is waxing and nearly hums with power during a full moon. It feel weaker during a waning moon as if it was gradually losing strength until it’s power is barely perceivable at all during an empty moon. Regardless of the actual state of the moon, the weapon is treated as a +1 in direct moonlight or starlight and the wielder can see twice as far as normal in moonlight or starlight.
Winged Death: The ornate pieces of ammunition or thrown weapons have a pair of folded feathered wings etched on them. Once launched, the projectile spreads its wings and appears to fly to its victim like a diving bird of prey. The target does not gain any benefit from physical cover as long as the wielder is able to see the target and there is a reasonably straight line of flight that the projectile can follow. A projectile ranged weapon with this enchantment has the symbol of a pair of folded wings etched on the grip and can launch two projectiles per day augmented with this enchantment. —Note: Not recommended for melee weapons.
Dawn: The weapon weighs half as much as normal, shines with the brightness of a candle in the reddish orange light of a new dawn and generally seems to be made of solidified sunlight. A creature struck by the weapon is treated as if they had been exposed to direct sunlight for one round. This can result in temporary blindness or sunlight sensitivity in some creatures and considerable damage to some types of undead. Outside of combat, the weapon can be hung horizontally above a barely dressed creature and be used as a tanning light or to grow small amounts of plants in otherwise dark environments. To retain its enchantment, the weapon must spent at least one non-consecutive hour per week in direct natural sunlight, absorbing the solar energy and storing it within itself. If this requirement is not met, the weapon’s magic begins to fade and it enters a state of hibernation for up to 30 days during which time it does not glow or provide its combat bonus. To be brought out of hibernation the weapon must spent a total of eight consecutive hours in direct natural sunlight at which point it returns to normal functioning. If not brought out of hibernation within the 30 days the magic binding the sunlight into solid matter fades and the weapon evaporates into nothingness.
Sharpening: The weapon’s grip consists of rough rock that martial bearer’s will recognize as a shaped whetstone. At exactly midnight each night, creatures within earshot of this object will hear the sound of the blade being dragged across a whetstone emanating from this weapon as it sharpens itself to a razor’s edge. The blade does this without the need for an actual oilstone or lubricant and afterwards an observer will notice that the weapon slices through flesh easier than a surgeon’s scalpel. The supernatural sharpness wears down quickly however and it only takes a couple of successful hits before the blade’s returns to a respectably but not incredibly honed edge. After the weapon sharpens itself, the first two successful hits it lands are treated as if the damage rolled the maximum amount possible, after which the damage is rolled normally until the blade can sharpen itself again. If the blow is a critical hit, that damage is also maximized, however other sources of extra damage such as a paladin’s smite or a rogue’s sneak attack are not affected. —Note: Recommended solely for melee bladed weapons but a projectile ranged weapon could instantly sharpen the first two arrows it fired per day. A quiver or bracer could sharpen two throwing weapons or ammunition per day. The weapon’s power can be easily adjusted by the number of maximized blows and a DM can increase or decrease the number of said hits as they see fit.
Toxic: The business end of the weapon sports a number of pinprick sized holes and a single inland taipan fang is embedded into the grip. The hypodermic snake fang’s point aims along the length of the weapon and a perceptive PC can actually see bloated drops of neurotoxins resting at the pinprick sized venom channels at the business end. The wielder feels an unpleasant warm tingling sensation in their weapon hand, as if a fraction of the venomous power somehow penetrated their skin. The weapon’s toxins are injected directly into its victim’s flesh, coagulating the blood, paralyzing muscle and necrotizing the once healthy tissue. On a successful attack, the wielder can choose to have all of the damage dealt be considered poison damage rather than the weapon's normal damage type. Projectile ranged weapons will envenom their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Magebane: The symbol of a broken mage’s staff is etched into the grip of the weapon. A mundane bearer feels a great sense of approval and validation flowing into them from the weapon, as if it was silently judging them worthy of their life choices. Along with the feelings of goodwill comes undertones of prejudice and intolerance of certain unnatural beings that defy the natural order of things and who openly cast foul sorceries as if to openly flaunt that they are superior to the common people. When in the presence of mages the bearer will feel mildly uncomfortable and somewhat suspicious of their enchanted words and eldritch goals. If the bearer can cast magical spells, he feels a great sense of animosity and deep seeded resentment directed towards him. The weapon is treated as a +1 against creatures capable of casting magical spells and such spellcasters are never considered proficient with the weapon.  —Note: A DM may rule that innate or racially gained spells or magical abilities do not count towards being a spellcaster for this enchantment’s purpose.
Unlucky: The symbol of a horseshoe encircling a four-leaf clover is etched on the grip and a small rabbit’s foot charm hangs from a short silver chain, unobtrusively attached to the base of the grip. A creature who handles the weapon for more than a few moments wish to wield it for themselves and never parting with it, believing it to be lucky and valuable. This impulse is easily overcome and will not cause creature to act against their nature. The first time per day that the wielder rolls a natural 20 on an attack roll with the weapon (See Note) they must immediately roll again and take the new result. The wielder is not automatically aware that this effect is caused by the weapon and in fact believes that the weapon actually saved him from an even worse fate or run of bad luck. —Note: The DM can expand this to also include other combat rolls that are not attacks such as attempting to shove, trip or disarm a target as long as the weapon was used at least in part to do so. This is considered a cursed item for the purposes of any detection magic or curse breaking powers. Not recommended for thrown weapons or ammunition.
Panic: The symbol of a wide eyed deer stood attentive but still is etched on the grip of the weapon. A bearer gains a sense of increased awareness from the weapon as if it was enhancing the bearer’s natural perception. Should a bearer attune to the weapon (By concentrating over it for one hour) he gains a greatly improved fight or flight response and is usually able to react to threats the moment they appear. This benefit is not without cost however as due to a design flaw or lack of foresight on the enchanter’s part, the weapon delivers this benefit to the bearer by means of artificially stimulating his natural physiological responses to stress. Thus when combat is first joined, the bearer’s body is flooded with adrenaline, typically shocking him into action but can in some cases completely overwhelming his mind. Once attuned the bearer gains advantage on initiative checks but if the bearer has the lowest (Or tied for lowest) initiative result out of all creatures who rolled, he is overcome with stimulation and freezes in place. At this time the bearer resembles a deer in lamplights and is unable to attack, move, react, provide flanking or even defend himself and spends the entire first round effectively paralyzed in shock. All enemies gain advantage on attacks rolls against the panicking bearer who suffers disadvantage on all saving rolls and ability checks, as his body and mind are too inundated with sensory input to function properly. These effect wears off at the end of the bearer’s first turn after which he is able to act normally. The bearer remains attuned to the weapon until another creature attunes to it or until it has not been in his possession for more than 72 consecutive hours.
Xenophobic: A wildly insulting caricature depicting a Random Creature Type (See Note) is prominently etched on the business end of the weapon. When first carried, a bearer experiences faint ideas of prejudice and intolerance towards certain (The rolled creature type) beings. Over time these emotions will fester and grow into feelings of bitterness, resentment and perceived imaginary slights against the bearer. When in the presence of those creatures the bearer will feel uncomfortable and suspicious of their words, actions and goals. If the bearer is himself a member of that species, he feels a great sense of animosity and unreasonable anger directed towards him from the implement. The weapon is treated as a +1 against the creature type and that species is never considered proficient with the weapon. —Note: A DM can either roll randomly on the Random Creature Type table or chose a specific type or Humanoid Race that would make sense for the campaign. A weapon specifically enchanted to fight a creature type that the DM knows that the PC’s will never encounter is a false hope and useless weapon. On the other hand, like many other “+1 if X” enchantments, the weapon can be sold, traded or donated to NPC’s who will actually use it as part of a side quest or chain of deals scenario.
Frenzy: The image of a charging feral boar with wild eyes and a foaming mouth is etched into the grip of the weapon. In combat the wielder feels the primal energy of unmitigated rage flood through their mind and can choose to throw aside all concern for defense to attack with fierce desperation. When the wielder makes their first attack on his turn he may choose to attack recklessly which gives him advantage on all attacks made with the weapon during this turn but all attack rolls made against him have advantage until the start of the his next turn. —Note: Recommended only for melee weapons, especially two handed ones.
Squashing: The symbol of booted foot crushing a beetle is etched onto the grip of the weapon. The bearer’s instinctual fears of the creeping crawling vermin and small, vicious beasts are dampened while the weapon is in hand and the wielder feels as though he is orders of magnitude stronger than those smaller than himself. While in combat, the wielder tends to puff himself up making himself look larger and more intimidating as he swings the weapon in overhead chops, bringing it down hard on him enemies as if trying to pummel them into the ground. The weapon is treated as a +1 if the wielder is attacking a creature at least one size category smaller than himself. —Note: If your system doesn’t use size categories, treat the weapon as a +1 if the target is half the wielder’s height or smaller.
Tyrant: The symbol of a large closed fist crushing the helpless is etched into the grip of this weapon. The weapon fans the bearer’s ego and sense of personal importance making them feel stronger, smarter and more deserving of power than others. The bearer may seek to prove his overinflated pride through combat, especially when the wielder is already in a strong position of health and readiness. The weapon rewards the strong who use their power as a club over others and the weapon is treated as a +1 if the wielder has more than half of his total hit points remaining. These feelings of personal strength and confidence immediately departs a wielder who is below half of his total hit points as the weapon stops approving of the wielder’s situation.
Resonating: An unassuming weapon that vibrates and emits audible tones at the slightest disturbance. A steel tuning fork is seamlessly incorporated into the weapon’s form typically with the handle and two prongs serving as the weapon’s grip and pommel. When actively being used in combat, the reverberations of the weapon’s swings, successful blows and the wielder’s own pounding heartbeats are magnified and stored by the tuning fork, building up small shock waves of violent thunderous power that are discharged directly into the wielder’s foes. The weapon’s sonic vibrations change match the resonance frequency of its target, causing blows that splinter bone, rupture eardrums and explode hearts. On a successful attack, the wielder can choose to have all of the damage dealt be considered thunder damage rather than the weapon's normal damage type. Projectile ranged weapons will vibrate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Pious: The image of a straight razor resting over a bowl of steaming water and a towel are etched into the grip of the weapon. A creature holding the weapon experiences the feeling that they are being secretly watched and silently judged. A perceptive or spiritual creature can ascertain that the object is home to a number of spirits that govern the weapon’s use. A bearer may spend ten minutes paying honor to the spirits by humbling themselves and completely shaving their head and face in tribute. Once the ceremony is finished the spirits grant their blessing and the weapon is treated as a +1 for the next eight hours for that bearer only. The bearer must wait ten days until they have long enough hair to re-enact the ritual to the spirits satisfaction. —Note: Not recommended for ammunition or thrown weapons.  
Nourishing: The image of a rustic kitchen with strong themes of hearth and home are etched into the grip of the weapon. The bearer is deeply comforted by the weapon despite the violence associated with its murderous use. When grasped and concentrated on in calm situations, the object shows the wielder his own childhood memories that are always of good times, fond events, or joyful occasions. Once per day, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer, such as their mother’s noodle soup or father’s elk stew. Eating this delicious meal over the course of at least one minute is so satisfying that it counts as nourishment for a full meal and restores hit points equal to a dagger’s damage plus one (1d4+1). To everyone other than the bearer, the bowl and its contents appears unchanged. The special qualities of the enchanted water dissipate if it is not consumed within one hour.
Saving Grace: The symbol of a musical note is etched into the grip of the weapon. The bearer can occasionally hear faint tinkling noises, musical notes and melodic tones originating from the weapon. The barely audible noises are never familiar, seemingly always a fragment of some wholly unique song. It is only when the veil between life and death is thin that the symphony can truly be heard. When the wielder is at zero hit points or less, he begins to hear the most beautiful music he has ever heard. The wielder has advantage on death saving throws and cannot recall any details about the music if they wake. —Note: A creature is considered a wielder for five rounds after they let go of the weapon just in case they release it upon losing consciousness. Not recommended for thrown weapons or ammunition.
Sacrificing: The image of a creature gripping a sword by the blade in order to kill its enemy is etched on the grip of the weapon. The weapon imparts the importance of the bottom line to its bearer. That no matter how honorable he is in combat or how noble his intentions are, the true goal is to kill the enemy before he kills you. To that end, the implement allows the wielder a way to channel a fraction of his life essence through the weapon which magnifies it to damage the target. A dead enemy is no longer a threat and the health sacrificed is often less than being struck by a simple dagger, making it a good trade. After successfully attacking the target but before rolling damage, the wielder may choose to sacrifice up to one hit point per character level (Or 10% of maximum health or other equivalent amount) in order to deal additional damage to the target, equal to twice the amount sacrificed. This damage is considered the same type as the weapon’s attack and is added together with the rolled damage. The sacrificed hit points cannot be reduced in any way but the health can be regained as normal.
Last Words: The image of a mortally wounded soldier whispering into a medic’s ear is etched into the grip of the weapon. While held, the bearer is reminded of their own mortality and that he could die at any time but is strangely comforted that even in the event of the worst, they will still be able to make his final goodbyes to any remaining allies. The weapon can contain up to one charge of necromantic spell allowing the bearer to speak with the dead. If the weapon has a charge, the wielder can expend it to speak with one corpse with ten feet of himself, granting the semblance of life and intelligence to it and allowing it to speak and answer questions. The corpse knows only what it knew in life, including the languages it knew and is under no compulsion to offer truthful answers to creatures who it recognizes as an enemy.  The spell animates the body for ten minutes allowing the being to pass on any last words to loved ones, a will and testament or give final instructions about how to care for his corpse. The only way for the weapon to be recharged is if it is carried by a living humanoid bearer at the moment of his death. —Note: In game systems where there is a Speak With Dead spell, just use that instead of the way the spell is described here. Not recommended for ammunition or thrown weapons.
Raider: The symbol of a mounted knight is etched on the grip of the weapon. The bearer feels mildly uncomfortable and far too slow when walking on their own two feet and would far prefer to be riding a beast of any variety. While riding, the bearer feels as though his beast is an extension of his own body and that the bond between them makes them stronger than the sum of their parts. While riding a mount the weapon is treated as a +1 and the wielder does not suffer any penalties for wielding the weapon specifically while mounted.
Peasant: The crossed symbol of a hammer and sickle is etched on the grip of the weapon. The weapon imparts the bearer with feelings of humility, modesty and solidarity for those simple folk who spend their entire lives performing hard labor for simple rewards. The bearer understands that this weapon was made to be taken up in times of great desperation by the brave salt of the earth people who will put their lives on the line to protect what little they have. The weapon is treated as a +1 if the bearer has not held or carried a different magical item (That is not this weapon) for longer than ten minutes in the past 48 hours and has not used, activated or wielded a different magical item in the past 48 hours.
Babel: The symbol of a high tower is etched into the grip of this weapon. A creature holding this weapon feels the ancient power flowing within it, but seems to understand that the power it possesses comes at a cost. A knowledgeable PC will be able to determine that the specific enchantment used to power this weapon is that of a long forgotten civilization that grew too proud and attempted to build a tower high enough to reach the heavens. The Gods became wrathful at the audacity of the nation and cursed them never to understand one another and scattered them among the plane never to unify properly again. The weapon’s enchantment is similarly cursed, although the effect is only temporary. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, he suffers from severe aphasia. During this time, the wielder is not able to understand any spoken or written language (Including hand signs and picographic ones) nor is he able to speak, write or communicate in any meaningful way. The wielder hears words and sees letters as gibberish and speaks in nonsensical noises that only convey tone of voice at best. During this time, the creature cannot cast spells that require verbal components as the curse of the Gods force him to garble his words. The creature cannot be affected from spells or abilities that require him to specifically hear a set of commands or orders that are language dependent, including those originating from allies. —Note: For ammunition and throwing weapons, the curse begins the round the projectile is fired.
Investiture: The grip of the weapon is polished to a mirror finish and should the bearer look upon his own reflection, he feels himself drawn into his own gaze. The feeling is unsettling and the longer the bearer maintains eye contact with himself, the more he feels as though he is falling into the weapon. After a few minutes a heavy sense of vertigo washes over the creature as if gravity shifted and the weapon is physically pulling him into the echoed image of the windows to his soul. The bearer can easily break this eye contact at any time but if the creature looks into the unnatural mirror for ten full minutes, the weapon draws a fraction of the observer’s life force into itself empowering it to fight with the wielder’s spirit. Afterwards the weapon is treated as a +1 for that wielder only but the creature’s maximum hit points are reduced by one hit point per character level (Or 10% of maximum health or other equivalent amount) and during this time the wielder always knows where the weapon is in relation to himself. All of these effects last for 24 hours, after which the weapon releases the portion of stored life energy. A creature who has imbued part of his spirit into the weapon can reset the 24 hour timer at any time by spending one minute gazing into the grip. —Note: Not recommended for ammunition or throwing weapons.
Branding Flame: The image of a military officer outlined in flames is etched on the grip of the weapon. Small tongues of rainbow coloured, fire will occasionally spontaneously form along the weapon and travel down its length before snuffing themselves out. These flames are illusionary and never harm the weapon, the wielder or his equipment. Whenever the wielder successfully hits an enemy, the wielder may choose to engulf the target in a colorful conflagration of harmless fire. The target becomes outlined in pale, prismatic fire that shine as brightly as a candle. The illuminated creature cannot benefit from the concealment normally provided by darkness, invisibility (See Note), camouflage, or mundane stealth but the light is too dim to have any special effect on creatures vulnerable to bright light. These harmless flames last until the start of the wielder’s next turn. Knowledgeable PC’s will know that weapons such as they are sometimes found in military strike teams as a way of marking high profile targets (Such as mages, officers or healers) so that melee units can surround them and ranged allies can focus them down. —Note: Invisible creature are outlined in fire but still invisible, the flames show what square the creature is in but provides no further benefit and the creature is still considered “invisible” for other mechanical benefits or disadvantages.
Rebellious: The symbol of a single raised fist is etched on the grip of the weapon. The bearer is imparted with feelings of resistance and defiance aimed towards those those in authority. While not required to act on these emotions, the bearer may notice subtle changes to their political leanings, finding themselves taking actions of solidarity and support for the overlooked and downtrodden of society. The wielder is flooded with ideals of unity through strength and that even the most powerful of tyrants, monsters and political systems can be racially altered by those who bravely choose to fight against the odds. The weapon is treated as a +1 if the target has more than half of their total hit points remaining.
Merciless: The image of an executioner with a heavy axe decapitating a convict on the chopping block is etched on the grip of the weapon. The bearer is imparted with cold, cruel ideas of the nature of battle and how no combat advantage can be ignored or unused, no matter how unfair or dishonorable it may seem. Seeing an impaired target fills the wielder with the purpose to execute them without hesitation or remorse. The weapon is treated as a +1 whenever the target is suffering a negative condition, including but not limited to; grappled, restrained, frightened, paralyzed, poisoned, blinded, prone, incapacitated, stunned or fatigued. The weapon can never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.
Ancestral: A masterfully made weapon that is as much a physical embodiment of the ancestral heritage of the Random Creature Type (See Note) as much as it is a tool of battle. The weapon is inscribed with the names of the creator’s family line stretching back dozens if not hundreds of generation, some with notable titles, honorifics or heroic accomplishments listed next to the names. Where the bearer’s hands would naturally hold the weapon are strangely blank of names or engraving but when a wielder of the ancestral bloodline (IE. Correct creature type, or race) grasps the weapon tightly he can feel the names of his parents rise up from the material and press against the flesh of his hands. When released, the names slowly sink back into the grip. The bearer always feels a touch homesick for the lands of his ancestors and the advice, traditions and wisdom of relatives long since past away. Despite the longings of the past, the bearer is comforted by the knowledge that his forebearers are watching over him and that regardless of where he wanders, he never truly walks alone. The weapon is considered a +1 when wielded by a creature of the correct creature type or race. —Note: There are two main ways to use this weapon. The first is to choose a PC playable race so that your players might actually be able to use it with some restrictions. The second is to have them plentiful on enemies that you want to show are wielding magic weapons but you don’t want to have your PC’s lugging around a dozen +1 longswords. So the PC’s now have a dozen +1 when-wielded-by-gnolls longswords that are magical and semi-valuable without being immediately useful.
Chaos: A weapon wrought with chaotic power and saturated with wild magic that even the air around it seems to be in flux. At one moment the weapon is surrounded by a heat mirage, only to be replaced with leaping sparks, swirling snowflakes or toxic spores. Every physical and metaphysical sense capable of examining the weapon is overwhelmed with constant stimulus as the weapon changes its scent, texture and the sound it produces. Even the extrasensory perceptions of mind altering psionic power and the soul tingling energies of sacred and profane might, are randomly produced from the weapon. The magical implement has the power to burn, freeze, electrocute, melt, cleanse, taint or even damage the very mind of those whose flesh it pierces. The weapon’s method of lethality shifts with every strike and on a successful attack the PC rolls 1d10 and all of the damage dealt by the weapon is considered the matching damage type on the following list: 1 = Fire, 2 = Cold, 3 = Acid, 4 = Lighting, 5 =  Psychic, 6 = Thunder, 7 = Force, 8 = Poison, 9 = Necrotic, 10 = Radiant. Ranged Weapons with this enchantment pass on the effect to ammunition for the turn its fired.
Magnum Opus: The symbol of a woodcarver’s knife and blacksmith’s hammer crossing over each other is etched into the grip of the weapon. The weapon is unbelievably well made, extensively detailed and absolutely covered with intricate workmanship. Design elements that would be considered superfluous minutiae and completely overlooked on other masterworks are represented here with complex patterns in seemingly impossible and rather inexplicable quality. The only thing the weapon lacks is a specific maker’s mark as (Depending on an observer’s opinion) it either sports no such mark due to the overall pattern or it bears dozens of them all blending seamlessly  together to create one motif, representing every famous master weapon-crafter of the weapon’s type. A bearer who is proficient with the weapon must still invest time and energy into learning the many intricacies of the masterpiece of battle and the wielder must have practiced with it for at least one hour in the past week in order to reveal its true potential. Such a bearer becomes familiar with the weapon can spend ten minutes practicing with it at any time while focusing on a specific combat need in mind in order to unlock a new technique. When this occurs a very perceptive PC will notice that one of the maker’s mark within the pattern seems to darken and a different one begins to gleam brighter than the others. The weapon is found with one Random Masterwork Bonus and when the wielder practices for the ten minutes, he may change that bonus to any Masterwork Bonus of his choice on the list. —Note: A DM who is using the Masterwork Bonus list on this blog should make sure to go through it first and make the PC aware ahead of time of any choices that he would not be allowed to choose for balance reasons. This weapon functions as a swiss army knife of weapons, allowing combat focused characters to easily juggle around combat strategies and martial bonuses the way mages can juggle around spells.
Clout: The image of a bighorn ram slamming its bony head into a wolf is etched into the grip of the weapon. Shortly after having the weapon in their possession, the bearer develops territorial instincts and his need for a bubble of personal space increases dramatically. The bearer is not compelled to enforce his newfound feelings and is not forced to violate any strongly held morals or beliefs. In a combat setting however, the wielder’s primal desires to drive away his foes becomes extremely potent and grants him the ability to shove away enemies that are weaker than he is. Whenever the wielder successfully attacks a target with a lower strength score than himself, he can move that creature five feet to an unoccupied space. —Note: Recommended only for melee weapons that primarily use strength to determine accuracy and damage.
Adaptive: The triangular motif of a trio of piercing, slashing and bludgeoning weapons is etched on the grip of the weapon. Embedded into the grip of the weapon is a thick band of pure silver and one of cold iron which prevents some of the wielder’s supernatural enemies from handling the weapon and using it against him. The length of the implement bears sigils of divination magic and when new enemies come within the wielder’s reach, the weapon’s business end shifts and wavers. Knowledgeable PC’s will be able to determine that the divining runes constantly detect resistances, immunities and weaknesses in the physical forms of nearby creatures and automatically adjusts itself to best injure its targets. When the wielder makes an attack, the weapon will instantly change its business end to become sharper, pointier or blunted in order to bypass any resistances the target has or to capitalize on any vulnerabilities. Furthermore if the foe is susceptible to silver or cold iron, the specific ring of that metal will immediately flow from the grip of the weapon to cover the businesses end, causing the weapon to be considered silvered or made of cold ion. Other than the damage types, the weapon’s statistics, required proficiencies and use does not change. After each strike, the weapon reverts to its standard shape and the silver and cold iron retreat back into their proper places, showing no indication that it ever changed.  —Note: Recommended only for melee weapons. A combat example; If the wielder has an Adaptive Greatsword (Which normally deals slashing damage) and attacks demon that’s immune to slashing and piercing damage and is resistant to all non silvered weapons, the Adaptive Greatsword would change to be considered a silvered weapon that deals bludgeoning damage when attacking that demon.
Mercy: The entirely of the object is coated with a thin layer of solidified rubbery magic and the symbol of a sheathed sword is etched on the weapon’s grip. The implement spreads the weapon’s strike throughout the target, making it technically more effective but less than lethal. The distribution of the force of the blow over the target’s body increases its accuracy, causing even glancing blows to strike true. On the other hand the division of the impact over the target’s being means that there is no singular killing blow. The weapon leaves no visible marks of injury or damage, nor will it ever directly kill any of the targets affected by it. The weapon is treated as a +1 but if a living target would take enough damage from an attack with it to render them unconscious or dead, the target instead drops to 1 hit point, remain conscious. The weapon will still “kill” non-living targets such as constructs or undead.
Goading: The image of a bullfighter mid-wave of his red flag at a charging bull is etched into the grip of the weapon. The bearer is filled with bravado, bluster and unearned bravery and see’s no reason why he shouldn’t let his each and every enemy know that he is better than them in every conceivable way. This false courage emboldens the wielder to taunt his foe as part of his attacks, challenging them to fight him and only him no matter the state of the rest of the battlefield. When the wielder lands a successful attack against an intelligent creature or beast within ten feet, he can choose to bellow out a Random Battle Cry, goading insult, deriding comment or other taunting phrase to gain the target’s sole attention. After being provoked in this fashion, the target’s concentration becomes focused on annihilating the wielder and suffers disadvantage on rolls made to attack any creature that is not the wielder but while goaded, the target gains advantage on all attacks made against the wielder. Both effects last until the end of the target’s next turn. The target must understand the wielder in order to be insulted by a verbal phrase but should the wielder have a free hand, he can combine loud yelling with hand waving or a rude gesture to achieve the same effect, on a foe that speaks a different language or an animal. —Note: The ten foot range fluff-wise is so that the wielder can be heard and understood in the din of combat. Mechanically speaking it prevents long range weapons from applying a risk free debuff. Not particularly recommended to ranged weapons or ammunition due to the short range of effect but works well on throwing weapons as an combat opener or distraction tool.
Resurgence: The image of a phoenix rising from a pile of its own ashes is etched into the grip of the weapon. A typical bearer feels nothing out of the ordinary when handling the weapon, other than a vague feeling of the potential for something great. This changes drastically in the hands of a wielder who’s recently been on the very brink of death but fought to remain in the land of the living. Such a wielder is infused with an overwhelming rush of euphoria and vigor as the becomes intoxicated with life itself and filled with a zealous passion to fight for his own life. The weapon is treated as a +1 if the wielder has been at zero hit points or less in the past eight hours.
Mind Probing: The tentacled face of a mind flayer is etched into the weapon’s illithid-skin grip. The wielder can feel the enchanted leather make contact with their mind granting it a small fraction of the mental abilities the aberration had in life. In the brief moment of pain and weakness when the weapon strikes a target, the wielder gains the opportunity to penetrate the victim’s mind and learn snippets of information vital to the fight at hand. Only those of strong mental acuity are able to resist the attempt. Strangely enough, by some odd quirk or purposeful design, the enchantment still function on mindless and unintelligent creatures who are technically immune. In these cases the wielder’s probe rebounds off of the target and he delves into the recesses of his own mind to find tidbits of long forgotten information. Whenever the wielder successfully attacks a target with a lower intelligence score than himself, he learns whether that creature has any damage immunities or condition immunities, damage resistances or damage vulnerabilities, and if the victim has any, the wielder knows what they are.
Face Stealing: The emblem of a simple mask is etched into the weapon’s grip. The bearer can sense maniacal Fey magic flowing through the weapon, subtly encouraging the wielder to wear a visage that is not his own. A longtime bearer who has used the weapon’s magic often, may feel strange dressed in his own face and may start to disassociate with who he actually is. Twice per day, when using the weapon to reduce a creature of his same general size and shape to zero hit points or less, the wielder may choose to trade appearances with the enemy. When this occurs, the wielder’s person is instantly draped in an substantial illusion disguising himself as a perfect double of the foe he just defeated. The wielder’s clothing, armor, weapons, and other belongings are also affected and he can seem up to one foot shorter or taller and can appear thin, fat, or in between but cannot change his body type and must adopt a form that has the same basic arrangement of limbs. The changes wrought by this surge fail to hold up to physical inspection and are purely illusionary. At the same time, the downed enemy is also sheathed in an illusion, causing him to appear as a perfect double of the wielder, including weapons, armor, equipment and other similar details. These illusions last until the bearer dismisses the effect, the weapon leaves the wielder’s possession or until one hour passes.
Acumen: A weapon that although well made, displays no outward signs of magical potential or symbols of enchantment. A canny bearer can feel that the object is more than the sum of its parts and a creature inspecting the weapon experiences the unnerving sensation that it’s doing the same to them. An astute wielder with a discerning mind, experiences sudden flashes of insight after attacking, gaining moments of battle intuition allowing them to defend against the enemy’s next move with the reflexes of a seasoned veteran. Whenever the wielder successfully attacks a target with a lower wisdom score than himself, the wielder’s armor class or physical defensiveness increases as if he was properly wielding a shield against the next attack made by the target until the end of its next turn. The wielder may benefit from this armor class bonus (Typically a +2) even if he is already wielding a shield. —Note: Recommended only for melee weapons.
Baleful Transportation: A design consisting of two stick figures both with lines ending in arrows coming from each other and pointing at the other, is etched on the grip of the weapon. The bearer always feels as though they should be somewhere else no matter where they actually are and feels a slight touch of envy at others who appear comfortable where they are. The wielder can act on these feeling by taking someone else’s place by force, causing the feelings of discomfort and envy to abate for a few hours. Twice per day day after successfully attacking a creature, the wielder can immediately switch places with the target by means of magical teleportation. Both the wielder and the target must be the same size, standing on a solid surface, both must be able to exist in the spaces they are switching and they must be within 20 feet of each other when using ranged attacks.  
Doom: The malevolent symbol of the evil eye is prominently etched on the business end of the weapon. A bearer can feel malicious energy stirring within the weapon’s confine’s longing to be released to wreak havoc on the righteous and the wicked alike. Twice per day after successfully attacking a creature, the wielder can choose to loose evil upon the world and curse the struck foe. Until the start of the wielder’s next turn, sinister forces plague the target with woe and whenever the target makes an attack roll, skill check or a saving throw he must roll 1d4 and subtract the number rolled from the attack roll, skill check or saving throw
Arcane Force: The once whole weapon has been shattered into dozens if not hundreds of pieces and about half of them are missing completely. The object still serves as a perfectly serviceable weapon, as the remaining pieces are being held together in a transparent field of solid magic, not unlike pieces of fruit in a clear, jelly cake. The weapon’s arcane binding reinforces the weapon’s lethal potential, causing injury caused not by blade or bludgeon but of pure magical force. Foes are blasted by eldritch power that bypasses most physical and supernatural defenses to kill in the most direct way possible. On a successful attack, the wielder can choose to have all of the damage dealt be considered force damage rather than the weapon's normal damage type. Projectile ranged weapons will sheath their ammunition in magic when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Furious: The weapon’s worn surfaces are covered in nicks, notches, and bloodstains that serves as memorials to the countless battles it has been used in. Those who wield this tool of murder find their senses overlaid with rage and that their appetite for death and destruction surges with the weapon’s every blow. The weapon sparks a fiery bloodlust in the wielder but a creature who is already capable of inciting a primal frenzy in themselves, finds their battle prowess greatly magnified. A wielder who is raging, frenzied, rampaging or under a similar status effect, treats the weapon as a +1.
Hobbling: The motif of a trio of wolfs hamstringing a moose is carved into the grip of the weapon. The weapon has been modified to better injure that target, taking the form of large barbs, hooks, serrated blades or an improved weight distribution that allows the wielder to better hinder, harass, and hobble his opponent. The wielder is imparted with the knowledge and ability to injure and enemy in such a way that escape is no longer an option. These debilitating strikes allow the wielder’s allies to surround and subdue the enemy not unlike a pack of wolfs cripple a herd animal far larger and stronger than any one of them and downing it as a group. Once per round when the wielder successfully attacks an enemy, he can choose to reduce the target’s maximum movement speed by ten feet until the start of the wielder’s next turn.  
Bewitched: The simple, circular design of the evil eye is emblazoned on the grip of the weapon. The ancient curse mark barely distinguishes between friend and foe, jinxing its wielder as much as its target. The hex symbol draws in violence to itself like a strong magnet, making it noticeable easier for the wielder’s foe’s to kill him. Knowledge PCs will likely determine that the weapon was likely ensorcelled by a witch, fey or genie on the commission of an unwise adventurer who did not choose their words carefully. Such an adventurer no doubt requested a weapon that “Does great harm” or that “Is capable of great violence” and so it is… For all parties involved. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 to his armor class or other similar physical defenses.
Critical Threat: The image of a large snowball rolling downhill building in size, velocity and danger is etched into the weapon’s grip. A bearer can feel the object’s potential for greatness and that a single lucky blow can start a chain reaction of death to the wielder’s foes. This sensation of potential is ignited when the wielder scores a crippling blow against an enemy and the wielder feels compelled to attack again while his luck runs hot. After landing a critical hit with the weapon, the wielder’s next attack made with it before the end of his next turn is made with advantage.
Reliable: The simply sketched design of an ordinary belt knife is etched into the grip of the weapon. Unlike the majority of magic weapons, this enchantment is almost laughably simple, not in its design (Which is actually standard for its benefits) but in its execution. Typical magic weapons subtly guide their bearer’s attacks, causing them to strike truer and hit harder and the most of the time the wielder is not actively aware of the arcane help. This sorcery however, forcefully directs the wielder’s attacks towards centers of the target’s mass, exposed limbs or other dependable striking locations that are statistically more likely to be hit. The wielder can actively feel the weapon attempting to go its own way into order to strike a foe in a “safe” area that can be reliable hit. While this imposes no penalty on actually wielding the weapon, it makes it impossible to purposely or even accidentally land a lucky blow in a vital area. The weapon is treated as a +1 but whenever the weapon would score a critical hit against an enemy, the critical hit is negated and the attack is considered a successful but non-critical attack instead for all purposes.
Combat Training: A military style coat of arms displaying a pair of spears crossed over a shield is stamped into the grip of the weapon. The combat tool has been enchanted with the finely honed skills of a trained solider, which is magically passed onto the wielder regardless of their actual martial abilities. The bearer is considered to be proficient with that type of weapon as long as he is holding or wielding it in at least one hand. —Note: The wielder must still be able to physically wield the weapon and must still conform to other prerequisite’s such as being a size or strength. Recommended for more complex or martial weapons such as greatswords, heavy crossbows or halberds rather than clubs, slings or daggers. Not recommended for ammunition.  
Cleaving: The image of a warrior cleanly slicing through two goblins at once with one swing of his greataxe is etched into the grip of the weapon. The object feels slightly heavier than normal as if its weight was slightly unbalanced to favor its business end. This quirk of the design allows the wielder’s blow to potentially carve through multiple foes at a time on particularly lethal blows. Once per turn, on the wielder’s turn, when he scores a critical hit with the weapon or reduces a creature to 0 hit points with it, the wielder can immediately make an additional attack with the weapon against a creature within reach.  
Attraction: The image of an outstretched hand with a sword flying toward it hilt first is etched on the grip of the weapon. The object tingles slightly when held and a bearer is able to focus on the sensation of the weapon in their grasp to establish a deep connection with it. While the weapon is bound like this, the creature instinctively knows the direction of the weapon in regards to himself as long as he is within 100 feet of it. Should the bearer concentrate on the weapon over a period of an hour he is able to attune to its magic and is able to call the weapon to hand. An attuned bearer can summon the weapon into a free hand as long as he is within 15 feet of it, by using an action equivalent to drawing a weapon. The object instantly teleports into his grip and the wielder does not require line of sight or effect for this power to function. The weapon can only be bound to one creature at a time and should a new bearer attune to it, the old connection is broken. —Note: Not recommended for ammunition but can be useful on short ranged, thrown weapons.
Smiting: The weapon’s grip is wrapped in perpetually pure white linen from which a network of thin golden veins extend outward. No matter its circumstances, the weapon remains absolutely pristine, free of nicks, dents, stains, blood, gore and dirt, remaining perfect and pure. When held, the bearer’s mind is filled with thoughts of redemption, righteous vindication and protecting the innocent. The wielder is imparted with a strong sense of good and evil and the desire to see justice done and the corruption of the world washed away. The weapon’s divine power purges impurities by searing the skin and scorching the soul. On a successful attack, the wielder can choose to have all of the damage dealt be considered radiant damage rather than the weapon's normal damage type. Projectile ranged weapons will bless their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Death: The weapon is pale and ashen, with the symbol of a horse and a human skull etched into the grip. The bearer feels the morbid urge to witness the deaths of as many creatures as he can manage, especially those of his own race. This urge is more macabre curiosity rather than homicidal in nature and does not necessarily encourage the wielder to kill but will encourage the bearer to do nothing but watch rather than staunch the wound of a creature bleeding out. If the bearer personally witnesses the death of a creature of their own species (As in human, elf or dwarf, not just another humanoid), the weapon glows slightly and is treated as a +1 weapon for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder meets the enchantment’s requirements. —Note: Not recommended for thrown weapons or ammunition.
Victory: The image of a fallen creature’s last breath wrapping around the victor and becoming a ghostly protector is emblazoned on the grip of the weapon. The wielder can sense with each blow that the weapon seems to be trying to leech off a portion of the target’s life force but is only successful when the foe is no longer capable of fighting back. When the weapon is used to land the killing blow on a creature, the weapon steals a fraction of the victim’s dying energy forming a protective shield around the wielder. This shield completely absorbs the wielder’s injuries, keeping him safe and secure before eventually failing. Whenever the wielder lands a killing blow against a creature, the wielder gains a number of temporary hit points equal to two hit points per character (Or 20% of maximum health or other equivalent amount), represented by a shimmering layer of force. Whenever the wielder would take damage, the shield absorbs it instead, protecting the wielder from harm. If this damage reduces the temporary hit points to zero, the wielder takes any remaining damage. The shield dissolves when the amount temporary hit points reaches zero or until one minute passes. If the wielder kills a creature while the shield is still activated, the amount of temporary hit points and timer is reset, it does not stack with itself. For this ability to function, the dying creature’s maximum hit points must be at least as much as the shield it would create, otherwise the shield cannot draw enough energy to function and does not form.
Onslaught: The image of a pair of rage filled eyes decorates the weapon’s grip. The implement draws upon its wielder’s desire for death and destruction, distilling the energy to a palpable force and releasing it towards the target. Each time the weapon swings in their direction, the target’s mind is flooded with white hot needles of pain and suffering. Should the attack not find its mark, the pure emotional force of the wielder's indignation is enough to cause the target actual pain even if the weapon never actually made contact. Whenever the wielder attacks a creature within range but fails to hit for any reason, the target still suffers psychic damage equivalent to a dagger (1d4).
Berserker: The symbol of an enraged wolverine is etched on the grip of the weapon. When held, the wielder becomes awake of a sleeping seed of rage buried within themselves that they can choose to awaken in times of need. When stirred, his inner beast bursts forth and he becomes an engine or destruction. The wielder’s blows rain down harder and his skin hardens shrugging off minor wounds. On his turn the wielder can enter a frenzied state. During this time his melee attacks are treated as a +1’s and and all incoming sources of nonmagical slashing bludgeoning and piercing damage are reduced by 1 hit point. At the end of one minute the rage ends and the wielder is left exhausted as if they had gone a night without sleeping. Creatures who are immune from becoming exhausted are not able to activate the berserker state as the frenzy specifically requires the wielder to push past their body’s normal limits severely overworking their muscles and adrenal system. —Note: Recommended only for melee weapons, especially two handed ones.
Thief’s Light: The design of a cloaked figure holding out a hooded lantern is etched into the grip of the weapon. The weapon feels lighter than normal and casual noises that it makes such as being drawn from a sheath or the twang of a bowstring being fired, sound heavily muffled as if the object was wrapped in layers of wool. The enchantment seems custom made for infiltration, assassination and roguish work, allowing the bearer to observe their surrounding in detail without drawing attention to themselves. Twice per day, the wielder can activate the weapon, causing it to emit bright light equivalent to a torch in a colour the bearer chooses. Only the wielder is able to perceive the light, all other creatures see no additional illumination. The light lasts until the wielder chooses to dismiss it, the wielder is no longer holding the weapon or until five minutes passes.
Infiltration: A subtly weapon covered in a dark mottled pattern that slowly changes to better blend in to its current environment. Empowered with arcane magics that dampen sound, the wielder can force his victims to suffer in silence. The weapon makes no noise of any sort when it strikes a target and negates any sound the target would make as a result of being hit. Even if the wielder took the weapon into both hands and struck a gong as hard as they could, the result would only be silence. A creature struck by the weapon cannot utter any sounds louder than a barely audible whisper until the start of the wielder’s next turn. While the weapon is being wielded and for five minutes afterwards, the bearer cannot speak louder than a barely audible whisper. This does not hinder spellcasting (Unless the spell requires the target to hear the bearer) as the bearer is still able to speak but he cannot provide rallying cries to allies, give instructions, shout for help, or yell warnings. The forced whispering hinders the bearer’s ability to properly project their personality and they suffer disadvantage on all charisma based checks that rely on them speaking. —Note: In game terms only creatures within five feet of the bearer or victim can hear him whispering in optimal conditions. During loud situations such as combat, thunderstorms or in a loud taverns, whispers cannot be heard at all.
Horror: The image of a human face set in a wide eyed, open mouthed aspect of pure terror, drawn in a talented but shaking hand decorates the weapon’s grip. The weapon’s form seems to shift and waver just out of the corner of one’s eye when in areas of darkness or shadow and anytime the sun no longer graces the sky. Grasping the weapon initiates a creeping dread within the wielder, a primal, instinctual fear that pushes them to fight for for their life like a cornered rat. A bearer who chooses to face their fear can allow it to pass over them and through them during their weakest moments. The weapon is treated as a +1 but those that wield it find that their fears are patient and will wait until the rush of adrenaline and danger has worn off and the terror will return when the wielder is weak and vulnerable. When wielded in combat the weapon leaves traces of dread on the wielder’s psyche and the next time the wielder attempts to get a full night’s rest his sleep is disturbed by a Random Nightmare and there is a 10% chance that he is so tormented by the dream that he gains no benefit from the rest whatsoever.
Heartless: The image of a humanoid figure with a ragged hole where its heart should be has been branded into the grip of the weapon. The weapon is grisly tool of battle, all piercing spikes, cutting edges and hard blunt faces. The wielder experiences a strange unnatural calm while holding the weapon, as if all of their empathy, hatred, compassion, rage and all their strongest emotions were locked away behind a frozen wall of objective reason. The wielder acts with brutal rationalism and callous logical reasoning which makes them a nightmarish opponent on the battlefield but an unfeeling sociopath in casual conversation. The wielder is able to use the abominable looking weapon in ways a person with even a drop of compassion never would, manipulating it to great effect, landing cruel, maiming strikes. Twice per day when the wielder successfully attacks, the player may select any single rolled damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of die instead of the current result. This must be done after damage is rolled but before it is dealt to the target. Handling the weapon leaves the wielder emotionally crippled and while it is being wielded and for one hour afterwards, the bearer suffers disadvantage on all skill checks involving animal handling, insight, sense motive and all charisma based skill checks. —Note: This affects the weapon’s damage itself AND other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this enchantment bestow the power upon their ammunition for the turn that it’s fired.
Portent: The symbol of a wide open eye is etched into the grip of the weapon. After spending some time with the weapon in his possession, the bearer begins to receive strange new sensations of things yet to come and glimpses of the future begin to press in on his awareness. Many of the visions are incomprehensibly strange showing delusions of events that are not fated to occur. A chosen few of the premonitions are flashes of second sight into the bearer’s own destiny. These harbingers of the future can be exploited to spin the threads of fate into a pattern of the bearer’s favor. After finishing a long rest during which the weapon has been in the bearer’s possession, the player rolls two d20’s and records the numbers rolled. While the weapon is wielded by that specific bearer, he can choose to replace any attack roll made by the wielder or a creature that he can see with one of these foretelling rolls. The wielder must choose to do so before the roll, and he can replace a roll in this way only once per turn. Each foretelling roll can be used only once and when the bearer finishes another long rest, he loses any unused foretelling rolls.
Aiming: The symbol of a red and white archery target marks the weapon’s grip. A bearer feels mildly calmer with the weapon on their person as if they know of a secret technique that will protect them even in dire straits. The wielder is able to take a moment and center themselves, focusing all of their attention on their target, banishing all other distractions from their mind. With nothing but the target in mind, the wielder is able to strike true even in the midst of a chaotic battle. Once on the wielder’s turn, he can choose to make his next attack with the weapon gain advantage to hit. The wielder can only do this if he has not moved yet during this turn, and after making the attack the wielder’s movement speed drops to 0 until the end of the current turn. —Note: Recommended for ranged weapons.
Smoking: A grey weapon that seems to be made entirely of solidified swirls of thick, black fog, its surface roiling with constant motion. The weapon provides a ready cover for those needing a quick escape and is perfect for rogues, infiltrators and assassins in case such situations arise. Twice per hour, when the wielder successfully attacks a target, he can activate the weapon thereby creating a deafening crack and releasing a billowing cloud of smoke that fills a five foot square with dense black mist, both of which originate at the target’s location. If the target is a creature, the victim’s space becomes engulfed in the opaque smoke and he is effectively blinded but also gains full cover from outside attacks. All creatures within 30 feet of the target are momentarily distracted by the noise and smoke, suffering disadvantage on perception checks until the start of the wielder’s next turn. The dark fog is harmless, causing no injury and dissipating completely at the start of the wielder’s next turn. If the enchantment is on a thrown or projectile weapon or ammunition, the wielder can easily “attack” an empty space or unattended object within the weapon’s range that they can clearly see to create the noise and smoke in a specific five foot square. —Note: Recommended for projectile weapons, throwing weapons and ammunition.
Hunter: The faded design of a set of footprints runs the length of the weapon’s grip. The weapon has a simple rustic appeal as if it was designed for rough outdoor use and has spent more than a few nights lying under a makeshift lean-to next to its owner. The weapon spurs the bearer’s primal hunting instincts spurring him to track, search and chase his prey wherever they run. Upon successfully striking a creature, the wielder can use the weapon to form a metaphysical link between himself and the target. This connection allows the wielder to track down his prey and finish the hunt in the event that the creature flees from the fight. Twice per day when the wielder successfully attacks a creature he may choose to mark the target with the primal energy. For the next hour, as long as the weapon is in the wielder’s possession he is aware of the direction of the marked creature and gains advantage to any checks made to track, follow or find his target.
Temporal Flux: The symbol of a sundial carved into the weapon’s grip. The weapon is of a strangely intermediate age, changing constantly from appearing brand new, in mint condition and barely a day old, to looking ancient, battered and weathered, seeming centuries old and fluctuating along every age in between. A slight haze surrounds the weapon glittering with chronomantic magic that bends time around itself in inconsequential ways. An autumn leaf falling near the weapon might turn from fall orange to the bright fresh green of spring or shrivel to the black of winter and disintegrate into dust, before leaving the weapon’s aura of influence and return to normal. In combat the wielder is engulfed in the chaotic time-field and will sometimes see enemies attacking impossibly quickly, only for their attack to slow to a crawl just before landing, allowing the wielding to react in time. The arbitrary hasting and slowing of the wielder’s environment balances out equally, neither hindering nor boosting his combat prowess. The wielder does gain a fleeting moment of control over the shifting aeonic energies on truly powerful blows and can use the temporal magic to accelerate his reactions or delay his target’s responses. Whenever the wielder lands a critical hit, he can harness the resulting temporal flux and choose one of two options to take effect; 1, The wielder can hasten himself, gaining the highest initiative result and placing himself first in the initiative order out all creatures involved. 2, The wielder can slow the target, causing the victim to acquire the lowest initiative result, placing the target last in the initiative order out all creatures involved. Both effects begin on the next round of initiative and last until the end of the current combat. If the wielder sends multiple creatures to the bottom of the initiative, the most recent one to be sent to the bottom is considered the last one to have a turn in the round. If there is no current initiative order, the wielder can instead choose to grant himself advantage, or grant the target disadvantage on initiative checks made for the next hour.
Inexorable: The twinned symbol of the Goddess of Fate and Death is stained into the weapon’s grip with dried blood that refuses to be wiped away. Although not magical in itself, the weapon seems to have somehow been “blessed” by Fate and Death. The weapon may have been graced in this way by slaying a heretic or serious foe who opposed the Goddess, been tempered or forged by sacrificing a life, been instrumental in fulfilling a minor prophecy, was held by a warrior slain in battle whose spirit imprinted on the weapon and refuses to pass on until certain conditions are met or simply perhaps the weapon was used to send so many souls to Her domain in the afterlife. The wielder could swear that with each swing of the weapon they experience two different simultaneous strikes against the target, in a sort of violent deja-vu. In the briefest fraction of time during the swing, the wielder can see the result of both strikes and can choose their own fate and that of their victim. Whenever the player rolls to determine the weapon’s damage, he may roll the weapon’s damage die twice and choose either result to use. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
Glass: A weapon inexplicably made solely of a crystal clear, glass prism. The entire weapon is made from one single piece of the glass that seems to neither have been poured, nor blown into its current shape. The transparent material refracts even the weakest light into a rainbow of colors that shine in all directions. The glass has been magically enchanted to be stronger than steel and the weapon is as flexible and functional as a typical one of its kind. Regardless of the material components of its frame, the weapon is brutally, supernaturally effective. The weapon is always considered a +1 weapon but unfortunately for the bearer, the enchantments that provide the weapon its lethal potential function by sapping the wielder of his vitality and resilience. While the weapon is being wielded and for one hour afterwards, anytime the bearer takes at least 1 hit point worth of damage from any source, the amount of damage the bearer receives is increased by 1 hit point, due to the weapon’s drain on his constitution. —Note: A combat example: The wielder is stabbed with a dagger dealing 4 points of damage but because he is wielding the glass weapon (Or has actively wielded it in the past hour) he takes 5 points of damage instead.
Retaliation: A fearsome weapon with cruel-looking adornments of spikes, blades and hooks jutting out at vicious angles over the weapon’s entire length. The material was infused with shamanistic energies, taking the savage power of the natural world and pressurizing it within the weapon. The spirit of a ferocious wild animal permanently (Like a bear, badger or boar) resides within the weapon’s form, flooding the wielder with its primal rage and the instinct to retaliate without a moment’s hesitation after being grievously injured. Whenever the wielder is struck by a critical hit in melee, the spirit pours its natural aggression into the wielder who is able to immediately attack any creature within his reach as an attack of opportunity.  
Invigorating: The symbol of a humanoid form outlined in a corona of energy waves is etched into the weapon’s grip. Simply possessing the weapon makes the bearer feel strong, healthy and powerful. Wielding the weapon is physically and mentally rejuvenating, washing away pain and fatigue. Activating the weapon unlocks the wielder’s hidden potential allowing him to become the best version of himself for a brief moment in time. Twice per day an attuned wielder can (As an action equivalent to drawing a weapon) grant himself advantage on ability and skill checks of a single ability score (Such as Strength, Dexterity, Intelligence or Charisma) for five minutes. Only one creature can be attuned to the weapon at a time and the bearer must spend an hour in quiet contemplation with the sword to attune to it.
Decisive Victory: The maker’s mark of a master craftsman has been flawlessly etched into the weapon’s grip. The implement was professional crafted and is truly a pleasure to look at as much as it is to wield in combat. The weapon seems to be more of a work of art than a tool of destruction and violence. It sports gold or silver filigree, gemstone studs, platinum banding, expert carvings, detailed etchings and decorative illusions that serve to draw attention to itself. Despite all the lack of subtlety (Or perhaps because of it) the wielder experiences elegant, almost grandiose sensations when they use the weapon in combat, as if they were performing combat rather than fighting. The weapon is as deadly as it is beautiful, as the craftsman strove for singularity powerful blows as much as they did physical perfection. The weapon’s magic ensures critical strikes to vital areas and is able to sap the wielder’s physical reserves in order to facilitate that goal. Whenever the wielder successfully attacks a creature, he can choose to have that attack be considered a critical hit at the cost of immediately becoming exhausted as if he had gone a night without sleeping. —Note: Creatures who are immune to becoming exhausted are unable to channel their energy through the weapon and cannot activate it. While this enchantment has its own steep cost to use, a DM may wish to institute a 2 or 3 use per day limit on the weapon’s power if it is too powerful. Alternatively, rule that a creature who is already exhausted cannot activate the weapon’s power.  
Echoing Strike: The symbol of a blacksmith hammering a piece of iron is etched into the grip of the weapon. The enchantment laced throughout the weapon guides its wielder to hit the enemy in the same spot over and over. The wielder is able to repeatedly hammer the exact same location on the target’s body, weakening armor, aggravating wounds, crunching bones and greatly escalating the chance of inflicting grievous injuries. Whenever the wielder successfully attacks a target, the wielder’s next attack against the same target has its critical hit range expanded by one. Multiple successful hits against the same target continues to increase the critical hit range until the end of the wielder’s turn, meaning the wielder’s first attack against a single target will score a critical hit on a 20, then a 19 or 20 then on an 18, 19 or 20, etc.
Shadow Kill: On the weapon’s grip resides an otherworldly, black mark made of three interlocking forms consisting outward pointing spikes and curved lines all surrounding a single dot in the center. When the weapon is used to kill, the mark glows with a deep golden light and emits a puff of similarly colored smoke. Knowledgeable PC’s will be able to recognize the mark as that of the eldritch, inhuman representative of the Void, known only as The Outsider and that the symbol’s design represents the wielder’s killer instincts and ability to remain unseen. Whenever a creature is slain by the weapon, The Outsider takes the still-warm corpse as an offering and the flesh and bones are consumed by heatless, black fire. After a few seconds only a pile of cold ashes and equipment are left behind. The wielder can never use the weapon to inflict non-lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, he must choose to kill the enemy. The Outsider accepts all sacrifices and should the bearer be killed while wielding the weapon or having wielded it in the last minute, his body is likewise turned to carbonized dust, consumed by the weapon’s power.
Clockwork: Embedded into the grip of the weapon is a small, copper, watch face, containing tiny interlocking gears powered by horomancy, an arcane discipline that uses clockwork to manipulate magic. A bearer that puts his ear to the grip can hear faint ticking and whirring noises coming from within. When the wielder makes an attack roll with the magewrought weapon, he can forgo rolling the d20 to get an 11 on the die. This property can be used twice per day.
Hexing: The symbol of a small voodoo doll with six different pins sticking into different parts of its body is painted onto the weapon’s grip in blood. The bearer can feel the weapon’s supernatural curse dwelling within, ready to be released into an unwilling victim. With a successful strike, the weapon can taint the victim’s body or mind with a foul corruption, weakening their muscles or clouding their thoughts. Twice per day when the wielder successfully attacks a creature, he may choose to impose disadvantage on saving throws of one of the target’s ability scores (Such as Strength, Dexterity, Intelligence or Charisma) until the start of the wielder’s next turn.
Accumulation: The grip of the weapon is covered in a number of mystical sigils, glyphs and emblems all designed to absorb and contain various types of energy so that is can be called upon in a moment of need. Whenever the weapon moves it feels slightly heavier than its size suggests, due to one of the sigils absorbing a minuscule percentage of the object’s kinetic force, storing it for later use. A necromantic seal produces an aura that saps away the life of dying creatures too small to be seen with the naked eye (Viruses, bacteria and cells), drawing the sparks of their being into the weapon, while causing no harm to bearer. An arcane glyph pulls in and accumulates the residual magical by-products that are created as part of casting a spell that would dissipate normally, like the metaphysical equivalent of the smoke of a fire. Transmutation icons absorb electrical, thermodynamic and magnetic potential causing the area immediately around the weapon to be a touch colder, free from static shocks and less magnetic, all constant effects but unnoticeable unless one is specifically looking for them. Fey pictographs draw wisps of raw natural vitality from nearby ley lines and bind the organic essence to the weapon’s artificial form. Another handful of different insignia similarly absorb tiny amounts of power each from their own unique sources. The wildly different energies are aggregated into an internal reservoir of power that can be burned as supernatural fuel to enhance the weapon for a brief moment before the esoteric well runs dry. Once per day as an action equivalent to drawing a weapon, the wielder can activate the weapon with a command word causing it to be treated as a +1 for one minute.
Seeking: The image of a human with a target on its chest where its heart lies has been branded into the weapon’s grip. The implement has been ensorcelled with patient opportunist magic that conserves its power, waiting for the perfect time to react. On particularly effective blows, the weapon activates filling its wielder with a burst of speed, allowing him to try stabbing or swinging again at the same spot, aggravating the severe injury even further. Projectile weapons with this enchantment place a noticeable spin on their ammunition causing them to corkscrew into the wound creating a hideously maiming injury if the wielder lands the shot just right. In thrown weapons and ammunition, the objects are enchanted to shatter on impact, hopefully leaving debris in the target’s body or potentially spraying shrapnel over the victim creating a wide area of serious lacerations. Following up with a secondary attack or landing a projectile in optimal area is a combination of luck and skill and not always possible. Whenever the wielder scores a critical hit he can attempt to confirm the followup strike. The player immediately makes another attack roll (See Note) with all the same modifiers as the initial attack except that the wielder gains advantage on the attack roll. If the wielder already had advantage on the roll he gains an additional +1 to the roll’s result. If the wielder’s confirmation attack roll also results in a hit against the target’s armor class, the followup attack is successful and the wielder deals additional damage on the critical hit equal to the maximum result of one of the weapon’s damage dice (Like an 8 on a d8) the player rolled for the attack’s damage. The confirmation roll just needs to be enough to hit the target normally, it doesn’t need to be a critical hit again. If the secondary attack roll would be considered a miss, then the initial attack is still considered a critical hit.  —Note: This secondary attack role is not another true attack and does not take an action or use any resources. A combat example: A PC wielding a Rebounding Mace rolls a natural 20 against the target and attempts a secondary attack roll. The PC then rolls another attack to confirm the critical and gets a result of 18, which is less than the target’s armor class of 15. Since the confirmation rolls is a hit, the PC will add +8 (Assuming that the mace uses 1d8 for damage) damage to the normal damage resulting from the critical hit. Not recommended for thrown weapons or ammunition.
Kinetic Redirection: The grip of the weapon is stamped with an esoteric evocation sigil that manipulates dynamic potential. Whenever the weapon moves it feels slightly heavier than its size suggests, as the symbol absorbs a minuscule percentage of the object’s kinetic pressure and transforms it into arcane force. Furthermore the weapon is able to recycle excess physical energy and launch it at a nearby enemy so that no part of the attack is wasted. Whenever the wielder brings a creature to 0 hit points, any damage in excess of that is harnessed by the sigil and can be redirected. The wielder can immediately choose another creature he can see within 30 feet of the downed creature and launch a bolt of pure magical energy at the second target which automatically hits, dealing force damage equal to the amount of damage left over after bringing the original target to 0 hit points. If this arcane bolt kills the second target, the wielder may repeat the process on a third target (Then forth, fifth, etc) until there is no more excess damage. —Note: A combat example: The wielder hits a near death creature who has 5 hit points, and deals 20 damage. The creature dies at 0 hp and the wilder directs a force bolt dealing 15 damage at another wounded creature who has 10 hp remaining. The second creature also dies and the wielder directs another arcane bolt at a third creature which deals 5 damage, leaving the third target injured but alive. Not recommended for thrown weapons or ammunition.
Endling: Inlaid in bone on the weapon’s grip a grim tableau of a standing humanoid figure flanked on both sides by a humanoid skeleton. Touching the weapon instills a terrible feeling of loss, loneliness and isolation regardless of the number of people around the bearer. The wielder becomes a solitary figure in their own mind, as though they were always on the edge of conversations and companionship but never included. These feelings dissipate when the weapon is released or whenever a member of the bearer’s own species is nearby. The emotional turmoil of the oppressive solitude provides the wielder an inner drive to stay alive and fight back against all odds. The weapon is treated as a +1 if there are no other living creatures of the wielders same species within 100 feet.
Manaburn: The weapon’s length is emblazoned with a myriad of supernatural marks spanning a dozen different magical traditions from the traditionally arcane, religiously divine and the unearthly occult. Observer’s knowledgeable in the transmundane arts will be able to determine that each and every one of the esoteric symbols that run the length of the weapon have been defaced in some way. While some religious seals have desecrating line breaks and other glyphs sport additional contours that would cause serious spell misfires, most of the runes have simply been reversed as if they were being seen in a mirror’s reflection. The weapon contains an unstable collection of defective energy, designed to seek out functioning magic and violently cancel it out in a manner not unlike how a fireball can make a pool of explosive oil disappear. Whenever the wielder successfully attacks a creature, the target loses the lowest spell slot or spells per day they have available (As if they had cast the spell) and suffers 1d4 necrotic damage per level of the spell slot lost. Whenever the wielder rolls a natural 1 on an attack roll, he suffers the same effect, losing his lowest spell and being injured as it's violently dispelled. This power has no effect on at-will spells such as cantrips that can be cast without limit and if the target has no spells left there is no effect. Projectile weapons with this enchantment bestow the bonus upon their ammunition for the turn that it’s fired.
Deadeye: The graceful weapon has been shaped and formed with accuracy and precision in mind. The grip bears the raised design of an archery target with two arrows in the center, one splitting the other in half. The weapon subtly guides its wielder’s attacks, causing them to strike truer and hit harder, magnifying skill blows into truly vicious attacks. Whenever the wielder attacks with advantage and hits the target, if the lower of the two d20 results would have also hit the target, the attack is considered a critical hit instead of a regular one. —Note: This works best in the D&D 5e Advantage / Disadvantage system. In other systems the enchantment’s effect might kick in if the PC would have hit the target with its straight d20 roll without bonuses or if the attack roll exceeded the target’s AC by 5 or more. Projectile weapons with this enchantment bestow the bonus upon their ammunition for the turn that it’s fired.
Flaming: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and whenever the wielder successfully strikes a target, he inflicts fire damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Frost: The weapon is fashioned from frigid materials and the symbol of a snowflake is carved into the frost on the grip. The frozen implement never melts or cracks, even in the fiercest of heat but will mist and emit water vapor in warm temperatures. Although the object feels cold to the touch, the ice never freezes material it touches or cause frostbite in its wielder. The weapon’s icy magics create rime rimmed wounds that leak slushy, half frozen blood from blackened, frostbitten flesh. When used in combat, the wielder’s hands become coated in a fine layer of frost (Which deals no damage and melts normally) and whenever the wielder successfully strikes a target, he inflicts cold damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will freeze their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Bleaching: The weapon is fashioned from significantly damaged materials and the symbol of a partially dissolved hand is acid etched into the grip. Any metallic parts of the weapon are pitted, corroded and covered in rust and wooden components are stained, acid burned and generally discolored. The object is rough and sharp to the touch, leaving the wielder’s hands rust stained and blemished as if exposed to a weak acid. Sizable pieces of rust occasionally flake off of the weapon, disintegrating when they hit the ground but the object never seems to reduce in size or weight no matter how much is lost. The weapon’s acidic properties dissolve the target’s flesh, leaving caustic, chemically burned corpses that reek of acerbic solvents. Whenever the wielder successfully strikes a target, he inflicts acid damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will contaminate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Shocking: The weapon is heavily accented with electrically conductive materials and the symbol of a lightning bolt is prominently displayed on the copper wire grip. The weapon flickers with jolts of power (Never harmful or distracting to the bearer) and discharges small static shocks on a regular basis and when held this property extends to the bearer as well, causing their hair to stand on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the weapon audible crackles and violently sparks. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. Whenever the wielder successfully strikes a target, he inflicts lighting damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will charge their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Psionic: The grip of the weapon is formed not of wood, leather or metal but rather of corded brain tissue that has been wrapped around the handle. The grip feels damp and squishy beneath the wielders grip as if the grey matter was still fresh. A knowledgeable PC will be able to determine that the brain tissues come from a number of different creatures who all had psionic, telepathic, telekinetic or other powerful mental abilities. Bearers who hold the weapon for long periods of time or attack with it, experience fleeting mental flashbacks of lives they never lived, as the memories locked away in the preserved brains leak into the wielder. The weapon’s psionic power attacks its victim’s very psyche, mutilating their mind, exterminating their ego and brutalizing their brain. Whenever the wielder successfully strikes a target, he inflicts psychic damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will enhance their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Echoing: An unassuming weapon that vibrates and emits audible tones at the slightest disturbance. A steel tuning fork is seamlessly incorporated into the weapon’s form typically with the handle and two prongs serving as the weapon’s grip and pommel. When actively being used in combat, the reverberations of the weapon’s swings, successful blows and the wielder’s own pounding heartbeats are magnified and stored by the tuning fork, building up small shock waves of violent thunderous power that are discharged directly into the wielder’s foes. The weapon’s sonic vibrations change match the resonance frequency of its target, causing blows that splinter bone, rupture eardrums and explode hearts. Whenever the wielder successfully strikes a target, he inflicts thunder damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will vibrate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Dynamic: The once whole weapon has been shattered into dozens if not hundreds of pieces and about half of them are missing completely. The object still serves as a perfectly serviceable weapon, as the remaining pieces are being held together in a transparent field of solid magic, not unlike pieces of fruit in a clear, jelly cake. The weapon’s arcane binding reinforces the weapon’s lethal potential, causing injury caused not by blade or bludgeon but of pure magical force. Foes are blasted by eldritch power that bypasses most physical and supernatural defenses to kill in the most direct way possible. Whenever the wielder successfully strikes a target, he inflicts force damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will sheath their ammunition in magic when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Envenomed: The business end of the weapon sports a number of pinprick sized holes and a single inland taipan fang is embedded into the grip. The hypodermic snake fang’s point aims along the length of the weapon and a perceptive PC can actually see bloated drops of neurotoxins resting at the pinprick sized venom channels at the business end. The wielder feels an unpleasant warm tingling sensation in their weapon hand, as if a fraction of the venomous power somehow penetrated their skin. The weapon’s toxins are injected directly into its victim’s flesh, coagulating the blood, paralyzing muscle and necrotizing the once healthy tissue. Whenever the wielder successfully strikes a target, he inflicts poison damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will envenom their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Scourging: The weapon’s grip is wrapped in dark purple leather from which a network of thin black veins extend outward. If the weapon is ever stained, nicked, dented or covered in blood or gore, a number of the dark veins slowly shift to that area. They seem to absorb the imperfections, damages and filth into the weapon’s form, like the roots of a plants soaking up water, causing the object to feel the slightest bit heavier and more lethal. When held, the bearer’s mind is filled with dark thoughts of cruelty, senseless violence and causing harm to innocents. The wielder is instilled with the certainty that everything in life or death is theirs to command if they can shrug off their ethical and moral compunctions and reach out and take what they want by force. The weapon’s perverse energies deal unnatural injuries that foul the flesh and stain the soul. Whenever the wielder successfully strikes a target, he inflicts necrotic damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will taint their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Hallowed: The weapon’s grip is wrapped in perpetually pure white linen from which a network of thin golden veins extend outward. No matter its circumstances, the weapon remains absolutely pristine, free of nicks, dents, stains, blood, gore and dirt, remaining perfect and pure. When held, the bearer’s mind is filled with thoughts of redemption, righteous vindication and protecting the innocent. The wielder is imparted with a strong sense of good and evil and the desire to see justice done and the corruption of the world washed away. The weapon’s divine power purges impurities by searing the skin and scorching the soul. Whenever the wielder successfully strikes a target, he inflicts radiant damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will bless their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Surgical: The image of a hair being split with a blade has been incised into the grip of the weapon with a razor sharp scalpel. While the enchantment grants no inherent benefit to the accuracy of its wielder’s attacks, it greatly rewards those who are able to land precise strikes. The bearer is imparted with a vague sense of assorted medical information related to nerve clusters, animal musculature, joint manipulation and and how to best mutilate said anatomical systems if accurately struck. After a successful attack, the wielder deals additional damage equal to the attack’s result that exceeded the target’s armor class. —Note: A combat example; The wielder got a 20 on the attack roll and the target’s AC is 18. The attack exceeds the target’s AC by 2 and deals 2 additional points of damage.  
Polarity: A paradoxical weapon split equally into two halves that could not be more differing in their physical appearance. One side is stained and heavy, covered in raised patterns of hard angles with a grip made of a rough black leather. The other is smooth and pristine, mostly featureless with the occasional delicate whorl ornamentation and a grip of soft white leather. The weapon is unbalanced and unwieldy resulting in attacks that are either pitifully weak or devastatingly strong with no middle ground. The weapon represent a magical balance of extremes and whenever the wielder makes a weapon damage roll, treat any die roll result of half or less as a “1” and any result higher than half of the maximum as having rolled the maximum result. Any magical or supernatural effects that allows the wielder to reroll damage rolls, disrupts the delicate magic and prevents the weapon from functioning, however mundane abilities gained from training or physical skill can still be used in conjunction with the weapon.—Note: For example, if the damage dice is 1d8, a result of 1-4 will be changed to a 1 and a 5-8 will be treated as an 8.
Inevitable: A weapon with a perpetually spinning gyroscope embedded into the grip. The device is completely encased in transparent crystal but a bearer that puts his ear to the grip can hear faint whirring noise and feel the vibrations coming from within. A combination of magical artifice and mundane engineering, the magewrought gyroscope imposes a perfect stabilization on the weapon’s balance and form, immediately and accurately compensating for everything that its subjected to. This causes the weapon to function perfectly as intended. No more, no less. The nature of perfection allows no room for deviation of any variety. Regardless of any contributing factors, whether they originate from the wielder, ally, enemy or the general environment, whenever the wielder makes an attack roll with the Invevitable weapon he can never roll with advantage or disadvantage, it is always a single d20 roll.
Pragmatic: An anatomical drawing of a humanoid highlighting a few key of pressure points and vulnerable areas, is etched into the weapon’s grip. Hundreds of hours worth of practical combat experience from pit fighters, tavern bouncers and mercenary veterans has been distilled and infused within the weapon’s form. The weapon itself is a model of combat utility making it perfect for harrying and debilitating opponents rather than directly injuring. The wielder becomes accurately, instinctively aware that fair fights are a chivalrous fantasy and that the best way to win is to fight quick and dirty. The weapon greatly improves the wielder’s ability to trip, feint, grapple, pin, disarm, sunder, push and shove his opponents. Whenever the wielder successfully attacks a target, instead of rolling damage he can choose to deal the minimum result possible on his weapon damage roll (Like a 1 on a d8) and immediately attempt to make one of the previously mentioned combat maneuvers checks against the target and gain advantage on the roll. These follow the standard rules within the game system for resolving combat maneuvers and if none exist see Note. —Note: This also affects additional damage dice from critical hits but not die from other sources such as divine smite, sneak attack or spell effects. If your system doesn’t have rules for a contesting combat maneuvers, use this: The wielder declares the maneuver and chooses to make either a Strength or Dexterity check (With advantage because of the enchantment) which is contested against the target’s Strength or Dexterity check (Target chooses the ability to use). If the wielder has the higher result, the target falls prone, disarmed of one object they’re holding, knocked back five feet, grappled, etc. If the target wins the contest, there is no effect and the action is consumed without effect. Recommended for melee weapons only, although certain throwing weapons or ammunition such as bolas or arrows designed to disarming or tripping could certainty be beneficial to a PC.
Bloodlust: The mindless rage of a rabid beast is infused into the weapon’s battered and dented form. Layers upon layers of old bloodstains cover the weapon’s length and cant come off with soap or magic.  In combat the wielder feels the primal energy of unmitigated rage flood through their mind and throws aside all pretense of accuracy to strike with as much force as physically possible. The wielder always suffers disadvantage on attack rolls made with the weapon. Whenever the wielder successfully attacks a target, instead of rolling damage he automatically deals the maximum result possible for the weapon damage die (Like a 8 on a d8).  —Note: This also affects additional damage dice from critical hits but not die from other sources such as divine smite, sneak attack or spell effects. Not recommended for ammunition.
Diligent: The weapon was painstakingly made with no expense or effort spared in any part of its construction. Its esoteric counterparts match its mundane exceptionalism and the enchantments are layered over top of each other creating multiple redundant arcane systems of charms that tap into the wielder’s mind guiding the weapon to pinpoint accuracy. While powerful in theory, the sheer amount of sorcery bound within the item requires it to sap the wielder’s strength as fuel, causing the blows to be precise but weak. The weapon is better suited to sport fencing, than life or death combat but its better to land a pitiful blow than none at all. The wielder always gains advantage on attack rolls made with the weapon. Whenever the wielder successfully attacks a target, instead of rolling damage he automatically deals the minimum result possible for the weapon damage die (Like a 1 on a d8).  —Note: This also affects additional damage dice from critical hits but not die from other sources such as divine smite, sneak attack or spell effects.
Carnage: A detailed scene of a pitched battle with dozens of dead Random Creature Types on both sides was painstakingly etched along the business end of the weapon’s business end. Whenever the weapon is held, the bearer’s mouth is filled with a coppery, iron taste of fresh blood and he breathes in the heady scent of the same. The wielder’s yearns to slaughter the species displayed on the weapon’s length and whenever he kills a creature of that type he experiences potent euphoric sensations. The weapon functions as a +1 against the creature type etched into the weapon. Whenever the wielder scores a critical hit, the etched battle scene changes so that all of the dead and dying figures are changed to match target’s creature type.
Extermination: The symbol of a Random Creature Type skull over a pair of crossed bones is deeply carved into the weapon’s grip. The wielder experiences a strange unnatural calm while holding the weapon, as if all of their empathy, understanding and compassion was burned away by the cold genocidal rage that fills their heart. A creature actively holding the weapon acts with brutal rationalism with a personal goal to take the life of every being of the species that match’s the skull symbol on the weapon’s grip. All of these emotional changes fade the moment the weapon is not being actively held and while the feelings are powerful, they never force the wielder to violate any of his strongly held moral standards. The weapon functions as a +1 against the creature type carved into the weapon. Whenever the wielder lands the killing blow on a creature, the skull on the weapon’s grip changed to match the target’s creature type.
Flaming Burst: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and the constrained elemental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a fiery burst dealing additional fire damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Freezing Burst: The weapon is fashioned from frigid materials and the symbol of a snowflake is carved into the frost on the grip. The frozen implement never melts or cracks, even in the fiercest of heat but will mist and emit water vapor in warm temperatures. Although the object feels cold to the touch, the ice never freezes material it touches or cause frostbite in its wielder. The weapon’s icy magics create rime rimmed wounds that leak slushy, half frozen blood from blackened, frostbitten flesh. When used in combat, the wielder’s hands become coated in a fine layer of frost (Which deals no damage and melts normally) and the constrained elemental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a freezing burst dealing additional cold damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will freeze their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Caustic Burst: The weapon is fashioned from significantly damaged materials and the symbol of a partially dissolved hand is acid etched into the grip. Any metallic parts of the weapon are pitted, corroded and covered in rust and wooden components are stained, acid burned and generally discolored. The object is rough and sharp to the touch, leaving the wielder’s hands rust stained and blemished as if exposed to a weak acid. Sizable pieces of rust occasionally flake off of the weapon, disintegrating when they hit the ground but the object never seems to reduce in size or weight no matter how much is lost. The weapon’s acidic properties dissolve the target’s flesh, leaving caustic, chemically burned corpses that reek of acerbic solvents. The constrained elemental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a caustic burst dealing additional acid damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will contaminate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Shocking Burst: The weapon is heavily accented with electrically conductive materials and the symbol of a lightning bolt is prominently displayed on the copper wire grip. The weapon flickers with jolts of power (Never harmful or distracting to the bearer) and discharges small static shocks on a regular basis and when held this property extends to the bearer as well, causing their hair to stand on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the weapon audible crackles and violently sparks. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. The constrained elemental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases an electrical storm dealing additional lighting damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will charge their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Psychokinetic Burst: The grip of the weapon is formed not of wood, leather or metal but rather of corded brain tissue that has been wrapped around the handle. The grip feels damp and squishy beneath the wielders grip as if the grey matter was still fresh. A knowledgeable PC will be able to determine that the brain tissues come from a number of different creatures who all had psionic, telepathic, telekinetic or other powerful mental abilities. Bearers who hold the weapon for long periods of time or attack with it, experience fleeting mental flashbacks of lives they never lived, as the memories locked away in the preserved brains leak into the wielder. The weapon’s psionic power attacks its victim’s very psyche, mutilating their mind, exterminating their ego and brutalizing their brain. The constrained mental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a psychokinetic burst dealing additional psychic damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will enhance their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Thunderous Burst: An unassuming weapon that vibrates and emits audible tones at the slightest disturbance. A steel tuning fork is seamlessly incorporated into the weapon’s form typically with the handle and two prongs serving as the weapon’s grip and pommel. When actively being used in combat, the reverberations of the weapon’s swings, successful blows and the wielder’s own pounding heartbeats are magnified and stored by the tuning fork, building up small shock waves of violent thunderous power that are discharged directly into the wielder’s foes. The weapon’s sonic vibrations change match the resonance frequency of its target, causing blows that splinter bone, rupture eardrums and explode hearts. The reverberating power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a thunderous burst dealing additional thunder damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will vibrate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Arcane Blast: The once whole weapon has been shattered into dozens if not hundreds of pieces and about half of them are missing completely. The object still serves as a perfectly serviceable weapon, as the remaining pieces are being held together in a transparent field of solid magic, not unlike pieces of fruit in a clear, jelly cake. The weapon’s arcane binding reinforces the weapon’s lethal potential, causing injury caused not by blade or bludgeon but of pure magical force. Foes are blasted by eldritch power that bypasses most physical and supernatural defenses to kill in the most direct way possible. The constrained esoteric power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases an explosive blast dealing additional force damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will sheath their ammunition in magic when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Toxic Spray: The business end of the weapon sports a number of pinprick sized holes and a single inland taipan fang is embedded into the grip. The hypodermic snake fang’s point aims along the length of the weapon and a perceptive PC can actually see bloated drops of neurotoxins resting at the pinprick sized venom channels at the business end. The wielder feels an unpleasant warm tingling sensation in their weapon hand, as if a fraction of the venomous power somehow penetrated their skin. The weapon’s toxins are injected directly into its victim’s flesh, coagulating the blood, paralyzing muscle and necrotizing the once healthy tissue. The constrained virulent power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a toxic burst dealing additional poison damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will envenom their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Desecrating Burst: The weapon’s grip is wrapped in dark purple leather from which a network of thin black veins extend outward. If the weapon is ever stained, nicked, dented or covered in blood or gore, a number of the dark veins slowly shift to that area. They seem to absorb the imperfections, damages and filth into the weapon’s form, like the roots of a plants soaking up water, causing the object to feel the slightest bit heavier and more lethal. When held, the bearer’s mind is filled with dark thoughts of cruelty, senseless violence and causing harm to innocents. The wielder is instilled with the certainty that everything in life or death is theirs to command if they can shrug off their ethical and moral compunctions and reach out and take what they want by force. The weapon’s perverse energies deal unnatural injuries that foul the flesh and stain the soul. The constrained blighting power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a desecrating burst dealing additional necrotic damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will taint their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Holy Burst: The weapon’s grip is wrapped in perpetually pure white linen from which a network of thin golden veins extend outward. No matter its circumstances, the weapon remains absolutely pristine, free of nicks, dents, stains, blood, gore and dirt, remaining perfect and pure. When held, the bearer’s mind is filled with thoughts of redemption, righteous vindication and protecting the innocent. The wielder is imparted with a strong sense of good and evil and the desire to see justice done and the corruption of the world washed away. The weapon’s divine power purges impurities by searing the skin and scorching the soul. Whenever the wielder scores a critical hit, the weapon releases a holy burst dealing additional radiant damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will bless their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Zephyr: The symbol of a whirlwind has been marked into the grip of the weapon. The weapon is far lighter than it should be and currents of wind constantly swirl around it as if waiting to be directed to battle. The bearer can wield the weapon as normal in battle or they can choose to channel the wind, sending powerful gusts of air squalling across the field of battle. While these zephyrs are impressive, they’re not nearly as lethal as the weapon's actual business end. As part of an attack, the wielder can active the weapon's areomancy to extend the reach of the melee weapon by 30 feet in order to attack a creature they can see. Whenever the wielder attacks in this way and hits, instead of rolling damage he automatically deals the minimum result possible for the weapon damage die (Like a 1 on a d8). Otherwise the wielder can still makes regular attacks within weapon's standard reach and roll damage as normal. —Note: Extending the reach of the weapon through this enchantment uses the same rules as if using a reach weapon such as a halberd or whip. This enchantment also affects additional damage dice from critical hits but not dice from other sources such as divine smite, sneak attack or spell effects. Recommended for melee weapons
Riven: A once fine, powerful weapon that has suffered heavy damage in countless battles. The pristine arcane rune of power that resides in the weapon’s grip once burned with supernatural intensity, but has been marred by combat, dulled by time and weakened by dispelling effects, reducing it fitfully glowing like a candle in a breeze. The rune is performing an admirable attempt of keeping the weapon supernaturally lethal and precise, but the task is too strenuous and the enchantment will fail regularly and without warning. Whenever the wielder makes an attack or damage roll with the weapon and the result is an odd number, the wielder adds +1 to the result and that attack is considered magical for the purposes of overcoming resistances, damage reduction and other defenses.
Inspiring: A distinctive weapon with the words of a particularly heartening adage (Random Motto) displayed in delicate calligraphy along its length, the text changing of its own volition to best encourage its wielder. Whenever the weapon is grasped, the words flow like poetry into the bearer’s mind as if long forgotten but suddenly remembered. Wielding it is combat makes one feel not unlike a flagbearer leading the charge into battle and the wielders actions and shouts rally allies around him like a hero out of song and story, inspiring them to greatness. Whenever the wielder successfully attacks with the weapon, he can choose one ally who can see or hear him within 30 feet and that creature adds 1d4 to the result of the next attack roll or saving throw it makes before the start of the wielder’s next turn.
Rallying: A distinctive weapon with the words of a particularly heartening adage (Random Motto) displayed in delicate calligraphy along its length, the text changing of its own volition to best encourage its wielder. Whenever the weapon is grasped, the words flow like poetry into the bearer’s mind as if long forgotten but suddenly remembered. Wielding it is combat makes one feel not unlike a flagbearer leading the charge into battle and the wielders actions and shouts rally allies around him like a hero out of song and story, inspiring them to greatness. Rallying: Whenever the wielder scores a critical hit, an ally of the wielder's choice within 30 feet who can see or hear him gains temporary hit points equal to a longsword's worth of damage (1d8) plus the wielder's character level. These temporary hit points are lost after one minute.
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Trinkets, Books, 13: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals. Paper leaves and the binding surrounding them can help define a character, kick off a subplot, fuel a fetch quest or simply serve as a generic macguffin. Commonly seen in video games such as Baldur’s Gate, Neverwinter Nights, World of Warcraft and Skyrim, book items are a way to subtly world build while still handing out sellable loot. A wizard has a spellbook, a cleric has a holy text and now you have a trinket list.
A pulpy horror book filled with short stories made to terrify adolescents and thrill young adults. A creature who reads the book suffers from a Random Nightmare later the next time they sleep.
A large reference book on the subject of minted coinage within the realm. The top of each page has an illustration of both sides of a coin from a rubbing of the original, lovingly and delicately inked. Below is everything anyone could possibly want to know about the coin: number of dies in the designs, the date each went into service, the date each was taken out and destroyed, dates of repairs and re-engravings on each, quantities of each kind of coin struck. There is even a statement about whether or not there are known counterfeits. According the inside cover, the tome belongs to the Royal Assay of the city of TunFaire in the kingdom of Karenta.
A brand new copy of “Volo's Guide to What to Expect When You’re Expecting” with a couple of pages dog-eared in and “Congratulations!” written on the inside cover.
On the Sending Out of the Soul: An eight-page pamphlet on astral projection. The first seven pages of the pamphlet contain vague mystic writing; however, the eighth page details a formula for effecting astral travel. Among the required ingredients are a brazier and a mild hallucinogenic herb. The formula is always successful but has an unforeseen side effect: it invokes the horrid Outer God the Hydra. Knowledgeable PC’s are aware that the pamphlet first appeared a few generations ago and circulated among occult groups. Most copies were destroyed in the wake of a series of grisly murders.
Dictionnaire Infernal: A full description of the hierarchies of demons. This edition includes sixty-nine illustrations of demons by Louis Le Breton a skilled warlock, infamous for trading his soul for legendary artistic talent rather than arcane power or material wealth.
A journeyman’s guide to the proper practices of the guild who oversees the use of Random Artisan Tools. The travel volume includes how to care for your tools and how to interact with other crafters to seek replacement tools and have worn ones maintained. Other chapters detail acceptable prices for goods sold and services rendered along with advice on any specific ethical concerns the guild may have on trading. Most of the book contains descriptions and diagrams on how to perform basic tasks with the tools to the guild’s standards.
A small book, entitled "The Torrid Affair of Knight Gawain,". When placed on its spine it automatically falls open to particularly risqué page.
A personal journal owned by a psychiatrist who was studying the concept of nightmares and their metaphysical properties. The doctor recorded dozens of firsthand accounts of her patient’s slumbering terrors within this volume as well as notes on the patients themselves and how the dreams affected them. A person who peruses the journal for more than a few minutes suffers from a Random Nightmare the next time they sleep. Upon waking they feel compelled to document their experience on one of the blank pages left near the end of the book.
Alchemy of the Flesh: A dark green tome describing how to use a plethora of humanoid viscera and organs to enhance standard potion brewing techniques.
Tome Of The Endless Tale: A small, worn book with fanciful creatures or locales on battered leather covers, the tome’s pages fill with serialized stories that engage and distract the reader. The Tome focuses on a specific genre (See Note) but the stories crafted within the pages are unique to each reader, tailored by the magic from their own imagination and so vibrant that the book’s tales seem to come to life in the mind’s eye. Once per day, the reader can speak the command word written on the book's inside cover to fill its its pages with a serial story tailored to the speaker. This story typically takes 1 hour to read, continuing from where the last tale completed. ---Note: The DM can choose a genre or roll at random; 1, Adventure 2, Romance 3, Mystery / Crime 4, Horror 5, Thriller / Suspense 6, Fantasy 7, Science Fiction 8, Historical fiction.
—Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Click Here for additional Book Descriptions to give these objects even more personality.
—Keep reading for 90 more books.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A pulpy horror book filled with short stories made to terrify adolescents and thrill young adults. A creature who reads the book suffers from a Random Nightmare later the next time they sleep.
A large reference book on the subject of minted coinage within the realm. The top of each page has an illustration of both sides of a coin from a rubbing of the original, lovingly and delicately inked. Below is everything anyone could possibly want to know about the coin: number of dies in the designs, the date each went into service, the date each was taken out and destroyed, dates of repairs and re-engravings on each, quantities of each kind of coin struck. There is even a statement about whether or not there are known counterfeits. According the inside cover, the tome belongs to the Royal Assay of the city of TunFaire in the kingdom of Karenta.
A brand new copy of “Volo's Guide to What to Expect When You’re Expecting” with a couple of pages dog-eared in and “Congratulations!” written on the inside cover.
On the Sending Out of the Soul: An eight-page pamphlet on astral projection. The first seven pages of the pamphlet contain vague mystic writing; however, the eighth page details a formula for effecting astral travel. Among the required ingredients are a brazier and a mild hallucinogenic herb. The formula is always successful but has an unforeseen side effect: it invokes the horrid Outer God the Hydra. Knowledgeable PC’s are aware that the pamphlet first appeared a few generations ago and circulated among occult groups. Most copies were destroyed in the wake of a series of grisly murders.
Dictionnaire Infernal: A full description of the hierarchies of demons. This edition includes sixty-nine illustrations of demons by Louis Le Breton a skilled warlock, infamous for trading his soul for legendary artistic talent rather than arcane power or material wealth.
A journeyman’s guide to the proper practices of the guild who oversees the use of Random Artisan Tools. The travel volume includes how to care for your tools and how to interact with other crafters to seek replacement tools and have worn ones maintained. Other chapters detail acceptable prices for goods sold and services rendered along with advice on any specific ethical concerns the guild may have on trading. Most of the book contains descriptions and diagrams on how to perform basic tasks with the tools to the guild’s standards.
A small book, entitled "The Torrid Affair of Knight Gawain,". When placed on its spine it automatically falls open to particularly risqué page.
A personal journal owned by a psychiatrist who was studying the concept of nightmares and their metaphysical properties. The doctor recorded dozens of firsthand accounts of her patient’s slumbering terrors within this volume as well as notes on the patients themselves and how the dreams affected them. A person who peruses the journal for more than a few minutes suffers from a Random Nightmare the next time they sleep. Upon waking they feel compelled to document their experience on one of the blank pages left near the end of the book.
Alchemy of the Flesh: A dark green tome describing how to use a plethora of humanoid viscera and organs to enhance standard potion brewing techniques.
Tome Of The Endless Tale: A small, worn book with fanciful creatures or locales on battered leather covers, the tome’s pages fill with serialized stories that engage and distract the reader. The Tome focuses on a specific genre (See Note) but the stories crafted within the pages are unique to each reader, tailored by the magic from their own imagination and so vibrant that the book’s tales seem to come to life in the mind’s eye. Once per day, the reader can speak the command word written on the book's inside cover to fill its its pages with a serial story tailored to the speaker. This story typically takes 1 hour to read, continuing from where the last tale completed. ---Note: The DM can choose a genre or roll at random; 1, Adventure 2, Romance 3, Mystery / Crime 4, Horror 5, Thriller / Suspense 6, Fantasy 7, Science Fiction 8, Historical fiction.
A cloth-bound book of short stories by famous pulp novelist Cissifin Judeel. The volume is in excellent physical condition.
A bound section that includes chapters six, seven, and nine of some kind of book on mechanical engineering, seemingly torn from a larger work. They describe in enormous detail how to construct an intricate clockwork mechanism, but what it’s supposed to do is left unclear – and, besides, with chapter eight missing you wouldn’t know how to build one of the most important parts…
A cookbook, containing stunningly delicious recipes which, unfortunately, require extraordinarily rare and hard to find ingredients to make. It is no doubt someone's life’s ambition to cook and eat all of them at least once.
An anonymous epic poem about the Brass Spear Prince, full of stirring speeches and descriptions of battle scenes. For many noble travellers, this inspiring story is the reason why they became an adventurer in the first place.
An old bestiary, full of detailed information about monsters and magical beasts. Its sources appear to be approximately one-third hard evidence, one-third rumour or hearsay, and one-third the author's own fevered imagination, with no indication in the text as to which is which. It's information could easily save your life one day if you can only work out which parts of it are actually true...
A strange book whose pages are thin, blank stone tablets bound with knotted leather cords. Skeletons and zombies bow and grovel in the presence of the book.
Phoenix Breviary: A hand-size book bound in what appears to be black ostrich hide. Its pages are empty. Placed in a fire, the book will be unharmed and reveal the canonical hours of a banned cult for as long as it is surrounded by flame. Anything written in it will disappear until revealed similarly.
A joke book, full of genuinely hilarious (If rather mean-spirited) jokes. There are enough one liners alone for hours of belly-laughs and the text would be extremely valued to a jester or entertainer.
An anonymous journal, which records in obsessive detail the suspicious activities of a variety of seemingly-innocuous local citizens, whom the author seems to have been keeping under close observation. Either he was totally paranoid, or they are engaged in some kind of conspiracy. Maybe both.
An instruction manual, which describes in lunatic detail how to build a giant mechanical owl in order to further the cause of righteousness in the land. (The causal relationship between these two things is not made clear.) Chapters 3 through 9, which cover the construction of the owl’s internal mechanisms, have been ripped out.
A book of abstruse speculative philosophy, heavily annotated by some previous student. The annotations to the early chapters are detailed and lucid, but as the book goes on they grow increasingly incoherent, finally lapsing into ravings about a Beast and a City made of Red Steel. Due to the quantity of crazy annotations on its final pages, the last sections of the book are effectively illegible. You've never seen another copy.
An antiquarian manuscript whose author attempts, from the surviving literary and numismatic evidence, to deduce where the major strongholds of the local sorcerer-kings were back in the Age of Wonders. If she’s right, then there are at least three in the area which have been completely forgotten about, one of which is now buried under the streets of a major city…
The memoirs of a famous explorer, describing his many travels. The last chapter describes his plans for his final expedition, from which he never returned. But if the reader can work out where he went wrong, then maybe they'll have better luck…
A catalogue of birds found in this and adjacent kingdoms. Holding the book makes you want to obsessively tick off every species you manage to spot. A former owner of the book seems to have ticked off far more of the really rare ones than you, which causes oddly strong feeling of jealousy. One day, you will surpass him!
A child's sketchbook. On every page that isn't just unintelligible scribbling is a horrific monster.
A book of rather moving and helpfully non-specific love poetry. Memorize some of it for next time you need to persuade someone just how much you adore them!
A notebook in which someone has recorded, in great detail, the gastronomic preferences of a whole range of important and powerful people who live in a nearby large city. Very handy if you want to make a good impression - or to set someone else up to make a bad one!
An extremely spicy erotic novel about the life and loves of a famous courtesan. You keep it with you for, um, further research purposes.
A book of woodcut illustrations, more than a century old, depicting various fantastical monsters. One of them shows a particularly grotesque many-tentacled beastie fighting with a figure in spiked armour, who (Unlike every other figure in the book) has a string of nonsense words engraved beneath them. Disturbingly, these words form an anagram of one of the PC's names.
A book of heretical, politically seditious, and intermittently obscene drinking songs, complete with musical scores. Owning it is highly illegal, but you can’t bear to part with it: after all, it might well be the only copy which survived the purge…
A children's story book with a pressed faerie sprite between the pages...
An engrossing and well-written mystery novel: it's not very deep or clever, but pick it up and you'll soon be wondering where the last six hours went. Handy if you need someone to be distracted without realizing it.
Naga Naga Yo Fraga Blaga: A book whose cover is designed to look as if it was made from green scales, and its pages have golden edges. The volume talks at great length about an ancient race of serpentine creatures of great intellect and natural mastery of sorcery.
Of Gospels and Prophets: A stark white leather cover with gold filigree encompasses this religious reference book. The book does not delve deeply into any specific topic, rather approaches the “mile wide, inch deep” style with no more than 3-5 sentences on any of its entries.
Demozain: A book written by a dozen ur-priests. It makes no attempt to hide the ritual that would summon a sentient black hole to consume a world, but between the lines it reveals secrets of where the gods truly get their power.
A palm-sized notebook that always has at least one more blank page.
A blank spellbook bound in scarred wyvern hide.
Libro Venenum: A vile text filled with pages of aged papyrus and wrapped in dried lizard hide. Translated it proclaims to be the Book (of) Poisons and must be handled with absolute care. The reader is insight into the long-forgotten art of toxic magic, practised primarily by hags.
Folio Malevolence: A profane book whose spine is crafted from the bones of tormented fairies. The pages are all exposed with no actual cover and emit a foul odor. Upon close examination one can see skin has been stretched and matted onto the parchment. The runes on these pages make the reader feel uneasy and waves of hatred flow over them. Good aligned characters will feel immediate aversion to the text. The text itself orders the reader to let malevolence overwhelm then and to lead a life of malice and constant all-consuming rage at the world and everything in it.
A diary that begins quite normal, even boring, but becomes increasingly nonsensical, and the final few pages are indecipherable scrawlings.
A heavy book titled “The Many Faces of Perun”. Dozens of flowers are pressed between its pages.
Opuscule Covetous: A small notebook created with haphazard pieces of vellum tied together with gold wire. If the pages are spread out they appear to be covered in numbered pictures. Anyone who puts the pages in the correct order will see the drawings magically animate. The story they show will be capturing and include scenes of immense wealth and decadence. Those viewing will be intoxicated with avarice and immediately desire the treasures presented in the story. Unbeknownst to the cursed readers this is an elaborate trap set by a witch. What appear to be treasures are actually items the witch herself desires but cannot obtain. Examples would be a sacred holy relic, a newborn child or perhaps a lock of hair from a person pure of heart. No matter what the item they will always appear as something else to the afflicted character. The curse will cease once one or all of the items are obtained and presented to the witch.
A bound album of various portraits and sketches of individual local people and families. Someone went through and meticulously clipped out the heads of all the people in the pictures, leaving the rest of the scenes intact.
A ledger listing quantities and types of Random humanoid Race bones and teeth along with dates, costs, and prices of sales and purchasing.
A book of anatomy with detailed drawings on xenomorphic creatures completely alien to this plane of existence.
A book of genealogical research of a prominent family in the nearby city, mostly consisting of a bound collection of public announcement posters and firsthand accounts of the local historical society.
The Parchments of Pnom: A manuscript written by Hyperborea's leading genealogist and soothsayer. It is written in the "Elder Script" of that land and contains a detailed account of the lineage of the Hyperborean gods, most notably Tsathoggua.
A beginner’s guide for people learning to play the Random Musical Instrument. The slim volume includes diagrams with all the parts of the instrument along with instructions for proper maintenance and care. Past the introduction the book contains the basics of how to play, along with a dozen simple songs that even someone who is unskilled in the performing arts could learn to play by reading the book and putting in a few weeks of regular practice.
A lengthy tome that boasts as its title “A complete history of the Random Humanoid species”. The thick tome is dense with small, fine handwriting and goes into impressive (If dry) detail on the known origins of the people along with the high and lows of their past.
A military historical reference book focusing on the construction, maintenance and historical and modern use of the Random Weapon as it pertains to various forms of warfare.
Book of Dzyan: This work is an ancient text from a far away land, which contains “unwelcome truths”—cosmic revelations inimical to any human mind, which the Book tries to reconcile. As such, it describes accounts of mental and physical rites which are protective to mortals, as well as otherworldly threats and how to deal with them. Anyone who casts bard spells can research the spell contrary melody in this book to learn it in place of a 5th-level spell known.
A child’s sketchbook that features named stick figures of various people in a dozen different hands. The cover is marked with a surprisingly ornate rune, almost beautiful, though reading it makes one’s eyes droop.
De Vermis Mysteriis: An eldritch and bizarre spellbook, written by Ludvig Prinn, an ancient alchemist and necromancer who was burnt alive as punishments for his crimes against nature. Its pages are full of spells and rituals that summon strange entities, familiars, and creatures from beyond space and time. It also has a number of rituals for contacting and dealing with Great Old Ones, Outer Gods, and their minions.
A tiny leather bound book that contains a piece of writing such as a story, a poem, a manuscript, or a recipe. Each day, a new piece of writing magically replaces the previous one.
A cookbook, heavily bookmarked and written on, with pictures to accompany each recipe in the book. Licking the pictures allows you to find out how each dish tastes. Writing new ingredients in the recipes alters how the pictures taste. The back of the cookbook has empty pages to allow people to write down their own custom recipes. A few of the pages already have recipes written on them, some of which sound absolutely revolting.
A small novel, in which its 100 pages are used to describe a pebble. It consists of a single run-on sentence, and the description is often repeated throughout the book.
A leather bound book that bursts into flames when opened and extinguishes itself when closed. The book itself is completely fireproof.
A translation manual that teaches the basics for a long lost language. The guide assists the reader in translating basic words and phrases from the lost language into a commonly known language. This manual has significant values in archeological and research circles.
A bible that contains the founding texts of a now extinct religion that was wiped out long ago. This tome chronicles the origins of a murderous and wild sect that broke off from a popular, but now dead, religion. It gives notes on famous individuals this sect claims to have killed, their method in doing so and gives small insight into where more information about this sect may be.
A humble prayer-book bound in homespun cloth. Even with all your knowledge and sophistication, these simple hymns still have an almost supernatural power to soothe your troubled mind.
The Book of The Keeper of The World: A yellow book that is almost as bright as the sun itself. A bloody skeleton is on the cover with a text in an unreadable arcane language, presumably the title. Eating pages of this makes something in the world just disappear out of everyone's mind, a nothingness filling the place it used to be.
A reprint of a banned book, the last copy thought destroyed decades ago.
A ratty journal overflowing with loose sheets of yellowed paper. They are filled with maddened scrawl and diagrams and calculations and degenerate ranting.
A heavy book filled with Holy Scripture from the Loregiver and proclamations of Fate.
A holy text containing the sacred oaths of the first paladins from each paladin order in the multiverse, listing those of Good alignment as examples to strive for while warning against falling to the dark temptations of those who made their oaths for personal gain or other dark desires.
A book containing a list of artifacts designed for dark purposes, primarily those associated with Evil deities, as well as instructions on how to destroy these items. Several items on this list have already been crossed off, presumably destroyed by previous holders of this book.
A large tome that contains what is likely the largest repository of knowledge on healing salves in existence. It lists out materials, costs, where to find each ingredient, and how to combine these ingredients. There is virtually no ailment that cannot be cured by at least one of these restorative mixtures should the text prove accurate.
A small prayerbook that contains a single long incantation that can be used to contact a celestial who specializes in helping unfortunate souls tricked into a contract with a devil find a way out of their unfair bargains.
Book of Ashur: An arcane tome, bound in ancient dragon hide that contains much wisdom on the conjuring and subjugation of spells.
Liber Noctus: A decrepit tome that bristles with dark secrets and eldritch powers. Reading from the grimoire summons dark thoughts and grim deeds.
A blessed tome containing tales of ancient valour, glory, and self-sacrifice are bound to inspire those of noble heart to greater deeds.
A large book, bound in human skin according to the note tied to it, supposedly it was owned by an ancient necromancer during the age of thunder but its impossible to open as the spirits bound by it will lash out at the carrier. At the bottom it reads that it's currently on loan from Candlekeep.
A thick, heavy leather-bound book that contains illustrations and descriptions of over 3000 different kind of animals, plants, fungi, and minerals that can be used as alchemical ingredients, and how to safely collect, preserve, and store them. It was written by a renowned dark elf alchemist and explorer in the north lands. He spent decades studying and experimenting with the various creatures and plants that inhabit that environment, and compiled his findings and recipes in this book.
A worn-out leather book that has a map of the southern land on its cover. It contains detailed descriptions and directions on how to find and harvest rare and expensive alchemical ingredients that grow in remote, dangerous or hidden locations in the southern land.
A green book that has a dwarven hammer as symbol on its cover. It contains detailed secret information on how to use dwarven alchemy, with a specialized focus on creating oils and elixirs to mix into liquid metal alloys during the forging of weapons and armor.
An old yellowish book that has an elegant symbol on its cover. It was written by a legendary elven alchemist who mastered the art of creating healing potions, over the course of more than half a millennia of dedicated focus.
A collection of slim volumes on a variety of topics, including a registry of the nobility, City Watch commanders, and other notable citizens. Blank pages, a vial of ink, a pen. A number of interesting maps.
A single tome that is a combined multi-volumed summa of unified theory of arcane & divine magic, mechanical physics, psionics, and the cosmos.
An old, small, leather-bound, time-worn book with a goat’s head tooled into its cover. The leather is badly foxed and the pages are barely readable. If studied carefully it seems to be the journal of a fiendish cult.
A sketchbook half-filled with disturbingly accurate anatomical studies of various people, the copper plates that cover it etched with a pleasingly abstract rendering of a human heart.
A strange esoteric translation manual that teaches the basics for a long lost language. The guide assists the reader in translating basic words and phrases from the lost language into a commonly known language. This manual has significant values in archeological and research circles.
A hand-written guide by a purportedly self-taught monk on how to manifest and nurture ki powers. Although the information is not grounded in traditional aesthetic principals, anyone with knowledge of ki will recognize some validity to the methods being discussed. It is from an unknown author.
A religious text of an extinct cult that was wiped out long ago. This tome chronicles the origins of a murderous and wild sect that broke off from a popular, but now dead, religion. It gives notes on famous individuals this sect claims to have killed, their method in doing so and gives small insight into where more information about this sect may be.
A bound set of written texts, recording the beliefs of a famous lone wanderer and philosopher. The individual is well-known throughout the land for his beliefs and exploits but it was previously unknown that he had personally committed any of these things down on writing.
A book of spells with particularly elaborate verbal components written in an unknown but important-looking script. Arcane PC's can determine that only one or two minor spells actually work. Extremely close inspection will reveal that the rest of the "incantations" and "magic words" are actually disguised and encoded reports from a deep-cover spy
A worn, leather-bound journal filled with notes and sketches, offering insights into the daily life of its previous owner. There are many blank pages. Reading from the journal causes miniature illusions to appear for others showing the details of the event written, whether truthful or fanciful.
An alchemical codex containing the formulae for various poisons.
A dusty, ancient tome filled with arcane knowledge and forbidden secrets, written in a strange serpentine language and illuminated with intricate flowing illustrations.
A notebook that contains private notes from a psychiatrist about a patient. The first two pages are banal and clinical; by the fifth, they are inscrutable ramblings.
An identifiable book with a dozen assorted silver nails impaling it. The nails look disorderly and haphazardly hammered, with many bent in strange angles. The book is constantly wet, and the title is illegible.
An arcane spellbook that doesn’t seem to have belonged to a single wizard, bearing many different hands and styles across undoubtedly centuries. Many pages are damaged, arcane scribblings made illegible by time and deterioration. On the pages that remain, it seems that many of the spells appear modified in some way.
A well-worn and obviously fake booklet on how to talk to ghosts.
A bound journal filled with sketches of plants and animals.
A medical journal written in a dead language. It's filled with diagrams and drawings of medical dissections of inhuman alien creatures.
The Book of Fate's Mercies: A book that details incidents where people were saved from death by random chance. For example, a barking dog caused someone to walk just a little quicker down the street, which moved them out of the path of a stampeding horse. The last story in the book is about you, potentially causing you to be extremely aware and reactive but utterly paranoid and agoraphobic.
An inconspicuous diary of a young girl named Fyla. At a young age Fyla's talents allowed her to see into the abyss and corrupted her mind. She wrote in detail about the monsters under her bed and her fears of what awaited her when they would finally come for her on her 18th birthday.
The Book of Wisdom: A tome that contains a collection of sayings, stories, poems, and hymns from every known culture, religion, and philosophy. New entries appear at random, as new Wisdoms are collected and recorded by other disciples carrying a copy of the Book of Wisdom.
A spellbook made from high quality blank parchment is covered in tiny runes. When one of these small inscriptions is pressed the parchment changes color.
Tome Of The Spellblade: A soft-covered leather bound treatise containing writings describing, in the most basic terms possible, methods of magical fighting. Even so, the material is fairly dense and requires definition and reiteration of various terms and ideas. Fortunately, it also contains many detailed diagrams.
Fearful Codex of Ancient Wisdom: A weighty volume bound in pale, scaled leather of unknown origin. This magical tome contains a wealth of knowledge both mundane and esoteric, and is inhabited by an archival spirit that will direct the reader to their desired content on request. Unfortunately, the spirit has undergone a great deal of trauma over the millennia and the "fearful" part of the title is now literal. Attempting to simply open the codex and read normally will reveal nothing but blank pages, with perhaps a fleeting glimpse of text slithering away to pages deeper in the book. Only through persuasion can you access the codex. The book has definite dislikes, some of which follow: Being read by firelight is terrifying - paper burns! Natural light is better, but being read outside in the weather is undignified and risky. Magical illumination is best, preferably indoors and someplace quiet. Any kind of liquid nearby is alarming - ink runs and paper is ruined! Don't even think about eating while you peruse the codex. The book doesn't really like to travel either and would prefer to tucked away safely in a library somewhere when not in use. It enjoys the company of other books but isn't fond of other magical tomes, even non-sentient ones. It's also really, really phobic about the number eight, and invariably uses constructions like "two cubed" or "nine less one" in its own text when needed.
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tabletoptrinketsbyjj · 2 months
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Hotlinks to all Tables: A complete list of every trinket table for quicker access. This also functions as the easiest link to reblog or save for reference purposes as it’s updated with each new table. Now with 161 full d100 loot tables, resource tables and a working rollable Omni Loot Table.
---Note: The links sometimes don’t work on mobile devices or some apps. Try using a desktop or browser extensions if they aren’t working. 
-The Omni Loot Table: The loot mega-table that allows the user to roll randomly on the 161 tables this blog has collected. This grants a DM literally millions of unique trinkets, equipment and items that players can find to enrich their world and playing experience.
-Character Creation Loot Generator: This generator creates an sample of trinkets, curiosities and loot, pulled from a wide list of other tables that is meant to provide the player with items to encourage engaging roleplaying. Best used at character creation to help with ideas of where the character has traveled, what they’ve accomplished and what they’ve chosen to carry with them.
-All Trinkets: Interesting baubles or semi magical items that have little to no practical in game or mechanical use for an adventurer.
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-All Unique Armors: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Distinctive armors that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
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-Masterwork Armor Bonuses: Over a dozen homebrew armor improvements, enhancements and modifications created though superior craftsmanship. These masterpieces are more useful than standard armor but less powerful than a +1 armor.
-All Artifacts: Artist masterpieces, rare magics and opulent combinations of jewels and precious metals. These objects can be found in the throne rooms of kings, the demiplanes of archmages and the pinnacle of a dragon's hoard.
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-All Books: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals.  
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-Book Descriptions: A short list of quirks, physical descriptions and eccentricities to add additional characteristics to the book trinket list. Rollable Book Descriptions table
-All Cloaks: A collection of unique descriptions of cloaks for DM’s to give to their players as magical or mundane loot and for players to use during character creation to help flesh out their personal style.
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- All Circlets, Crowns and Coronets: Resting on the noble head of the mighty king or regal queen are the physical manifestations of their wealth and power. The symbols of their right to rule, these various headdresses are often tailor made to serve as metaphor for the monarch’s personality or that of their kingdom.
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-All Minor Magical Items: Not-quite-wondrous objects, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts. These options are essentially cantrips and weak magic spells in physical form and are perfect for low level characters.
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-All Necklaces: Amulets, lockets and pendants that grant an immediate glance into the bearer’s personality, wealth, rank or social class and often serves as an iconic part of that character’s look. While a locked metal torque can instantly mark the bearer a penniless slave and a string of lustrous pearls mark their owner a flauntingly wealthy noble, so can an adventurer's necklace mark them as a creature to bestow quests upon.
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-All Rings: Enough bands, loops and rings to wear three on every finger and toe while still having dozens to spare. These tiny bejeweled circlets of bone, metal and wood always add more to the story than the sum of their parts.
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-All Sealed Glass Vials: Faulty potions, weak elixirs, alchemical supplies, spell components, ritual elements, enchanting materials, crafting ingredients and magically preserved biological samples.
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-All Unique Weapons: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Distinctive weapons that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
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-Masterwork Weapon Bonuses: Over 20 homebrew weapon improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary weapons but weaker than a +1. Rollable Masterwork Bonus Table
-Running the Numbers: On Balancing Homebrew Masterwork Weapon Bonuses
-Random Weapon + Random Masterwork Weapon Bonus.
-Random Unique Weapon + Random Masterwork Weapon Bonus.
-Minor Weapon Enchantments: A collection of minor bonuses that are weaker than a standard +1 weapons, as they come with trade-offs, risks, prerequisites, limited uses or niche benefits. These enchantments provide feat-like bonuses, low level class abilities, modify damage types, provide short bursts of power or replicate the effects of low levels spells. Rollable Minor Weapon Enchantments Table.
-Random Weapon + Random Minor Weapon Enchantment.
-Random Unique Weapon + Random Minor Weapon Enchantment.
-All Unique Minor Magic Weapons: A collection of weapons of artifact level  flavorful but low level power. Much like the Minor Weapon Enchantments, these provide small bonuses and combat options that are restrained by limited uses, niche situations or come with risky drawbacks. 
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-All Valuables: More useful than simple baubles touched mystery, these items have either a clear purpose, a reliable ability or are made from a fairly costly material. The items could fetch fair prices to collectors of the strange, jewelers, antique or art dealers or simply to barter with if the owner is short on actual currency.
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-All Worthless Trinkets: Vaguely interesting garbage, vendor trash and junk loot. Not magical or mysterious like regular trinkets or worth anything more than a copper piece or two even if you could find someone to buy it in the first place.
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—Keep reading for all reference and resource tables.
-Random Artisan's Tools: A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. This list is meant to be used as a reference for other tables on this blog and to serve as a resource for players and DM’s
-Battle Cries: Simplistic and bone chilling warcries, complex and inspiring calls to arms and primal wordless screams of rage that shakes the enemy down to their iron-shod boots. A collection of simple phrases, threats, insults and violent promises for creatures to yell before and during combat to add verbal spice to each attack.
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-Random Color Table: Pretty self explanatory and it’s basically only here because many of the trinkets reference it. Roll for colors or just use it as a reference while handing things out if you don’t have a color wheel handy. Rollable Random Colour Table.
-Random Creature Type Table: A quick guide to the various creature types for reference purposes. Rollable Random Creature Type Table.
Random Godly Domains Tables: Depending on your system and in-game universe, there may already be a pantheon, singular or lack of Gods. However, people are superstitious wherever your players go and these tables allow a DM to generate a domain, theme or patronage to quickly flesh out a trinket with a “Random Godly Domain”. Rollable Godly Domains Table.
Unique Metamagic Options: The practice of learning, preparing and casting spells is often considered Art rather than religious fervour, academic knowledge or inborn skill. Over a dozen homebrew options all of which provide a vivid description of exactly how the caster is deliberately warping the nature of the spell to achieve their goal. Rollable Unique Metamagic Options.
-All Mottos: Whether they're called adages, maxims or creeds, these simple statements are essentially promises made to oneself, family, or institution. A character's motto can be a goal in itself or a moral anchor that centers his life and guides his action. A mixed collection of real life and fictional mottos that can aid a DM to quickly expand the history of the campaign or to aid a PC in a richer character creation.
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Random Musical Instruments Table: There are a surprisingly large number of ways to pluck a string, blow through a tube or hit something with a stick. This collection of real life instruments are all capable of being created with pre-industrial techniques and can be easily be carried, maintained and played by a traveling adventurer. Rollable Musical Instruments Table.
Random Nightmares: A collection of unspeakable, nonsensical night terrors, worse than the strongest of bad trips on powerful hallucinogens. These exist to frighten adventurers who have seen more than their fair share of trauma. A cleric’s healing words can mend the flesh but nothing truly mends the mind from witnessing the aberrant horrors, monstrous beasts and undead abominations, whose defeat is an adventurer’s main source of income. Rollable Nightmares Table.
Random Weapon Tables: Sometimes you just need a weapon and literally anything mildly lethal will do the trick. These lists give a DM the ability to quickly look through different options when generating loot. Rollable Random Weapons Table.
-Random Sword Table
-Wild Magic Surges: A collection of Wild Surge options for DMs and PCs who find the published tables limiting, repetitive or boring, three things wild magic by definition, should never be. Rollable Wild Magic Surge Table.
Glossary and Common Terms: A collection of terms and lingo that are frequently used in D&D and other tabletop games, along with terms written by me specifically for use in this blog. Some words used in this blog are purposely written as “catch all” ideas or “Common Terms” that can easily be adapted to any game system.
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Minor Magic Items, 8: Also known as not-quite-wondrous items, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts, these objects are essentially cantrips and weak magic spells in physical form. Useful for more than just combat, these items create light, entertain, clean, play music, flavor food, heat, cool, warn, inform and generally raise the quality of life for their bearers. They can act as unique world building items, magic shop filler objects, barter and trade goods as well as ingredients to create or upgrade stronger magic items or enchantments.
Negatron Cloak: A rich purple cloak with gold trim, woven from a strange anti-magic fabric that does its best to absorb weak arcane effects. The wielder adds 1d4 to the result of any saving throws he makes against level 1 spells and cantrips.
Second-Light Lantern: A curious lantern with numerous panels and covers that can be shifted as an action equivalent to attacking, to function as a bullseye or hooded lantern. Objects such as these are often carried by scholars and spies who often need the finest possible detail without revealing themselves to others. When filled with oil and lit, the lantern sheds a spectrum of illumination known as Second-Light, which is only visible to creatures with darkvision, causing them to see the full range of colors in things illuminated by it. Normally creatures with darkvision can’t discern color in darkness, only shades of gray. Alternatively, the panels can be shifted to shed a still more specialized Second-light, visible only to those who are touching the lantern’s handle.
Portraiture Gremlin: A small cold iron box trimmed in silver containing a tiny ethereal goblinoid looking fey sitting on a miniature chair surrounded by dabs of pigments. The box has a switch that when pressed strikes the gremlin on the head with a tiny hammer. Whenever the gremlin is struck like this it rapidly paints whatever it sees out of the small porthole at the front of the box. It takes an action equivalent to attacking for the bearer to aim the box and trigger the switch after which the gremlin takes 1 minute to finish the picture (The bearer does not need to continue pointing the box at the subject) and the result is a perfectly accurate painting, albeit miniature (About a 3 inch square). When found, the gremlin comes with enough pigments for 2d4+2 paintings. Each subsequent painting requires fine quality pigments worth at least 2 gold pieces each. The box can hold 10 paintings worth of pigments and it takes one minute to carefully funnel more paints to the gremlin.
Quenching Acid: A large, curved brass oil lamp detailed with fine glyph of restoration and power. The vessel contains a rare substance known as Quenching Acid, which can only be scavenged from the crumbling, remnants of the fledgling kingdom known once called Fallgrim. If applied to a lethal weapon of any variety or construction, regardless of how chipped, warped or rusted it is, by some miracle the Quenching Acid restores it and imbues it with power. The contents of the lamp can be slowly poured over one magical or mundane, melee or ranged weapon or up to 10 pieces of ammunition over a one-minute period. The weapon sizzles and smokes with an acrid stench as the caustic solution scours away all traces of rust, rot and ruin. If the weapon was damaged or broken, it is now considered perfectly made and is far more lethal than it was before. The quenched weapon now permanently scores a critical hit on a roll of 19 or 20.
Hearthstone. A rustic, red brick that feels pleasantly warm and smell like good stew and fresh bread. The bearer always knows the direction to a firepit, hearth, stove or fireplace where a fire has been lit at least in some way every day for the past 30 days.
Goblin Claw: A detached decrepit goblin hand that has three fingers extended. As an action equivalent to attacking or casting a spell, the bearer can hold the claw and speak aloud one wish. In response, one finger of the goblin claw contracts and one goblin appears within 60 feet of the bearer. This goblin is completely loyal to the being who made the wish and will attempt to fulfill the wish to the best of its ability until the task is complete, the goblin drops to zero hit points or until 1 year passes, at which point the goblin will disappear leaving nothing behind. Once all fingers have contracted the Goblin Claw disintegrates and the item is destroyed. ---Note: If your game doesn’t have statistics for a goblin, use a Commoner or a Civilian instead.
Truly Portable Ram: A marvel of gnomish artifice, this battering ram functions just as well as a mundane portable ram but has been enchanted to only weigh half a pound. Furthermore, as an action equivalent to attacking or casting a spell, the bearer can fold the ram in on itself several times until it becomes a 6-inch cube. Another action of the same type is required to unfold the ram for use.
Dryad’s Key: A lush, green leaf with a bug-bitten, key-like tooth at the bottom of its stem. While holding the leaf, the bearer can speak its command word and place it into or against a tree, turning it like a key and creating a magical link between the tree and another one at any distance, on the same plane of existence. The bearer must have seen or touched the destination tree at least once before and both plants must be at least as tall as the bearer. Until the end of the bearer's next turn any creature can step into the key-touched tree and exit from the destination plant by using five feet of movement. Once the leaf has been used in this way, it withers and becomes a nonmagical leaf.
Letter-Lift Paper: A pad of light tissue paper contains 4d6 sheets all enchanted with a subtle magic. When a sheet of paper is pressed to a written page, such as a book or letter, and left there for six seconds, it transfers a perfect copy of the text onto the thin paper. The copy would never pass for the original, but preserves details such as handwriting, which allows a forger to study the writing at length later on.
Antagonistic Alchemist’s Accoutrement: A heavy lead wand shot with veins of gold as if a natural philosopher had partially succeeded at transmuting the dull, worthless metal into its pure lustrous, treasured counterpart. The implement retains a portion of the transformation magic used upon it and can be used as a spellcasting focus with the added bonus of occasional repeating the transmutation effect on an unsuspecting victim. Whenever the wielder lands a critical hit with a spell attack roll that deals damage, small portions of the target’s body are transmuted into droplets of pure gold. The equivalent of one gold coin per point of hit point damage dealt by the critical hit (In total, to a maximum limit of the amount of hit points the target has remaining), tumbles out of the target’s body and falls to the ground in small nuggets to be collected after the fight. ---Note: DM’s can change the effect to function on the first time per day the wielder lands a critical hit if they feel their players will get distracted trying to abuse the effect to get rich rather than treating it as a fun, novel wand.
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Keep reading for 90 more Minor Magic Items.
—Note: The previous 10 items are repeated for easier rolling on a d100.
Negatron Cloak: A rich purple cloak with gold trim, woven from a strange anti-magic fabric that does its best to absorb weak arcane effects. The wielder adds 1d4 to the result of any saving throws he makes against level 1 spells and cantrips.
Second-Light Lantern: A curious lantern with numerous panels and covers that can be shifted as an action equivalent to attacking, to function as a bullseye or hooded lantern. Objects such as these are often carried by scholars and spies who often need the finest possible detail without revealing themselves to others. When filled with oil and lit, the lantern sheds a spectrum of illumination known as Second-Light, which is only visible to creatures with darkvision, causing them to see the full range of colors in things illuminated by it. Normally creatures with darkvision can’t discern color in darkness, only shades of gray. Alternatively, the panels can be shifted to shed a still more specialized Second-light, visible only to those who are touching the lantern’s handle.
Portraiture Gremlin: A small cold iron box trimmed in silver containing a tiny ethereal goblinoid looking fey sitting on a miniature chair surrounded by dabs of pigments. The box has a switch that when pressed strikes the gremlin on the head with a tiny hammer. Whenever the gremlin is struck like this it rapidly paints whatever it sees out of the small porthole at the front of the box. It takes an action equivalent to attacking for the bearer to aim the box and trigger the switch after which the gremlin takes 1 minute to finish the picture (The bearer does not need to continue pointing the box at the subject) and the result is a perfectly accurate painting, albeit miniature (About a 3 inch square). When found, the gremlin comes with enough pigments for 2d4+2 paintings. Each subsequent painting requires fine quality pigments worth at least 2 gold pieces each. The box can hold 10 paintings worth of pigments and it takes one minute to carefully funnel more paints to the gremlin.
Quenching Acid: A large, curved brass oil lamp detailed with fine glyph of restoration and power. The vessel contains a rare substance known as Quenching Acid, which can only be scavenged from the crumbling, remnants of the fledgling kingdom known once called Fallgrim. If applied to a lethal weapon of any variety or construction, regardless of how chipped, warped or rusted it is, by some miracle the Quenching Acid restores it and imbues it with power. The contents of the lamp can be slowly poured over one magical or mundane, melee or ranged weapon or up to 10 pieces of ammunition over a one-minute period. The weapon sizzles and smokes with an acrid stench as the caustic solution scours away all traces of rust, rot and ruin. If the weapon was damaged or broken, it is now considered perfectly made and is far more lethal than it was before. The quenched weapon now permanently scores a critical hit on a roll of 19 or 20.
Hearthstone. A rustic, red brick that feels pleasantly warm and smell like good stew and fresh bread. The bearer always knows the direction to a firepit, hearth, stove or fireplace where a fire has been lit at least in some way every day for the past 30 days.
Goblin Claw: A detached decrepit goblin hand that has three fingers extended. As an action equivalent to attacking or casting a spell, the bearer can hold the claw and speak aloud one wish. In response, one finger of the goblin claw contracts and one goblin appears within 60 feet of the bearer. This goblin is completely loyal to the being who made the wish and will attempt to fulfill the wish to the best of its ability until the task is complete, the goblin drops to zero hit points or until 1 year passes, at which point the goblin will disappear leaving nothing behind. Once all fingers have contracted the Goblin Claw disintegrates and the item is destroyed. ---Note: If your game doesn’t have statistics for a goblin, use a Commoner or a Civilian instead.
Truly Portable Ram: A marvel of gnomish artifice, this battering ram functions just as well as a mundane portable ram but has been enchanted to only weigh half a pound. Furthermore, as an action equivalent to attacking or casting a spell, the bearer can fold the ram in on itself several times until it becomes a 6-inch cube. Another action of the same type is required to unfold the ram for use.
Dryad’s Key: A lush, green leaf with a bug-bitten, key-like tooth at the bottom of its stem. While holding the leaf, the bearer can speak its command word and place it into or against a tree, turning it like a key and creating a magical link between the tree and another one at any distance, on the same plane of existence. The bearer must have seen or touched the destination tree at least once before and both plants must be at least as tall as the bearer. Until the end of the bearer's next turn any creature can step into the key-touched tree and exit from the destination plant by using five feet of movement. Once the leaf has been used in this way, it withers and becomes a nonmagical leaf.
Letter-Lift Paper: A pad of light tissue paper contains 4d6 sheets all enchanted with a subtle magic. When a sheet of paper is pressed to a written page, such as a book or letter, and left there for six seconds, it transfers a perfect copy of the text onto the thin paper. The copy would never pass for the original, but preserves details such as handwriting, which allows a forger to study the writing at length later on.
Antagonistic Alchemist’s Accoutrement: A heavy lead wand shot with veins of gold as if a natural philosopher had partially succeeded at transmuting the dull, worthless metal into its pure lustrous, treasured counterpart. The implement retains a portion of the transformation magic used upon it and can be used as a spellcasting focus with the added bonus of occasional repeating the transmutation effect on an unsuspecting victim. Whenever the wielder lands a critical hit with a spell attack roll that deals damage, small portions of the target’s body are transmuted into droplets of pure gold. The equivalent of one gold coin per point of hit point damage dealt by the critical hit (In total, to a maximum limit of the amount of hit points the target has remaining), tumbles out of the target’s body and falls to the ground in small nuggets to be collected after the fight. ---Note: DM’s can change the effect to function on the first time per day the wielder lands a critical hit if they feel their players will get distracted trying to abuse the effect to get rich rather than treating it as a fun, novel wand.
Transmuter’s Ring: A lead band, the work of a talented-but-lazy alchemist. In attempting to create a philosopher's stone, she got this far and called it a day. Once per day, the bearer can activate the ring as an action equivalent to an attack of opportunity, to turn himself into solid gold for one hour. From the bearer’s perspective, no time will pass and the effect cannot be ended early short of using dispelling or curse breaking magic on the statue. As the statue, the bearer is considered a magical object and indestructible by non-magical means but spells, magical effects and magic weapons treat the statue as pure gold, a weak metal. If the creature does become damaged while turned into a statue, he suffers from similar deformities when he reverts to his original state.
Zombie Drops: A squat, rectangular tin box containing 2d6+2 hard green pills the shape of raisins or (More accurately) shriveled nuggets of dead flesh. They emit a faint sulfurous stench but the outer surface tastes of nothing. If swallowed, the creature’s skin turns grey, rots and peels and their eyes sink and darken over the course of one minute. Afterwards they physically appear as a zombie for 3d4 hours and whenever they are targeted by a magical effect of any kind they are considered a living creature or an undead, whichever is most beneficial at the time. Unintelligent undead will not attack them and the consumer gains advantage on any check made to pass themselves off as an undead. Intelligent undead are not immediately aware that the consumer is actually alive. While under the effects of the drops, a creature’s speed is reduced by half and whenever they are injured by radiant damage, they suffer additional radiant damage equivalent to a shortsword (1d6)
Mending Stones: A leather tool pouch containing a collection of (3d4+1) smooth, round stones emblazoned with the sigil of Moradin glowing softly with the inner light of a forge. The bearer can activate one of the stones by touching it to a broken object and speaking the word “Mend” in Dwarvish. The stone then flares as bright as a hot forge and will repair any breaks or tears in a single object smaller than a five foot cube, such as a cracked anvil, broken door, rent armor or torn cloak. As long as the breaks or tears are no longer than five feet in any dimension, it is mended, leaving no trace of the former damage. If the area is larger, such as a large crumbling wall of crumbling masonry the stone only repairs a single five-foot cubed area. The stones can physically repair a magic item or construct, but the can’t restore magic to such an object. The stones can be used to repair animated constructs which restores the equivalent of three daggers worth of hit points (3d4). Each Mending Stone can only be used once, after activation the warmth and light within it permanently fades away.
Paladin's Placebo: A sealed glass vial containing a thick Randomly Colored oil-like potion. A single drop taken orally of this medicine will satisfy any craving for any drug or substance the user is addicted to and perfectly suppress any withdrawal symptoms from said narcotics. If consumed, the elixir also helps to clear the drinker’s body of the drug’s lingering effects and one dose counts as a full 24 hour period of detoxing for the purposes of overcoming an addiction. Paladin's Placebo enforces this sobriety without fail and for 24 hours after consuming a dose the drinker cannot become intoxicated by any means and feels no physical or mental effects from consuming drugs or alcohol (See note). When first found the vial contains 5d20+5 doses worth of the potion. Knowledgeable PC’s are aware that Paladin's Placebo was invented by a former herbalist drug dealer that was coached by a paladin to quit their habit and change their life around. Ironically, the supply of the drug is tightly controlled by the Paladin order. ---Note: The wielder is still suffers from poison damage and can gain the poisoned condition. The wielder can still die as a result of consuming too much of a drug or alcohol and may in fact be more prone to it as they are unable to properly judge how much they have already taken.
SkullCap: A strange object that seems to be half hat and half funnel. The shape of the lower rim clearly shows where the hat may rest over the ears, but the top spreads open into a copper funnel. If this cap is placed on the head of a dead humanoid and a keg of wine or ale is poured down the funnel, the spirit of the deceased will return and answer one question (The spirit will answer truthfully though unclearly, as if inebriated). The corpse must still have a skull and mouth and can’t be undead. There is a 1 in 20 chance upon each use that the cap will split asunder and so be destroyed.
Chest of Preserving: A sturdy travel chest with multiple handholds designed to be easily carried or strapped into a wagon. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. Food and other perishable items do not age or decay while inside the Chest of Preserving. The chest has a strong but nonmagical lock, which can be picked with thieves' tools. Smashing the lock or any other part of the chest renders it nonmagical.
The Devil’s Dice: A pair of six sided dice made from the knucklebones of sinners and pipped with the ichor of fiends. Once per day when the bearer makes an attack roll, ability check or saving throw, he can utter a request for profane support at a cost of a lien on his being and adds 2d6 to the roll. Once this is done an infernal mark appears somewhere noticeable on the bearer’s body (Typically the hands and face) symbolizing the deal with the devil. The lien is equal to the result of the 2d6 in days and the mark disappears at the end of the bargain. If the bearer is already marked, the deal is extended by that many days. While the wilder is marked, he suffers disadvantage on death saving throws and if he dies, his body and equipment is consumed in black flame leaving a greasy char and his soul becomes owned by the devil and cannot be raised from the dead or resurrected by any means. While marked, the bearer has disadvantage on attack rolls against fiends and on saving throws against their spells and special abilities.
Daimonori: An occult pendant that is hot to the touch, a heat that seeps into your core and fills you with a new confidence. You're unsure if this power is entirely your own, but its intoxicating lure is seemingly beyond your power to resist. Whenever the bearer casts a spell that does damage, he increases the result of one of the spell’s damage rolls by 1.
Potion of Animal Friendship: A sealed glass vial containing a sludgy solution that when shaken, reveals various chunks and bits from different animals. Sniffing at the contents, you are alarmed to find that its odor is even less appetizing than the off-putting presentation. If consumed, the drinker gains advantage on any ability checks to interact socially with beasts and they understand the drinker’s words empathically, though they cannot speak back. These effects last for one hour and there are 2d4+2 doses of the potion when found
Ring of Minor Telekinesis: A brass ring set with a clear piece of quartz crudely chipped into the shape of a human hand. When not worn and someone attempts to pick it up, the band seems to leap into the creature’s hand at the last moment and if flinging itself into their grasp. The bearer can use an action equivalent to attacking to call on the ring’s power to create an invisible hand of telekinetic force that can manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The hand cannot be created or move farther than 30 feet from the bearer and it cannot attack, activate magical items or carry more than 10 pounds. The hand lasts for 1 minute, until dismissed by the bearer or if it is ever more than 30 feet away from the bearer.
Wand of Binding: A heavy wand of black iron. Observer’s eyes are immediately drawn to the end of the instrument, which has been meticulously fashioned into the shape of a manacle. On the wielder’s turn if he has not moved yet, he can activate the wand as part of casting a spell, which causes his speed to become 0 until the end of his turn. When the wand is activated as part of casting a spell that reduces the target’s movement speed or imposes the grapple, restrained or paralyzed condition, all creatures targeted by the spell subtract 1d4 from the spell’s first saving throw.
Liandry's Torment: A mask seemingly made of porcelain but does not shatter when impacted, its origins unknown. The covering is extremely cold to the touch, and as it’s pulled over the bearer’s face, the pupils of his eyes slowly expand until nothing but blackness remains. The object empowers the bearer’s targeted magic and whenever the bearer hits a creature with a spell attack, the victim burns briefly with a dark flame, suffering a dagger’s worth of necrotic damage (1d4) in addition to the spell’s effects. If the spell target’s multiple creatures, each creature hit with a spell attack suffers this damage and if the bearer lands multiple spell attacks upon a single target, the necrotic damage is compounded.
Righteous Glory: A beautiful winged helm of burnished gold with a light and open design, allowing it to be used by martial mages. Whenever the bearer casts a spell of 1st-level or higher, he regains hit points equal to the level of the spell slot expended. The bearer must be proficient in light armor in order to attune to the helm and benefit from its power. The bearer must wear the helm for at least one hour in order to attune to it.
Tear of the Goddess: A deep blue sapphire pendant, encased within blue glass, shaped like a teardrop. The object is overflowing with emotional energy and should the bearer hold it against his bear skin and concentrate on it he alternates wildly between wanting to shed tears of joy and grief, as if the jewel is the pinnacle of both. The Tear contains 1 charge that replenishes each day at dawn. Whenever the bearer scores a natural 1 or 20 on a spell attack roll, he may choose to activate the pendant, expending the charge and regaining the spell slot used to cast the spell. Furthermore whenever a creature is forced to make a saving throw against one of the bearer’s spells and scores a natural 1 or 20, he may choose to activate the pendant, expending the charge and regaining the spell slot used to cast the spell.
Eldritch Elixir: A leaded glass vial filled the ichor of an elder being whose eldritch form is maddening to behold. When sipped, aberrant corruption floods the drinker's body, spawning an unnatural mutation. The drinker feels a momentary flare of agonizing pain somewhere on his person as a ten-foot-long tentacle bursts forth from the site, bypassing armor and clothing. The sinuous tentacle is heavily muscled like a long dry tongue covered in irregular blemishes, unnatural mottled coloring, small patches of hair and misshapen areas of perfectly smooth or heavily calloused skin. The abnormal limb is prehensile and can stretch out to ten feet allowing the drinker to grab and hold (But not wield) objects, initiate grapples, shoves or other combat maneuvers and deliver touch attacks or spells that have a range of touch, all with the increased reach. The limb can even be swung with force as an unarmed attack the drinker is considered proficient with that deals as much damage as a club with a reach of ten feet. The tentacle last for one hour before retracting back into the drinker's body. When found the vial contains 1d3+1 sips of the ichor.
Guardwell’s Alarming Caltrops: A thick, reinforced leather bag of otherwise unassuming caltrops that would be indistinguishable from their more common counterparts were it not for the tiny flecks of sapphire dust embedded in the metal and a whisper-soft hum identify their nature. These twisted spiked were developed to not only slow intruders but to announce their presence as well. Whenever a creature steps on them, the caltrops let out a loud bang that can be heard up to 100 feet away. The sound of the noise is diminished by solid barriers such as walls or doors. A creature within ten feet of the caltrops can utter the command word found on their leather bag to cause them to all fling themselves back into the sack so they can be used elsewhere. Retrieving the caltrops this way takes an action equivalent to attacking or casting a spell.
Hush Money: A small coin pouch containing 2d4+2 gold coins that appear to be ordinary bit of currency on the surface, but feature a pair of lips with a finger held up to them as if shushing the viewer. As an action equivalent to attacking or casting a spell, the bearer can take out a coin and toss or flip it upwards and catch it to mute the area. For the next minute, no sound can be created within or pass through a 20-foot-radius sphere centered on where the bearer flipped the coin. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Once used, the coin’s golden sheen fades to a dull silver color and it cannot be used again.
Belt of the Monkey: A metal belt made of silver monkeys locked arm in arm with tiny pieces of jade in the primate’s eyes. The bearer feels the tickling urge to treat the world as a playground by swinging on objects, climbing trees, and scaling buildings. As an action equivalent to drawing a weapon, the bearer can command the belt to animate, transforming it into a prehensile tail under the bearer's control. While it cannot be used to wield weapons or shields, the tail can retrieve small, stowed objects carried on his person then hold and manipulate them about as well as the bearer's normal limbs (Though any activity requiring fingers is beyond the tail’s capabilities). The bearer can command the tail to return to its belt form as an action equivalent to drawing a weapon.
Gauntlets of Titangrip: A pair of hefty mitts made of a secretive dwarven iron alloy and are carved with runes on the backhand and palms. The knuckles are embellished with stout talons. The gauntlets greatly enhance the bearer’s grip, allowing him to wrestle with creatures twice his size and win. When worn, the bearer counts as one size larger than he is for the purposes of grappling, including initiating, maintaining or resisting a grapple check. Whenever the bearer makes a grapple check, he can roll 1d4 and add the number rolled to the grapple check.
Rod of the Grave Titan: A leaden rod wrapped in the leathery skin of an undead giant. At each end of the implement is an inverted pyramid with skull motifs carved into it. Twice per day as an action equivalent to attacking, the wielder can choose an undead creature within 60 feet and cause them to grow to titanic proportions. The undead and everything it is wearing and carrying doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category (From medium to large for example) and while enlarged it has advantage on skill checks and saving throws that rely on strength. The undead’s weapons also grow to match its new size and while enlarged, the creature’s melee attacks deal a dagger’s worth of additional damage (1d4). These effects last for one minute before the undead and its equipment shrink back to normal size. The bearer can end this effect early at any time and the effect also ends if the bearer is no longer holding the rod.
Honeyed Mourning Cloth: A thin black scarf made of silk, embroidered in gold thread with a hexagon pattern that lines one edge. It smells strongly of flowers and fresh honey, and leaves a sweet residue when handled. When draped over an object, the Honeyed Mourning Cloth renders it completely silent. The silenced object must be completely covered to be affected, but the cloth can muffle everything from a blaring warhorn to a small animal’s heartbeat. The scarf is 3 feet long and 1 foot wide.
Empty Dance Card: An antique paper dance card in excellent condition, printed with twelve dances and spaces for a lady to record the men she has promised each one to. Linework flowers and the silhouettes of a dancing couple decorate the margins. A short length of ribbon is tied through a hole at one corner, then knotted at the end to form a bracelet loop. Looking through the hole of the dance card reveals thin silver chains connecting people who have made physical contact with each other in the past fortnight. The mess of chains this creates in populated areas can make distinguishing individual links difficult, but possible if two people are standing close together.
Figurine of Wondrous Power (Polar Bear): A carved bone statuette of an artic bear small enough to fit in a pocket. When the item is available to be activated, the figuring is cloaked in a detailed illusion causing it to look and feel stunningly realistic. During this time the miniature bear ripples with muscle under its soft white fur. Its black nose is like a small lump of pure coal, the eyes obsidian beads. One paw after another (Each the size of a serving dish in its active form) lift lazily and thumps unto the illusionary ice it stands on. When the white bear stands and opens its dark mouth, you feel the terrifying presence of a pure savage wearing the coat of an angel. As an action equivalent to attacking or casting a spell, the bearer can speak the command word and throw the figurine to a point on the ground within 30 feet and the object grows into a full-sized polar bear if there is room for it to do so. The beast is friendly to the bearer and his companions. It understands the bearer`s languages and obeys his spoken commands. Should the bearer issue no commands, the creature defends itself but takes no other actions. The bear reverts back to its statuette form after ten minutes and changes back early if it drops to 0 hit points or if the bearer uses an action equivalent to attacking to speak the command word while touching it. Once the figurine has been activated in this way, it cannot be used again until a number have days have passed equal to the amount of hit points the polar bear was missing from its hit point total plus 1. ---Note: If the bear was missing 10 hit points it can’t be used again until 11 days had passed. If the polar bear was reduced to 0 hit points, it cannot be used again until a number of days equal to its full hit point total plus one.
Deathoscope: A collapsible brass spyglass with no lenses. Looking at a corpse through this implement will show a color indicating how long the creature has been dead. White = Not dead. Purple = Less than one hour. Blue = 1-24 hours dead. Green = 1-365 days dead. Yellow = 1-10 years dead. Orange = 10-100 years dead. Red = More than 100 years.
Phamea's Pocket Steed: A small brass whistle, shaped like the head of a horse and stained with age. When the whistle is blown an extremely high-pitched note is emitted, summoning a magical steed that serves just like a trained warhorse. It will stay until the whistle is blown again which unsummons it. However, if the horse is slain, its body disappears, and the whistle will never emit a sound again.
Dragon’s Tear: An enormous green emerald gemstone that hangs from a silver chain. Knowledgeable PC's are aware that legends says the emerald was formed from the tears of the Mother of Dragons as she mourned the death of the Great Serpent. While worn, whenever the bearer makes a saving throw against poison or being poisoned, he can roll 1d4 and add the number rolled to the saving throw. Furthermore, whenever the bearer suffers poison damage, he can roll 1d4 and reduce the total poison damage taken by the number rolled to a minimum of zero. The pendant provides neither of these protections if the poison originates from a dragon or draconic creature.
Crosswind Medallion: A weathered medallion bearing a carving of an arc of leaves blowing in a strong wind. Knowledgeable PC's will recognize it as the iconic adornment of Silent Joff, a long-dead archer who never spoke and never missed. Wearing this item against the skin creates a strong breeze that constantly surrounds the bearer, redirecting enemy arrows away. Whenever the bearer is hit by a ranged weapon such as an arrow, bolt or bullet, he can roll 1d8 and reduce the total damage taken by the number rolled to a minimum of 0.
Everfull Begging Bowl: A Large worn wooden bowl whose outside is humbly decorated with motifs of the God of Sacrifice, the archangel of charity and the patron saints of beggars. Once per day at noon, if the bearer has no silver or gold on his person he can choose to gain a level of exhaustion as if going a night without sleep and cause the bowl to fill with 1d100 copper pieces.
Slate of Memory: A cracked writing slate that attracts the eye and projects an unpleasant aura. Anything written or drawn upon the slate will be remembered perfectly by the author as long as the marks remain upon the slate. The memory is purged completely and utterly the moment its marks are removed from the slate.
Cantrips and You; A Beginner's Guide: A thick, leather-bound book emblazoned with arcane symbols. The work is a primer on simple magical theory and contains instructions of the basic mechanics of spellcasting. A creature who has read the volume for at least an hour a day for the past week obtains a rudimentary understanding of the esoteric arts and gains the ability to cast one wizard cantrip of their choice that does not deal damage. The nature of spellcasting is demanding and precise and should the creature not keep up with studying the book for an hour per day they fall out of practice and must spend another week pouring over the tome’s pages. A creature who has gained a cantrip from reading the book can switch it to a different cantrip that doesn’t deal damage after reading the book for one hour. If the reader has spent 365 cumulative hours reading the book over the course of one year, he becomes proficient with one wizard cantrip of his choice that does not deal damage and no longer needs to consult the book each day to cast it.
Broadsheet’s Booklet: A wooden clipboard-like pad containing a hundred blank sheets of cheap pulp paper. Anything written on the first page is duplicated through the entire stack of 100. Once per day, when all the pages have been removed, it refills itself. 24 hours after being removed from the pad, the papers disintegrates.
Death Seeking Lantern: A bullseye lantern made from polished brass and bears the image of the sun engraved over the lens. It burns with a pure white light when lit, which reacts to undead creatures, causing them to give off a faint orange glow when exposed to it. Knowledgeable PC’s are aware that traveling undead hunters will make use of these lanterns when meeting strangers in unfamiliar territory. If an undead creature is disguising themselves with magical or mundane means, any creatures observing the undead within the lantern’s bright light gains advantage on checks made to pierce the disguise and recognize them as an undead creature. While the lantern is filled with oil and lit, the bearer can focus the bullseye shutter into a fine point and utter a command word, causing the oil to burn with holy fire, casting tight beam of searing light forward. The wielder can target on creature he can see within 60 feet and activate the lantern as an action equivalent to attacking or casting a spell. The lantern is perfectly accurate at close range and if the target is undead and is within 5-30 feet, it suffers radiant damage equivalent to a halberd plus the wielder’s character level (1d10+level) and half that damage if the target is 35-60 feet from the wielder. Targets who are not undead, suffer no damage. Once activated in this way the lantern becomes empty and the light goes out. It takes two hands and one full round to refill the lantern with another pint of oil.
Dread Pirate’s Hat: A black felt bicorne hat with gold trim along its edges and it prominently features white skull-and-crossbones symbol across its front. The hat subtly alters the bearer’s appearance to make them seem more fearsome. They appear taller, with sharper features and have a number of scars crisscrossing their face. Knowledgeable PC’s are aware that not every pirate who sails the seas is as bloodthirsty as the legends claim. Some find that the threat of violence rather than violence itself is a very good motivator. Whenever the bearer makes an intimidate check he can roll 1d4 and add the result to the total skill check. Furthermore, the bearer can cause his voice to boom up to three times as loud as normal allowing him to threaten passing ships from farther away.
Word Bomb: A one-inch long clear crystal cone that is small enough to fit in the palm of one's hand. To activate a Word Bomb simply hold the cone up to your mouth, squeeze it and speak a trigger word. Activating a Word Bomb causes its color to shift from clear to a smoky grey. A Word Bomb stays in its activated state until the trigger word is spoken again within a 20-foot radius of it. Once the trigger word is spoken again the Word Bomb explodes dealing five shortswords of thunder damage (5d6) to all creatures and objects within a 20-foot radius of it. Any creature within the blast that suffers more than 15 damage (After accounting for damage resistances or immunities) also becomes deafened for one minute. This consumes the Word Bomb entirely. A Word Bomb cannot be activated or triggered in an area under the effect of a magical silence spell.
The Yeetering: A simple silver ring precisely etched with the image of a catapult on it. The ring is bound by fey trickery and its wielder is doomed to cause unintended mischief when he least expects it but almost always at the most inopportune times. Whenever the wielder touches a new object (See Note) that is no more than three feet across on one side and weights no more than 50 pounds, the DM rolls 1D100. If the result is a 100, the item launches itself at inhuman speed in a random direction in an apparent effort to get as far away from the wielder as possible. The item only stops moving when it hits something at which time it falls to the ground unharmed, dealing no injuries and suffering no damage. The ring is considered cursed and cannot be removed short or lopping off the finger its on or by the use of curse breaking magics. ---A “new object” should be something the wielder has never physically interacted with before, but as the ring is fey cursed, it would not be surprising for it to launch objects whenever its funny to do so.
The Skull of Scouting: An obsidian skull whose lower jaw yawns open. A candle with a blue flame that provides no light sits in the open mouth. This skull acts as a hooded lantern to the attuned wielder, providing bright bluish light for 30 feet and dim light for an additional 30ft. Creatures not attuned to the object are not able to perceive this light whatsoever. To attune to the Skull, the bearer must spend one hour alone with it staring into the candle’s flame in a dark area.
Lute of Draconic Presence: A wooden lute inlaid with carvings of red and blue dragons in flight. The strings are made from the intestines of an adult dragon and have a metallic sheen that sparkle in the light. Plucking a single string to produce a pure, low resonating note that can be felt in one's bones. By strumming the instrument, the player can produce a deep reverberating note that causes every non-dragon to become shaken as though a primal evolutionary fear of dragons drove a spike of fear into the core of their being. As an action equivalent to attacking or casting a spell, a wielder proficient with lutes can play the instrument with a perform skill check causing all non-draconic creatures within 50 feet (Excluding the wielder but including his allies) to make a wisdom saving throw. Any creature whose saving throw is lower than the wielder's perform check, becomes frightened of the wielder until the end of the wielder's next turn. A creature who succeeds in the saving throw gains advantage on all saving throws made to resist the fear effect for the next minute. This mind-affecting fear effect and creature must be able to hear the lute to be affected by it.
Eldritch Obelisk: A foot-long twisted onyx pyramidion carved with countless staring eyes. Each creature that stares directly at the warped artifact for more than a few moments suffers an intense migraine as fragmented visions of the future assail them. The omen is only ever of the viewer’s own life and always sooner than later. The viewer must roll 1d20 and record the result. At any point in the future, that creature may change the result of any attack roll, saving throw or skill check of a creature they can see (Including themselves) to that result. Once they do so they lose this ability, and they cannot receive a new vision from the obelisk for a year and a day.
Oil of the Martyr: A sealed black iron flask filled with oil made from the rendered fat of burned martyrs and mixed with sacred herbs grown on holy ground. If a person's head is anointed with the aromatic substance from the vessel, death will spare the creature. The next time the anointed creature would drop to 0 hit points as a result of taking damage, he instead drops to 1 hit point, and the effect ends. If the spell is still in effect when the creature is subjected to an effect that would kill it instantaneously without dealing damage, that hostile effect is instead negated against the target, and the oil wears off. When found the flask contains 1d4+2 uses of the oil.
Palegray Blood: A small vial, containing a milky, dreg-filled, grey liquid known as “Palegray blood”, said to have been taken from a race of gelatinous creatures from beyond the stars. When a creature ingests or injects this liquid, their body becomes gelatinous for a short period of time - roughly 1 hour per dosage of Palegray blood. While gelatinous, a creature has advantage on checks made to escape grapples, may climb vertical surfaces and surfaces parallel to the ground, and may squeeze through gaps as small as one inch wide. However, clothes and equipment being worn are not affected by the Palegray blood, and may need to be left behind in order to enter spaces that are too small for them to pass through.
Palegray Blood: A small vial, containing a milky, dreg-filled, grey liquid known as “Palegray blood”, said to have been taken from a race of gelatinous creatures from beyond the stars. When a creature ingests or injects this liquid, their body becomes gelatinous for one hour which confers many advantages at the cost of their well-being, as they suffer two daggers wroth of poison damage (2d4). While gelatinous, a creature has advantage on checks made to escape grapples or restraints and can climb vertical surfaces and surfaces parallel to the ground and may squeeze through gaps as small as one inch wide. However, clothes and equipment being worn are not affected by the Palegray blood, and may need to be left behind in order to enter spaces that are too small for them to pass through.
Transmogrification Tonic: A ruby vial filled with a mixture of organs and viscera from several types of eldritch aberrations whose mutable forms were in constant flux while they lived. When consumed, the drinker gains control over total control over his physical form and can mold his own flesh as if it was wet clay. The process is painful for a few moments before the drinker is able to disassociate from his nervous system and then it’s just unsettlingly. For the next hour the drinker can change his appearance at will and can decide what he looks like, including his height, weight, sex, facial features, sound of his own voice, hair length, coloration, and distinguishing characteristics, if any. He can make himself appear as a member of another race, though none of his statistics change. He can appear taller or shorter but not enough that he moves into a different size category. His general shape stays the same and retains the same number and arrangement of limbs. For one hour after consuming the tonic, the drinker is considered an aberration in addition to his creature type and as an action equivalent to attacking the he can change his appearance in this way again. These are true physical changes that hold up to a touch or medical inspection and after the hour is up the traces of eldritch power fades, rendering magic detecting spells useless to discerning that the drinker was supernaturally altered. At the end of the hour the tonic’s transmutative effects fade but any final changes remain, leaving the drinker’s appearance permanently altered to whatever his last form was. The drinker is instinctively perfectly aware of his own “natural” form and while under the effect of the tonic can change back to his original shape without difficulty.
Primordial Calabash: A bottle shaped gourd with smooth, light green skin and white flesh. The lush fruit is ripe and looks recently plucked despite not having been on a vine for months at least. It thrums with primal power and feels warm and wonderful, like bright sunlight on your skin after being trapped inside all winter. The sealed gourd was grown in a sacred druid grove, its roots reaching deep into ley lines of power soaking up supernatural energy like water. The calabash is filled with a raw juice that is infused with this power and sipping of the nectar will allow a creature to briefly gain a measure of the primal magic as it disperses through the body and may solidify that power as part of his being. Success will grant a preternatural benefit but failure will degrade the drinker’s mind and body. A creature can sip from the gourd as an action equivalent to attacking or casting a spell and choose one of his ability scores (Such as Strength or Wisdom) and roll 1d10. On a result of 3-10, the drinker increases that ability score by +1 (To a maximum of the limit for PC ability scores) but on a 1 or 2, that ability score is decreased by -1. This change is a permanent effect and the calabash’s contents cannot affect the same ability score more than once. When found the Calabash contains 1d3+1 sips of its primordial essence.
Potions of Arms: A sealed glass vial in the shape of a clenched fist, filled with a clear liquid that changes to match the skin tone of whoever is holding it. When held, the bearer’s arms and sides tingle warmly, feeling strong and tough. If sipped, a primordial deluge of raw magic coursing through the drinker’s body forcing an evolutionary surge. The drinker experiences a strange tingling sensation under his shoulders and a secondary pair of arms burst out of his sides, bypassing armor and clothing. The extra arms lack the refined muscle memory of the drinker’s normal limbs and are considered non-dominate or off-hands which are capable of holding objects (But not wielding them) and performing basic tasks but nothing that requires finesse or skill. The additional limbs are as well muscled their counterparts, allowing the caster to excel at tasks that simply require overwhelming strength or sheer brute force. The caster is able to give himself a couple of helping hands and gains advantage on all strength checks and any rolls made to grapple, climb or wrestle. The extra arms last for 8 hours before retracting back into the caster’s body. When found the vial contains 1d3+1 sips of the potion.
The Wand of Fireworks: A wand consisting of a thin shaft of wood that holds a glass sphere at its tip. The sphere contains a dazzling display of sparks and flashes that crackle when held. The wand has 7 charges. While holding it, the bearer can use an action equivalent to attacking or casting a spell to expend 1 of its charges and create a harmless burst of multicolored light at a point he can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a few seconds. The wand regains 1d6 + 1 expended charges daily at dawn. If the bearer expends the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
The Box of Princely Comeliness: A comprehensive, magical make-up box filled with make-ups and powders, blushes and rouges, small bottles of scented oils and perfumes. When used correctly The box makes the ugly comely, the tongue tied more dashing, and the social butterfly into an alluring magnet of attention. It can be used as a disguise kit and when used in this way, the user to adds 1d4 to the result of any skill checks made to disguise themselves with it as well as any Deception or Perform checks made to pass themselves off as the person of character they have disguised themselves as. To benefit from this, the bearer must spend ten minutes applying the makeup and the benefits last for 2d4 hours. The box replenishes its stock of powders, oils, lotions, and accessories every day at dawn.
Doom Siren: A tiny clockwork box lets out an ominous dirge audible up to 100 feet when an intelligent creature dies within 100 feet of it.
Devil Salts: A sealed leaded vial filled with course red salts. Distilled from the molten sweat of demons, a whiff of these crystals fills a creature with fiendish resilience at the cost of a few seconds of sanity. It is best saved from emergencies... As an action equivalent to attacking or casting a spell, he bearer can open the vial and hold it to the face of an unconscious or dying creature. The downed creature regains a dagger’s worth of hit points per character level (1d4 X their level) and becomes violently conscious as they screaming and flail in terror for a few moments. The creature immediately jumps to their feet and takes the dodge action. The revived creature is considered frightened and cannot take actions or movement until the end of his next turn other than to stand up, dodge defensively and scream as loudly as possible. When first found the vial contains 6d6 uses of the Devil Salts.
Mages Manacles: A pair of bulky brass manacles held together by a sturdy brass bar inscribed with abjuration runes. The bindings prevent the creature from casting spells that require hand movements or somatic components. A creature who is bound by both manacles cannot regain spell slots by any means, including through rest, class or racial abilities or by use of potions or wondrous items.
Compass of the Homesick: A compass with a small compartment under the dial which can be filled with earth, sand, dirt or small pebbles. The compass dial features two needles. The small needle always points towards the magnetic north. However, the large needle always points towards the location the material in the compartment was taken from, allowing the bearer to always find their way to their home ground. If the compartment is empty, filled with any other type of material, or material taken from another plane of existence, the needle slowly spins around aimlessly.
Martyr’s Vow: A steel amulet painted with a palm marred by a crimson swirl. The amulet can be used as holy symbol for the purposes of casting spells or channeling divine might. When a creature you can see within 30 feet of you takes damage, as a reaction equivalent to an attack of opportunity the bearer can reduce the damage the target takes by the equivalent of a longsword (1d8) to a minimum of 0. Each time the bearer does this, he suffers the amount of damage that he spared the target from and this damage cannot be reduced in any way.
Moss Quiver: A soft leather quiver sporting an inner lining fashioned from moss. It is said that any arrow placed within will make no noise on impact. Although hard to believe, this species of moss certainly has a reputation from the marshes it is found within. The strange plant quickly covers projectiles placed within it with a layer of soft, sound absorbing moss but the material quickly dries out and dies when away from the quiver. When the bearer is hidden from a creature and misses it with a ranged weapon attack with a projectile or thrown weapon drawn from the quiver (arrow, bullet, javelin, etc.) that round, making the attack doesn't reveal the wielder's position.
Scroll of Shielding: A venerable spell scroll decorated with a crude drawing of a warrior's shield displaying an unknown crest of a kingdom long lost. A bearer capable of casting spells can read out the written incantation (As an action equivalent to attacking or casting a spell) to grant themselves or a creature they can see within 30 feet a spectral shield that floats around them creating a protective barrier. This consumes the scroll but for the next hour, the target’s armor class or physical defenses are increased as if he was properly wielding a shield. The wielder may benefit from the armor class bonus (Typically a +2) even if he is already wielding a shield.
Potion of Witchy Healing: A hag-brewed healing draught that does the job but at a terrible price to one’s taste buds and stomach. The fetid potion knits bones, seals flesh and stanches the flow of blood from mortal wounds. As an action equivalent to attacking, the bearer can drink it himself or administer it to another conscious or unconscious creature. The drinker immediate regains three dagger’s worth of hit points (3d4+3). For one hour after consuming the potion, the drinker's digestive system is so upset that he gains no benefits of any kind from consuming a potion, elixir or helpful alchemical substance.
Death's Head: A grossly mutated Random Humanoid skull filled with the most virulent poxes of Nurgle the Plaguelord and sealed with blood-laced wax. It explodes when thrown at the enemy, showering them in filthy pus and rot. As an action equivalent to attacking, the wielder can throw Death's Head as a weapon they're considered proficient with at an enemy within 30 feet. On a successful attack, Death's Head deals five daggers worth of poison damage (5d4) and if the target suffers 10 points of damage or more, it is also poisoned for one minute. The damage that Death's Head deals ignores resistances to poison damage but not immunity.
Instrument of Illusions: A Random Musical Instrument that is an exquisite example of its kind, and is superior to an ordinary instrument in every way. While playing this musical instrument, the bearer can create harmless and obviously illusory effects within a 30 foot radius. These effects can include images, shapes, colors, sound, movement, and slight changes in temperature. Anyone experiencing these illusions is aware that the illusions are emanating from the instrument.
Murderer’s Gloves: A pair of gloves made of thin black leather and have a silver dagger embroidered on the dorsal side of the hand. While worn, the wielder's Sneak Attack damage dice are increased from d6's to d8's.
Moonstone: A warm blond stone the size and shape of a chestnut that feels smooth and oily. It glows with soft light like a brave candle when in areas of darkness.
Whispers of the Forgotten Tome: A small, weathered leather-bound book is filled with cryptic symbols and ancient text. Its pages emanate a faint glow, hinting at the secrets it holds. When opened, the pages softly rustle as if whispering forgotten knowledge and consulting the tome can grant limited insight into hidden truths. Once per day, the bearer can ask a single question about their immediate surroundings, and the book will provide a brief and enigmatic but truthful answer. The answer may come in the form of a riddle, a cryptic phrase, or a symbolic image. The interpretation of the answer is left to the bearer's discretion. Additionally, the presence of the book may occasionally attract the attention of scholars, sages, or those intrigued by ancient lore. This can lead to unexpected encounters, opportunities for knowledge exchange, or even quests related to forgotten mysteries.
Whispering Coin of Serendipity: A small, silver coin with intricate engravings on both sides. The object appears slightly worn, hinting at its mysterious history and when held, it emits a faint, soothing aura. The coin is fickle and grant its possessor a run of unexpected luck for good or ill when called upon when the bearer flips it and tries his fortune. Once per day as an action equivalent to attacking, the bearer can flip the coin and must roll 1d20. On an even numbered result, the bearer adds +1d4 to the result of any attack roll, saving throw or skill check he makes for the next 24 hours. On an odd numbered result, the bearer must subtract 1d4 from the result of any attack roll, saving throw and skill checks he makes for the next 24 hours.
Battlemage's Wristguard: An exquisite accessory crafted from dark brown leather and adorned with intricate brass metalwork. Wisps of blue and white arcane energy streak across the leather wristguard, forming mesmerizing cracks and patterns. Created as a basic defense for battlemages, it collects excess arcane power that’s emitted while the caster is channeling a spell and uses it to power a shield to guard the wearer from attacks and distractions. Whenever the bearer is actively concentrating on a spell, his Armor Class is increased as if he was properly wielding a shield (Typically a +2) and the wielder adds +1d4 to the result of any checks made to maintain concentration on the spell.
Urchin’s Reminder: A kelp bracelet beaded with irregularly round and dimpled carvings of ironoak; it is always damp against the skin. The band holds a simple dweomer crafted by a mercenary captain who was seeking enlightenment and wanted to stop his emotions getting the best of him. Whenever the bearer gains the Charmed or Frightened condition, spines erupt from the dimpled beads, focusing his mind and drawing a trickle of blood and dealing 1 point of piercing damage to the bearer. If the damage allows the bearer to reroll a saving throw against the effect causing him to be Charmed or Frightened, he adds +1d4 to the result of the reroll.
Castaway's Compass: A small, well-worn brass compass with a rich patina. When the compass is submerged in seawater, the needle changes from red to green and spins to point towards the nearest dry land.
Diem: A ring with cerulean strands intertwining themselves with similar white strands. Engraved upon the blue strands are symbols denoting the grace of water, and upon the white, symbols denoting the swift, fierceness of air. Once per day the bearer may activate the ring, allowing the bearer to activate a class ability, racial feature or other magic item that is only usable once short or long rest (Or once per day) that the bearer has already used for day. Activating the ring takes the same action as the power or ability that the bearer is trying to reactivate. When Diem is first found it has 1d4 charges on it. When Diem is activated, roll 1d20 and if the rolled number is the same or less than the number of charges on the ring, it crumbles into ashes and is destroyed. If the rolled number is greater than the amount of charges, it remains intact but gains 1 charge. There is no way to remove charges from the ring. ---Note: This item is vaguely worded and in theory could be activated to recast a wizard's highest level spell or to use Arcane Recovery again, it could be used for a fighter's Action Surge or Second Wind or grant a cleric another Channel Divinity. If the item is too strong, the DM is free to add more charges to it when the PC's find it or to make it gain 1 charge on an ability that the PC would regain on a short rest and 2 charges for something regained on a long rest.
Primal Bracers: A pair of matching silver bracers decorated with intricate leaf patterns made of emeralds. Their beauty alone is enough for it to be worth something but the minor power it possesses over the natural world adds considerably to its value. Knowledgeable PC’s are aware that wondrous items like these were created by the Druid Dyonis and used to train and help new druids to the order. As an action equivalent to attacking or casting a spell, the bearer can instantly make a flower bloom, a seed pod open, or a leaf bud bloom. Alternatively he can create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint order of skunk. The effect must fit in a 5-foot cube. Lastly the bearer can create a tiny, harmless sensory effect that predicts what the weather will be at his location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists until the start of the bearer’s next turn.
Cursed Cloak of Curses: A cursed cloak riddled with sewn on hexes, signs of ill omens and unlucky patterns, that would cause any superstitious viewer to want to throw it into the nearest fire. Closer inspect reveals even more invitations of calamity woven into the cloth itself; A small shard from a broken mirror, a hair from a black cat, skin of a toad, the feather of a dead raven, a vial of spilled salt, a deformed opal, and so on. The intense mixture of dozens of different minor misfortunes all clashing together actually seems to protect its bearer rather than causing him hardship. No single source of bad luck wins out, each fighting with the other and banding together to ward off any additional curses. The wearer adds 1d4 to the result of any saving throws he makes to resist curse type spells or effects. This includes any additional saving throws the curse might impose or if the bearer is suffering from an ongoing curse, any regular saving throws to resist or break free. Unsurprising, the cloak emits a strong malignant aura and easily registers as a cursed item for anyone capable of detecting cursed objects.
Scales of Accounting: A brass merchant scale that includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. Furthermore, a bearer can place one hand on the scale and another hand on a pile of gold, silver, copper or platinum coins within a 5-foot cube, the bearer can will the pile to be converted to their exact equivalent value in gold, silver copper or platinum coins.
Goblin Birthing Knife: An old rusty dagger with a wide and forbidding blade, shaped like a serrated leaf to cause greatest bloodletting. Despite its decrepit appearance, the blade projects the most fell sense of dark sorcery. Within one minute of using the Goblin Birthing Knife to kill a humanoid creature of medium sized or larger, the wielder can spend an action equivalent to attacking or casting a spell to slit open that corpse's belly to reveal a newly birthed (But fully grown) Goblin. This goblin will have a favorable disposition to its creator but is wicked in its stupidity. Each time it is used in this way roll 1d20 and on a result of a 1, the blade will break off, nullifying the enchantment.
Serpent Lens: A monocle that appears to have a vertical pupil and is rimmed with snake skin in a configuration allowing it to fit over a wearer's right eye, like an eyepatch, though it does not have a strap. It radiates vivimantic energy and registers as a cursed item to spells and abilities that can detect it. If pressed over an eye, the lens will burrow into the wearer's face, consuming the wearer's natural eye in the process. This replacement is quite painful, taking an entire minute to complete while the wearer writhes in agony and is completely incapacitated. Afterwards, the bearer’s normal vision is unaffected but he can detect and identify poison and poisonous creatures by sight as they’re surrounded by a faint aura. Strength and danger of specific poisons may be detected, but the amount of detail available will vary based on knowledge and experience. The wearer is considered attuned to the Serpent Lens which consumes an attunement slot. If the wearer is targeted by a Remove Curse effect, the Lens falls out harmlessly and the bearer’s eye reappears. Should the Lens be removed by force, the process is incredibly painful and the bearer’s eye socket remains empty. Either method of removes breaks the attunment to the Serpent Lens.
Tablet of Opening: A thin sheet of stone carved with runes of opening and destruction. If pressed against a door, chest or 5-foot section of wall no more than 3 feet thick and shattered with a hammer, the door so pressed will similarly shatter. Shattering the tablet requires an action equivalent to attacking or casting a spell but any creature capable of swinging a hammer is capable of it.
Worklight: A leather headband with a small circular geode attached. The sparkling rock is marked with harsh rudimentary runes. The bearer can tap the crude markings to activate it which causes the crystals within the stone to cast a bright purple-amethyst light in a 60-foot cone and dim light for an additional 60 feet. Tapping the geode again turns the light off.
Potion of Resting: A sealed glass vial containing a green bubbling potion which tastes like lime. If consumed, the drinker’s body immediately attempts falls into a lethargic half-sleep while his body attempts to repair itself. For the next minute the drinker suffers disadvantage on all attack rolls, skill checks and saving throws and his speed is reduced by half. At the end of the minute, the drinker gains all the benefits of a short rest, as if had been able to lie down comfortably for a full hour.
Diluted Oil of Sharpness: A sealed glass vial filled with clear, gelatinous oil that sparkles with tiny, ultrathin silver shards. The oil can coat one melee weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is considered a +1 magical and silvered weapon.
Fishmoss Spores: A small flask of brackish water mixed with spores of Fishmoss. The flask of water must be inhaled, not drunk, a highly unpleasant experience akin to physically drowning. Upon imbibing the liquid, the spores cling and rapidly grow on the inside of the persons lungs, allowing them to breathe water instead of air. For the next twelve hours, the drinker becomes able to breathe water as if it were air, but cannot breathe air during this time. It does not give a swimming speed, only prevents drowning.
Quill of the Nighthawk: A writing quill is made from an ethereal nighthawk's flight feather that has been enchanted to enhance its connection to the Ethereal Plane. Once per week, the bearer can use the quill to write a message up to one-hundred words long with the quill on a piece of parchment and send it to a creature with which he is personally familiar with. The parchment instantly folds itself into a miniature nighthawk and travels through the Border Ethereal to deliver itself to the recipient on their plane of existence. The parchment nighthawk takes 12 hours to reach its recipient and is intangible while in transit: immune to all damage and conditions. The recipient can respond by writing on the parchment, which will re-fold and return itself to the bearer (Taking another 12 hours), so long as they do so within 1 hour of receiving the message. The sender can choose to have the parchment nighthawk recite the message it contains aloud upon delivery, doing so in the sender’s voice. Knowledgeable PC’s are aware that, once a year, the ethereal nighthawk molts and leaves feathers behind. These feathers are prized for their connection to the Border Ethereal and are excellent reagents in magical items or concoctions.
Alliance Rings: A pair of identical glass rings that shimmer from a stitch of eldritch energy that runs through their center. When two different creatures have each worn one of the rings for at least one hour, they both gain the ability to sense the direction and approximate distance from the other. They also revive a slight jolt (Which will wake them up) when the other ring wearer drops to 0 hit points.
Archaic Pact: A crumpled vellum scroll scrawled with an Infernal statement outlining the beliefs of a specific yet unnamed fiend. Whether or not you can read the language, any creature who studies the statement feels as though they can pronounce each word correctly, though they wouldn't understand the meaning. By repeatedly reciting the creed aloud as an action each round for one minute, the speaks cast Find Familiar, except the familiar takes the form of either an imp or a quasit (A speaker who can read and speak Infernal can choose, for others its a 50% chance of either). The creed is irrevocably absorbed into the familiar’s body and is completely destroyed when the familiar drops to 0 hit points. The familiar summoned by the creed is cursed. The archfiend who wrote the creed can observe the speaker through the summoned familiar, and if the speaker should ever die, familiar is not dismissed and rather becomes loose on the material plane to further the hellish causes of the Abyss.
Assassin’s Ring: An unassuming-looking signet ring hiding sinister features. The first is a single-chambered extradimensional space which can hold one dose of poison which remains potent and lethal as long as it stays within the chamber. The wielder can use an action equivalent to drawing a weapon to press part of its filigree to deploy the poison and apply it to a weapon or piece of ammunition that he is holding. Alternatively, the ring can be activated while holding a piece of food or a cup of liquid to mix the poison throughout the food or drink. The wielder gains advantage on checks made to conceal this action from observers. The ring can be filled with ten minutes of careful effort to funnel poison into the extradimensional space. The ring is protected by minor shielding wards and when worn by a living creature it does not give off a magical aura and is not detectable as a magical object.
Birdsong Whistle: A carving of reddish soapstone resembles a miniature cardinal. When air is blown through the lower back high-pitched sounds are emitted through the bird’s open beak. When the whistle is blown the sounds of songbirds are heard by all creatures in a 100-foot radius. These calls are indistinguishable from actual birds singing.
Cunning Tools: An exquisitely designed set of thieves’ tools made from silver worked only by the light of the full moon. They are enchanted to guide even the clumsiest felons to success. A bearer is considered proficient in these thieves’ tools even if they normally aren't and a creature who is already proficient in thieves tools adds 1d4+1 to the result of any skill checks made with them. In addition, the Cunning Tools fold down into a single, small smooth rosewood handle that appears to be a finely polished piece of wood. In this state the bearer gains advantage on checks made to conceal it and when carried by a living creature does not give off a magical aura and is not detectable as a magical object.
Fan of Whispering: A hand-fan painted with the image of a woman’s face breathing a gust of wind across a countryside. A bearer who holds the fan in front of his lips can communicate at a whisper to someone within 100 feet that he can see, without being detected by anyone else around. The fan does not grant the ability to reply to the messages.
Focusing Eye: A thumb-sized opal carved to resemble an open eye. As an action, a bearer can affix it to his forehead where it remains in place until he uses another action to remove it. While worn, the gem focuses, the wielder's mental facilities, clearing the psychic static and allowing him to better send and receive mental communications. While worn, the bearer can add 1d4 to the result of any insight, deception, intimidation and persuasion checks he makes while speaking telepathically with another creature. The opal does not grant its wearer the ability to communicate telepathically.
Gossip Earring: A brass earring sculpted into the shape of whispering maidens. While worn, whenever a creature says the bearer's name while within 100 feet the earring activates, transmitting the creature’s words as a hushed whisper into the bearer's ears until it has gone at least 1 minute without saying the bearer’s name.
Heaven's Roof Ring: A silver ring set with a flat gray stone etched with a wing. Whenever the creature falls from a serious height, his rate of descent slows to 60 feet per round and when he lands, he takes no falling damage and can land on his feet. While attuned, the bearer is also fully acclimated to great heights and automatically succeed on checks against the effects of the high altitude. The bearer must attune to the ring by sitting on the edge of a ledge, wall, cliff or other structure that is at least 10 feet tall and looking towards the ground for at least one hour.
Lucky Halfling Foot: A small hairy Halfling foot that has been shrunken, alchemically preserved and attached to a simple chain necklace as a pendant. Whenever the bearer rolls a natural 1 for an ability check, attack roll, or saving throw while wearing this necklace, he may choose to reroll and must use the new result. Once he makes a reroll in this way, he cannot do so again for the next 24 hours. In addition, halflings get an unnerving sense of this macabre trophy even when it is hidden, and while wearing this necklace the bearer has disadvantage on all charisma checks to interact with halflings. Alternatively, these mortal remains can be buried or burned properly through halfling funerary rites taking 1 hour. If these rites are completed, up to 8 creatures who took part in the proceedings can roll a Religion skill check with advantage and record the result as a mote of spiritual thanks from the halfling’s soul enters their body. Whenever a creature who has a mote within them rolls a natural 1 on an attack roll, skill check or saving throw, they can choose to expend the mote and replace the natural 1 with the result of the Religion skill check they recorded. Doing this consumes the mote.
Magic Mirror: A pocket mirror cast of silver from a sphinx's lair, housing glass made from the bones of a long dead seer, ground to dust. When viewed indirectly, its surface shows an insubstantial otherworldly face looking back. The mirror can be used as a spellcasting focus and twice per day can be used to cast Augury (See Note) as you ask a question and gaze into it. When you do so, your reflection whispers the answers to your questions. ---Note: Augury as a spell: https://roll20.net/compendium/dnd5e/Augury#content
Midnight Pearls: A damp silk pouch containing 1d4+2 lustrous black pearl earrings would look at home on a socialite but are rumored to have originated with a treacherous pirate captain. They always appear wet and give the air nearby the slightest taste of saltwater. A bearer does not require pierced ears to wear the earrings and when placed against the lobe they naturally stick to the skin. In addition to being highly fashionable, they can also help escape dangerous situations. A bearer can use an action equivalent to attacking, to drop and stomp on one of the pearls, destroying it to release a cloud of inky, magical darkness erupts in a sphere 15 feet in diameter centered on the bearer. The effect is impenetrable by darkvision and lasts until the end of the bearer's next turn.
Preserved Imp’s Head: A desiccated head of an imp that mumbles occasionally as if trying to speak but cannot, as its eyes and mouth sewn shut with a rough black cord. The fiend still lives in a twisted sense of the word and longs to escape this prison and return to Hell. The head shakes violently and curses whenever it is within 100 feet of an magical portal. If that portal leads to the abyss or a hellish plane the imp becomes enwreathed in harmless black flames as the fiend can taste the Sulphur of its homeland.
Steelsilk Mantle: An ornate purple dire-spider silk cloak, interwoven with enchanted steel threads. Whenever the wielder is attacked by a creature he can see, he can spin the cloak in its path in a defensive flourish to deflect the blow. Using an action equivalent to an attack of opportunity (See Note) the wielder can use the close to increase his armor class or physical defensiveness as if he was properly wielding a shield. The wielder may benefit from the armor class bonus (Typically a +2) even if he is already wielding a shield. —Note: If your system doesn’t use attacks of opportunity use the following rule: Once the wielder parries an attack he is no longer able to do so until the start of his next turn.
Practical Theology; A Beginner's Guide: A deceptively heavy, cloth-bound book adorned with divine symbols. It contains descriptions the basic concepts of prayer along with the symbiotic nature of Gods and mortals and how to properly request minor miracles. A creature who has read the volume for at least an hour a day for the past week obtains a rudimentary understanding of the power of prayer and gains the ability to cast one cleric cantrip of their choice that does not deal damage. The nature of spellcasting is demanding and precise and should the creature not keep up with studying the book for an hour per day they fall out of practice and must spend another week pouring over the tome’s pages. A creature who has gained a cantrip from reading the book can switch it to a different cantrip that doesn’t deal damage after reading the book for one hour. If the reader has spent 365 cumulative hours reading the book over the course of one year, he becomes proficient with one cleric cantrip of his choice that does not deal damage and no longer needs to consult the book each day to cast it.
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tabletoptrinketsbyjj · 3 months
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Trinkets, Rings, 5: Enough rings and bands to wear three on every finger and toe while still having dozens to spare. Rings, especially magic rings are a very common item of jewelry in fiction and roleplaying. From a basic ring of protection, to the life saving ring of regeneration, the ring of the Nibelungs, the rings of the lantern corps, the ring of Gyges, any wedding ring ever depicted, the ring of Solomon, Sir Perceval’s ring, Aladdin’s genie housing ring, the nine rings of mortal men and the precious one ring of power, these small circular pieces of gems, metal, wood or bone always add more to the story than the sum of their parts. None of these rings are intensely magical in their own right but can serve as basis for a magical or plot relevant ring. When a DM rolls a d100, the bog standard ring of protection +1 they were going to give out now has a unique look and personality rather than just a mechanical benefit.
A ring that resembles the scales of justice bent in a circle. When worn it tends the focus the wielder’s judgment into a stark sense of good and evil.
A wide ring whose metal is streaked with a rainbow pattern that shimmers and shifts around constantly.
A simple silver ring that is set, not with a gem, but a bright white sphere of arcane force.
A finger-ring of translucent, deep green jade, carved to resemble a twisting vine of ivy.
A platinum finger-ring of a winged serpent devouring its own tail.
A set of four ivory finger-rings, the bands inlaid with a continuous mosaic of emerald, ruby and sapphire.
A tungsten ring painstakingly crafted to look like a centipede curled around the finger.
A jade signet ring depicting a raven with an arrow through its neck. Any dwarf who sees the emblem will develop an intense migraine for as long as they observe it.
A gaudy golden ring topped with an obviously fake ruby. The faint, ghost‐like face of a middle aged gnome floats in the ring’s phony jewel. He is smiling, but when he notices someone is looking at him, he winks!
Ring of Unspeakable Power: A small golden ring with a beautiful gem set in IT, it is a good looking ring, and IS definitely not CURSED, and whoever is wearing has no need to TAKE IT OFF. What silly person would think a ring could DO SOMETHING like that? It’s not like IT HAS any POWER THAT IS CORRUPTING YOU or anything, and though your friends are crying and begging for you to TAKE IT OFF RIGHT NOW, they probably just want to wear it themselves. After all, who wouldn’t? It is a very nice looking ring, after all. Anyone who isn’t wearing the ring believes it is cursed and a dangerously corrupting force that is causing the wearer to become evil, and anyone who wears it believes it’s just a nice looking ring, and the people telling them to take it off are just jealous. It was created by an enchantress with a love for practical jokes. The ring does not compel people to act against their alignment nor does it actually impose any sort of actual detriment, although it does detect as an evil, unhallowed and cursed object for curse detecting and breaking abilities and spells.
—Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Keep reading for 90 more trinkets.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A ring that resembles the scales of justice bent in a circle. When worn it tends the focus the wielder’s judgment into a stark sense of good and evil.
A wide ring whose metal is streaked with a rainbow pattern that shimmers and shifts around constantly.
A simple silver ring that is set, not with a gem, but a bright white sphere of arcane force.
A finger-ring of translucent, deep green jade, carved to resemble a twisting vine of ivy.
A platinum finger-ring of a winged serpent devouring its own tail.
A set of four ivory finger-rings, the bands inlaid with a continuous mosaic of emerald, ruby and sapphire.
A tungsten ring painstakingly crafted to look like a centipede curled around the finger.
A jade signet ring depicting a raven with an arrow through its neck. Any dwarf who sees the emblem will develop an intense migraine for as long as they observe it.
A gaudy golden ring topped with an obviously fake ruby. The faint, ghost‐like face of a middle aged gnome floats in the ring’s phony jewel. He is smiling, but when he notices someone is looking at him, he winks!
Ring of Unspeakable Power: A small golden ring with a beautiful gem set in IT, it is a good looking ring, and IS definitely not CURSED, and whoever is wearing has no need to TAKE IT OFF. What silly person would think a ring could DO SOMETHING like that? It’s not like IT HAS any POWER THAT IS CORRUPTING YOU or anything, and though your friends are crying and begging for you to TAKE IT OFF RIGHT NOW, they probably just want to wear it themselves. After all, who wouldn’t? It is a very nice looking ring, after all. Anyone who isn’t wearing the ring believes it is cursed and a dangerously corrupting force that is causing the wearer to become evil, and anyone who wears it believes it’s just a nice looking ring, and the people telling them to take it off are just jealous. It was created by an enchantress with a love for practical jokes. The ring does not compel people to act against their alignment nor does it actually impose any sort of actual detriment, although it does detect as an evil, unhallowed and cursed object for curse detecting and breaking abilities and spells.
A lacquered wooden ring polished to a bright gleam. Suspended in the ring's setting is a single raindrop infused with primordial power.
A ring of brambles with a sphere of jade carved into the shape of a viper's head set in its center
A Randomly Coloured ceramic ring that when worn, changes the colour of the bearer’s eyes to match that colour.
A venerable stone ring engraved with Primordial runes.
A golden ring emblazoned with a sun-like jewel.
A ring whose setting is a deep milky onyx. Staring into the gem gives a feeling of awe due to the similarity to the night sky.
A ring embedded with four small gemstones, each with their own special gleam that helps to calm the bearer. The gems are a breathtaking ruby, deep blue sapphire, a crystalline citrine and an earthen quartz
A simplistic rose gold ring that looks beautiful and makes the bearer feel all warm and fuzzy inside. While wearing this ring, the bearer is unable to think that is anything is negative and puts a positive spin on everything they do.
A breathtaking ring with bands of platinum and amber swirling around the silver base.
A ring made from a multitude of insect carapaces, each with varying hues and textures.
A ring quite strange in its make. It appears to be a wooden band with a square piece of glass for a setting. Nonetheless, it is still a beautiful looking piece of jewellery.
A ring made of an oily dark metal covered in many rubies that seem to glint like the eyes of dozens of small predators.
A wax sealing ring bearing the insignia of a long dead thief.
A heavy signet ring of bloodstone bearing the crest of a recent usurper of the kingdom.
A food taster's ring, heavy bronze sporting a bezel made from an arc sliced from an alicorn.
An emerald finger ring with silky inclusions, set with rows of seed pearls and golden granulation.
A ring consisting of a band of gold set with an impressive tiger-eye.
A ring consisting of a band of polished gold set with two rubies of equal size and color.
A white jade ring, carved to depict tiger kittens at play.
A quartz ring carved to depict a flight of swallows.
A rings crafted from an alloy of adamantine and copper set with a black opal.
A plain brass ring of minimum value. Designed to draw as little attention as possible, the band’s only adornment is a tiny relief carving of a lightning blasted tree stump and the words “Even the mighty are destined to fall” engraved upon the ring’s surface.
A steel ring that has been heat-colored to portray flames along the length of the ring.
A silver band with an inlaid deep blue sapphire, surrounded by small, engraved runes.
A ring consisting of three intertwined bands of copper, silver, and iron.
A simple charm ring made from bone, carved to resemble a lizard set with hematite eyes biting its own tail.
A ring that appears to be made of ivory, but actually has a fleshy texture. It is warm to the touch and slowly pulses as if it possesses a heartbeat.
An iron ring etched with silver runes. When first donned, the hand on which the ring is placed tingles, as if being lightly shocked.
A ring crafted to resemble a falcon, head cocked to the side and wings outstretched around the finger. The eye is set with a blue diamond.
A ring made of woven bands of silver with a milky white opal affixed to it.
A gem with the emblem of a divine light etched into it is cradled in a golden ring, crafted with utmost love and attention. It seems to radiate a divine heat to it, making it warm to the touch. Knowledgeable PC’s know that those who typically wear such rings are devoted to the holy cause of The Church of the Silver Flame
A ring of mottled green and brown stone that always appears to be wet.
A thick granite ring set with a jacinth of inestimable beauty.
A ring composed of three separate bands; two emerald bands, and one glass band which contains a small amount of quicksilver that can be seen sloshing around within the glass band.
A glass ring decorated with fairy wings made of amber.
A jade ring inscribed with the name of a green dragon.
A large tarnished ring with an embedded compass.
A ring of twine that twists and winds when worn, digging into flesh.
An iron ring set with two wolf heads, one bulbous and one withered.
A ring of etched sunstone, on which is written prayers for good weather.
An iron signet ring of a vanished monarchy.
A plain brass ring of exquisite craftsmanship.
A thin platinum ring set with a perfect moonstone.
A large and finely wrought middle ring of unusual workmanship.
An elegant electrum ring with a clear blue crystal set into its center. Its shanks and gallery are fashioned to resemble gusts of wind.
An adamantine ring with a distinctive signet that is clearly recognizable as those worn by the sworn members of the Paladins of the Adamite Tower. These unique bands are made through an intense trial and are impossible to counterfeit. Wearing this under false pretenses gains the wearer the enmity of the Paladins. Otherwise, it signifies to anyone that the bearer is part of the well respected and widely liked paladin order and would impact a significant level of prestige and respect to the wielder and his companions.
A ring crafted of iron and brass and set with four gems. A pentagram is inscribed on its face, along with runes that are said to spell out the true name of the Lord of Hosts.
An ancient ring, cut and polished from a single agate, is engraved with the petroglyphs for "GOOD JOB."
A small Tabasheer toe ring.
A thin gold ring delicately engraved with sigils of loves. When gently caressed, the bearer begins spontaneously weeping.
An electrum ring with an opal that seems to harmonize with music being played or performed nearby.
A ring made of white metal with a name in Auran inscribed on the inside.
An antiqued ring with a protruding spike made of a demon’s claw.
A ring with a gilded band mounted with a cluster of lapis lazuli.
A gear-shaped ring made of an unknown but durable material.
A thick gold ring with inset obsidian cut to depict a soldier’s helmet.
A large gold ring with an opal gem in a clawed setting.
A signet ring, bearing the crest of a well-known noble family from a couple of provinces away.
A jewelled ring, with a hidden panel concealed beneath the jewel, on which is painted the personal coat of arms of the reigning monarch.
A thin silver ring with a round centre stone that you can change the colour of by rotating the ring around your finger once.
A silver ring engraved with roses.
A gold engagement ring with the center stone missing.
A ring carved from black volcanic rock with small rubies all along its outside. It is warm to the touch and sparkles more than usual when reflecting firelight.
A ring of gold and silver twirled together, with a single large sapphire set in the centre.
A blue-gray metal ring bearing an engraved snowflake is cold to the touch.
A ring whose band of beaten copper sports a hint of green oxidation that marks it as unremarkable.
A dented gold ring, covered in scratches and blemishes. When someone tries to put it around their finger, the ring shrinks so that it cannot fit.
A bejeweled golden ring, with emeralds, sapphires and rubies set into the band. Concentrating on the ring causes the gems to glow brilliantly.
A simple steel ring inscribed with the phrase "Victory or Death" in runic script.
A brass signet ring bearing the sigil of a noble house that fell into exile a generation ago. The crest has nearly been scratched off.
A gold ring with script along the outside in a strange language.
Ring of Boundless Visions: A silver ring bearing a repeating pattern of open eyes along the inner and outer bands. When the bearer of this ring sleeps, deeply realistic and uncontrollable visions come upon them. The visions feel as if they are actually taking place, and the bearer is likely to react as if they were truly experiencing the events, interacting with nearby objects as if they were the items witnessed in the visions. Often, the bearer's visions will be nonsensical, containing impossible events, or confluences of recent events with fanciful imaginings. Sometimes, however, exact repeats of recent events will occur, or the vision will eerily resemble events of the near future. However, upon waking, the bearer will remember very little of the vision, if at all.
A tarnished ring bearing the signet of deposed royalty.
A handsome men’s ring plated in lustrous gold with silver-toned accents. The face of the ring features a rich onyx centre stone set with a grid of four diamonds. A key pattern, symbolizing unity and the eternal flow of life, borders the face of the ring. For a perfect finishing touch, an additional diamond adorns each side of the ring, for a total of six radiant stones.
An exceptional ring that features three proud lions plated in gold, standing out from their bold and regal blue hand-enamelled background. This band is also plated in gold and each of the shoulders is set with an ice-white diamond.
A slim silvery ring with a shiny, well cut, emerald set into it.
An intricately-carved, but otherwise plain red-gold ring.
A plain iron ring set with three small rubies. When held in total darkness, the rubies glow like faint embers.
A dark iron ring set with a piece of amethyst that never quite seems to be well-lit, even in direct sunlight. Tendrils of smoke and darkness seem to twirl in the crevices of this crude stone.
An ancestral ring, set with a gem of deep, sanguine claret. Knowledgeable PC’s can recognize the heraldry of the Von Carsteins along the band, a noble house infamous for possessing the dark gift of everlasting undeath.
A thick ring of oathgold, created using words of fury once spoken by Grimnir himself.
A band smelted from a fallen star found on the snowy steppes, the metal of this ring is dark and cold.
An ivory ring set with a mauve stone of this ring that flashes and sends a delicious tingle to the wearer's very core in the presence of hostile magics.
A small silver ring, with a ruby gripped between two silver claws that grow out of the band.
A ring made of cold steel with several sharp barbs protruding from it. It is crafted in the shape of a monstrous spiked eel whose mouth can open and close.
A ring of golden oak engraved with the image of a tree with nine branches.
A silver and copper wire ring set with a large cracked and dimpled opal. In sunlight, the opal slowly shrinks, the setting shrinking with it; in moonlight, it expands.
A thick copper ring studded with tiny mageglass daggers, the sharp facets stained red.
A thick ring made of smoothly polished granite and topped with an ironoak relief of the watchful moon at its zenith over a berry bush. It smells of crushed raspberries.
A gold ring with a thin band engraved with arcane symbols. It is set with a large and flawless ruby that glows with a faint red light. The gemstone is cut in a hexagonal shape and set in a complex metal framework that resembles a cage. The ring radiates a subtle aura of magic and intelligence.
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tabletoptrinketsbyjj · 3 months
Text
Trinkets, Rings, 4: Enough rings and bands to wear three on every finger and toe while still having dozens to spare. Rings, especially magic rings are a very common item of jewelry in fiction and roleplaying. From a basic ring of protection, to the life saving ring of regeneration, the ring of the Nibelungs, the rings of the lantern corps, the ring of Gyges, any wedding ring ever depicted, the ring of Solomon, Sir Perceval’s ring, Aladdin’s genie housing ring, the nine rings of mortal men and the precious one ring of power, these small circular pieces of gems, metal, wood or bone always add more to the story than the sum of their parts. None of these rings are intensely magical in their own right but can serve as basis for a magical or plot relevant ring. When a DM rolls a d100, the bog standard ring of protection +1 they were going to give out now has a unique look and personality rather than just a mechanical benefit.
A large stone ring all flecked with stripes of red, blue and brown. Odd as it seems, the ring has only one edge; a finger drawn along that edge would circle inside and out before coming back to where it began. It grants the wearer pleasant dreams.
A thick iron ring featuring a square onyx set into it wreathed in several tiny smoky quartz.
A ring comprised of two woven bands, one of copper and one of silver. The ring is studded with sapphires which shine brightly during a thunderstorm.
A ring forged of silver and worked in braided spirals.
A heavy copper ring that whenever turned sideways, pours out a small measure of dust.
A ring made from rare red-gold inscribed with intricate and interlocking sigils.
A porcelain ring bound by the image of an angelic creature. Upon its face is one of pure passion and rage.
A relatively small ring bearing both the symbols and crest of House Amber, a sinister and mysterious family that fled to their current estate from another realm.  It has a clean sheen reflecting off its brass surface and looks well cared for.
A plain pewter ring set with a humble red garnet.
Casanova Ring: A dark walnut ring is engraved with a rose vine design. The bearer can instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
—Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Keep reading for 90 more trinkets.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A large stone ring all flecked with stripes of red, blue and brown. Odd as it seems, the ring has only one edge; a finger drawn along that edge would circle inside and out before coming back to where it began. It grants the wearer pleasant dreams.
A thick iron ring featuring a square onyx set into it wreathed in several tiny smoky quartz.
A ring comprised of two woven bands, one of copper and one of silver. The ring is studded with sapphires which shine brightly during a thunderstorm.
A ring forged of silver and worked in braided spirals.
A heavy copper ring that whenever turned sideways, pours out a small measure of dust.
A ring made from rare red-gold inscribed with intricate and interlocking sigils.
A porcelain ring bound by the image of an angelic creature. Upon its face is one of pure passion and rage.
A relatively small ring bearing both the symbols and crest of House Amber, a sinister and mysterious family that fled to their current estate from another realm.  It has a clean sheen reflecting off its brass surface and looks well cared for.
A plain pewter ring set with a humble red garnet.
Casanova Ring: A dark walnut ring is engraved with a rose vine design. The bearer can instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
A steel signet ring with a small compartment containing a poison pill.
A ring with a miniscule lockbox in its setting. Both the ring and the setting are plain, black alloy, save for a small, square sodalite cabochon set in the lid. A key of extraordinarily small proportion would be required to open said lid.
Ring of Black Thumbs: A black ring covered with an elvish, silver script. When worn on any finger, it turns the bearer's thumbs a pale, blackish color, and small plant life that comes into contact with them shrivels and dies.
A dark-red ring engraved with ashen symbols and smells faintly of smoke.
A gold ring set with a sparkling diamond that changes color to perfectly match the favorite color of the person holding it. It's clear when not being held.
A gold ring adorned with small jewels on the outside and cryptic lettering on the inner band.
An iron full finger ring set with a large eye agate.
A thick wooden ring flecked with diamond dust and carved with images of wild animals.
A heavy golden signet ring belonging to a defunct noble family.
A ring of jade carved into the shape of a snake.
A dark blue gem set into a dull silver ring that sounds like the ocean when shaken.
An intricately-carved white gold ring with three sapphires on top. These sapphires emit a faint glow when the ring is worn by a spellcaster. The detailed elven scrolling on the side tells an old poem about a brave hero who, being a sorcerer, conquered a dark cult that was plaguing a small town.
A copper-colored ring engraved with a variety of different types of ammunition all around the interior and exterior.
A ring that appears to have been crafted out of the skull of a small rodent or bat. When placed on one’s finger the jaws of the deceased vermin clamp firmly in place ensuring a snug, but not constrictive fit.
A silvered ring with a strip of stone in the centre, which changes colour based on the bearer’s mood. The actual meaning of each colour is highly debatable.
A copper ring with a small clear gem that shimmers slightly even in the dark. It is badly crafted with scuffs and scratches along the loop and yet there is something quaint about it that suggests more value than the first impression would suggest.
A ring made of white ivory with two red jewels that resemble the eyes of a mouse.
A ring made of gold, delicate and fragile in appearance. It loops twice around the finger and then ends in a flourish which appears to be a flower in abstract.
A dark grey ring. The band is weathered and mottled. Set in it is a cracked black jewel that shimmers when it catches the light.
A silver ring whose band is decorated with tree and mountain motifs. It is inlaid with a milky white jewel.
A large, ostentatious ring set with a gaudy Random Bright Color jewel. The bearer can detach the gem atop the ring and pull forth a length of extremely fine, tough wire that can be used to strangle an opponent. When used in this fashion the ring functions the same as a standard garrote.
A diamond ring that appears harmless during casual observation. The stone is attached to a special hinge that allows it to be flipped in its setting, revealing a point that can be used to cut panes of glass (Up to 1 inch thick) for the purposes of breaking and entering. Curling glass can be a time consuming process. It takes 1 minute per quarter-inch thickness to cut a hole large enough for a medium character to slip through.
A blue steel ring that is cool to the touch. When the bearer is holding any beverage in the same hand as the one with the ring, the beverage becomes frosty and refreshing.
A pure silver ring set with a clear gemstone that imprisons a malicious soul.
A ring made of polished marble set with a single small gem.
A silver ring whose band is fashioned to resemble a chain of tiny humanoid figures, locked arm in arm.
A ring made of flawless, highly polished electrum.
A thick Randomly Colored ring is made of polished ceramic.
A ring made of polished dark wood, with a large diamond held in a carved hand.
A wide bronze ring is carved with images of food and drink. While wearing the band, the bearer never feels hunger or thirst. The ring does not provide any sort of magical sustenance, simply snuffs out the bearer’s sensations to seek out food and drink. This effect ends the moment the ring is removed.
An obviously cheap looking ring with a brass band set with a piece of opaque Randomly Colored glass. Careful inspection will discover that the ring has a hinged section around the glass allowing it to be opened to reveal a small compartment. This area can be used to store the arcane components for one spell so long as they aren't too bulky. This ring's compartment can be opened or closed with an action equivalent to drawing a weapon. This ensures that a mage has an excellent way to always have a vital spell's material components on hand.
A claw-shaped ring clutching a Randomly Colored gem, taken from a land of ash and darkness.
A small corroded iron ring bearing a clear crystal affixed to the center, with rotating prongs affixing it to the band.
A simple wooden ring adorned by a small river stone, worn smooth. It shines beautifully in natural sunlight.
A wooden ring bearing the insignia of an open palm behind a stylized bumblebee.
A ring set with a grey pearl that is very loosely fitted. Any character proficient with jeweler's tools can easily remove the pearl and set it within a different piece of jewelry. The pearl itself is wrinkly, almost lumpy, and oblong.
A gold ring fashioned in the shape of an ivy vine. The leaf pattern is beautifully enamelled in a dark, lustrous green.
A cold iron ring bearing the emblem of a pair of crossed swords.
A thick wooden ring flecked with diamond dust and carved with images of various wild animals.
A stout gold band which is slightly translucent under very bright light. Under such light, a thin inscription reading “Light Finds A Way” appears.
A finger-ring of gold with a pendent grape cluster of amethyst 'fruit' and jade 'leaves', threaded on golden wire such that the cluster can swing and lie freely.
A golden signet ring so massive that is almost not wearable. Its bezel bears a design of a rampant stag over a crescent moon, and each shank is topped by a sapphire.
A thin platinum finger-ring, twined round with a tiny golden snake carrying a pearl egg in its mouth.
A nine-sided, blue gem mounted in a platinum base on a plain, half-inch platinum ring. Inside the band is a string of letters, with “Gaxx” the only legible word.
An extraordinary piece of jewellery cut from a single piece of raw ruby using a method far beyond the abilities of even a master jeweller. The large ring appears smooth at first but on closer inspection is cut with many thousands of minuscule facets.
A beautifully smooth and well-wrought gold-and-obsidian ring with a bright red bad with flecks of silver running around the centre, which appears like constantly swirling liquid when the ring is placed on the finger.
An opalescent mother-of-pearl full finger ring with seemingly constantly-shifting colours. The band slips neatly over the dominant finger on the bearer’s main hand.
A ragged, thin and grisly ring of soft leather, carved from the neck of an adult Yeth Hound and covered in tufts of deep grey fur.
A dented copper ring with a barely legible emblem of a soaring bird. Perceptive PC’s discover the mark to actually be a set of crossed daggers.
A medium-sized opal set into a silver band. The gem is black with veins of red, giving it a somewhat fiendish appearance.
A plain, thin golden ring is too small for a typical finger and stops a quarter inch shy of being a complete band; it has rounded ends on either side of the gap. It functions perfectly well as a nose piercing.
A golden signet ring bearing the symbol of a two‐headed falcon.
A gold band set with three deep violet stones (Amethysts) with an inscription on the underside. Careful inspection of the ring reveals it to be the phrase, “Enduring as the Mountain” written in Dwarven.
A somewhat plain gold ring is set with three small diamonds forming a pyramid shape.
A plain, thick iron band seems very light for its size and composition.
An iron ring with a thick band, and the wide bezel bearing an intricate carving of a horned serpent winding around an arcane symbol.
An elegantly cut ring made from rose-tinted gold and fits itself neatly to the bearer’s finger, no matter the size.
A bronze ring molded in the shape of a coiled feather.
A thin platinum ring, unadorned apart from a stylized leaping frog faintly etched inside band.
A silver ring shaped like twining ivy with a single heartshaped leaf on the back of the finger.
A complex ring consisting of twenty tiny red garnets wrapped in curlicues of silver erupting from a heavy silver band.
A heavy silver signet ring bearing a seal‐stamp in the shape of the letter “Z” imposed over crossed quills.
A chunky electrum ring set with a row of five tiny diamonds.
A pewter ring shaped like a chain of clasped hands.
An intricate and elegant piece of jewellery, this matched ring and bracelet are attached by a web of fine platinum chains, set with jet stones at the links.
A well‐worn bronze ring depicting a snake swallowing a turtle.
An ornate golden ring, with engraved depictions of a unicorn and lion combatant, with four rubies set equidistant along its length.
A plain brass ring with the word “quietly” etched inside the band.
A golden band set with a prominent transparent red opal.
A copper ring with an etching of a fox chasing a hare.
A silver ring shaped like a falcon in flight.
A gold ring inset with three translucent deep bright green emeralds and two transparent brownish‐red rubies.
A golden ring, the word “Whirlitz” etched into the interior in calligraphic text. A faint aura of transmutation magic permeates the metal as if the band once held some sort of enchantment.
A jade ring sculpted to make the finger resemble a striking serpent, with translucent red rubies for eyes.
An elegant lady’s silver band, with a leaf pattern etched into the surface.
A lightly magnetic hematite ring.
A simple silver ring set with a single pink garnet.
A gold ring shaped like a serpent eating its own tail with two tiny sapphires for eyes.
A platinum thumb ring shaped like a human skull.
A white gold signet ring bearing a diamond “J.”
A ruby ring with fire sigils marked on the gold band.
A gold ring with a big fat pink diamond, flanked by a smaller one on either side.
A heavy gold ring set with one large square emerald.
A mithral ring with huge rectangular topaz.
A golden ring set with a large ruby surrounded by a sea of tiny amethysts. A tiny silver eagle clutching a scroll is embossed on the ring with gossamer silver. There is a small engraving on the inside of the symbol of a hand pierced by a lightning bolt. Knowledgeable PC’s recognize the heraldic symbol embossed on the ring as that of the Tinsors, an old family famed for its eldritch knights.
An ebony ring embossed with delicate inked roses. A single amber jewel is set into the centre. A small fang is etched into the amber jewel. The fang is surrounded by bolts of lightning. The arcana rune for "light" is etched into the inside of the ring.
A golden band that boasts an intricate carving of a sleek, longeared canine form.
A bronzewood ring inscribed with the Elvish word for "hope".
A dark wooden ring carved in a mobius loop with the grain following the curvature of the ring.
Poison Ring: A large but stylish ring that has a reservoir that can hold a single dose of poison. To deliver the poison, the bearer must flip down a tiny, hollow needle so that it protrudes from the palm side of the ring, then successfully touch the target's skin. This is typically through a firm handshake or forceful clap on the arm or shoulder, the pressure of these actions helps disguise the pinprick of the needle. Locking the needle into place requires a free hand and an action equivalent to drawing a weapon, but the bearer tends to look rather suspicious fussing with the ring. An incredibly perceptive observer can notice the needle protruding from the wearer's palm but most will be oblivious. The needle deals no damage on a successful touch but delivers the poison fully each time. A pricked victim can attempt to make a sense motive or insight check with disadvantage to recognize that they were injured or that something is amiss.
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tabletoptrinketsbyjj · 3 months
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Trinkets, Worthless, 11: These trinket are garbage plain and simple. They would be termed vendor trash or junk loot in video games. They aren’t touched by stray magic or mystery as with regular trinkets, aren’t made from valuable materials and aren’t particularly useful even if they aren’t damaged.
A cookie tin. Upon opening it, you discover that it’s full of sewing supplies.
A mildew ridden purse containing 15 copper pieces that have been battered, bent, chewed or otherwise mutilated.
A single, partially soiled piece of parchment with indiscreet scrawlings upon it.
A scrap of leather on which was penned a sonnet composed by a lacklustre poet.
A single note that says “I.O.U.” The handwriting is very sloppy.
A small wooden box that when first opened, is surprisingly full of spiders.
A wiry and crusty collection of what appears to be dried plant matter braided into many strands to simulate hair. It is perhaps the worst wig you’ve ever seen.
A tin ear with a hole through the middle. The back has three serrated pins, slightly wobbly, presumably meant to have connected it to a host's skull.
A perfectly rectangular orange.
A shortbow that was meant to ignite the arrows it fires. Unfortunately, the enchantment is so strong that it instantly disintegrates any arrow that is knocked and is completely unusable as a weapon.
—Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Keep reading for 90 more trinkets.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A cookie tin. Upon opening it, you discover that it’s full of sewing supplies.
A mildew ridden purse containing 15 copper pieces that have been battered, bent, chewed or otherwise mutilated.
A single, partially soiled piece of parchment with indiscreet scrawlings upon it.
A scrap of leather on which was penned a sonnet composed by a lacklustre poet.
A single note that says “I.O.U.” The handwriting is very sloppy.
A small wooden box that when first opened, is surprisingly full of spiders.
A wiry and crusty collection of what appears to be dried plant matter braided into many strands to simulate hair. It is perhaps the worst wig you’ve ever seen.
A tin ear with a hole through the middle. The back has three serrated pins, slightly wobbly, presumably meant to have connected it to a host's skull.
A perfectly rectangular orange.
A shortbow that was meant to ignite the arrows it fires. Unfortunately, the enchantment is so strong that it instantly disintegrates any arrow that is knocked and is completely unusable as a weapon.
A standard hinge and spring mousetrap with a desiccated mouse still caught inside.
A copper piece that has been bitten in half.
A fist size clump of hairy scalp wrapped in barbed wire dangling on a length of scarlet linen.
A waterskin half-filled with stale, brackish water.
A large side of spoiled meat wrapped in torn animal hide.
An opened stone bottle of strong, harsh alcohol.
A crudely fashioned hunting trap. It is made of gnarled wood and jagged iron hooks. It is too damaged to function properly but could be repaired and used to trap beasts, such as boar or deer.
A broken hazel wood staff scorched by flame.
A tiny boat crafted from a mouse's skull.
An aged cloth map detailed in a long dead language.
A cracked square mirror that reflects everything under a strange fuzzy layer. Creatures shown in the mirror seem to twitch or gain unnatural aspects.
A deer hide half way through the process of being tanned.
A set of damaged leather armor halfway through being mended.
A blanket made out of rat skins sewn together.
A wooden contraption that has drying plants pressed between two planks.
A half-eaten rat wrapped in a scrap of dirty, gore stained cloth.
A tightly strung lyre with residue on the strings that makes it look as if it has been used to cut cheese. The instrument is wildly out of tune. Along with the instrument the PC finds a brick of strong smelling cheese and a half eaten jar of olives.
A sprung mousetrap with no cheese and no mouse.
A bag of hard butterscotch candies, melted together by humidity and time.
A crusty used handkerchief. No monogram.
A few scraps of fine fabric, too small to make anything with.
A pair of eyeglasses, badly scratched.
A ticket stub to a play that was popular years and years ago but fell quickly out of fashion after the playwright was accused of plagiarism.
A ball of several feet of bundled up yarn, so badly knotted it might take hours to untangle the mess.
An earthenware jar containing a few common seashells.
A rock with eyes and a mouth painted on with the unskilled hand of a small child.
A small wooden box of stale tobacco leaf.
A rusty steel and smoked glass syringe.
A portrait of a plain, unremarkable woman. It looks old enough that the lady is likely long dead.
A small container labelled ‘Dr. Brown’s World Renown Elbow Grease’. It is nearly empty and smells foul.
A to-do list written in Infernal.
A dull letter opener, the handle has a griffon at the end with an illegible inscription, worn smooth with time.
A tankard with the handle broken off; the bottom also looks to be dented, as if dashed against something heavy.
A specimen jar of hardened gelatinous cube gel, so dry that it’s become powdery and useless.
A ratty leather wallet containing a thick wad of paper currency belonging to a now defunct nation, rendering them worthless.
A broken and rusted dagger with a brass hilt in the shape of an octopus.
A defaced stone bust of a fallen ruler.
A rude cartoon of the adventuring party, all of them mercilessly caricatured.
A small, crude, clay pot that looks like it was made by an apprentice potter on their very first day.
An old pair of wool socks that have multiple patches sewn into their frayed and fragile hems.
A common copper piece, both sides depicting a fat-jowled merchant. One face smiles cajolingly and the other sneers scornfully.
A heavy, black leather sack with a brown leather thong threaded through a series of small slits near its opening to serve as a drawstring. It contains a carefully wound ball of waxed twine, a three‐barb steel fishing hook with its points embedded in tiny cylinders of cork, and the remains of a broken lantern.
A matched pair of eyeball sized, square‐cut, dark green stones with bright red flecks. They appear opaque at first, but admit a faint glow through the edges when held to the light. Knowledgeable PC’s can identify the minerals as bloodstone.
A worn, weathered woollen belt pouch, originally dyed grey‐blue, holds bent copper coins in its roomy main compartment and a soiled handkerchief in each of two small exterior pockets. A belt, torn raggedly with the buckle‐end missing, is still threaded through the pouch's loops.
A clay jar filled with “Stinking Orc’s Foot” cheese.
An old and rusty axe head.
A child-sized short bow with a broken string.
The broken tip off a dwarf-crafted spear.
A terribly preserved sheep’s bladder which can be used as a container in an emergency.
A battered leather case containing a well-worn deck of cards, most of which are stained with wine.
A petrified cocoon of an unknown insect.
A single, partially soiled piece of parchment with indiscrete scrawlings upon it.
A glass jar large enough to hold a live chicken that instead contains only a greenish pickling solution and two dozen hard boiled eggs of indeterminate species.
A collection of leather scraps fashioned together into a vaguely humanoid doll.
A cloudy, dirty mirror that one can barely see their own reflection in it
A crudely stitched scarf made from ferret pelts.
A half-finished spell scroll stained with long-dried blood.
A mummified toad which, when squeezed, emits a large puff of foul-smelling black smoke from its mouth.
A cracked glass eye with some questionable stains on it.
A scrap of paper or parchment with an unintelligible note scribbled on it.
A dog sized carcass of an unknown beast that has been recently mutilated by something.
A roughly sewn doll of a cat with button eyes.
A fragment of slate with a fossilized fern.
A crude arrowhead fashioned from quartzite.
A set of colorful ceramic beads on a length of twine.
A petrified corpse of a minnow, hooked on a length of wire.
A small box, encrusted with dead barnacles and severely water damaged.
The scorched remains of a once-beautiful bouquet of flowers.
An old shortsword, long since dulled. A chalky black substance coats it, in place of rust.
A rusty cutlass with half the blade snapped off.
A piece of wood that sinks like a stone.
A twisted handle from a broken dagger. It has black stains.
A stringless lute with puncture marks.
A jar of mismatched cooking utensils. One has bloodstains.
A rusted iron torch bracelet.
A piece of sun-bleached driftwood.
An old and rusty axe head.
A small pouch full of burnt up expended spell components.
A set of four bone dice, so worn that one can barely make out the symbols.
A desiccated squirrel
A small cart of humble design, composed of old wood and rusted nails that struggle to hold the vessel together. The two wheels in the back are misshapen, and the mounting bars at the front are scuffed and worn from repeated use. A second look reveals numerous patches and fixes implemented by an experienced workman in the past.
An old half eaten book with a title on the spine that read “Biology of the common book worm and its dietar...” (The rest is missing).
A large mason jar of pickled monstrosity viscera.
A rusted pot filled with mummified deer hooves and pieces of antler.
A flour-sack dolly with yellow yarn hair. It’s missing one of its button eyes.
A thin wooden case, containing several broken pieces of charcoal, chalk, and a ruler.
A stained piece of parchment with a handwritten recipe for macarons.
A wide-toothed comb made of carved bone. One of the teeth is chipped.
A handmade plush elephant, made of mismatched scraps of blue fabrics. Its eyes are two black buttons, with stitched-on eyebrows set in a perpetually sad expression.
An old leather bridle harness and reins, cracked and worn but for the mirror-polished brass hardware, which always feels sun-hot to touch. The reins are creased and dyed brown with old blood in places, stained green with grass in others.
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tabletoptrinketsbyjj · 3 months
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Trinkets, 68: Interesting baubles, semi magical objects and items touched by mystery.
A brass horn of dark elven design. Grim resolve fills the heart of those that hear this clarion.
A pitcher rimmed with marble and has dozens of tiny iron charms pressed into it, each shaped like a tiny fruit stand. When a single slice of fruit is placed into it along with any drinkable liquid, the liquid is infused with the flavor of that fruit as if a full day had passed.
A little teak box whose lid is shut tight. If opened, despair hits nearby creatures like a kick to the chest and whispers of darkness fills their heads. Within the container packed around straw padding is a nickel jackal idol, covered in frost. Knowledgeable PC's can determine that the statuette can absorb pain, misery and madness in a wide area lessening the woes of a building such as a hospital. This object has been fully charged and is now in the process of boiling off into that same energy back into the world. A fiend, divine being or extremely practiced mage are able to draw all the energy out of the idol in order to gain power for themselves.A self-lighting pipe carved from a red dragon's fang.
A dark, red-veined rock that bulges and pulses with Daemon blood. Religious PC's can determine that the object is a fragment of the blood-soaked realm of Khorne the Chaos God of Blood and Murder.
A long dress made of violet linen without pattern or embellishment except for a small porcelain badge of igniting flame sewn over the heart. When worn it ripples and undulates away from the porcelain badge like flames licking outward.
A haunted-looking skull covered in ominous runes, with gems in its eye sockets. The gems are just glass, and the skull is made of painted wood. Casual investigation will reveal that it's a stage prop, signed by a famous actor on the night of his final performance. It could be extremely valuable to the right collector. Spiritually attuned creatures can determine that the skull is haunted, but only by the actor's ghost. He wants it returned to his old theater and used in performances in his memory
A tiny onyx figurine of a dark elf wielding two scimitars.
A short, five-holed musical instrument made from a human femur. When the flute is played, it produces a complex, haunting tune in a minor key. The melody is never the same and emerges with in-difference to the flautist's ability or intentions.
A shell decanter from an ancient Triton empire.
An over the shoulder messenger bag containing a strange game with a thick rule book, colorful dice in various denominations, and tiny figurines. Some of the figurines look like the player characters.
—Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Keep reading for 90 more trinkets.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A brass horn of dark elven design. Grim resolve fills the heart of those that hear this clarion.
A pitcher rimmed with marble and has dozens of tiny iron charms pressed into it, each shaped like a tiny fruit stand. When a single slice of fruit is placed into it along with any drinkable liquid, the liquid is infused with the flavor of that fruit as if a full day had passed.
A little teak box whose lid is shut tight. If opened, despair hits nearby creatures like a kick to the chest and whispers of darkness fills their heads. Within the container packed around straw padding is a nickel jackal idol, covered in frost. Knowledgeable PC's can determine that the statuette can absorb pain, misery and madness in a wide area lessening the woes of a building such as a hospital. This object has been fully charged and is now in the process of boiling off into that same energy back into the world. A fiend, divine being or extremely practiced mage are able to draw all the energy out of the idol in order to gain power for themselves.A self-lighting pipe carved from a red dragon's fang.
A dark, red-veined rock that bulges and pulses with Daemon blood. Religious PC's can determine that the object is a fragment of the blood-soaked realm of Khorne the Chaos God of Blood and Murder.
A long dress made of violet linen without pattern or embellishment except for a small porcelain badge of igniting flame sewn over the heart. When worn it ripples and undulates away from the porcelain badge like flames licking outward.
A haunted-looking skull covered in ominous runes, with gems in its eye sockets. The gems are just glass, and the skull is made of painted wood. Casual investigation will reveal that it's a stage prop, signed by a famous actor on the night of his final performance. It could be extremely valuable to the right collector. Spiritually attuned creatures can determine that the skull is haunted, but only by the actor's ghost. He wants it returned to his old theater and used in performances in his memory
A tiny onyx figurine of a dark elf wielding two scimitars.
A short, five-holed musical instrument made from a human femur. When the flute is played, it produces a complex, haunting tune in a minor key. The melody is never the same and emerges with in-difference to the flautist's ability or intentions.
A shell decanter from an ancient Triton empire.
An over the shoulder messenger bag containing a strange game with a thick rule book, colorful dice in various denominations, and tiny figurines. Some of the figurines look like the player characters.
A single person hide tent covered in rude charcoal drawings.
A green glass bottle of Waste Gin, a searingly potent alcohol from the Worthless North. The liquor is so high in alcohol content that it evaporates in the mouth. It's a much cheaper alternative to lamp or medicinal alcohol when it's pure, which is most of the time. When it's not, the drinker usually vomits for days, goes blind, suffers from limb paralysis or just dies. It's traditional on opening a new bottle to give the first drink to a random Halfling.
A miniature throne that could fit in one’s palm, recognizably modeled on one of a mythical ruler.
A shard of pure aqua, its surface ripples with a malevolent curse bestowed upon it by the Trickster.
A hideous ritual mask crafted of ropes, wood, hair, iron nails and hide, heavily infused with the fears of the its owner`s defeated foes.
A finely tailored bodice made from the softest, most supple leather taken from yearling lambs. The bodice is lined with samite and trimmed with beaded lace.
A blue woolen mantle the color of the clear sky, overlaid with an intricate pattern of brightly-colored feathers taken from a variety of bird species, including iridescent feathers.
A beautifully complex crystalline bauble of fey glass, blown by fairies that has a sheen of the colors of the rainbow.
A delicate music box that plays an enchanting melody, its inner workings intricately intertwined with the trapped souls, each of which adds another note to the song.
A collection of letters between and alchemist and a colleague arguing over the cultural terminology of a philosopher's stone and a sorcerer's stone.
A jagged green stone slab that looks like it's a part of a strange puzzle.
An elegant painting of a pair of twisted trees. One is blooming life with vibrant leaves and fruit which the other is dead with vultures perching on its bare withered limbs.
An iron scepter with a baleful sigil carved into the head
A dwarven brass puzzle cube with runes on it. Numerous rectangular pieces are interwoven with each other, and need to be moved in a particularly complex order to take it apart. Once solved, the puzzle dissembles to reveal a small sphere with the words “So you think you’re smart do you? Fuck off.” written on it.
A silver candlestick with a seahorse chop on the base.
A brass rod. Tapping it with another metal object or against a solid object causes it to resonate a full song for one minute.
A chunk of dogestone. Such color. Many shine. So heavy. Wow!
A cute pair of turquoise armbands decorated with vines and enameled flowers.
A fresh slice of cake that looks ordinary, but it has a faint aroma of roses and vanilla. It is wrapped in a silver foil with a crest of a lion and a unicorn. A small card attached to it reads: “A gift from the Duke of Montrose. Enjoy with discretion.”
A small ruby carved into the shape of a fiend's head. It can be worn as a pendant or set into a ring or other jewelry.
A flamboyant, and a somewhat impractical mask, made in the Feywild. It is fashioned out of several interposed, big and elongated butterfly wings that have an iridescent coloration and shift slightly, as if they were alive.
An old, cracked chamber pot made of pale pink porcelain and repaired with bronze to fill cracks like licking flames. Firelight in the presence of this pot dims and flickers, making the area pleasantly dark.
A lifelike bronze statuette depicting lovers feeding each other chunks of bread dripping honey, their limbs entwined. Their lips are stained red with dried blood.
A bleached linen sash embroidered with a prodigious vineyard growing from ash-thick earth, the grapes made of tiny amethysts. The ends of the sash feature small bronze plates with violet silk tassels.
A pair of silken sunset-orange knee-high socks features opaline arrows swirling like flames across the top of the foot.
A fiddle with bold lines, a walnut patina and craftsmanship that would impress even the most jaded artisan. The brass roundels and pure white gut reveals this instrument is truly made for a courtly musician. No matter the intention of the player... the song is always the same. A slow, droning hum followed by a maniacal overture of ferocious scraping.
A thick tin bracelet is etched with a screaming falcon, its gaping beak made of cracked marble; held aloft, shadows nearby flicker as if something races across them.
A small iron brooch shaped like a pair of puckered lips, its reverse engraved with a dozen names in tiny script.
A small ink brush’s whose handle is porcelain glazed with the lifelike image of a falcon soaring, with bristles from an eyas of the same.
A bronze disc engraved with an ancient juniper thick with berries, piles of the berries building small mounds all around the base. From the top of the disc dangles a rich blue silk ribbon, long enough to tie.
A thick dawn-gray linen jacket stuffed with goose down and features golden thread woven into the hems and into an esoteric rune on the back which looks like a distorted snowflake made of arrowheads. The wearer never feels the cold though their breath always clouds in a thick fog. Snow which lands on the jacket is immediately subsumed by it, disappearing in a flash of steam.
A tunic woven from some alchemically cultivated form of mint, and it smells strongly like it. Darker leaves are woven around the hem in the shape of storm clouds.
A leather wallet stamped with the image of a sailboat at full sail. It contains a full set of certified identification papers denoting that the bearer is a member of the shipwrights and sailmakers guild. The section containing the member's physical description (Height, weight, sex, race, eye, skin and hair color) is completely blank and could be filled in by anyone with half decent handwriting.
A small jasper pebble polished smooth and soft to the touch, almost squishy when held between two fingers. The swirls in its surface are reminiscent of a starting flame, just now catching hold.
A porcelain handled woodsaw with a bronze blade, the teeth immaculate but shaped like a terrifyingly bloodstained grin. Anything cut with this saw appears to bleed, regardless of material, seeping a small amount of fresh blood.
A pair of copper shears, the handles banded with porcelain etched like crashing waves. The blades are shaped like the prows of warships rather than practical triangles.
A tribal lyre made from a human skull, antelope horns, skin, gut and hair.
A dried reed scroll case containing a rolled parchment upon which is an apparent treasure map of the local area. It is written in a local dialect with cryptic script and markings. It clearly holds the key to discovering something of major value to anyone who can decipher what it is saying.
A calendar going back months with days crossed off, leading to blanks and a circle a few days from now.
A small bundle of letters, all from the same person, signed the same way, "See you soon love!"
An invitation to a charity ball rewarded for substantial devotion and contribution to community and individual wellbeing.
A tattered love letter dated years ago.
A small box wrapped in colorful paper. On the outside is written “For My Little Princess.” Inside is a music box; When wound, it plays a lullaby.
A boiled and waxed linen shirt featuring a silver-threaded peach tree espaliered; on inspection, the leaves are sewn with tiny eyes. Several of the branches seem to have already had their fruit plucked.
A written receipt from a transaction at an apothecary shop. Knowledgeable PC's or can determine that there's no such herb as Widows Grudge, and the note is actually written in the underground language of rogues Thieves Cant ordering an assassination.
A bill from a sorcerer listing an exorbitant amount of gold for a spell to cure a terminally ill child.
A letter to an unknown author's parents discussing the great time they are having at camp. It is written poorly and disjointed, and uses slang from other languages oddly within the writing. Knowledgeable PC's can determine that it is a coded letter from the author to their parents. They are being kept in a dungeon and have overheard plans to sell them to an underdark lord. It tells the reader to not believe any of their letters, and to send help immediately.
A small chest lined with soft fabric containing small eggs from various songbirds, a delicacy.
A series of intricately carved wooden tablets, each depicting a scene from yuan-ti mythology or history. The tablets are housed in an ornately decorated chest with intricate carvings and golden filigree work.
A staff that appears to be made of metallic bone and has a horned skull fitted to its top.
An obsidian draconic scale that shimmers with faint multicolored lights within its depths.
An old map of an unfamiliar location. If the parchment exposed to heat, indecipherable runes faintly appear. Are they magically inscribed, or is written in some sort of invisible ink?
A small stone statue of what is probably an eagle at rest about six inches high.
A knee-length linen tunic so fine as to be nearly sheer, with multicolored embroidered bands at all hems depicting wildlife, flowers and fantastical beasts.
A gnarled and fearsome mask riddled with eerie power which emanates from its bored-out eye sockets.
An underground map of the city. A few places are marked, but any text is illegible due to bad handwriting and water damage.
A palm-sized mirror in a copper frame.
A red ribbon that moves idly even when there is no breeze.
A one gallon cask filled with an alcoholic concoction known as Bilgewater. The liquid is not uniform in color, ranging from a blue-brownish to jet black depending on the ingredients and the crafter’s skill. Made by soaking the inner organs of various sea creatures in a fermented brine, the mixture is then run through a sieve to remove the bones and viscera. After drinking, the lingering taste of rotten, brackish seafood remains on the palette for a few hours. While foul to drink, you only need a little to get drunk and the marine offal it’s remarkably nutritious and a shot a day will keep you tipsy and stave off scurvy.
A press for making wax seals, complete with purple wax.
A brass figurine of a warrior with a spear.
An oversized ale stein plated with cold iron.
A reddish crystal shard wrapped in a wire cage and strung on a cord as an amulet. The crystal faintly glows and once it has been worn for a day and a night, it flickers in tune to the wearer’s heartbeat. Knowledgeable PC's can determine that the crystal was made from the fragment of a hero's hear that was magically turned to crystal after their death.
A bracelet made from braided iridescent cloth.
A chip of stone brick taken from the largest temple of the God of Random Domain on the continent. It is a pilgrim’s relic and remembrance of their long journey.
A decorative cloth with small shells sewn onto it an ocean pattern.
A blown-glass sculpture of an elephant small enough to hold in a palm.
A water skin that changes water into saltwater on command but not the reverse.
A baby blue ceramic pitcher that cools down water that's poured into it.
A wanted poster for a very handsome young thief.
A dining plate that was once shattered but put back together with golden glue.
A painted bird skull intended as a luck charm.
A wooden button for a tunic, designed to look like a shield.
A tin drinking cup that folds into a palm-sized disk.
A broadsheet from a nearby town filled with social gossip.
A child’s ceramic piggy bank that can only be opened by smashing it. If shaken, a few coins can be heard clinking inside. If smashed open, the coins are two copper pieces and one silver piece, all from a distant kingdom.
A dwarven crafted warhorn made from the tusk of the famous orc warrior and priest, Kuluk. The instrument is used to strike fear and terror in the hearts of humanoids. Its loud tone deafens any orc or goblin ear that its sound falls upon like the shriek of a dying cat.
A single pawn chess piece of almost inspiring ivory white wood.
A pair of fine, brightly colored silk scarves commonly used for elaborate dances.
A druid's wand that looks to be nothing more than narrow crooked branch of yew, with numerous, jagged twigs jutting off at random angles. Closer inspection a handful of bands of silver regularly affixed to its length.
A long, bony, decaying, blackened finger once belonged to the powerful necromancer Akaron.
A sacred silver mirror that does not reflect the viewer, but instead shows omens of their past or destiny.
A pair of brass goggles with smoked glass eyepieces. The strap is shaped like metallic serpents.
A sealed bottle of top shelf bourbon.
A black candle that burns a deep purple flame that produces no brightness, and a wispy, musty smelling smoke.
A rusted and chipped spade with an ancient wooden haft, it seems to whisper incomprehensible mutterings into the mind of whomever holds it.
A threadbare tapestry depicting the Apotheosis of Adam in Zlatoust, a fairly well known religious historical event.
A leather wallet stamped with images of woodworking tools. It contains a full set of certified identification papers denoting that the bearer is a member of the woodcarvers, coopers, and bowyers guild. The section containing the member's physical description (Height, weight, sex, race, eye, skin and hair color) is completely blank and could be filled in by anyone with half decent handwriting.
A child's leather vest with a small insignia of a wooden club on the back.
A gold anklet set with tiny iron charms in the beautifully abstract form of a clouded moon.
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tabletoptrinketsbyjj · 3 months
Text
Trinkets, 67: Interesting baubles, semi magical objects and items touched by mystery.
A half-gallon keg of solid lead, sealed tight with sticky tar and filled with the caustic blood of fiends. Knowledgeable PC’s have heard stories that in the east, Chaos Daemons are hunted and bled into lead vessels. Ogre Butchers use this acidic ichor for warpaint, capturing their former owner's ferocity to give their Tyrants a truly terrifying appearance.
A simple cup glazed a pale orange, its thick rim made of smooth marble featuring reclining friends chatting and drinking together. When left in the dark, it hums quietly, reminding listeners of their favorite tune.
A pouch of small medicinal vials labelled with different names, with a handwritten note detailing dosages and urgency in delivery. The address is a local village no more than a day’s journey away…
A pair of shiny six-sided trick dice with cork interior and plated with abalone. By soaking them in water you can pre-set them to land on a certain side. This set was made for a traveling troupe of players whose signature performance hinged the plot on a dice roll.
A pair of carefully wrapped baby shoes, never worn.
A cardboard box of wooden matches. If shaken, you can hear only one wooden match is left, rattling around inside. The match is used, the top half burned and gnarled. Yet somehow if struck, still produces a feeble flame. The name on the match box is The Phoenix. There's no address.
A tall spindly lantern of unknown silvery metal, that holds a single fey candle that flickers whimsically when lit.
A pine box carved with the Halfling character for "Greed" that fills you with melancholy when held.
A waxed leather case containing a tarokka deck whose cards are heavily worn and yellowing.
A cheaply made, printed pamphlet advocating moral change and decrying the evils of Random Godly Domain.
—Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Keep reading for 90 more trinkets.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A half-gallon keg of solid lead, sealed tight with sticky tar and filled with the caustic blood of fiends. Knowledgeable PC’s have heard stories that in the east, Chaos Daemons are hunted and bled into lead vessels. Ogre Butchers use this acidic ichor for warpaint, capturing their former owner's ferocity to give their Tyrants a truly terrifying appearance.
A simple cup glazed a pale orange, its thick rim made of smooth marble featuring reclining friends chatting and drinking together. When left in the dark, it hums quietly, reminding listeners of their favorite tune.
A pouch of small medicinal vials labelled with different names, with a handwritten note detailing dosages and urgency in delivery. The address is a local village no more than a day’s journey away…
A pair of shiny six-sided trick dice with cork interior and plated with abalone. By soaking them in water you can pre-set them to land on a certain side. This set was made for a traveling troupe of players whose signature performance hinged the plot on a dice roll.
A pair of carefully wrapped baby shoes, never worn.
A cardboard box of wooden matches. If shaken, you can hear only one wooden match is left, rattling around inside. The match is used, the top half burned and gnarled. Yet somehow if struck, still produces a feeble flame. The name on the match box is The Phoenix. There's no address.
A tall spindly lantern of unknown silvery metal, that holds a single fey candle that flickers whimsically when lit.
A pine box carved with the Halfling for "Greed" that fills you with melancholy when held.
A waxed leather case containing a tarokka deck whose cards are heavily worn and yellowing.
A cheaply made, printed pamphlet advocating moral change and decrying the evils of Random Godly Domain.
A faded and well-worn love letter.
An extraordinarily fluffy pillow, stuffed with feathers of celestial geese. It brings comfortable sleep and pleasant dreams to whoever sleeps on it.
A one-gallon cask of Ichthyomoth Pale Ale, a strong beer made from barley, malt, seaweed and the marrow of giant seabeasts.
A novelty crystal bottle of “Grande Mdm. Deezalax's Moon Elixir” in the shape of a well-rounded elf maiden, a gilt label featuring a stern looking elven grandmother, various wax seals with fake (Ask an elf) signets and elvish stamped on them, and incomprehensibly phrased copy seemingly extolling the Elixir's properties: life prolonging, libido enhancing and maybe skin graying. It's clear this stuff is being heavily marketed, but unclear as to who it's being marketed towards. It's a light yellowish green and tastes like bitter fruit. Elves think it's a revolting bad joke.
A large wicker basket housing a collection of small stone figures of ancient and exotic tribal craftsmanship, with a larger copper one possessing two uncut gems for eyes
A gnarled stave carved from the blackened heartwood of a Hangman's Tree. It can be used as focus for casting arcane divine or druidic spells, although it is not clear how it gained this property.
A small black cube that contains millions of tiny pin-pricks of light circling around a sphere of pure darkness.
A palm sized colourless crystal that splits and intensifies light that falls upon it, twisting it into dazzling and unsettling hues.
A night-blue silk robe with tiny sparkles that seem to shimmer like stars.
A pair of finely embroidered silk shoes that makes the bearer want to dance.
A pair of crystalline fey wings adorned onto a hair stick. When the sun passes through them, a rainbow appears in its shadow.
A heavy bone beard comb with dwarven markings on it.
An ancient and decrepit cast iron funeral bell, crusted with dried grave dirt and etched with eldritch runes which glow a dull green. Urban legends say when rung, the bell produces a sound so mournful and soul-searingly haunting, none who’ve rung it once dare to ring it a second time to confirm it.
A small and rather ordinary-looking flute carved from a piece of gray driftwood. It plays beautiful, clear music.
A dark mask, crafted with the scales of a black dragon from long ago. It emits a dark and sinister energy, the faint scent of death hangs on it. The true origins of the mask are not known.
A hen-sized ceramic sculpture of a hen. The sculpture is hollow inside like a piggy bank, and has a cork plug under its tail feathers. At sunrise each day, if you pick up the hen, you can hear something rolling around inside. Remove the plug and you can withdraw one fresh egg. If the egg is not removed by sundown, it disappears and is replaced by a new one in the morning. If something else is placed inside the hen, it’s just a piggy bank. It has to be empty at sundown to “lay” an egg the next morning.
A walking stick with a steel handle that stands upright if left alone.
A burnt jade hair ornament engraved with the saga of an elven poet that glows silver every morning.
A letter opener made from copper dragon scales with the name “Lanliss” marked into it adorned in geometric shapes.
A bleached-bone mask holed for eyes, nose, and mouth.
A small, polished cherrywood box with silver fittings. When opened, it reveals a collection of artist’s tools.
A puzzle box with the name of a prominent wizard etched into the side in what seems to be child's handwriting. The puzzle is unsolvable. There is nothing inside.
A burlap sack containing 2d4 bars of a rough scouring soap made from ground pumice, and a little bit goes a long way. Light gray in color, it scrubs off trail dust, sweat, and blood with equal ease, leaving behind a clean, slightly dusty scent.
A tall, wide brimmed pirate’s hat of black fabric with gold trim, giving it a sleek and elegant look. The most striking feature of the hat is the large golden skull set in the centre, which glitters in the light and intimidates any foes.
A black iron mask that bears the likeness of Demogorgon, the Prince of Demons. It has horn-like protrusions on each side that curve outward and a mouth that can open and close with a snap.
A thin ironoak stylus that's used to apply kohl powder to the eyes and has a thin lavender silk ribbon depicting entwined fingers. Close inspection shows that each pair of hands is different, never repeating.
A war horn made from the tusk of a mammoth and decorated with runes of frost and valor. It was once used by the legendary hero Kjeldoran to rally his allies against the forces of evil.
A statuette of an alien god: it’s carved from some kind of magenta gemstone that glows faintly in the dark. You swear it moves when you’re not looking.
An inked illustration of three friends dancing around a fire that’s pinned to a wafer-thin sheet of marble polished to a mirror shine.
A wide, slightly convex plate featuring an inlaid silver rooster pecking at polished copper card money. Picking it up always causes a distant crowing call to be heard.
A card-sized oak tablet featuring a pair of crossed porcelain battle axes in the style often carried by drakeriders, their blades stained with dried blood.
A marble tablet featuring parents embracing while they watch small children race around a garden; the faces of the children are marred, replaced with runes of loss.
An azure sash featuring nine burning ships embroidered with thin iron wire, two of them partially rusted. Three more rusty effigies of ships dot the sash.
A formal letter of a next of kin's passing that indicates the recipient is the last of the family.
A long silk shirt dyed a brilliant pink and features a pair of lovers watching the break of dawn, the sun’s rays sewn on as polished bronze plates.
A delicate porcelain chain that wraps around the waist and carries disc of bronze inlaid with opaline scrollwork of duelling warriors.
A brooch made of ironoak with a simple silver pin; carved into the face of the brooch is a pair of nuzzling drakes, one much larger, both with identical spikes. On the back, a simple silver rune.
A skirt of thick sienna drakeleather ribbed with whalebone carved like licking flames spreading downward from the belt that cinches it. In the buckle sits a small piece of faded red coral, it’s texture nearly polished away.
A smith’s hammer made entirely from bronze, etched with dozens of destroyed implements of battle. Picking it up causes a powerful jolt to run up the arm, forcing fingers to clench tight.
A heavy granite mortar and pestle, both ringed with undulating bronze flames, the pestle stained deeply red.
A small stone tablet depicting a pair of men holding hands as they share a single bowl of noodles, their eyes bright and laughing. Gazing on it for more than a few seconds fills your nostrils with the rich smell of charred ginger and roasted onion.
A celadon linen skirt featuring beads of porcelain sewn into the image of a vibrant and joyous woman dancing in the street. At the waist, a band of silk with opalescent scrollwork in whorls and waves. The wearer finds that their every step is sure and they always feel like dancing.
A porcelain clasp for cloaks with small iron charms laid into it.
A soup dish carved from a single piece of marble, a roiling flame of stone spreading from its belly which is stained dark with blood.
A very old premium bottle of alcohol from a popular brand. It appears to have been properly preserved and maintained.
A small cube approximately the size of a fist constructed of an unearthly metallic alloy. It has numerous flashing lights on the exterior and appears to be internally powered. There are no markings on the exterior of the item. The lights appear to be responding in a way that it is sending a message, or possibly attempting to communicate…
A full set of knitting needles, ball of yarn, and a couple baby-sized hats.
A letter from a local temple thanking the anonymous recipient for their donation to the orphans.
A worn, pocket sized carving knife and a half-finished wooden child’s toy.
A pocket watch with abstract filigree on the lid. Opening it reveals 3 dials none of which seem to tell conventional time. They actually track the passage of time on three separate planes.
An hourglass that seems to mark time as any other, but when turned, the sands reveal glimpses of alternate realities, showing the paths not taken and the consequences of choices.
A heavily padded wicker basket containing a bundle of vials that contain the venom extracted from fallen yuan-ti warriors, meant to 'preserve their presence' in a sense. They are each labelled with their names and the titles they earned in their lives.
An intricately carved stone statuette of the yuan-ti god Ydersius, depicting the serpent deity coiled around a suffering, humanoid figure. The statue is made of a shimmering, golden-brown stone.
A polished, amber-yellowish gemstone with striations that refracts light around itself. On one side there is a pointed oval line carved in about three inches across, cleaving the crystal in twain. It is cold to the touch.
A plain and well-used smith's hammer, the handle never becomes hot, nor does it become slick from sweat or grease. Even if left in the flames of a forge, or under the effect of a heat metal spell, the handle always remains cool and safe to hold.
A glass jar full of ginger chews.
An heavy, ornate brass oil lamp with a heavy base. There's dried blood and a bit of hair stuck to the bottom edge.
A red-tinted magnifying lens, oddly warped into a wavy shape.
An intriguing brooch in the shape of a sleeping snake.
A rustic painting depicting an elderly woman turning ash poles into spears, whose leaf-bladed heads are embroidered on in bronze wire.
A bottle of low-quality ink and a stamp of an odd symbol.
A letter opener made to look like a tiny longsword.
A goblet with a fake ruby at its base.
A miniature abacus charm that can be fastened onto a necklace.
An iron box that can only be opened by solving the puzzle on its lid. If opened, it is revealed to contain a large amount of cloth padding and a single Random Sealed Glass Vial.
A large seashell that glows faintly in the dark.
A tiny wooden sign bearing a symbol of safe travels.
A broad cavalier hat with a large white feather.
A colorful, blanket sized for a halfling and made of cozy wool.
A black blindfold with a white eye in the center. The wearer can see through the fabric as if it was invisible.
A hooded lantern with a bulb made from stained glass.
A bandanna embroidered with vines and thorny roses.
A sachet of colorful clay beads, all unique in shape and color.
A jade comb that cleans any hair it brushes and leaves it smelling nice.
A skein of yarn and two knitting needles.
An old, crooked cane that appears to glow slightly when viewed indirectly.
A large piece of vellum that has been used as a canvas by an enthusiastic but unskilled amateur artist. It depicts a landscape scene from a region that seems familiar. It’s accurate if rather uninspired.
A warped hand mirror that when peered into causes the viewer to see a twisted reflection of himself. Its expression is the exact opposite of his when looked upon.
A one-foot-tall anatomical, hermaphroditic model of a human mounted on four small steel wheels. The doll is carved of wood and plated with white ceramic in the outline of muscles. The model's arms can be moved and left in place to serve as a reference for artists.
An ancient tablet of what appears to be grayish stone that exudes a sense of wonder, magic and mystery.
A tree branch that has been stripped of twigs and other offshoots and is covered in ancient runes that sometimes appear to bleed.
A brass folding fan with blades shaped like peacock feathers.
A lifelike wax figure of famous bard.
A collection of personal images and sheet music telling a tragic story.
A wand composed of two branches from trees infused with the magic of the Feywild wrapping around each other in a spiral. It can be used as a focus for casting druidic spells.
A brightly and complexly colored, thick linen wallet. It contains a full set of certified identification papers denoting that the bearer is a member of the weavers and dyers guild. The section containing the member's physical description (Height, weight, sex, race, eye, skin and hair color) is completely blank and could be filled in by anyone with half decent handwriting.
A pair of silk trousers that are always a tad too big for any human sized creature who tries them on.
A smoked glass bottle filled with Kaorph, a type of fine wine that can be found throughout the Sword Coast, made available by the Highmoon Trading Coster. The wine has a somewhat unique hue, possessing a vivid, clear-blue color. Despite this almost tropical appearance, it does not possess a fruity taste, rather a more floral flavor.
A leather wallet stamped with the crossed symbol of a hammer and chisel. It contains a full set of certified identification papers denoting that the bearer is a member of the masons and stonecutters guild. The section containing the member's physical description (Height, weight, sex, race, eye, skin and hair colour) is completely blank and could be filled in by anyone with half decent handwriting.
A Brightly Randomly Colored silk garment that leaves little to the imagination when worn
12 notes · View notes
tabletoptrinketsbyjj · 3 months
Text
Trinkets, 66: Interesting baubles, semi magical objects and items touched by mystery.
A glass box, its clear panels leaded at the seams, its trio of locks glinting gold. Warm blue lights dance frantically inside it, seem to beat against the glass walls like trapped wings.  The keys are nowhere to be found. Knowledgeable PC’s can identify it as fey made.
A Random Musical Instrument that always sounds like a Random Music instrument when played.
A vellum document folded and sealed with a red wax seal as ornate as any used by the nobility. If unsealed it is a formal invitation to the unnamed bearer and a small part of guests to the 60th birthday of a Chodo Contague, which is occurring 2d4+2 months from when the letter was found. Knowledgeable PC’s are aware that Congangue is a major crime boss of a largest city in the nearby country.
A blackened iron coffer that has seen better days. The coffer is locked and must be picked or smashed open. Inside are three cones of incense wrapped in sanctified, unholy cloth stitched with golden signs of Chaos.
A detailed sketch of a halfling maiden wielding an impressive sword.
A signed receipt slip from a black-market pawn shop including an evaluation for the item sold into hock. To the untrained eye, the receipt lists the sale of one plain silver ring for 2 gold pieces by Mary Goodwife at John’s Honest Pawnshop. The entire note is written in Cant, the language of thieves and mentions that interesting contraband can be purchased discreetly at John’s Honest Pawnshop to those coming in asking to buy Mary an engagement ring.
A heavy pleated kilt, whose green and red tartan pattern identifies it as being from the northern Kerr clan.
A glass jar with a large toadstool inside with a few smaller mushrooms around it. The jar is filled with some sort of viscous substance, completely submerging the mushrooms. A note glued to the glass claims that the contents to be the beginnings of Myconid birth, but assures viewers the sprout is "inert".
An unsent letter from a parent to their child congratulating them for their job as chef and finally revealing the secret family recipe to the kid.
A leather wallet stamped with the image of a merchant’s ship. It contains a high-quality forgery of a tax-exempt import / export license on goods produced by Random Artisan’s Tools. According to the paperwork, the bearer, up to three of his retinue and up to one ship or wagon can pass through any border, bridge, gate or city without paying any toll, tax or fee of passage or a tax on the goods so long as they were produced by those tools. The licence expires 5d10 months from the time it is originally found.
—Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Keep reading for 90 more trinkets.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A glass box, its clear panels leaded at the seams, its trio of locks glinting gold. Warm blue lights dance frantically inside it, seem to beat against the glass walls like trapped wings.  The keys are nowhere to be found. Knowledgeable PC’s can identify it as fey made.
A Random Musical Instrument that always sounds like a Random Music instrument when played.
A vellum document folded and sealed with a red wax seal as ornate as any used by the nobility. If unsealed it is a formal invitation to the unnamed bearer and a small part of guests to the 60th birthday of a Chodo Contague, which is occurring 2d4+2 months from when the letter was found. Knowledgeable PC’s are aware that Congangue is a major crime boss of a largest city in the nearby country.
A blackened iron coffer that has seen better days. The coffer is locked and must be picked or smashed open. Inside are three cones of incense wrapped in sanctified, unholy cloth stitched with golden signs of Chaos.
A detailed sketch of a halfling maiden wielding an impressive sword.
A signed receipt slip from a black-market pawn shop including an evaluation for the item sold into hock. To the untrained eye, the receipt lists the sale of one plain silver ring for 2 gold pieces by Mary Goodwife at John’s Honest Pawnshop. The entire note is written in Cant, the language of thieves and mentions that interesting contraband can be purchased discreetly at John’s Honest Pawnshop to those coming in asking to buy Mary an engagement ring.
A heavy pleated kilt, whose green and red tartan pattern identifies it as being from the northern Kerr clan.
A glass jar with a large toadstool inside with a few smaller mushrooms around it. The jar is filled with some sort of viscous substance, completely submerging the mushrooms. A note glued to the glass claims that the contents to be the beginnings of Myconid birth, but assures viewers the sprout is "inert".
An unsent letter from a parent to their child congratulating them for their job as chef and finally revealing the secret family recipe to the kid.
A leather wallet stamped with the image of a merchant’s ship. It contains a high-quality forgery of a tax-exempt import / export license on goods produced by Random Artisan’s Tools. According to the paperwork, the bearer, up to three of his retinue and up to one ship or wagon can pass through any border, bridge, gate or city without paying any toll, tax or fee of passage or a tax on the goods so long as they were produced by those tools. The licence expires 5d10 months from the time it is originally found.
An old rose made from ash, carved with the Elven script for "Good".
A scorched brass horseshoe that was thrown from the hoof of a Nightmare, a type of fiendish equine named after the terrible dreams suffered by those that encountered them. The wicked creatures are best known for serving as mounts under a variety of malevolent beings throughout the Lower Planes.
A wheel of aged dwarven cheese, clad in beeswax.
A hand mirror made of silver, with ornaments of beautiful and long-haired androgyne faces covering the frame.
A one-gallon cask of Untergraad, a liquor made popular by students and modeled after the medical or scientific alcohol commonly pilfered from laboratories. It's often flavored with herbs and its alcohol content is both very high and incredibly constant. Drinks are usually poured to the proportionate weight of the imbiber. A skilled bartender can push an Untergraad drinker to the very edge of riotously drunk with a measured dose.
A rather drab-looking painted portrait set in a brightly shining metallic locket.
A crude effigy and shamanic heirloom from one of the hagtrees that grow deep in the forest.
A physical shard of blackest night said to be a prison for the partial essence of the Trickster himself. Any close to it may be undone by its troubling aura.
A scroll describing a dread spell that fills the foes' minds with their own worst nightmares.
A clear crystal broach of purest clarity whose core dances with whirling white specks like that of the fiercest blizzard.
An abhorrent lodestone from which a gnawing sense of wrongness emanates.
A military uniform, in white and sky-blue color, with a unicorn emblem.
An elegant dress with rich black silk back and sides and a deep purple velvet insert in the front creating a striking combination of fabrics. The solid half-sleeves have a beautiful floral pattern, tree-cornered lace that falls into a point of silver-thread piping.
A simple bamboo mouth-harp.
A leather wallet stamped with the symbol of a mortar and pestle. It contains a full set of certified identification papers denoting that the bearer is a member of the healer’s guild. The section containing the member's physical description (Height, weight, sex, race, eye, skin and hair color) is completely blank and could be filled in by anyone with half decent handwriting.
A hair clip made from a mermaid’s scales along with a piece of coral.
A wooden doll depicting a man, possibly from a Stone Age culture, carved with a spear in his hand, his waist adorned with braided sinew as a belt of sorts.
A silver flask midway full of a strong and harsh brew of ale.
A mesmerizing crystal that pulsates with an otherworldly energy, resonating with alien life force, casting haunting reflections within its crystalline structure.
A wrought iron bottle filled with a plant based supernatural libation known a Zozo Juice. It is a fiery red drink with thick orange bubbles that almost makes it appear molten in nature. Although it is technically an ale, its more like coagulated blood considering how thick it is. Bubbles crawl slowly to the surface through its sanguine blood-like depths. It is an extremely spicy drink that makes it almost unbearable to consume.
A pickled kobold fetus in a jar that occasionally twitches when the light gets too bright.
A crude set of glass wind chimes that faintly hums in starlight.
A dwarven hunk of flint carved with a short prophecy.
A clockwork sphere with iron wings. At center is nut-sized storage hole.
A collection of fourteen perfectly spherical steel balls. When held in close proximity to each other, they snap together into a cube by themselves. If one ball is removed from the cube, they collapse back into a pile.
A carpet that depicts a map of the heavens, showing many different, colorful constellations and whirling planets, woven in thick, richly dyed wool.
A tall, thin sculpture of a sort of squashed-in horse, carved out of translucent stone.
A rowan wand, charged with the first circle of seven marks for binding.
A big copper key that looks like it has been lying around turning green for a couple hundred years. It is six inches long may be the heaviest key ever hefted. It is squared off flat on the sides and Investigative PC's can discover an inscription under the verdigris that when scrapped at reads; “Random Motto”.
A silver bracelet with dozens of small charms hanging from it. The charms represent various symbols of luck and fortune from different religions, cultures, and traditions.
A hat made of soft felt and adorned with small branches, flowers and butterflies that change color with the seasons. It was crafted by a fey artisan as a gift for a mortal friend.
A wooden crate full of human hands of all shapes, sizes and colors and all of them are remarkably preserved and in near perfect condition. Some of them have perforations where the cut is.
A thin sheet of ironoak on which is sketched a charcoal drawing of a child wearing fabulous clothes and draped with jewels. Dangling from one corner, a handful of tiny iron charms dangling from copper chains, three missing.
A brilliant blue mug beset with scores of tiny gems in a fractal depiction of riches raining from a pearl moon. The surface of the glazed and fired clay is polished to a mirror sheen.
A marble statuette featuring a sea eagle rising from the waves, its eyes inlaid with bronze flames, its talons blood stained.
A willow-woven tablet secures a bas relief of kingdom soldiers huddled around a dirt map, conversing and holding their weapons. In flickering light, it hums softly, like a distant conversation barely heard.
A frivolously thin linen jacket sewn with iron studs in the shape of saffron stems, slightly rusty. It smells strongly of the depicted herb. While worn, the wearer finds themselves extremely clear minded, regardless of their physical condition or alchemical impairment; this clarity does not extend to control over their body’s functions.
An ash-gray shawl whose fringes wave and flicker like living fire, warm to the touch.
A rich green linen tunic embroidered with a massive golden peppermint, the flowers made of threaded silver. It fills the air with the same smell, always fresh.
A thin chain made of alternating links of gold and silver and features a bloody daffodil wrought from rose gold.
A bronze brooch engraved with a pair of sandals, their straps broken and trailing. They hum excitedly when not in motion.
A thickly padded shirt featuring a stylized blackberry bramble; the berries at the hems are sewn with tarnished silver thread.
A feastbowl carved from a single piece of marble, edged in faces which on inspection always seem to be people the viewer knows and cares for.
A silk ribbon stitched with gold and silver thread in stanzas of a poem about dying wealthy.
The Winter Aristocrat’s Dinner: A framed painting of a thin, beautiful, long-haired person eating a luxurious feast alone at a table in the snow that is, at first glance, a wonder. Closer inspection shows shadowy figures shivering at the edges in the dark, left out. Whatever figures were once painted there are covered now by a soft, porous mold that peels away easily but seems endless.
An azure-lacquered tablet that has a moon-bent tree made from polished ironoak laid into its face, the roots of which entangle each other and protrude from the tablet to end in small spikes.
A deep purple linen shirt sewn with extraordinarily thin iron wire in the shape of a cloud-shrouded moon over the right breast. Between the wires grows a pale green mold, clinging to the shirt in flaky outgrowths. The wearer can always see the moon’s outline, no matter what it is hidden behind. In moonlight, the mold grows noticeably.
A tin brooch shaped like a lightning-struck tree, with a dozen forks of lightning made from carefully inlaid porcelain, some of them broken.
A small porcelain thimble chased in scarlet and has a crimson silk slip cover. The markings on the thimble itself are minute and depict a cheerful but strained proprietor hawking various wares from a cart.
A handtruck featuring a thick bronze pry at the base of a long ironoak handle with two stubby wheels. Tiny iron charms in the shape of hearts dangle from the spokes of each wheel.
An archaic keepsake box with trinkets from a commoner from a forgotten era. Although these items may have some cultural significance, the items contained in the box are generally commonplace for that era. It does signal that other potentially more valuable artifacts from this era may be in the vicinity.
A beautifully crafted urn that, if broken, releases a vengeful spirit
A writ of freedom for years of indentured servitude paid off.
A tear stained map of the local cemetery with an “X” marking a specific grave.
A letter from family thanking the recipient for the money they've been sending, but ma isn't getting better so they should come home to see her soon.
A child's toy and a note in childish writing "so u arnt lonly" with it.
A polished black lacquer music box, with a picture of a migratory duck on the lid and an inscription inside that reads, "Home is Wherever I'm With You." The mechanism plays a nasty dissonant tune.
A seemingly unremarkable stone that emits a soothing, melodious hum when rubbed, but only those with a pure heart can hear the hidden harmonies that convey ancient wisdom.
A letter with the following written inside "we only need 300 more gold until we can bring her back and live peacefully once again as a family".
A veil with delicate, hand-painted patterns that shift and transform over time, subtly mirroring the emotions and experiences of the wearer, revealing a narrative of their life's journey.
A long thick staff-like musical instrument made of multiple joined rattlesnake rattlers that functions like a rain stick.
A bottle of cheap rotgut booze, only a quarter of it remains.
A wooden hand with articulating fingers. You can't tell if it's a mannequin hand to be used by artist, or a prosthetic. Every time you look away, it seems like the fingers slightly change position.
An antique hookah that looks recently used.
An armband made from vampirized human flesh, bone, and small hematite stones.
A pewter belt buckle with a symbol of a grinning face.
A nearly translucent roll of old parchment.
A large, intricately carved stone bowl filled with a thick, red liquid that smells like copper and rotten meat. The bowl is etched with strange, serpentine symbols and is supported by a trio of coiled serpent legs.
A simple and unassuming clay and bamboo, free-reed aerophone resembling a cross between an ocarina, a harmonica, and a pipe organ. The khaen covers four octaves, in a diatonic scale.
A whistle shaped like a wooden bird.
A velvet pouch filled with brilliant blue sand.
A turtle shell bowl polished to a beautiful shine.
A talisman displaying the symbol of a prominent noble house.
A collection of sandstone tablets filled with strange symbols. If translated, the tablets discuss the coming of a great serpent god. A thousand and one souls must be sacrificed in the name of the great serpent in order for it to manifest in the material plane.
A fishing hook made from ivory and studded with red beads.
A bound cluster of porcupine needles in a bag.
A silver fork with a crescent moon engraved onto the handle.
A single stone and wire earring that hums a faint, relaxing tune.
A clay urn the size of a fist that is covered in undecipherable writing.
A small copper frog statuette.
A small holy symbol of an exotic xenian cult dedicated to Random Domain.
A small flute carved from unfamiliar wood, giving it an unusual sound when played.
An occult mask that covers both the face and the head. It consists of a crown made to look like gold, but fake, and a veil made of heavy leather with holes for the eyes.
A mask of white porcelain with high, dramatic cheekbones and striking, red painted brows.
An acorn-sized seed with a green and orange swirled pattern. Knowledgeable PC’s can determine that it originated from the Feywild but aren’t sure what it will grow into.
A rod of whittled-down, bloody dragonhorn that has been scrimshawed with blasphemous prayers to the Archfiend of Random Evil Domain.
A bundle of unopened correspondence of a prominent politician.
A burnished copper coin that bears the crest of a forgotten kingdom.
A one-gallon cask labelled “Skullbungle”, bearing the design of an exploding grinning skull on the top lid. This jet-black drink swirls with red highlights and is made by distilling strong dwarven spirits through a mash made of hallucinogenic mushrooms and powerful chillies. Staggeringly strong and harsh yet incredibly tasty. Imbibing the drink often produces soothing hallucinations, making this a popular drink among the downtrodden as well.
A leather wallet stamped with the symbol of a wagon wheel. It contains a full set of certified identification papers denoting that the bearer is a member of the wagon-makers and wheelwrights guild. The section containing the member's physical description (Height, weight, sex, race, eye, skin and hair colour) is completely blank and could be filled in by anyone with half decent handwriting.
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tabletoptrinketsbyjj · 3 months
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Trinkets, 65: Interesting baubles, semi magical objects and items touched by mystery.
A statuette of a disreputable dog carved from a soft grey-blue soapstone that is pleasant to touch. It looks like a fairly hard-bitten sort of dog, with pointy ears and a sharp snout. But it also has a friendly grin, and the suggestion of a tongue in the corner of its mouth down at the way it sits, with its tail curled around its back legs, head up and forelegs straight, as if waiting for its mistress.
A small cage haunted by a spectral mouse.
A Random Humanoid skull, with red silk thread connecting the eye and nose cavities. The bone is clean, resilient and projects an aura of Random Good Domain. Knowledgeable PC's recognize this holy relic as the skull of St. Batho, a crusader who was quartered by infidels but never gave up his faith.
A piece of orange amber with a hatching phase spider trapped inside.
A full-face mask carved of deep red jade, depicting a demonic creature, its features twisted in menace. It seems to possess some flicker of sentience or life and is filled with a sense of rage. When the wielder becomes angry the face on the mask begins to twist itself into ever more angry looks as if straining to climb out and destroy the offender.
A miniature bouquet, measuring about eight inches in length containing lily, daffodil, and carnation. The flowers appear to be real, to scale, and in a magical stasis, maintaining their health without water or light years later.
A leather medicine bag with herbs, needles, thread bone saw, scalpel, mortar and pestle.
A rolled-up leather hide covered with sketches of what appears to be detailed floorplans of a crypt.
A thick black drakeleather tunic set with silver skeletons leaping and dancing through golden flames across the tunic’s front. While worn, nearby flames dance with excitement.
A stout willow staff with a stylized human fist at one end. It radiates magic and one could swear they occasionally hear and see a crackle of electricity run along the shaft of the staff and the hand at the end stretches its fingers out before making a fist again.
—Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A statuette of a disreputable dog carved from a soft grey-blue soapstone that is pleasant to touch. It looks like a fairly hard-bitten sort of dog, with pointy ears and a sharp snout. But it also has a friendly grin, and the suggestion of a tongue in the corner of its mouth down at the way it sits, with its tail curled around its back legs, head up and forelegs straight, as if waiting for its mistress.
A small cage haunted by a spectral mouse.
A Random Humanoid skull, with red silk thread connecting the eye and nose cavities. The bone is clean, resilient and projects an aura of Random Good Domain. Knowledgeable PC's recognize this holy relic as the skull of St. Batho, a crusader who was quartered by infidels but never gave up his faith.
A piece of orange amber with a hatching phase spider trapped inside.
A full-face mask carved of deep red jade, depicting a demonic creature, its features twisted in menace. It seems to possess some flicker of sentience or life and is filled with a sense of rage. When the wielder becomes angry the face on the mask begins to twist itself into ever more angry looks as if straining to climb out and destroy the offender.
A miniature bouquet, measuring about eight inches in length containing lily, daffodil, and carnation. The flowers appear to be real, to scale, and in a magical stasis, maintaining their health without water or light years later.
A leather medicine bag with herbs, needles, thread bone saw, scalpel, mortar and pestle.
A rolled-up leather hide covered with sketches of what appears to be detailed floorplans of a crypt.
A thick black drakeleather tunic set with silver skeletons leaping and dancing through golden flames across the tunic’s front. While worn, nearby flames dance with excitement.
A stout willow staff with a stylized human fist at one end. It radiates magic and one could swear they occasionally hear and see a crackle of electricity run along the shaft of the staff and the hand at the end stretches its fingers out before making a fist again.
A battered lump of jet with the name “Yalandlara” inscribed on it.
A metallic cylinder with a very stout exterior casing. It’s quietly emanating a voice that repeats a message over and over. The recording is approximately one minute in length and is in an old alien language that is no longer common on the continent.
A one-gallon cask of Meat Stout, a hearty beer made with fermented meats. A veritable meal in a glass. Oily fat slick on the surface and tastes thick and rich like an alcoholic gravy. It is notoriously hard to distill and has a fair following amongst those with pretensions of sophisticated taste.
A small rectangular polished metal box with several, buttons, levers and cogs sticking out. The various extrusions can be switched to multiple positions, none of which seem to do anything. There is a note attached to it stating that the writer is utterly bewildered by it and hope the recipient can make some sense of its use.
A wand of black jet flecked in glowing jade.
A metallic kazoo that sounds like a flute when played.
A silver horn that when winded, sounds a clear note that brings hope to Dwarfs and foreboding doom to their enemies.
A small jade idol of a griffon that shimmers with an eerie green light.
A once finely-wrought gemstone bound into a silver filigree cone. It is now a dirt-encrusted, chipped remnant of its former glory.
An enthralling ivory mask from which wafts a strong, captivating scent.
A long, diaphanous, red veil that shimmers with crushed amber shards that dance like sultry flames whenever its bearer breathes or moves.
A wool shawl, embroidered with scenes of pastures.
An elven poncho covered in long strands that resemble weeping willow, wisteria and ivy vines.
A large stone fist carved with primordial runes in ancient Netherese.
A primitive mask carved from the wood of a tropical tree.
A parchment scroll with skull emblem on its back. It contains detailed information on how to create several forbidden potions and substances that have dangerous or illegal effects. Simply owning this parchment is a serious crime if one is caught with it.
A celestial lantern that emits a soft, ethereal glow, powered by the captured essence of a celestial being, and requires periodic recharging to maintain its luminescence.
An official looking deed to a piece of land in a realm unknown to you.
A delicate candle of incense that floats like a feather when dropped.
An expensive looking dark glass bottle stoppered with a cork and sealed with wax. The carefully written parchment label says the following “Firewine. This ruby rich delight is packed with mouth-watering sumptuousness with hints of bramble, blackberry, boysenberry, Don Cherry and Frankenberry flourishes. This Pinot Noir is a treat to eat with beef testicles or lamb spleen escabeche. Also an ideal companion for manic-depression. Shows promise to last longer than your belief in an afterlife.”
A tattered piece of a legendary war banner.
A mosaic tile with a multi-colored glazed surface.
A hinged metal wallet of finely worked steel. It contains a full set of certified identification papers denoting that the bearer is a member of the tinkers, pewterers, and casters guild. The section containing the member’s physical description (Height, weight, sex, race, eye, skin and hair colour) is completely blank and could be filled in by anyone with half decent handwriting.
A top-quality brass-and-glass oil lamp.
A white porcelain mask with a single, curving eye slit. It is covered in ancient runes and symbols, their cautionary meaning lost to time.
An ugly, oddly-shaped gem that nonetheless thrums with residual magical energy.
A huge candle made of white wax that has been molded and carved into a macabre shape. The candle is covered with skulls of different sizes, some as small as a fingernail and some as large as a fist. The skulls have hollow eyes and grinning teeth, and some are cracked or missing parts. Between the skulls, there are bones that form intricate patterns and symbols. The candle has a faint smell of decay and smoke.
An ash-shafted pin featuring a spearhead carved from jade in a shape suggestive of a quill feather; whatever it is pinned through slowly grows a pale pink-gray mold.
A long prosthetic beard made of fine silver hair that glitters in the light. It has a soft and silky texture and smells faintly of lavender.
An occult magical implement made from the skull of a pyromage who died in a fiery explosion of their own making. The skull is charred black and has two small rubies for eyes. It can be used as a focus for casting arcane spells.
A scroll on which is displayed a beautifully abstract rendering of a burning snowflake features a sliver of pale blue diamond set into the center of the thick parchment, forming the snowflake itself.
A simple earthenware cup, in the shape of a perfectly shaped cylinder, marred only by the Pentolan obsession with imagery, in this case depicting a bonedrake with molten stone (Stylized with tiny rubies) dripping from its bony plates. Anyone who drinks from this cup feels intensely warm, sweating despite even the coolest night breeze.
A bronze statuette of a pillaring flame set into an octagonal plinth of marble, lavendar shot through with pale green veins.
A short daffodil-yellow linen dress featuring an espaliered persimmon tree, its fruits embroidered with golden threads.
A richly black handkerchief featuring a field of ironoak stars sewn around a silver-threaded rune shaped like the moon.
A scorched linen shawl embroidered with colorful silk faces, placid and near-featureless. While worn, the anger of everyone nearby is reflected in the faces of the shawl, taking their likeness and changing their expression to display their frustration or fury.
An anklet made of a bronze arrowhead marked with a bespiked rune and threaded with thin twisted iron wire.
A yellow silk bracelet holding a plain circle of bronze; on the reverse, a furry violet mold grows, rubbing off easily. The face is dull, reflecting nothing except in moonlight, when everything is reflected like a perfect mirror.
A scale cap made of drakebones painted with small purple flowers and featuring small bronze protrusions like saffron stamens, polished so smooth they’re nearly soft to the touch.
A large olive-handled brush with bristles made of impossibly thin strands of carved jade, surprisingly supple and leaving an indelible green ink on any flesh they touch.
A child's patchwork cardigan that looks to be made out of used baby clothes. It has obviously been worn and there is a tear in the right sleeve at the wrist. Almost as if someone had hidden something in it and needed to retrieve it.....
Marine’s Struggle: A framed charcoal drawing of a fierce ship-boarding battle, that has more feeling than detail, showing swirling smoke and mortal struggle. The few pieces of armor depicted are made of iron shavings, not coal, and flicker violently in firelight. Staring too long at this illustration fills the viewer’s ears with the din of a hard-fought battle.
A small granite statuette depicting an androgynous slinger whirling a massive sling bullet with grim determination on their face. Their eyes are inlaid with silver which turns the color of any light reflecting off of it a pale red.
A short pale red linen robe which has silver wire sewn through its edges displaying handsome men embracing. At the sleeves, tiny iron charms in the shape of faces, eyes closed, lips puckered.
A thin copper anklet studded with half a dozen carbuncle eyes, crudely (Though not hideously) set.
A small box carved of marble in the shape of a box of playing cards. When opened, all nearby light dims until the lid is closed again. Inside, a deck of 40 plain linen cards, a handful of them marked with pips eerily reminiscent of fingernails.
A pale gray whetstone set into an oblong disk of gold and has a silk tassel attached to a protrusion on one end. The tassel seems to dance like a falling ember whenever it is not gripped tight. Using this whetstone to sharpen an implement of any sort fills the user with a keen and overwhelming desire to use that implement; the sooner the better, and with little regard for consequences.
A mortar and pestle made from bluish granite, though cracks in the mortar have been filled with iron polished smooth.
A child's doll holding a bloody axe and her dress has dried blood on it.
A leather map upon which has been marked a star map of the known sky of the local area. At least, that is what it kind of looks like. The only problem is that there are some planets and quite a few stars missing and the names of a significant amount of both have been changed. The date on the map is wrong too, it’s several years in the future…
A letter of acceptance to a wizard college.
A small glass bottle filled with a dark, black ink.
A folded ticket for passage on a ship to faraway lands and an ad about a new life in said faraway land.
A love poem ripped out of a book with a handwritten "Found this for you" in a heart.
A pencil and a sketchbook containing dozens of portraits with names and small personal details. Written on the inside cover are the words “The Family You Choose.”
A large silver coin. One side appears corroded and pockmarked, and the other bears the image of a woman rising from the sea. Close inspection will reveal that the 'pockmarks' are actually a deliberate pattern; a map of the moon's surface. The woman is an obscure and nearly-forgotten lunar and tidal deity, and the coin is an amulet that has a calming effect on werewolves.
A deck of cards, but the Jack of Clubs has wildly different artwork than the rest of the deck.
A small sun dial whose shadow does not match up with the sky above, because the dial is tracking the sun in a different location. It is a clue as to that location's position.
A children's drawing of a monster. The lines are quite rough and squiggly and close analysis reveals that the shape of the outline matches the shape of a nearby island, and the monster's features form a map to a secret pl
A leaflet titled, "General Orders for City Guards": A short leaflet with hand drawn pictures that describes the duties and expectations of City Guards. It describes things such as proper watch turnover, even provides tips and tricks for making rounds efficiently.
A large handled musical instrument similar in shape to a maraca, crafted from the giant rattling tail pieces of a fallen Yaun-ti warrior.
A mahogany mask carved in the horrendous approximation of draconic visage, red liquid ever flowing from its gaping wooden maw. Few have met the gaze of the vengeful nature guardians depicted in its form and lived to tell the tale of their encounter with a wyvern. Borne from the anguish of those who feel the pain of nature as sharply as their own, their scarlet tears leaking through eyes that have seen much devastation. Crimson sap seeps out from the wrinkled sneer as though choking upon the injustices inflicted upon the forest and its denizens. And when those sins are expelled, those caught within shall finally grasp the extent of their crimes as they burn upon their backs forever more.
A tankard of silver and polished tusk, which perpetually smells of mead.
A jar containing an eye and a couple inches of optic nerve floating in a greenish fluid. Glued to the jar is a note reading "Vazquez?" Somehow the eye always seems to be turned to face you.
A small statue, it was maybe once a bust, weathered and beaten beyond recognition. When looked at under candle light, something reminiscent of a face can be seen.
A pewter toy of a lance wielding soldier on horseback.
A spool of thin twine that sparkles in the sunlight.
A silk veil that looks like a burlap hood to all but the wearer.
A deep blue marble that looks like an eye.
A quill made with a roc's feather that is ridiculously large and nearly impossible to write with.
A fourth of a treasure map, showing only where to start. Knowledgeable PC's will recognize a few landmarks for a nearby area.
A silk handkerchief with a single tear staining one corner.
A glass eye made from obsidian with a polished gold iris that shines like the sun.
A jar of pickled fruit that cannot be opened without magic.
A series of glass lenses in a tube that projects an illusory red dot that cats love.
A long reed that produces a low whistling noise when blown.
An inkwell of pitch-black paint that slowly replenishes itself.
A high-quality bowstring made into an anklet.
A paintbrush made of rare wood and luxurious bristles.
A brassy clockwork beetle that scuttles around when wound up.
A jar containing a dozen hollow reeds that can be used as delicate drinking straws.
A heavy bracelet is made of dark brown stone. The crafting is superb but several large gashes mar its otherwise smooth surface. It seems slightly too large to fit a human wrist but mysteriously adjusts in size when worn.
The Needed Cane: A small, sturdy wooden cane lies innocent. If a humanoid creature picks it up, it acts as a normal cane. However, if at any point they lean on it or use it to support them, its curse activates. For the next 1d10 days the user cannot do anything but the crawl if they are not supported by the crane.
A small painting shows a beautiful cottage on a lake in front of a mountain lake.
A caricatured figurine of a horse-head made of polished basalt, about one foot high.
Zephyr Clip: A simple hair clip that shimmers in a metallic blue tone. The creature that is wearing the clip has their hair flowing as if in a light breeze.
A crate of rotgut liquor.
A leather wallet stamped with a glowing arcane rune. It contains a full set of certified identification papers denoting that the bearer is a member of the mages guild. The section containing the member’s physical description (Height, weight, sex, race, eye, skin and hair color) is completely blank and could be filled in by anyone with half decent handwriting.
A black glass bottle filled with a substance known as Brimstone Brew and sealed with a bone lacquered bone stopper. This odd liquid is a constantly swirling mass of orange and red, and has a faint glow to it. The potent liquor carries a slight odor of sulfur, and is warm on the tongue. After downing the brew, the drinker begins to hear unintelligible whispering that plagues him for hours. Fiendish Warlocks and other beings in the service of infernal masters establish a weak telepathic link with their demonic patron and can ask simple questions and may receive short simple answers or be given direct orders if the devil is in such a mood.
A white apron that’s been absolutely covered with a pattern of embroidered roses. Knowledgeable PCs will recognize the pattern as a nod to a local folk tale where a young maiden’s fiancee dies and she makes a deal with a devil in order to bring him back to life. The devil demands that she return in a week with her apron filled with roses or she must forfeit her soul. Normally this wouldn’t be a problem as wild roses bloomed everywhere but this occurred in the dead of winter. Instead the maiden worked day and night and covered every square inch of the apron in roses and return to the devil at the end of the week. The endings vary by who’s telling it, most try for a happy ending where the fiancée is resurrected and they live happily together as the maiden cultivates a rose garden into her old age. Other darker stories end with the devil becoming angry that it was tricked and playing a trick in return bringing the fiancée back to life as a zombie who kills and eats the maiden, simply killing her out of spite or pointing out that apron is only covered in roses and not filled with them and consuming her soul.
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tabletoptrinketsbyjj · 10 months
Text
Trinkets, 64: Interesting baubles, semi magical objects and items touched by mystery.
 A letter of personal letter of reference saying that the bearer and his companions should be allowed entry into the occult library of Arkham’s Miskatonic University. The paperwork makes a porously vague reference that the bearer and their companions are friends of the college after their assistance during the “Dunwich Incident”. The letter was written and stamped by a Dr. Henry Armitage, who was the Chief Librarian at the time.
A copper, hexagonal coin. On one side is a smiling face and the words “REMEMBER TO LIVE”. On the other is a skull and the words “REMEMBER YOU WILL DIE”.
A star map depicting several celestial bodies that aren't visible to those without the Second Sight.
An ornate incense holder that looks as though it should connect to a larger object. The sweet smell wafting from the perfumed censer hides a poisonous reaction within. Knowledgeable PC’s are aware that the Brethers of the Seat of Infinity use these burnt offerings to confuse and confound their senses. In a state of rapturous delirium, they behold obscene truths and righteous falsehoods.
A complete deck of antique playing cards that once belonged to a royal family. The face of one of the queens has been scribbled out.
A piece of coloured glass, etched with a poem in Infernal that fills the bearer with melancholy when held.
A fist sized piece of jagged garnet. The deep crimson and maroon gemstone pulses faintly and smells of blood.
A simple silver flute perfect for a set of clever, delicate hands. Whenever the object is grasped, flashes of someone else’s emotionally poignant memories flash in the bearer's mind as if long forgotten but suddenly remembered; You saved up all summer to buy it for your sister, thinking of how happy she’d be when you gave it to her on the day that you came home; but then the war came, and by the time it was over you had no home to go to. Now, every time you hear someone playing the flute, the same damn fool hope rises up in you that this time it’s going to turn out to be her…
A nose made from colored glass that is sacred to a God of Craft.
A portable ram composed of a sturdy wooden beam, banded with iron and ending in a heavy metal head. The head’s broad and flat striking surface aligns with the beam’s horizontal aspect. Attached to the beam are two iron handles with leather-wrapped grips. One handle is affixed near the head, and the other is near the opposite end of the beam.
—Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Keep reading for 90 more trinkets.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A letter of personal letter of reference saying that the bearer and his companions should be allowed entry into the occult library of Arkham’s Miskatonic University. The paperwork makes a porously vague reference that the bearer and their companions are friends of the college after their assistance during the “Dunwich Incident”. The letter was written and stamped by a Dr. Henry Armitage, who was the Chief Librarian at the time.
A copper, hexagonal coin. On one side is a smiling face and the words “REMEMBER TO LIVE”. On the other is a skull and the words “REMEMBER YOU WILL DIE”.
A star map depicting several celestial bodies that aren't visible to those without the Second Sight.
An ornate incense holder that looks as though it should connect to a larger object. The sweet smell wafting from the perfumed censer hides a poisonous reaction within. Knowledgeable PC’s are aware that the Brethers of the Seat of Infinity use these burnt offerings to confuse and confound their senses. In a state of rapturous delirium, they behold obscene truths and righteous falsehoods.
A complete deck of antique playing cards that once belonged to a royal family. The face of one of the queens has been scribbled out.
A piece of coloured glass, etched with a poem in Infernal that fills the bearer with melancholy when held.
A fist sized piece of jagged garnet. The deep crimson and maroon gemstone pulses faintly and smells of blood.
A simple silver flute perfect for a set of clever, delicate hands. Whenever the object is grasped, flashes of someone else’s emotionally poignant memories flash in the bearer's mind as if long forgotten but suddenly remembered; You saved up all summer to buy it for your sister, thinking of how happy she’d be when you gave it to her on the day that you came home; but then the war came, and by the time it was over you had no home to go to. Now, every time you hear someone playing the flute, the same damn fool hope rises up in you that this time it’s going to turn out to be her…
A nose made from colored glass that is sacred to a God of Craft.
A portable ram composed of a sturdy wooden beam, banded with iron and ending in a heavy metal head. The head’s broad and flat striking surface aligns with the beam’s horizontal aspect. Attached to the beam are two iron handles with leather-wrapped grips. One handle is affixed near the head, and the other is near the opposite end of the beam.
A sculpture of a single rose in full bloom, seemingly masterfully crafted and colored from an unidentifiable metal that leaves the sculpture pliant yet indestructible.
An old and slightly tarnished, antique locket. It might be your imagination, but it seems to radiate an unnatural heat, which quickens your fingers.
A mummified humanoid hand coated with wax, with a wick projecting from the wax at the end of each finger. Knowledgeable PC's can identify it as a Hand of Glory, an occult artifact made from the left hand of a man hanged for the crime of murder.
A preserved human heart in a decorative antique jar, glued shut to prevent the formaldehyde from leaking. It smells like roses in a hospital; medicinal and faintly sweet. The liquid glows dimly in the dark.
A pirate's hat with a metal brooch, the seal of Ship Kurth.
A single white magicians’ glove with gold details. It feels cheap and is uncomfortable to wear. Seemingly fitted for a human but magically adjust to the hand inserted.
A featureless white mask imbued with a subtle magic.
A keyring full of miniature holy symbols and imbued charms.
A plague doctor's avian mask gilded in gold, decorated with elaborate carvings of ghosts writhing in agony, and eye glass made from thin sheets of solid quartz. Underneath the decoration, the plague mask is a lumpy linen hood with a long leather beak sewn in, and leather-rimmed eye holes. The beak is filled with dried herbs that smell like sandalwood and myrrh, with an unpleasant lingering mildew undertone only noticeable after several hours in its presence.
A yew wood figurine of a winged satyr carrying a willow branch staff.
A small, finely polished geode whose crystals slowly fade between every colour of the spectrum.
A writ of authority that allows the bearer access to residences where blasphemous activities are suspected to take place in order to rout out sin and corruption and bring heretics to justice. The letter is signed and stamped by the head of an order of militant inquisitors.
A small porcelain pot in decorated with swirling pastel designs. It’s filled with hand and face cream that smells of sweet pea and roses.
A hammered pewter bowl and flatware.
An old lucky coin that belonged to a sea captain from a foreign land, kidnapped by sea-sprites to marry their queen. The sprites however were mesmerized by the captain's shiny coin and he cleverly used it to hypnotize the mischievous demons and make his good escape. Perfect for idle thinkers and fingers alike.
A bone needle whittled from a demon’s fingerbone and cleansed in a river delta
A palm sized spool of copper wire.
A vintage military decoration dated NRy772, the year of baron Samias Northcrest's untimely death in battle.
A tiny gold tablet with strange unrecognizable writing.
A small portable brass icon, the size of a palm, that depicts St. Ar’qhual’aaaa. According to religious accounts, she came out of the blue, spoke an unknown language and had a second mouth on her forehead. Despite her oddness she was blessed with miraculous healing powers and disappeared without a trace after saving a whole town from the Black Plague.
A silk vest in sea green and yellow made loose and light to be worn over armor.
A dented tin cup the name “Elaina” engraved on the handle, and stamped on the bottom with the crafter’s sign.
A stack of passionate love letters, tied with a red ribbon, written to a local noblewoman by someone who was definitely not her husband. Frustratingly they're all anonymous, but various internal clues suggest the author was not a member of the aristocracy.
A bronze-and-clockwork head of a woman, slightly larger than life-sized, clearly missing a chunk of mechanisms from the area of its throat. When wound up, the gears turn and the lips move as though trying to speak, but no sound comes out.
A heavy letter wallet containing a bundle of incriminating papers, implicating an influential local figure in a variety of crimes and misdemeanors. A reader skilled in investigation can determine that about half of them look genuine but rest are probably high-quality forgeries.
A weathered leather satchel tooled in nautical designs and full of rose-colored salt.
A walking cane made from an exotic mummified snake.
An iron clasp, as for a cloak, inlaid with copper in the shape of a ship.
A humble holy symbol that has been treated with loving care. Whenever the object is grasped, flashes of someone else’s emotionally poignant memories flash in the bearer's mind as if long forgotten but suddenly remembered; It was your mother’s holy symbol. She had it blessed by the local priest, and gave it to you just before you set out on your first campaign. You wear it over your heart in every battle. May the gods watch over you, mother, wherever you are…
A scrimshaw work-in-progress of a mounted soldier tilting at a snail.
A heavy envelop containing 1d4+1 Randomly Coloured wax sticks and a seal from a lesser house of merchant tycoons.
A 19-string harp of oiled limewood and sycamore with gut strings.
A famed painting of a famous fight between shieldmaiden and sea monster.
A deed to a cemetery plot in a nearby city.
A large tapestry depicting an ancient battle with tentacled monsters.
A large net with an amazingly fine mesh, attached to a rope for throwing and hauling, and ringed with wickedly-sharp riphooks.
A light brown staff ringed at the apex with a small golden band, a large eagle feather tucked securely in its clutches.
A deck of cards that shuffles itself when tapped twice.
A white lace parasol that creates three possible illusory effects beneath its open canopy: a soft flurry of snowflakes, gently shifting rainbow lights, or tiny, flitting songbirds. The bearer can cycle through the effects of dispel the effect by tapping on the parasol’s silken grip.
A rough-spun pouch containing fourteen glass marbles in various colors.
A dented pewter tankard engraved with a scene of wolves killing a stag.
A cloudy blue bottle with a silver stopper in the shape of a rose. A dark red liquid can be faintly seen sloshing around inside. The vessel is filled with a sweet raspberry cordial and contains enough for five regular sized cups.
A brass doorknob etched with the image of a wandering bear.
A fascinator made of gold filigree and bright blue feathers.
An outwardly plain box carved with dwarven runes, surprisingly light, and roughly the size of a loaf of bread. Inside, the box is much more extravagant, lined with crushed velvet and studded with gems. An old dwarf nursery rhyme plays when the box is open “The Legend of Calibra Daliq,” a thieving dwarven wizard, who shrunk herself to sneak past guards and locked doors in order to get her riches. She was, of course, beheaded in the end for her crime.
A cracked crystal ball. When you aren't looking directly at it you see something moving in the ball out of the corner of your eye.
A decently sized skull that seems to be some sort of aberrant mix between rat and Random Humanoid Race.
A strange metallic artifact crafted in the rough shape of a squat wand, the tarnished object was forged from an alloy of gold and lead. The aberrant item is adorned with the strange heads of three fish-human hybrids, possibly Deep Ones, and is further decorated in a strange metallic amalgamation of unnatural and natural organic forms of marine fauna such as coral and mollusks. Knowledgeable PC’s are aware that it is serves as the Relic of Invocation for the cultists of Devil’s Reef.
A woman’s handbag with a false bottom that could be used for hiding small objects during a casual inspection.
A tree branch that has withered and flourished more times than there are stars in the clear night’s sky. When it is withered, it grows anew. When it is thriving in its fullest, it fades away yet again.
A primitive carving depicting an emaciated, hoofed humanoid creature with a horrible equine face.
A shard of petrified winterglass that twinkles with a faint resonance. These gems are prized by the Martyrs for preserving the dead and the dying. Their frozen bodies become relics, broken apart and shared with the most pious of their order.
A heavy drinking horn cut from the skull of some unknown animal requires two hands to lift.
A pair of bellows with a shining brass nozzle and a dark wooden frame. Etched into the wood are artistic depictions of winds surrounding a red orange flame. The flame seems to waver and shimmer as you pump the handles.
A crystal shard that hums and buzzes with a palpable energy, shimmering every possible color and others you only dream about. Staring at it gives you the feeling of swimming across time and space. Hot when near it, cool to the touch, its existence is a walking contradiction but you feel all the more confident for holding it.
A small bizarre crystal that seems to glow faintly from within. It looks like amber, but is as hard as granite, but with an almost waxy finish. When you stare into it, you begin to see patterns, almost on the periphery, vague and indistinct. The more you look, the deeper you see.
A jawbone made of siderite, a strange metal that comes from the stars. The jawbone itself is clearly impossible, as there are types of teeth from almost all known creatures and they seem to be…growing.
A little rectangular mirror. When you touch a dent on the bottom of it, it will hold the image it reflected then for as long as you don't touch that dent again.
A macabre wind chime whose bells are made of hollowed bones, the clappers and weights are rotting fingers and toes. It does have a pleasant sound at least, but to many that is even less reassuring.
A mask crafted by a kind hearted man in a land of torment and villainy. The mask is made of oak with silver plating covering the wood. The appearance is that of a stoic emotionless sentinel.
A face veil made of gossamer macemaker silk, the color of freshly spilled blood.
A written pension of a middling civil servant, guaranteeing the recipient a copper and a turnip every day for life.
A mosaic tile depicting an ancient city and its rulers.
A copper whistle that creates a noise from a random animal when blown into.
A tiny pot with a small sunflower planted in it. A glowing yellow smiley face is etched into the face of the flower, and it sways back and forth despite there being no wind. When looking at it you feel a little bit happier.
A small sphere made out of a strange bluish metal. The sphere ignores all air resistance, friction, and gravity and never loses momentum unless physically stopped by a barrier, allowing it to move unbridled in any direction indefinitely.
A meticulously decorated golden coin that seems to have tiny sharp teeth surrounding the face of the coin. Touching the center of the coin causes the teeth to clamp down on your finger.
A small painting depicting a husband and wife, held in a miniature wooden frame. Anyone who holds it sees themselves in the place of the husband when they look at it.
A wreath of flowers that bloom during the day, and die at night, only to bloom again the following morning.
A palm sized statuette of a chicken. If the holder looks at it for more than five seconds, they start to hiccup uncontrollably for the next minute.
A shabby leather explorer’s backpack with a nicked wooden rack near the top. Tied to it is a drab, ragged bedroll, along with a simple, dented tin box. Belts on one side of the pack hold hempen rope. A waterskin has been hung from its own carrying strap, which fits across the whole pack.
A palm sized snowflake made of ice that never seems to melt.
A forked stick that tends to points towards areas with very little water.
A black metal lantern with a black leather hood made from humanoid skin. The lantern is always cold to the touch and never exudes heat even while burning. It shines an eerie, dim, unnatural bluish light in a radius of 50 feet when lit.
A blood red fiddle that seems to have strings made of human veins. The music produced is horrible sounding and terrifying.
A small statue of the God of Greed that glows when near gold.
A stein decorated with a design depicting a fearsome kraken tearing a ship apart during a tumultuous sea voyage. Golden threads decorate the bottom of the design and line the polished metal lid of the stein.
A copper rod decorated with gilded lightning bolts that makes your hair stand up when held.
A red drawstring bag that remains warm to the touch regardless of ambient temperature. It is filled with fine ash that can only be created by the intense heat found on the elemental plane of fire.
A small ceramic urn filled with cremated ashes. The markings on the vessel signify they are the remains of an infamous religious zealot that was responsible for a holy war that killed thousands.
A distinctive mask that belonged to the former king who ruled over the land. The kingdom is no longer ruled under the same form of government, but the mask is a relic from an era when the kingdom was ruled under the iron fist of this tyrant.
A rumpled piece of parchment with words “Mansion basement safe 5839” written on it in a fine noble's penmanship.
A greasy scrap of parchment with the phrase "The Maimed Goblin, midnight, three nights hence. Or else!" badly written on it.
A soft leather purse full of foreign currency.
An iron key with a ribbon tied to it. The ribbon says "Box 824".
An embroidered handkerchief with an image of a duck swimming in a pond filled with gold coins.
A prickly wand bristling with thorns and a piece of quartz on one end.
A silver fork whose tines are bent every which way.
A rudimentary astrolabe made from carved bones and feathers.
A leather pouch containing a ceramic pot of granular green powder and a roll of five cloth bandages. When wine or water is added to the green powder, it forms a poultice that heals two daggers worth of hit points (2d4). Any healer, herbalist, shaman, or cleric can readily identify the powder, or PCs can discover its purpose through experimentation. There is sufficient powder for 3d4 applications.
37 notes · View notes
tabletoptrinketsbyjj · 10 months
Text
Trinkets, 63: Interesting baubles, semi magical objects and items touched by mystery.
 A wooden crate branded with the sigil of the Overseers, a militant faction within the Abbey of the Everyman. It contains books of arcane recipes, heretical studies, spells ritual instructions and blasphemous stories. A note at the top of the contents reads “Contents to be recorded and burned”
A set of butcher's tools made for travelling and dressing animals in the field rather than in a shop. The roll of waterproof leather includes a cleaver, various sizes of knives, meat hooks, heavy-duty shears, scalpels, a bonesaw, a small grinder and bag of salt.
A silver pin in the shape of a lily with a blue gem set at its heart.
A card box filled with recipes, many being normal recipes any family would have collected, but some being more unusual. Notable is one titled Polyp Pudding.
A small cask of strong wine, marked with the seal of a halfling vintner.
A fragment of stone from a castle wall. Whenever the object is grasped, flashes of someone else’s emotionally poignant memories flash in the bearer's mind as if long forgotten but suddenly remembered; No fortress is truly invulnerable. You learned that the hard way.
A pair of unsettling looking earrings carved of some greenish rock similar to raw jade, set in thin spirals of gold. The gold is engraved in some letters of an unknown language
A fancy silver hairbrush with stiff bristles once used to brush hair. The back features an ornate floral design.
A non-faceted, smooth, dark blue stone about the diameter of a human thumbnail. It smells like and occasionally weeps salt water.
A note of protection written by a local criminal gang, stating that the bearer is fully paid up on their protection money and is not to be harassed. It is written entirely in Thieves’ Cant
—Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Keep reading for 90 more trinkets.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A wooden crate branded with the sigil of the Overseers, a militant faction within the Abbey of the Everyman. It contains books of arcane recipes, heretical studies, spells ritual instructions and blasphemous stories. A note at the top of the contents reads “Contents to be recorded and burned”
A set of butcher's tools made for travelling and dressing animals in the field rather than in a shop. The roll of waterproof leather includes a cleaver, various sizes of knives, meat hooks, heavy-duty shears, scalpels, a bonesaw, a small grinder and bag of salt.
A silver pin in the shape of a lily with a blue gem set at its heart.
A card box filled with recipes, many being normal recipes any family would have collected, but some being more unusual. Notable is one titled Polyp Pudding.
A small cask of strong wine, marked with the seal of a halfling vintner.
A fragment of stone from a castle wall. Whenever the object is grasped, flashes of someone else’s emotionally poignant memories flash in the bearer's mind as if long forgotten but suddenly remembered; No fortress is truly invulnerable. You learned that the hard way.
A pair of unsettling looking earrings carved of some greenish rock similar to raw jade, set in thin spirals of gold. The gold is engraved in some letters of an unknown language
A fancy silver hairbrush with stiff bristles once used to brush hair. The back features an ornate floral design.
A non-faceted, smooth, dark blue stone about the diameter of a human thumbnail. It smells like and occasionally weeps salt water.
A note of protection written by a local criminal gang, stating that the bearer is fully paid up on their protection money and is not to be harassed. It is written entirely in Thieves’ Cant
A painted silver brooch that smells faintly of ginger.
A padded poisoner’s kit containing a bronze mortar and matching pestle, two syringes of brass and glass, needles, and snakeskin gloves. Several vials (Some empty, some full of powders or herbs) are looped to the case’s top. A small compartment also holds wax, thin patches of leather, and a coil of string.
A ceramic vessel in the shape of a shrike which can hold liquid.
A mask whose function is abundantly clear to anyone who looks at it; to instill fear. The mask’s features are accentuated in dim lighting; razor-sharp cheekbones, a black void where eyes should be, and a mane of straggly white hair that extends past the shoulders. Any observer can plainly recognize the face’s design, the wicked appearance is that of the Boogeyman; a creature of ill intent who haunts the dreams of all children.
An unusually heavy, strange talisman emanating a palpable power.
A beautifully crafted sculpture made from fine copper wire intricately braided into the form of a praying mantis, its claws folded in front of it.
A glass eye whose rainbow sclera seems to always look toward a particular point.
The Lucky 53: A beaten-up deck of red Aristocrat playing cards. Bloodstains spatter the front faces of the ten, ace, and court cards of the spades suit, and the single joker in the deck has a bullet hole straight through the middle. When shuffled and drawn from, the Lucky 53 will always have the ace of spades at the top of the deck.
A simple looking stylus that was once used by a holy prophet of Random Godly Domain to engrave the tenets of an ancient religion onto wax tablets. The tablets are long since lost and the religion forgotten, but the stylus still retains some of its divine benediction.
A mummified talon of an elephant bird.
A preserved minotaur head, old but still retaining most detail. The skin is old and decrepit, yet both the horns have been dipped in molten gold.
An unadorned black candlestick with a simple silver handled wax catcher.
A large blueprint or schematic for an incomprehensible object in a language you have yet to identify.
A bar of soap that smells of charcoal and brimstone.
The Child’s Nightmask: A sleeping mask made of natural jute cloth and faded floral cotton, hand-stitched along the edges and tied with a worn pink ribbon. Two matching porcelain doll faces are embroidered on with green and pink thread above where the eyes should be. More freehand embroidery decorates the rest of the mask with uneven bunches of spring flowers. Anyone wearing the mask can see through it despite the lack of eye holes. An adult wearing the mask will see other adults appear as children through it, while a child will see all children appear as adults.
A set of chalk pencils, ink pens, and charcoal sticks to be used for inscribing illuminated texts.
A hand fan made of owlbear feathers.
A small beaded bangle that exudes an aura of hopefulness.
A fine iron statuette of a phoenix that fills those near it with a sense of peace and self-worth.
A small wood and metal puzzle box whose pieces move around easily but the solution can never be reached and it never opens.
A flint and steel that, instead of a spark, creates a spray of rainwater.
A small padded wooden case containing a piece of bloody cloth, pressed under glass. The cloth brims with divine power and knowledgeable PC's recognize it as a holy relic originating from the garments of St. Ambo & St. Ivor. Conjoined twin brothers: one of them was pious, one was a non-believer. Nobody remembers exactly which one was which, so they were both canonized by the Church.
A thick winter scarf made from animal furs and pelts.
A finely polished skull with strange markings, reminiscent of shamanistic motifs.
A mechanical device encased in a patina of rust, tiny gearworks and lenses form an eye-shaped machine.
A papyrus scroll with occult spell written in a dead language.
A wand crafted by a wizard using part of his own soul according to practices long lost. The implement consists of a single ivory splinter from a narwhal horn which glows when first touched by a mage.
A belt pouch containing a set of nine marbles, hand carved from petrified glimwood. They are dark smoky gray with hints of green and red swirls.
A collection of sixty-six playing cards with unrecognized suites, illustrated beautifully by a master painter.
A small travel case holding a collection of exquisite pornographic woodcuts, depicting an assortment of extremely unnatural acts. Selling them to the right person could earn one a lot of money. Selling them to the wrong person could ruin one’s reputation or wind oneself in some legal trouble.
A leather wallet containing a letter of recommendation, signed and sealed by a king from a far-off land, which declares the bearer to be the All-Conquering Slayer of Beasts and Monsters, Katarina the Magnificent. No one has ever heard of her.
A collection of scandalous, gossip-filled letters, written between two aristocratic siblings (who also seem to have been incestuous lovers) a little over a century ago. These letters repeatedly hint at the existence of some very dark secrets in the histories of several prominent local families, but are maddeningly vague about specifics. An insightful reader suspects the authors knew that their letters were being opened and read by people other than their intended recipients.
A mahogany box lined with black velvet that holds pairs of glass eyes.
A pocket watch with a strange design of interlinked circles on it. Sometimes it whispers to the bearer about time and space.
A rawhide pouch containing 2d4 bars of well-made olive soap.
A wrought iron candleholder shaped like an octopus.
A woolen mantle with mink fringe, embroidered in a foreign pattern.
A love-letter, so worn that it’s almost illegible – not that it matters, as you know the words by heart. The person who sent it to you married someone else years ago. You still dream about their smile.
An ancient copper jug shaped impeccably like a lily, inscribed with poetic calligraphy.
A scroll containing the annotated history of a dwarven enclave, in a horn case.
A tall metal vase decorated with hundreds of tiny metal eyes.
A long wooden box and two silvered glass mirrors, fitted together to form a crude periscope. The mirrors alone are worth 10 gp each if removed.
A bottle of Witchlight Wine, made in the Feywild. While uncorked, it plays calliope music until there is no more wine in the bottle.
An orange glass butterfly that periodically flutters its wings.
A tiny porcelain rabbit that animates and hops in a circle when set on a flat surface.
A shimmering silver veil that flutters even in the absence of a breeze.
A great jar, with a tapering neck and a deep, round, abdomen's body. It is wholly encrusted with shells and corals that have gathered upon it as if through many ages in the ocean deeps, and was festooned with weeds and sea-flowers such as you have never before beheld. It is so covered that it is impossible to determine the substance of which the vessel was made.
A crystal phial with a cork stopper, filled with deep-red ink.
A peacock feathered ankh once owned by Ramses XI, the last Pharaoh of the New Kingdom.
A silver filigree tikka dotted with seed pearls.
A fist sized, copper orb that constantly appears to have moment just underneath its shiny surface. The cardinal directions are carved into the sphere.
A nearly unbreakable glass tank, three feet high, completely sealed. Inside, a reddish tadpole floats in hibernation. Striking the glass causes the creature to thrash and double in size. If left alone, the creature it will stop growing and sleep. Continued disturbances will cause the creature to evolve by stages into a titanic froglike monstrosity that breaks out of its cage and goes on a voracious rampage.
A foot-tall obsidian crystal with three long prongs which extend upwards from its centre. The prongs are slightly pliable and a small object could be held within the trio at the obelisk’s apex.
A sealed glass jar containing a small planet approximately the size of an apple, floating in midair. Populating the miniature celestial body is a sentient species of arthropods the size of bacteria.
A jagged green stone slab that looks like it's a part of a strange puzzle.
An epic narrative poem etched on a stone tablet known as “Flowers of Quinde”. It was written eight hundred years ago by a famous Gaulish poet, but although modern literary scholars hold the poem in extremely high regard, historical records show that he was often ridiculed by his contemporaries for his obese figure and unattractive facial features.
A dark brown hardwood chest inlaid with bleach white bones along its edges. A skull is set in the lid with the lock inside its mouth.
A large drinking horn is bound in iron rings and covered in orcish runes.
An occult sceptre consisting of a smooth metal shaft inscribed with intricate runes. The rod is capped by two glass prongs that occasionally arc with electricity. By holding the sceptre aloft the bearer can make their voice heard at double the normal distance. The implement can be used as an arcane focus for casting spells.
A crude six-inch, limestone statuette depicting a hunched ogre with a club in one hand and four javelins hanging off its belt.
A large heavy bracelet crudely fashioned from lead and appears to have been once covered in gold leaf, now almost entirely worn off. The "stone" set in the centre is nothing more than badly chipped and scratched glass.
An ancient artifact that looks like a pitch-black crystal with fine red veins. It has the shape of an approximately oval or egg-shaped polygon about four inches long. The numerous irregular sides are polished to a mirror finish and it is hard to tell whether it is a natural crystal or an artificial object.
A heavy lead idol of an aberrant alien God.
A walking cane made of ivory, with a heavy grip piece sculpted into a lion´s head with open mouth, bearing its fangs.
An old sea chest containing sodden ancient scrolls with fragments of arcane lore.
A puzzle consisting of interlocking metal rings that when flipped, rotated, and moved correctly, come apart.
A piece of charcoal that magically translates what you write into another language, even if you don’t understand the language. Unfortunately, each word you write is written in a different language, making your writing hard to read.
A strange coin that seems to be an amalgamation of copper, silver, gold, and platinum, shaped into the image of an eight pointed star. The faces of the coin both depict a warped, tentacled creature.
A labelled glass bottle that appears to be empty. The label reads: “Negative Feelings”. Opening the bottle releases a scream that only ends when the bottle is corked again.
A crumpled sheet of music of a love song with overly risqué lyrics.
A skeletal hand whose fingers twitch and move from time to time. It is incredibly unsettling to look at.
An indigo colored crystal in the shape of a crescent moon. It seems to emit a one-inch aura of darkness that swallows all light, magical or otherwise.
A belt buckle made of copper in the shape of a ship that has a hidden blade in it.
A wooden box filled with well-drawn pictures of landscapes. A picture of a beautiful woman’s face lies at the bottom of the box in a hidden compartment.
A glass jar full of delicious looking (If quite stale) cookies. An ear-splitting alarm goes off when the cookie jar is opened.
A set of six-sided dice with lewd pictures on each of the faces
A strangely shaped piece of whittled driftwood with dozens of holes in it. When the correct hole is blown into, it mimics the sound of the ocean
A bundle of crumpled papers, each having a partially completed love poem on them. Most of the words are scribbled out and are illegible, but the intended recipient appears to be a woman by the name of Neurelia.
A set of merfolk sheet music tattooed on fish skin that creates an alluring siren song when played properly.
A small pocket-bottle of 100-year-old whiskey.
A monogrammed handkerchief from a noble house that reeks of fine perfume.
A small opaline sculpture of a moth that glows softly in moonlight.
A "lucky" wererabbit's foot on a silver chain.
An envelope containing blackmail for a local politician.
Eggs of Chinweike: These fired clay balls are the size of eggs but when cracked reveal an otherworldly iris and pupil that flicks quickly from side to side. It is said that if a person holds one of the eggs and points it at the world they will see terrible things through their own eyes. What, exactly, is uncertain: past massacres, the dark world that exists beside ours, or, perhaps, even their own death.
A slick stone idol depicting the chaos god Nimlurun.
A hunting horn made of a conch shell that creates an ominous drone when blown.
A black lace filigree masquerade mask set with a black onyx gem.
A woodcut painting of a shiver of sharks caught up in a feeding frenzy. It glows silver in starlight.
A peculiar idol carved from an unknown soapy, greenish-black stone that has golden flecks. The style of the sculpture cannot be readily attributed to any known human culture, yet the idol appears to experts throughout to be unimaginably ancient. The idol inevitably evokes a sense of malevolence and revulsion in the viewer and depicts a vaguely anthropomorphic, bloated-looking creature. Its alien outlines feature an octopus-like head with antennae and tentacles, as well as a scaly, rubbery body equipped with enormous claws on its hands and feet. The form also has long slender wings. The strange form squats on a pedestal whose base is covered with illegible characters.
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tabletoptrinketsbyjj · 10 months
Text
Trinkets, 62: Interesting baubles, semi magical objects and items touched by mystery.
 A small green box containing a single round nephrite stone, the size of a shirt button and twice as thick, mounted with a simple metal clasp. The jade is a flawless, vivid, translucent green, edging nearly into blue. It is so well polished that even in the dim light of a candle it seems to glow.  
A spool of very fine wire copper wire. Useful for setting trip-wires, rigging up pulleys, and conducting electricity.
A ticket for underground gambling in a criminal betting racket. There is a location on the stub written in Thief’s Cant that gives directions to the location the gambling takes place.
A black top hat that, when doffed, causes the sound of applause to echo around the wearer.
A troll-leather wallet stamped with the symbol of a crossed machete and spear. It contains a full set of certified identification papers stamped by the office of the king denoting that the bearer is a bounty hunter licensed to track down aberrations, dire beasts and monstrosities that are infesting crown land or private property and turn in proof of their death to a local authority in return for a reasonable reward. The papers offer examples of general rewards in gold, trade goods or local services to be paid out for a list of common creatures. It says that the local mayor or town council can send a bill to the office of the king to be compensated for most of the reward.
A glassy stone appears to have a reddish liquid core. The stone itself is milky translucent, rock solid, and unlike anything natural you've seen.
A leather case containing a scroll decorated with an old family tree, showing the ancestry of a local noble family. If it’s accurate (And it looks like it might be) then a whole branch of the family has somehow disappeared since it was written, despite (Or because of) the fact that they should really be the primary heirs to the family’s land. It's unknown if there are any surviving members…
A jute blindfold marked with a stylized eye in the centre.
An intricate clockwork lute with a strange mechanism. The whirring-pieces of this lute echo with surprising warmth. But it should be noted that no amount of automation can improve a rotten performance.
An artificer's ticket that says the bearer can present this receipt and pick up their commissioned magic item that is being enchanted in a nearby city. The writing states that half the work has been paid in advance and according to the date was completed 3d6 days ago. For proper claiming purposes, the ticket has the first sentence of the following description written on it: Random Minor Magic Item.
—Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Keep reading for 90 more trinkets.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A small green box containing a single round nephrite stone, the size of a shirt button and twice as thick, mounted with a simple metal clasp. The jade is a flawless, vivid, translucent green, edging nearly into blue. It is so well polished that even in the dim light of a candle it seems to glow.  
A spool of very fine wire copper wire. Useful for setting trip-wires, rigging up pulleys, and conducting electricity.
A ticket for underground gambling in a criminal betting racket. There is a location on the stub written in Thief’s Cant that gives directions to the location the gambling takes place.
A black top hat that, when doffed, causes the sound of applause to echo around the wearer.
A troll-leather wallet stamped with the symbol of a crossed machete and spear. It contains a full set of certified identification papers stamped by the office of the king denoting that the bearer is a bounty hunter licensed to track down aberrations, dire beasts and monstrosities that are infesting crown land or private property and turn in proof of their death to a local authority in return for a reasonable reward. The papers offer examples of general rewards in gold, trade goods or local services to be paid out for a list of common creatures. It says that the local mayor or town council can send a bill to the office of the king to be compensated for most of the reward.
A glassy stone appears to have a reddish liquid core. The stone itself is milky translucent, rock solid, and unlike anything natural you've seen.
A leather case containing a scroll decorated with an old family tree, showing the ancestry of a local noble family. If it’s accurate (And it looks like it might be) then a whole branch of the family has somehow disappeared since it was written, despite (Or because of) the fact that they should really be the primary heirs to the family’s land. It's unknown if there are any surviving members…
A jute blindfold marked with a stylized eye in the centre.
An intricate clockwork lute with a strange mechanism. The whirring-pieces of this lute echo with surprising warmth. But it should be noted that no amount of automation can improve a rotten performance.
An artificer's ticket that says the bearer can present this receipt and pick up their commissioned magic item that is being enchanted in a nearby city. The writing states that half the work has been paid in advance and according to the date was completed 3d6 days ago. For proper claiming purposes, the ticket has the first sentence of the following description written on it: Random Minor Magic Item.
A faded flag that belonged to a mysterious sea vessel.
A child’s flute on which some of the carver’s strokes are still visible, though it is well sanded to keep the child from splinters. Short, made from a single piece of cast-off tulipwood, the flute has just three finger holes and a boxy mouthpiece carved to a bowl at the end. It gives every indication of having been knife-crafted on a porch by a doting grandparent.
A small statuette of an athlete wrestling with an ox, on a plaque bearing writing in a language you don't know.
A translucent shell displaying constellations that appear and fade in relation to the tides.
A staff fashioned from what feels like solid iron. The implement has been carefully engraved: designs resembling lightning bolts wrap around the shaft all the way to the top. Chalk-white burn streaks can be seen around the top of the arcane focus. Picking up the staff for the first time, the bearer’s skin is stung with a pop from a slight static charge.
A grimy, tarnished metal compass stained by centuries of use.
A gruesome mask which completely covers the face. It is constructed of multiple patches of feral ghoul skin sewn together.
A plain steel goblet that is always cool to the touch, and it chills any drink that is poured into it.
A flat, round, hand mirror set in a carved wooden frame. The reflecting surface had a strange, pearlescent color to it.
A pottery fragment, edges razor-sharp, inscribed with "Emrick". At night, smear it with a drop of your blood and speak the word to conjure the specter of a friendly dog. Invisible, warm, heavy, he fades at the next sunrise.
A small silver gong decorative with a calming nature scene. Etched along the end of the rim is a meditative mantra meant as an aid to finding inner peace.
A single scorched iron manacle inscribed with an oddly comforting looking language that no one can actually read.
A small linen down-filled pillow.
A small ornate barrel containing a shimmering golden liquid. It seems exceptionally dense, and has the consistency of honey. When drunk, it immediately induces a painless burning sensation throughout the body, which usually lasts an entire day. Repeated ingestion is not recommended, as the painless burning sensation quickly progresses to a burning sensation, then to actual burning. Knowledgeable PC’s can recognize the concoction as “Breath of the Dragon”.
A clockwork finch that flaps its wings in the presence of a breeze.
A slate-headed hatchet.
A map to a monastery that doesn’t seem to exist.
A small skeletal figurine suspended on a thin metal rod that seems to reposition itself at midnight
A large leather collar that has a single nameplate riveted to it: “If found, message Sir Barkson, keeper of the royal stables.” It seems to fit any canine creature comfortably.
A woodcutter's axe that refuses to cut anything but wood.
A black mask, crafted with the scales of a black dragon from long ago. It emits a dark and sinister energy, the faint scent of death hangs on it. The true origins of the mask are not known.
A bundle of Pied Avocet feathers tied together with ribbon.
An ancient piece of masonry worn by the passing of unguessable time in the depths. It must once have been a keystone from the oldest City.
A Random Humanoid skull riveted with metal plating and a magical inscription.
A well-made copper pot with ivory handle.
A golden ettin’s tooth, complete with cavity.
An unvarnished stick of sandalwood. Some kid has been using it for whittling practice. Along its length is a crowded mish-mash of squashed windows, crooked stairways and lumpy trellises.
An abacus, made of a dense translucent blue crystal, with a white steel plate on the top. All beads are the same dense translucent blue.
A very ordinary-looking arrowhead. Whenever the object is grasped, flashes of someone else’s emotionally poignant memories flash in the bearer's mind as if long forgotten but suddenly remembered; You yanked it out of the body of your best friend with an improvised pair of pliers, but it was too late; the wound was already infected, and he died the following day. How can something so small tear such a big hole in the world?
A pair of onyx earrings with silver painted spirals. Knowledgeable PC's will know that these were last owned by Belphet druk’Gor, a reviled local serial killer who was hanged five years ago.
A kobold tooth with a Draconic rune etched into it.
A child’s doll made of horse hair with a mouth filled with real human teeth. Accessories include a small glass bottle, dancer’s outfit, and a hickory switch.
A wooden personal drinking cup, decorated with carvings of hunting dogs.
A finely-made steel carving knife with a checkered bone handle.
A mysterious carving from coral marble showing a dark, cloaked figure, face unseen, stood behind a young man. He has a look of fearful rapture on his upturned face while the cloaked figure behind holds his head and drips what looks to be wine into his opened mouth. Hardly mainstream but fascinating nonetheless.
A ceramic amphora decorated with erotic paintings.
A halfling-made shirewood gittern, with inlaid quatrefoils of mother-of-pearl.
A stack of cheaply-printed pamphlets full of wild conspiracy theories, each supported by just enough evidence to sound plausible if you're not too well-informed and don't think about them too hard. The materials would be worth something to a political agitator.
A gambling chit from an illegal fighting ring.
An ornately engraved pipe and a pouch of fine tobacco, which has a very distinctive smell when smoked.
A trio of purple taper candles that never get any shorter, no matter how long they burn.
A knitted yellow plush octopus that, when hugged, hugs back with all of its arms, hums happily, and turns a pale pink.
A sack of small gears of various sizes and metals.
An elaborately engraved fox skull with cut green gems in the eye sockets.
A single teardrop earring embellished with pink tourmaline.
A porcelain doll in a purple satin dress. In the breast pocket of the dress is a folded slip of paper with a childish sketch of a smiling sun.
A featureless deathmask, easily mistaken for an unusually ovaloid brass bowl. The inside is hammered with the faint suggestion of eyes, nose, and mouth, while the outside is polished to a mirror-bright sheen.
An ordinary breadbox. The remains of an entire adult human appear to have been stuffed inside, as though the person was somehow boneless. The remains are dried and partially mummified, and will retain their shape if the box is destroyed.
A hinged box with a collection of unsigned confessions of guilt, with admissions of all sorts of perverse and vile crimes of violence. There must be hundreds of pages in this box.
A thick leather jacket with dozens of hanging iron chains sewn onto it.
An ancient, rusty coin, weathered to the point where one can no longer identify its age. Things like these are all too common throughout Terra's barrens.
A gemstone without luster, just like the endless desires of the vain.
A small black stone tablet with one corner broken off. Those possessing the tablet will have terrible nightmares and strange alien dreams.
The Xanthous Ballad: A leather wallet containing several pages of ancient and yellowed parchment is covered in looping handwriting almost too faded to see. Anyone wishing to use this item must be able to speak Deep Speech. This antique scroll appears as gibberish to anyone unable to do so. Those who can speak it, recognize the hastily scrawled lines as sheet music with one day of careful study. The music is chaotic and discordant making it impossible to memorize or copy. Different parts for different instruments seem to be written over each other. Knowledgeable PC's have heard that according to whispered rumors, this piece of music comes from the infamous play “The King In Yellow”.
A small metal spinning top with a single rune etched along its side that dances and blurs as the top spins.
A pair of clear horn-rimmed spectacles appear ordinary until worn. Anyone wearing them can notice faint squiggles that fall across their field of vision and occasionally form themselves into words.
A three inch tall, polished ruby statuette of a winged woman with talons for feet sparkles when exposed to light. The craftsmanship is exquisite and one can practically count the teeth in her manic grin. One thing to note is that despite this amazing attention to detail, they were not able to truly capture the full impact of a harpy’s song.
A small piece of rolled up parchment that when unravelled is four inches wide by eight inches tall. Upon this parchment, written in magic ink that appears at dawn and disappears at dusk, are twenty-eight bars of music notation.
A once inch, leaf shaped piece of obsidian tied to the end of a five foot long cord of tightly braided silver hair. When spun horizontally, it emits an eerie multiphonic scream.
An irregularly shaped box made of strips of an unknown yellowish metal. The box is adorned with monstrous, strange engravings, which obviously depict living beings that are completely unknown.
A small, complex metallic and crystalline object changes shape daily.
A large heavy iron key that is filthy but strangely looks as though it was rarely used. Whenever the object is grasped, flashes of someone else’s emotionally poignant memories flash in the bearer's mind as if long forgotten but suddenly remembered; This key unlocked the old slave-collar from around your neck. ‘Go’, she said. ‘You’re free’, she said. But it’s never that easy, is it?
A delicate bracelet of white gold with two small, blue aventurien at opposite ends.
A salt stained, barnacle encrusted, sealed glass bottle. It contains a message written in an unknown language with a hastily scrawled map with some familiar landmarks.
A talisman made of a small animal´s spine, threaded onto long hair and worn around the neck on a leather string.
A small black marble sphinx statuette with a missing face.
An intricately crafted silver key with a flintlock pistol mechanism built into it. It appears that a small bit of gunpowder and a tiny lead ball can be inserted into it and fired from the key.
A tiny bag full of small pellets that explode into miniature sparks on impact. These deal no damage but do create a popping noise as they explode.
A translucent crystalline shard, coloured a faint lavender. It tastes unbearably sweet, and makes the holder’s hand sticky as they hold it. It can be melted down into a syrup if desired.
A thimble in the shape of a tower, complete with parapets and arrow slits.
A jar of eyeballs that follow you as you move.
A glass bottle containing a message from a local folk hero. The vessel holds within it a letter from a long-dead cultural idol from the area. The letter appears to be a simple goodwill message to future generations, but the figure was well-known for hiding cryptic messages within his writings.
A colorfully painted wooden top that when spun, spins indefinitely.
A stuffed kraken doll, that when the stomach is squeezed, cries of help can be heard from within.
A colorful parakeet stuffed animal. You feel a faint heartbeat from it when you hold it.
A spiked red leather dog collar with a metal dog tag on it. The tag reads “Murderface”.
A whittled wooden figurine depicting a winter wolf holding a sword in its teeth. The letters “SIF” are carved into the base of the figurine.
A beautifully crafted silver pocket watch that works but the hands tick backwards.
A ship in a bottle filled with deep blue water that sloshes and froths rhythmically, regardless of whether or not it is moved or shaken. The ship bobs in the water cheerfully.
A silver bell that when shaken, produces no noise despite having a clapper.
A treasure map of the local area. It is written in a local language with cryptic script and markings. It clearly holds the key to discovering something of major value to anyone who can decipher what it is saying.
A dark oil-painting that depicts a rising black steed in front of an orange-red sundown, in a brown, muddy field with little bushes of straw-like grass and some dead, leafless trees.
A tin of fine snuff.
A cursed, small humanoid figuring made of thatch and bound with the long hairs of a witch.
A small coral carving of a shark with red pearls for eyes.
A padded envelop containing The Last Will & Testament of Hieronymus J. Fletchster; Landgrave of Northkeep, Admiral of the Seventh Fleet & Bastion of the Realm.
A silk tunic with the Ninety-Nine Names of Creation written on it.
A preserved hobgoblin heart that floats like a feather when dropped.
An antique spoon made from brass.
A large glass jar containing an indistinguishable rotted pile with a dozen softly keening bright pink mushrooms that are gently swaying atop it. If you sing back to them they release a soft pink mist of spores into the air that fill you with euphoria for the next 1d6 hours. Nothing can bring you down and everything seems good and feels wonderful. If you eat one inhuman screaming fills your brain for the next week.
10 notes · View notes
tabletoptrinketsbyjj · 10 months
Text
Trinkets, 61: Interesting baubles, semi magical objects and items touched by mystery.
A rough-hewn amber stone that gives the bearer a sense of peace, and even a glimmer of hope for salvation.
A strange figurine of a cloaked phantom. Carved from a smooth and lusterless black stone, the surface seems to soak up the light around it giving the entire piece a remarkable feel. The mysterious figure is crouched low and seems to be slipping through the air like smoke. Its spectral aspect looks familiar somehow.
A perverse and gaudy replica of an ordained Sester's mask. When this mask is worn, the spirit feels nebulous, boundless even. The vast distances between each being dissolves, revealing a vision of the world beheld by a thousandfold eyes.
A tall silver-plated candle holder shaped like a dragon's claw.
A map, which shows in painstaking detail how to navigate the ring of deadly reefs around a distant island. A point near the middle of the island is marked with an X. There is no hint as to what 'X' might actually be.
A pair of gray wool socks that stay warm and dry no matter the travelling conditions.
A small thick card marked "Get out of jail FREE" in Common. The king's official stamp or a good forgery thereof is on the back.
A small leather wallet containing a signed and sealed death certificate of one of the PC’s. Knowledgeable PC’s that it is must be some sort of elaborate forgery, as the official notations and stamped documentation is all correct, the date of death is 4d4 months from now.
A leather case containing a stack of trading cards, each with a monster, spell or item on the face of it. Numerous descriptions and statistics are written on them in elvish.
A pawn shop's ticket that says the bearer can present this receipt along with payment in full to retrieve their necklace that has been sold into hock in a nearby city. The writing states that the bearer will have to pay 5d4 gold pieces, which is 10% of the total estimated value of the jewelry. The stub says that if the necklace is not claimed within the next 5d20 weeks that ownership of the item will fully pass to the pawnbroker. For proper claiming purposes, the ticket has the first sentence of the following description written on it: Random Necklace.
—Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Keep reading for 90 more trinkets.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A rough-hewn amber stone that gives the bearer a sense of peace, and even a glimmer of hope for salvation.
A strange figurine of a cloaked phantom. Carved from a smooth and lusterless black stone, the surface seems to soak up the light around it giving the entire piece a remarkable feel. The mysterious figure is crouched low and seems to be slipping through the air like smoke. Its spectral aspect looks familiar somehow.
A perverse and gaudy replica of an ordained Sester's mask. When this mask is worn, the spirit feels nebulous, boundless even. The vast distances between each being dissolves, revealing a vision of the world beheld by a thousandfold eyes.
A tall silver-plated candle holder shaped like a dragon's claw.
A map, which shows in painstaking detail how to navigate the ring of deadly reefs around a distant island. A point near the middle of the island is marked with an X. There is no hint as to what 'X' might actually be.
A pair of gray wool socks that stay warm and dry no matter the travelling conditions.
A small thick card marked "Get out of jail FREE" in Common. The king's official stamp or a good forgery thereof is on the back.
A small leather wallet containing a signed and sealed death certificate of one of the PC’s. Knowledgeable PC’s that it is must be some sort of elaborate forgery, as the official notations and stamped documentation is all correct, the date of death is 4d4 months from now.
A leather case containing a stack of trading cards, each with a monster, spell or item on the face of it. Numerous descriptions and statistics are written on them in elvish.
A pawn shop's ticket that says the bearer can present this receipt along with payment in full to retrieve their necklace that has been sold into hock in a nearby city. The writing states that the bearer will have to pay 5d4 gold pieces, which is 10% of the total estimated value of the jewelry. The stub says that if the necklace is not claimed within the next 5d20 weeks that ownership of the item will fully pass to the pawnbroker. For proper claiming purposes, the ticket has the first sentence of the following description written on it: Random Necklace.
A folded letter; it's been read hundreds of times. It’s a bittersweet goodbye from one lover to another and the details too intimately private to rewrite here.
A sealed jar of foggy glass that that is always unnaturally cold. When touched, the artificial chill penetrates the bearer's skin before his mind registers the presence of the brain within. It’s connected to a pair of free-floating eyes, which flash as the organs that once moved a body squirm and squiggle in their new home. An observer can also make out the gibbering movements of what was once a mouth but is now reduced to a puddle of gore and goop.
A copper thumb from an autognome.
A broad leather pouch containing a set of glassblower’s tools including several metal tubes in loops. One has a broad, conical end. Other fasteners hold crimping pliers in a few sizes, large tweezers, straight shears, a small wooden paddle, a handheld flat marver, and several brass shaping pushes. Dull blades of various shapes hang from the loops, as do spoonlike blocks for rounding glass.
An electrum coin displaying a neogi on one side and hundreds of eyes on the other.
A model of an astral elven tower made of iron wire.
A staff of arcane focus crafted with exquisite care from sanded and polished yew. The implement has been etched with sigils from end to end, except for where the shaft is wrapped with leather for easy handling. With such staves, wizards have shaken the world since time immemorial.
An empty velvet satchel with flecks of glimmering dust inside that hint at what it once held.
A large hand-drawn poster, featuring the steps to a simple waltz for two marked by footprints and arrows, and accompanying music recorded below. The dance it describes is sharp and harsh, littered with sudden stops and performed with quick, cutting movements in time to the music’s staccato rhythm. When performed as written, the dance lasts just over three minutes.
A sheet of papyrus covered in images of the sun in different art styles.
A clay pot filled with a reddish paint meant to be worn by a berserker. Made from clay taken from the bank of a river where many battles were fought, this warpaint contains the lingering malice of the warriors who perished there.
A grapefruit-sized gelatinous orb of roiling corporeal energy, that slowly shuffles around on little cilia.
A perfectly iridescent walking cane composed of pure sugar that seems to sweeten the very air around it.
A small pouch of various bone buttons and bronze gears.
A small pouch filled with dried herbs and sparkling stones that protect the holder against the evil eye.
A glass jar with a small assortment of tiny colorful soaps.
A piece of amber with a small fish preserved inside.
A soot-coated, brass incense bowl.
A soft, portable sitting mat made of velvety moss.
An antique and battered wooden Ouiji board.
A tiny figurine of a wolf that whines when left alone for too long.
A primitive wood-carved bangle that contains the essence of the former owners’ spirit.
A large round bottom flask of thick glass, filled with bright blue, faintly glowing, highly explosive whale oil.
A worn pouch containing a small set of black-market documents that contain contacts and connections to the ever-present underground trade of illicit goods, namely opium.
A miniature painting depicting religious persona in gilt frame.
A set of three bulbous clay whistles, shaped to resemble nude humanoid figures, with emphasized sex organs marking the place where one has to blow into the whistle.
A richly decorated box with no obvious lock or hinges, but a wooden switch on top. If the switch is activated, a secret compartment releases a mummified hand that crawls up and turns the switch off again. It then returns to its compartment and closes the cover.
An incense holder made of bronze and inlaid with ivory. The general shape is that of a sleeping cat.
An iron belt buckle depicting the eyes and fangs of a spider.
A featureless mask of rough, unvarnished hardwood.
A medal for outstanding gallantry on the field of battle. The nation which awarded it no longer exists. Turns out it takes more than gallantry to win a war.
A wax-sealed glass jar filled with preserved rose petals, seeds, thorns and leaves. The survival of all humankind is tied to this item, so says the Edaerian Prophecy.
A scroll case filled with thirty amateurish erotic poems. Despite the quality of the poetry, the penmanship is remarkable.
A roll of oilskin containing 2d4 torches made with alchemical sulphur that makes them immune to being quenched by water.
A large gourd filled with unidentified, spiced apple-scented spirits.
A waxed leather pouch containing 1d4+1 bricks of aromatic incense suitable for religious ceremonies.
A silver gorget, embellished with hammered relief of an orchard.
A box of high-quality costume jewellery: obviously fake on close inspection, but from a distance it'll look as though the bearer is wearing a king's ransom. Handy if for baiting a trap, or for pretending that one is richer than they are.
A smooth citrine carving depicting a small bird with its head tilted inquisitively.
An oil painting of a bleak looking, late autumn forest.
A thick pamphlet on which is written a fiery political tract, full of stirring revolutionary rhetoric, cataloguing the crimes of the ruling classes and calling upon the people to rise up. It is cleverly written to appeal to a wide audience and rile up a mob in a hurry and would be worth some-thing to a political agitator.
A felted brown toy goat that bleats when squeezed.
A glass perfume bottle that creates a cascade of illusory cherry blossom petals when spritzed. It smells of cardamom and cinnamon.
A dusty, floppy purple velvet hat with a broken egret plume on one side.
A bottle of brambleberry wine with a handwritten tag reading “TO US.”
A stone statuette in the shape of a tree with its branches twisted around a bronze disk for the moon.
A silver brooch in the shape of a raven’s skull, filled with dried flowers.
A prayer-wheel made of a smooth wooden spindle topped with a stone wheel engraved with a meditative mantra. Whenever the object is grasped, flashes of someone else’s emotionally poignant memories flash in the bearer's mind as if long forgotten but suddenly remembered; A holy man once gave it to you: he said that anyone who had shed as much blood as you had obviously needed it more than he did. You sit and turn it whenever you can’t sleep at night, and the faces of the men you’ve killed seem to hover before you in the cool night air.
A collection of feathers from no recognizable species of bird.
A silver scalpel with detailed inscriptions written along the blade.
A worn and weathered map depicting the geographic features of the surrounding area, possibly with incorrect descriptions and unaccounted-for cliffs. A skilled PC can tell it’s outdated
A thin, strange, jagged piece of glass is about one foot in length. When any creature looks through the glass, it sees brief glimpses of random other places in the universe and in other planes of existence.
A leather wallet containing several pages of sheet music labelled “The Xanthous Ballad”. The ancient and yellowed parchment is covered in looping handwriting almost too faded to see. Knowledgeable PC's have heard that according to whispered rumors, this piece of music comes from the infamous play “The King in Yellow”.
A trio of palm-sized vaudevillian balls made of soft dark leather. Close inspection reveals gnomish script in the stitching.
A tiny scorpion carved from topaz with its claws held open and its tail in position, ready to sting.
A piece of jade polished in the blessed currents of a nereid.
A small wooden box containing 2d8 spiral shaped ear plugs of white bone scrimshawed with stylized grinning lizards.
A small gourd filled with surprisingly sophisticated smelling perfume.
An old oaken box with fearsome carvings that smells aromatically of unknown spices. It contains a large and ornate silver key with mystical decorations on its tarnished surface. The key sits carefully wrapped in an old faded parchment with characters and hieroglyphics of some unknown language.
A metal plate decorated with nude figures and maps of local quasars.
An ancient silver burial coin. One side shows an image of the skeletal boatman Charon. The reverse shows an eye which would be placed over the corpse’s eyes to supposedly pay for the passage to the afterlife.
A muck-covered glass jar filled with small, white, writhing worms that possess haggard human faces. If the jar is opened, thrown at something or otherwise destroyed, the worms shed their skin and take the form of tiny white flies, chuckling jovially as they flutter off into the air. They laugh as though they know something you do not.
A crude clay idol a bit larger than a man´s fist, depicting a knot of worms.
A cheaply made, printed pamphlet advocating moral change and promoting the ideals of Random Godly Domain.
A dried Random Humanoid Race heart stuffed with seven iron nails.
A hollowed-out tube made from multicolored glass, twisted into swirls and shapes. It appears that it’s meant to be used to drink beverages, albeit in a strange and ineffective way.
A colourful scented candle whose aroma reminds you of a pleasant childhood memory.
A packet of sheet music that is extraordinarily complicated, with illegible articulation and an unnecessary amount of 32nd notes.
A miniature violin that can fit in between your fingers. It plays sad music when something bad happens.
An extremely detailed map depicting a continent that no one has seen or heard of before.
A jar of white ointment that when applied to the skin, causes the flesh to sparkle presently and glow faintly for a few hours.
A metal cylinder with a small dial at the bottom. Turning the dial causes pieces of cutlery to appear at the end of the cylinder. Twisting it clockwise once causes the head of a fork to appear, twisting it twice makes a spoon appear, and turning it counter clockwise once makes a butter knife appear.
A pair of clockwork knights, riding horses and wielding lances. When wound up, they gallop at each other and joust, in which one of the knights is always knocked off his horse.
A dreamcatcher made of twine and feathers that turns good dreams into nightmares.
A thumbnail sized silver effigy of a house-cat. When put into a person’s mouth, that person can no longer speak, as the cat has got their tongue.
A severed ear with numerous shiny earrings and piercings still in it.
A silk handkerchief with delicate embroidery and stitching that depicts a golden sun.
A small treasure chest, which has another identical one inside of it, which has another identical one inside of that one, which has another identical one inside of that one as well. The final treasure chest is empty.
A star map of the known sky. At least, that is what it kind of looks like. The only problem is that there are quite a few planets missing and the names of a significant amount of the planets have been changed. The date on the map is wrong too, it’s several years in the future…
A pocketbook complete with calendar, memo, and maps of major cities.
A single gold coin with the face smoothed down from constant rubbing.
A Random Musical Instrument of a famous musician known throughout the continent. It is a very weathered version of the type of instrument that musician used and has marking indicating it belonged to them.
A scrimshawed scroll case sealed with gold-flecked wax.
An incense burner shaped like the head of a ruinous weeping angel and continually leaks glowing tears. Occasionally it will whisper in an angelic tongue.
An elegant but ancient-looking brass bottle decorated with swirling runes reminiscent of claws and circling flames. A stopper shaped like a ferocious tiger seals it tightly.
A ceramic pig with a coin slot. If a coin is placed into the slot the toy swine makes a comical oinking sound.
A stoppered, green glass bottle containing a fine red wine that has an odd metallic taste.
A well-made camel saddle adorned in turquoise and silver and comes with a bridle and reigns.
A perfect model boat made from wood with the word "Beloved" etched in Common adorned in sparkles.
A dried tip of a tentacle harvested from an eldritch aberration known as a Saulocept. When held, a tidal chorus of whispers washes across your thoughts. They seem to be offering guidance, but their message eludes your conscious mind. Their motivations are unknown, but you find yourself increasingly willing to submit to their guidance. 
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tabletoptrinketsbyjj · 10 months
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Trinkets, 60: Interesting baubles, semi magical objects and items touched by mystery.
A casket of oak covered with ivory and ebony marquetry in the shape of a curled up and sleeping cat.
A long, crystal bottle with a narrow neck. The sealed vessel contains distilled cordial of halo-flower harvested from the dreamworld of Aenir.
A large bundle of Kingsparrow feather tied together with twine. The rare plumage is of fine quality and would be worth ten gold to the right buyer.
A hand sized piece of Random Humanoid leather with a slave merchant's brand on it.
A shattered mask, once belonging to an ordained Sester. Though broken this mask still retains a trace of its original religious purpose. It hums with faint whispers when worn. They demand an offering.
A jeweler's ticket that says the bearer can present this receipt and retrieve their ring after it has been professionally cleaned in a nearby city. The writing states the work has not been paid for and the bearer will have to pay 5d4 silver upon pickup which should take no more than two days. For proper claiming purposes, the ticket has the first sentence of the following description written on it: Random Ring.
A headband made from gilt bronze.
A burnt and tattered scrap of fabric, once part of a regimental standard. Whenever it's grasped, a few words flow into the bearer’s mind as if long forgotten but suddenly remembered; “We didn’t let them capture the flag, captain. You would have been proud of us.”
A large crude drum with the word "War" scrawled in Giant.
A muck-covered glass jar filled with small, white, writhing worms that possess haggard human faces. If the jar is opened, thrown at something or otherwise destroyed, the worms rapidly cannibalize one another until only one remains. The last remaining worm will become large and bloated upon feasting on its brethren. It will attempt, in a shrill voice, to convince someone nearby to eat it.
—Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Keep reading for 90 more trinkets.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A casket of oak covered with ivory and ebony marquetry in the shape of a curled up and sleeping cat.
A long, crystal bottle with a narrow neck. The sealed vessel contains distilled cordial of halo-flower harvested from the dreamworld of Aenir.
A large bundle of Kingsparrow feather tied together with twine. The rare plumage is of fine quality and would be worth ten gold to the right buyer.
A hand sized piece of Random Humanoid leather with a slave merchant's brand on it.
A shattered mask, once belonging to an ordained Sester. Though broken this mask still retains a trace of its original religious purpose. It hums with faint whispers when worn. They demand an offering.
A jeweler's ticket that says the bearer can present this receipt and retrieve their ring after it has been professionally cleaned in a nearby city. The writing states the work has not been paid for and the bearer will have to pay 5d4 silver upon pickup which should take no more than two days. For proper claiming purposes, the ticket has the first sentence of the following description written on it: Random Ring.
A headband made from gilt bronze.
A burnt and tattered scrap of fabric, once part of a regimental standard. Whenever it's grasped, a few words flow into the bearer’s mind as if long forgotten but suddenly remembered; “We didn’t let them capture the flag, captain. You would have been proud of us.”
A large crude drum with the word "War" scrawled in Giant.
A muck-covered glass jar filled with small, white, writhing worms that possess haggard human faces. If the jar is opened, thrown at something or otherwise destroyed, the worms rapidly cannibalize one another until only one remains. The last remaining worm will become large and bloated upon feasting on its brethren. It will attempt, in a shrill voice, to convince someone nearby to eat it.
A mind flayer doll which has a tiny astral cord attached.
A soft leather riding saddle over a light frame, designed for comfort. Every good saddle eventually conforms to horse and rider, like a favorite shoe or an old hat. The narrow skirt below the seat is stamped and scrolled. On the wood under the pommel, a name is branded. The stirrup irons show the wear of a thousand rides, and the blanket below is undoubtedly soft on the horse, colored and patterned for beauty as well as utility.
A multihued shard of unidentifiable crystal that seems to reflect a verdant forest rather than the expected surroundings, no matter its physical location.
A heavy fang the size of a man's hand that could only have belonged to a ferocious predatory beast. You feel at ease knowing there's one less of those monsters in the world.
A single blood red rose that never seems to wilt or need watering.
A leather bracelet adorned with shed claws and teeth.
A multi-colored glass globe approximately three inches in diameter. Further examination will reveal that the interior of the globe is filled with crisscrossing strands of glass. The object is very fragile, and must be either hung up or else carefully carried to avoid breakage.
A mage’s staff capped with a diamond-shaped formation of metal on each end. The shaft is made of a light, flexible wood.
An amateur taxidermy python, posed in a knotted-up position with a forced, unnatural smile on its face. Its wooden stand resembles a bumpy chunk of rock, with a branch for the snake to rest on and a handful of dusty, fake leaves glued on. The snake’s beady, fake eyes are unusually bright and reflective, even in near complete darkness.
An arcane rod made of obsidian with a red dragon etched in relief spiraling the length of the rod. The dragon appears to glow as if a fire burns within the rod, which is warm to the touch.
A set of 3d4 lovely silver dining forks wrapped carefully in a torn strip of dyed linen.
A fist sized stone that has naturally developed a perfect likeness of the divine symbol of the Random Humanoid God of Random Godly Domain within its striations. While it can’t be used as a holy symbol without being blessed and anointed, it might be worth something to a priest or devotee of the God.
A simple silver bell adorned with depictions of angels and birds.
A tangled ball of silver wire.
A tall, conical hat embroidered with silver and golden swirling threads.
A wide brimmed hat that always shadows the eyes, even when the bearer looks directly into light.
A censer attached to a length of chain that perpetually smells of frankincense and sage.
An ancient, carven figurine, plucked from the secret halls of the city beneath. It has a strangely familiar aspect.
A dusty glass bottle filled with Ovengut Tonic Water. The label on the bottle says “What doesn't kill you can only make you stronger. The old tales are true and imbibing this remedy will grant an iron constitution.”
A crystal sphere, half encased in volcanic rock.
A hound-master's whistle made from a piece of a deer antler, with a silver mouthpiece. Its single mid-range tone is strong and audible at a long distance.
A pocketwatch broken beyond repair. Somehow, the gears are so bungled that merely winding the watch emits a screeching, grinding drone.
A lute, sized for a child. Goat-gut strings, and made of waxed kauri wood.
A crocheted handbag, painstakingly woven with over a dozen images of lizards.
A tiny, gilded metal box, the size of a closed fist, locked tight. All efforts to open it have so far proven ineffectual. When shaken, it makes soft clinking sounds, as if tiny glass objects are bouncing off one another inside.
A big floppy hat made of silk with dozens of tiny semiprecious stones sewn around the brim.
A single iron nail taken from the gallows where the most infamous killer who ever lived was hanged.
A finger-sized barb from the stinger of a giant bee.
A smooth, rounded river rock with a rose scraped into its face.
A glass bottle containing a thick clear liquid with flakes of bright silver suspended in it. Pale wax coats and seals the flask’s cork. A sacred symbol has been embossed in this wax, and the same symbol has been painted on the glass. Knowledgeable PC’s are able to identify the contents as holy water, which burns fiends and undead like acid but never harms the innocent.
A heavy sheepskin hat suitable for wear in stormy climes.
A land grant, bearing the seal of a dead official, declaring Lord Farhad and his daughter Ara to be the rightful owners of Seven Lake Country. As far as you know, Farhad and Ara have been dead for years, and Seven Lake Country is way, way out into the wilderness; but still, if you can pass yourself off as a descendant, maybe you can find more profit than they did out on the frontier…
A gilt cage, sized for a songbird, with ornamented base depicting wild animals.
An amethyst brooch of complex interwoven silver and gold wire.
A sequined squid skin belt pouch.
A spool of fine wire copper wire that could be useful for setting trip-wires, rigging up pulleys, or conducting electricity.
A wooden spool wound with four yards of red satin ribbon.
A leather wallet stamped with the emblem of a prestigious library of the nearest metropolis. It contains a large stack of officially signed and stamped certificates of academic qualifications such as baccalaureates, diplomas and degrees, all filled out with the same almost-illegible name. These would be extremely useful in the hands of people who want to pretend that they have knowledge or status they don't really possess such as spies, charlatans, or college drop-outs.
A strange death whistle made of obsidian and inlaid with bronze, iron, copper, and silver. When played, it makes a loud screaming sound that drives fear and pain into the minds of those who hear it.
A Random Humanoid skull that cackles madly whenever a joke is told within ten feet of it.
A padded combat training dummy that mends any damage done to it at dusk each day.
A small, paper-wrapped package containing a dozen decorative wooden hair sticks.
A marble sized bead that is black, almost obsidian in its shine. Perfectly spherical, perfectly smooth. As you pick it up, you feel the immense weight of it (Much heavier than you expected) though you know it can’t actually weigh as much as that. It must be some sort of trick.
A metal and enamel mask in the shape of a raven’s face.
A large magnolia blossom made from fine bone china.
A well-made, silver chain bracelet with small silver heart charms hanging off each link. A single one of these charms is carved from a rose zircon, which gives off a small amount of heat.
A wicked looking but dull knife smelling of cinnamon and another, fouler scent.
A map displaying various constellations with “The stars are right!” Scrawled under them in red.
A tattered piece of sheet music. The notes can no longer be clearly read. No one knows for certain what story this piece was meant to tell.
A dragonchess set carved from whalebone.
A floral veil used in Vampire rituals. Its once vibrant redness has been sucked empty, leaving nothing only a pale white color to the blossoms.
A small sealed and preserved jar of Fowlbeast Liver Pâté. Bright and vividly colorful, it is eaten only by nobles who can afford.
A gorgeous stone figure fits in the palm of one’s hand and depicts a beautiful female drow with large spider legs.
A handheld sphere of Randomly Coloured crystal with a deep crack almost splitting it in two.
A finger length shard of pale gold stone that contains flecks of black that seem to change position upon subsequent viewings.
An irregular amber crystal, roughly a foot and a half long and covered in minutely cared runes written in draconic. At the heart of the crystal, a wyrmling’s heart occasionally beats causing the runes to glow.
A dreamcatcher made of a twig, sinew, and hemp string.
A tea kettle that heats itself when filled with clean water.
A small, unassuming tack hammer, with a delicate bronze head and a smooth wooden handle. It exudes a faint magical aura of an evil nature, but no amount of divining or scrying will reveal its precise magical powers.
A fireproof, ogre sized blanked of braided hide strips and silver hair.
A metal rod with a zombified head of some tentacled creature impaled on the end. The rod has odds symbols carved into it that seem to move and shift, if you stare at them too long.
An obscene brass figurine, depicting Gaodha, the Deepfather. It is a mass of tentacles and tendrils, acting as the muscles for a humanoid skeleton.
A carved wooden likeness of a beloved pet.
The Screaming Lord’s Flesh Drum: A large drum with human flesh wrapped tightly around it. With each hit upon the flesh drum a scream can be heard in the distance with every additional hit causing the screaming to get closer.
A fist-sized geode that beats like a living heart.
A signal horn made of the winding shell of an aquatic mollusk.
A cheaply made, printed pamphlet advocating political change.
A cylinder of unknown metal covered with engravings. When focused on it activates, playing recordings of chants for elder gods for a random period of time.
An origami lotus flower whose petals are closed, but open up and turn a shade of pink when exposed to sunlight.
A pristine green apple that never seems to rot. When bitten into, it tastes strangely like pumpkin pie.
A fuzzy fleece blanket that constantly remains at a pleasantly warm temperature.
A stone figurine of a dog that urinates on whoever picks it up.
A small wooden chest that rattles and shakes occasionally as if something is trapped inside, but there’s never anything in it.
A set of metal dice which are all covered in wickedly sharp spikes, making it difficult to pick up or roll the dice.
A silver tankard that has a multitude of holes in the sides. Liquids you pour into the tankard strangely do not leak out of the holes.
An eerily accurate voodoo doll of one of the PC's. When it is stabbed, it tickles the PC where the doll was stabbed.
A silver shot glass that makes every liquid poured into it taste disgusting.
A wicker effigy of a mindflayer that glows a dull red in the dark.
A bracelet made of tough leather with a symbol of a sundial on it. Looking at it causes the wearer to magically know what time it is.
A decorated teapot made of fine porcelain, with half a dozen spouts protruding from one side of the teapot.
A dodecahedron made of glass that when activated projects a night sky, complete with shooting stars and constellations.
A deck of playing cards in which each card has an arbitrarily large number of symbols on it as opposed to the typical 2-10 of each suit. It includes cards like the 28 of clubs, the 132 of spades, and the 69 of diamonds, which has the word “Nice” written in tiny letters at the bottom of the card.
A pair of glasses that blind the wearer, but the glasses telepathically describe what the wearer would see to him.
A crimson monkey skull carved entirely from blood garnet and weighs four pounds. An aura of feral sentience draws your gaze to it.
A voodoo doll that resembles a famous individual that died recently in the kingdom. The doll has several valuable stones tucked inside of it and appears to have dried blood on it.
A pouch of ruby red powder that smells potently of spices.
A three-channel ink fed fountain pen.
A chunk of topaz embedded in a piece of sticky, lint covered toffee.
A prosthetic eye carved from amber with a sliver of obsidian shaped like a cat's pupil embedded in the center.
A hand-drawn map of a local temple, with several secret passages marked on it. Next to one of them (Which appears to connect the temple with another nearby building) someone has written the words: “NEVER use this tunnel after dark.”
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Trinkets, Books, 12: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals. Paper leaves and the binding surrounding them can help define a character, kick off a subplot, fuel a fetch quest or simply serve as a generic macguffin. Commonly seen in video games such as Baldur’s Gate, Neverwinter Nights, World of Warcraft and Skyrim, book items are a way to subtly world build while still handing out sellable loot. A wizard has a spellbook, a cleric has a holy text and now you have a trinket list.
Anti-dictionary: A huge, leather-wrapped old book with no title, containing thousands of words along with their definitions in the common tongue. Each time it is perused, the reader forgets one random word, and it appears in the dictionary as a new entry.
An Arbiter's Log: A collection of annotated records of a member of the Arbiter's Guild: the nonpartisan body which referees official duels. The Arbiter in question, one Fralina Dailina Tailor Livii, from Empereoux, governed 221 duels over a career of 30 years in six countries. Her records, put down with both attention to detail and biting wit, serve as a remarkable recent history of dueling.
A collection of maps of the nearby provinces bound in an ebony cover.
Dhol Chants: An aged wood bound book without markings or a title on its exterior. Knowledgeable PC's will notice that an ink stamped marking on the inner cover shows that this book used to belong to the Miskatonic University's library. The object is not just old...it's ancient. The words inside are arranged into stanzas, but the language... It is the tongue of the lumbering dholes of the distant Vale of Pnath, where worlds collide and time does not exist. The letters form meaningless phrases, but if read aloud, somehow become understandable.
An apocryphal holy text used by an infamous heretical sect of Random Evil Domain.
Tome of Eternal Darkness: A mysterious book that rests cradled in what appears to be a leathery human hand. The tome is bound in human skin and intricately decorated with shrunken bones. The sigil of the God of Chaos is carved into the tome's clasp. The object beckons and yearns to be possessed and rewards those who truly grasp its pages with a cursed, short life of hysterical dementia. Its pages are written in a maddening, indecipherable scrawl. Only a randomly select few are able to read it, no amount of cryptography or magic can decode it. These special few that can read the tome do so regardless of their native language or literacy level. An uneducated, illiterate child slave may be able to understand its contents perfectly well, while a centuries old, elven polyglot archwizard may spend a lifetime failing to discern a single sentence.
A neatly stacked arrangement of professionally bound and labelled debtors’ records. Minimal indication is given as to the nature of the debts. Knowledgeable PC’s will be able to recognize some of the names or addresses within the book as persons or locations from the nearest large city.
Advanced Human Necrosplicing: A step by step process for magically combing human beings with body parts of beasts, monsters, and magical beings. Some of the results may not be proven to be effective and most subjects will die within seconds of being combined. That’s apparently not a barrier though as the magus was attempting to wed the schools of transmutation and necromancy together by creating augmenting humanoids with the physical traits of animals then raise the chimeric aberrations as particularly nasty undead.
A small sketchbook with various poorly executed drawings of everyday things, places, and people. The artist made small improvements as time went on, but even the very last page isn’t really that good.
A book consisting of pieces of unweatherd, thick parchment, lined by a thin string of gold woven into the paper. To anyone who cannot read magic, they are always blank and featureless. However, someone who can read magical notation or cast spells, the tome contains a multitude of information of the nature of divine magical arts. Descriptions of spells that clerics, paladins druids and other casters who channel their arcane power from divine or primal sources are listed here in great detail.
—Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Click Here for additional Book Descriptions to give these objects even more personality.
—Keep reading for 90 more books.
—Note: The previous 10 items are repeated for easier rolling on a d100.
Anti-dictionary: A huge, leather-wrapped old book with no title, containing thousands of words along with their definitions in the common tongue. Each time it is perused, the reader forgets one random word, and it appears in the dictionary as a new entry.
An Arbiter's Log: A collection of annotated records of a member of the Arbiter's Guild: the nonpartisan body which referees official duels. The Arbiter in question, one Fralina Dailina Tailor Livii, from Empereoux, governed 221 duels over a career of 30 years in six countries. Her records, put down with both attention to detail and biting wit, serve as a remarkable recent history of dueling.
A collection of maps of the nearby provinces bound in an ebony cover.
Dhol Chants: An aged wood bound book without markings or a title on its exterior. Knowledgeable PC's will notice that an ink stamped marking on the inner cover shows that this book used to belong to the Miskatonic University's library. The object is not just old...it's ancient. The words inside are arranged into stanzas, but the language... It is the tongue of the lumbering dholes of the distant Vale of Pnath, where worlds collide and time does not exist. The letters form meaningless phrases, but if read aloud, somehow become understandable.
An apocryphal holy text used by an infamous heretical sect of Random Evil Domain.
Tome of Eternal Darkness: A mysterious book that rests cradled in what appears to be a leathery human hand. The tome is bound in human skin and intricately decorated with shrunken bones. The sigil of the God of Chaos is carved into the tome's clasp. The object beckons and yearns to be possessed and rewards those who truly grasp its pages with a cursed, short life of hysterical dementia. Its pages are written in a maddening, indecipherable scrawl. Only a randomly select few are able to read it, no amount of cryptography or magic can decode it. These special few that can read the tome do so regardless of their native language or literacy level. An uneducated, illiterate child slave may be able to understand its contents perfectly well, while a centuries old, elven polyglot archwizard may spend a lifetime failing to discern a single sentence.
A neatly stacked arrangement of professionally bound and labelled debtors’ records. Minimal indication is given as to the nature of the debts. Knowledgeable PC’s will be able to recognize some of the names or addresses within the book as persons or locations from the nearest large city.
Advanced Human Necrosplicing: A step by step process for magically combing human beings with body parts of beasts, monsters, and magical beings. Some of the results may not be proven to be effective and most subjects will die within seconds of being combined. That’s apparently not a barrier though as the magus was attempting to wed the schools of transmutation and necromancy together by creating augmenting humanoids with the physical traits of animals then raise the chimeric aberrations as particularly nasty undead.
A small sketchbook with various poorly executed drawings of everyday things, places, and people. The artist made small improvements as time went on, but even the very last page isn’t really that good.
A book consisting of pieces of unweatherd, thick parchment, lined by a thin string of gold woven into the paper. To anyone who cannot read magic, they are always blank and featureless. However, someone who can read magical notation or cast spells, the tome contains a multitude of information of the nature of divine magical arts. Descriptions of spells that clerics, paladins druids and other casters who channel their arcane power from divine or primal sources are listed here in great detail.
Four Things You Should Know About Bad People: A book that appears at first to be a thriller about three gang lords trying to outfox each other quickly evolves into a romantic comedy, as each falls in love with a complete idiot that foils their schemes unknowingly and by accident. Jumping between their perspectives, the reader learns the things that set the idiots apart from the genius criminals are matters of the heart, not the mind. The morals of the story teach the reader something fundamental about being alive, and leaves them happier and wiser.
The Fey; Creatures of Endless Mischief: A simple, leather-bound book with seemingly no author; the penmanship has an odd style unlike any academic the reader has ever read or seen before. The volume is not always at the last place is was left, sometimes moving a few feet to a new location or disappearing for days at a time only to reappear somewhere incredible obvious. When it is opened, the reader goes into a dreamlike trance for 1d4 hours (Or until he is touched, yelled at or suffers damage) while he stares at the book’s pages.
Thus Spoke Asmodeus: A comprehensive guide to devilology, dealing with the basic principles of conjuration from the lower planes, subchapters about ritual preparation (Attire, material components, time of abstinence to ensure success), probability of survival, the ethics of human sacrifice to the dark lord, and much else. It was written by Sauthes The Desecrator.
On the habitat, diet and behavior of mimics by Eldaskri the Unnoticed: A book, hard-bound in richly lacquered wood with brass hasps and lock. Printed along the spine in golden script is the title. The book is actually an intelligent mimic that will give lectures about mimic behavior, history and biology once bribed with food.
The Tome of Anguish: A wizard’s spellbook bound in black velvet. A single crystal tear falling from an eye carved from ivory and ruby adorns the center of the front cover. The pages are vellum. The spells inside inflict mental and emotional pain. Each spell can only be learned by shedding tears onto the page from feeling the type of pain described by the spell.
The Gauntlet: A fictional tale of a benevolent wizard who helped all those who came to him, no matter how insignificant the person or task. However, the constant frivolous and inane requests eventually started to drive him crazy. To combat this he, surrounded his tower with "The Gauntlet" to keep out all but the most determined and desperate who actually needed his help. The Gauntlet was an ever changing maze of traps, puzzles, & challenges designed to frustrate and dissuade most people by means of painful (Though nonlethal) injury, humiliating defeats or exhaustion from the ever-shifting mazes.
How to Succeed in Magic Without Really Trying: A book of the self-help style penned by an unknown author. It describes the journey of a wizard from apprentice to master. They never actually worked for their success and just always happened to be in the right place at the right time. Goes into detail on the important of knowing people in high places.
A gold banded spellbook set with obsidian and bloodstone gems, all the pages ruined by water.
A detailed diary of a local historian.
Golden Chains: A notable financial guide providing in-depth, professional explanations of borrowing, investing, saving advice, experienced market theory and a history of the standard gold coin. Most especially, it concerns how to best deal with fickle dwarven banks.
A book of collected royal decrees bound in the hide of a hydra.
A dog-eared copy of Man of Her Dreams, a novel by Simone Vertices, in which the heroine falls in love with a man from her own dreams and quests through the Dreamlands to bring him into reality. Halfway through, a scrap of paper serves as a bookmark; upon it is written “Meet me at the Gilded Graveyard, north entrance, midnight. Bring shovel.”
A book of historical knowledge that seems to detail an epoch approximately 2,000 years from the present and has been rather clumsily translated into Common. A handful of current powers and states are still vaguely visible in this future time but have become barely recognizable. This is either a work of artful science fiction or a translation from an authentic future history procured via time travel.
Great Escapes: A book banned in prisons, jails, and places of holding as a security risk, the text is full of tales of daring and often successful prison escapes, some of them from high security prisons that were seemingly totally escape-proof. It is thought that a few copies have been smuggled into prison and are providing secret entertainment for prisoners.
A Discerning Eye Regarding the Fine Arts of Gantref y Cwaelod, Gelig ap Hlannog, and Benmaenmavr; One's Studies of the Forms, One's Time Thereof, One's Difficulties and Arduous Physical Trials - A Complete Treatise: A hefty tome filled with purple prose and absolutely no art or diagrams, the text laboriously catalogues and attempts to describe fine art, music, and culture from a set of kingdoms that have literally sunken beneath the waves for hundreds of years by the time of the author. The author claims to have experienced the original works firsthand, but gives no explanation for how that was possible. Despite being titled 'A Complete Treatise', the book is maddeningly incomplete and spotty, and describes works of art that have been seen by no other living person. The author may or may not still be alive, having disappeared from the public eye some time ago.
Senate Report: A plainly bound book with a rather uninteresting title, but in fact it is a secret fact-file created by the secret service of one country about 30 Politicians of another country. Compiled from both public sources and the reports of secret agents, it contains their political views, strengths, weaknesses, secret affairs and how corrupt and bribable each one is. The sort of book that would be very useful both for blackmail and for discovering the weaknesses of the listed politicians, and is the sort of book that an aspiring politician would pay a band of adventurers highly to recover, by force if need be.
How To Hunt The Undead Without Getting Yourself Killed: This book has sections on all kinds of Undead, from the True Vampires and the exotic Bandage Beasts, to the metal plated Ironbones the burning issue of the Urn Beast and many more. Each section explains the strengths and weaknesses of a different kind of Undead and how to successfully kill it, or at least banish it if killing it is not physically possible. It warns against looting the Funeral Gold and Grave Silver often found with some types of Undead, as this can bring bad luck or even worse to the taker.
A History of Sunreturn Customs through the Ages: A written history of the winter celebrations of various religions, it shows how people have fun at the darkest, coldest times of the year, and has plenty of suggestions for how to throw parties in tight quarters with limited resources. The book has a chapter on Mythical Gift Bringers, including Father Olaf and his famous Sleigh of the Storm.
Shorthalt's Journal of Awful: A little black book inscribed with scrawlings of horrific poems. There are also bizarre, childish drawings of humanoids doing various acts of vile behavior.
An ornately illustrated book of prayers, consecrated to the specific local God of Random Domain.
Slaying Dragons: A hefty tome wrapped in leather created from the skin of a black dragon, Slaying Dragons presents impassioned reasons and techniques for hunting some of the most deadly creatures in all creation. It is somewhat ironic, however, that proclaimed dragon hater and the author of this tome, one Cevinar of the Saffron Robes, died a very public death on the claws of a red wyrm some eighty years ago. Despite his untimely demise the wizard was thorough in his research, his surviving work being a testament to that.
Unaussprechlichen Kulten: A book bound in heavy leather with iron hasps that contains information on cults that worship pre-human deities such as Ghatanothoa and includes hieroglyphs relating to the latter. There is also information on more recent cults including that of Bran Mak Morn, The Dark Man. It is from this work that the tale of the doomed heretic T'yog is most commonly sourced. The copy contains detailed descriptions of dark rituals and occult practices that in this day and age are considered particularly malevolent. Knowledgeable PC’s can tell that the book is a fairly decent translation from the original text (The translated title is Nameless Cults), which makes the knowledge it reveals all the more nauseating. An excerpt of one of the pages reads as follows; "If one wants to use the ritual of seven desecrated graves, brought by the horrible Ikvabe, rising the six serving undead, you will need to create a wand from oak or maple. The carvings on it should be made with an iron knife soaked in the blood of a fallen woman and the sperm of a sorcerer. While placing the signs, one should chant the following: "Fayn Eho Azarak Soh Nar Zkmelak Ole Ole Barrabas Ole Ole Hushitas", while holding the wand of the north.
A large book with a leather cover protecting hundreds of blank pages. It remains covered in dust no matter how often it is cleaned.
Campfire Cooking: 101 Recipes for the Hungry Adventurer: A simple cookbook with vibrant images of wildlife that identifies edible plants, poisonous plants, and more.
Cryptography, Iconography, Symbology, and More: A heavy, thick tome filled with riddles, symbols, and theories on their meanings and how one might weave or unravel them.
Evelyn's Encyclopedia of Enigmatic Entities: A thick, well-worn book that comes with a leather carrying pouch. The pages of this book contain diagrams and detailed information on all sorts of illusive figures from across the Prime Material Plane.
Grifting 101: A curious pamphlet that has a pyramid emblazoned across the front of it and at first glance appears to be the ramblings of a religious fanatic. Closer investigation reveals a cypher that unlocks the hidden meaning within the text.
How to Spot an Assassin; A Critical Analysis: A short manual authored by the former bodyguard of powerful noble that was targeted for assassination a number of times - each of which was thwarted. The text has useful information on how to properly guard an individual as well as how to spot traps, poisons, hidden weapons and body language of assassin’s trying to blend in.
Mordenkainen's Common to Primordial Dictionary: A book with a finely crafted leather binding with exceptionally thin-yet-sturdy pages. It is a well-renowned linguistic reference work authored by the Mordenkainen. The text allows the reader to translate common into primordial and back again as well as apply the subtle inflections and accent characters for the regional dialects of Auran, Auquan, Ignan and Terran.
Osbourne's Guide to Heavy Metallurgy: A large tome with a stark black cover bearing the disembodied head of a bat embossed into it. Its bindings of a red steel and the text relates to all things metal.
Swords and Gourds: A large well folded pamphlet that was once distributed by militias amongst small farming communities to help locals better defend themselves. It outlines simple straightforward safety measures that men and women with no formal military training can use to defend their homestead or village from packs or wolves, groups of bandits or a small goblin tribe. Most of the advice boils down to creating a big show of strength and focusing on a big group armed with slings, torches and pitchforks to cause the invaders to believe that it’s not worthwhile to attack, thus saving the defends from the brutalities of actual combat.
The Art of the Quickdraw; How to Shoot First and Ask Questions Later: A book of battle tactics that implores the reader to focus on making the first strike in combat. The text concurs that the majority of fights a lone man or band of adventures will be involved in are small skirmishes, no more than 6-18 seconds long from the fight blow to the last. In these cases, getting your first blow in before the enemy and making it count is the difference between sleeping well that night or sleeping forever.  
The Village Bike: A small book with the image of a lotus flower on its cover, this tome is an anthology of debaucherous romance stories that go into rather explicit detail.
Top Ten Lockpicking Secrets: A small, silver leather-bound book that can easily be stashed in the inner pocket of one's garb. The foreword to this book simply reads: "A thief's best friend."
A Rogue's Guide to Rooftop Running: A thin, twine bound set of papers, this volume instructs the reader on specific maneuvers that entail unorthodox movement including rolls, vaults, and landings.
Baldur's Gate Boxing Program: A short pamphlet with seven different exercises to help a reader improve their physical strength. These techniques do not require equipment or a partner and seems to be aimed at those who travel frequently or lack the financial resources of more seasoned brawlers.
A pocket instruction manual depicting bizarre fighting stances of leaping, spinning and holding weapons by the wrong end.
An aged inquisitor’s handbook whose yellow pages are held between the heavy silver covers. The pages hold anatomy diagrams of various demons along with instructions on dispatching them.
A large, heavy book bound in scarlet leather. Inside it lists and illustrates all the common planar beings along with their reward preferences and favoured negotiation styles. It would be extremely useful for summoners who routinely call forth and bind or ally themselves with planar creatures.    
Dark Secrets Revealed by the Opening Eye: A book of unintelligible prophecies spoken by a mystic from the Roof of the World Mountains and written down by one of her disciples. The visionary text is covered in a yak pelt.
Law and Duty: A book of morality bound in purple leather with two clasped hands in gold leaf on the front cover. The text outlines the rules and behaviours for the faithful followers of Conn the Lawgiver.
Travels in the Southern Lands: A book bound in black leather embossed with gold merchant’s scales. The text is a travelogue with detailed maps of trade routes and information on foreign markets written by noted explorer and merchant Gosten Almar.
The Courage of Sir Ector: A book bound in red leather with gold tooling and edges. Written by Vinek Bezmer the text is the illuminated life story of the famous paladin.
An illustrated manual covered in chainmail entitled “Beginner’s Guide to Polearm Fighting”.
Dangerous Beasts of Kjarran: A bestiary bound in krenshar fur and held closed with clasp made from its teeth. The text focuses on monsters who commonly manifest supernatural abilities.
Wyrms of the Northlands: A tome bound in white dragonskin with a black ribbon marker with wyrmling talon dangling on the end. It is an illustrated who’s who of notorious dragons.
A thaumaturgist’s grimoire bound in green demonskin and marked with eldritch symbols. It contains the true names of certain minor demons and the arcane instructions on how to contact other planes, dismissing outsiders and binding lesser demons.
An elvish lexicon with a green velvet cover with mithral tooling and inlaid gemstone cover.
Fists of Iron: A martial arts treatise with copious illustrations, handwritten on a very long scroll written by Leaping Mantis.
A sea-green paperback novel with gold lettering entitled “The Trench”. The illustrated manuscript, tells tall tales of a mighty Triton ruler and his exploits beneath the waves.
A small red volume, that looks like it was mass produced with cheap printing methods. Entitled “The Little Tome Of Charms” the books content is a series of worthless nonsense spells that wouldn’t be useful even if they worked in the first place.
A small leather case with gold trimmings. The case protects a small deck of cards which bear sumptuous illustrations of various humanoid creatures engaged in lewd acts. The face cards of the suits move slightly and the jokers wink at you when you look through the cards.
A small book, very thick but only as wide as a grown adult’s hand. It is simply bound and filled with esoteric philosophy and explanations of the movements of the heavens, in complex verse.
A small brown book, no larger than a man’s hand but as thick as a wrist, with the word “Ecchli” on the cover. The pages are filled with tiny, unreadable words tightly compacted together. There is an aura of knowledge about the book, but it is also clear that great effort will be required to unlock its secrets.
Anzil and Lightning: A stone bound tome of Dwarvish history, written in the stoutfolk’s native tongue. The book explains about the formation of the Dwarven Kingdom and the differences between the various Dwarvenkin.
A black leather notebook filled with half-finished poems.
A blank book that when written in, causes the words to be spoken out loud.
A long book full of elven advice, most of which amounts to “stay the course and outlive the problem”.
A bundle of religious texts consisting of thick ivory parchments wound onto black bronze scroll rods tipped with golden ferrules studded with amber and coral, all tied with scarlet ribbons. All of the topics address the divine concept of Random Domain in one way or another.
The Necronomicon: An eerie book wrapped in a rough leather, akin to human skin. The front of the tome even has a stretched human-like face on it, warped in an expression of eternal horror. Inside its pages, are illustrations of fiendish monsters, impossible aberrations and disgusting warpings of flesh and bone. Its contents are filled with incantations, ramblings and grave warnings. While a chronicle of dark things witnessed by the author, the tome itself has a dark surprise; it’s very much alive...
A small spellbook, which is little more than a collection of pages bound with willow bark. It a handful of pages are covered in rituals and notations in no known language and bearers who have it in their possession, swear it whispers from time to time, as quiet as wind rustling a willow-tree.
A recipe book filled with numerous ways to prepare the flesh and organs of various species, focusing on children and adolescents. Additional notes in a newer hand remark on changes to each recipe.
The Tome of Strahd: A book bound in a thick leather cover with steel hinges and fastenings containing brittle parchment pages. The tome is an ancient work penned by Strahd von Zarovich, the vampiric dark lord of the valley of Barovia and is the tragic tale of how he came to his fallen state. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact.
A small travel diary with a memoir that tells the story of a terrible storm that lasted for a week. It was written by the youngest cabin boy aboard the vessel and is heavily water-damaged.
A ship's log describing a slow descent into madness by the crew.
A book with several self-portraits of one of the PC's that they don't remember making.
A book of dried flowers with botanical information about them. Each time it is opened, the book smells of a different flower inside.
A large bundle of rough thick pages held together by reindeer sinew. They describe edible parts of beats found in artic climate.  
A tiny book made of exquisite porcelain reliefs, bound in thick quilted padded.
Enchiridion of the Unusual: A book whose cover is blood red, the title in silver its only ornamentation. No gilt, no gold leaf, just simple sturdy paper bound with thread. The pages, however, are a wonder: arcane formulae and diagrams in a dozen unrecognizable languages. It is a spellbook. It is a laboratory log. It is a treatise on war machines. It is a study on dragons. And a dissertation on a dozen other unimaginable things.
The Complete Draconic Lexicon: A sizable dictionary is for the Draconic language including detailed etymology, all written in flourishing script. A creature that can read Common may communicate with a creature in draconic using this book at a rate of one word per minute, even if they spoke no draconic at all.
A tattered, pocket sized travel notebook, binding a collection of withered and illegible pages. A thorough investigation will reveal a single line of unmarred text near the back of the book that reads “The king has demanded eternal life, though I doubt he is willing to accept the toll of blood and earth it demands.”
The Pattern Of The Ages: An oddly compelling tome outlining a dualistic world between two warring deities. Its descriptions of magic are highly elemental and it suggests a cyclical pattern to history. It warns of thirteen powerful servants of the evil deity from a more advanced era who are sealed away and must not be released. Could this be accurate, or is it just a fantasy?
A battered leather cover journal that rejects any ink; only fiendish ichor seems to seep into the pages.
A beginners guidebook to vile necromancy and enchantment spells entitled “How to make friends and influence people”
The Utterings of Hermaeus the Wise: A bound collection of the "words" eschewed by the late wizard Hermaeus the Wise, collected by his former apprentice. At the time, Hermaeus had attempted to gaze deep into the heart of the Elemental Chaos, to gain wisdom and insight into the nature of the universe. Unfortunately, Hermaeus' mind quickly unraveled at the sight of the place, and though his apprentice attempted to save him, the wizard died shortly after the attempt. It's said that the text is, to the apprentice's best efforts, a copy of the exact sounds that Hermaeus produced (Though few could be realistically interpreted as spoken language of any kind), with some pictograms indicating the movements of the wizard's body as he made these sounds. Strangely, readers of this text have described odd phenomena during and after reading: text that seemed to move and shift as they read it, odd voices that could be heard up to several days after completing the reading, sudden and strange desires to do odd things such as attack a companion or develop various phobias and compulsions.
Final Dawn: A small journal containing a long-forgotten cult leader's teachings on beginning and maintaining your own cult. Extremely knowledgeable PC’s can discern that the book was actually written by an arch-devil who is using hidden tactics to get an unsuspecting reader to summon him into the material plane.
A Mind is a Terrible thing to Waste: A tome dedicated to using the brains of intelligent creatures in various magical applications, mainly detailing Golemancy and Alchemy. It details using various necromancy spells to resurrect just the brain, and incorporating it into creating magical golems or mechanical constructs. Depending on the spells used the golem could be smarter and more autonomous, even in some cases having the capacity to grow a personality. Or the mage can create a golem that acts like a feral undead, killing any living thing it comes across.
The Writings Of Theon Ganderson: A small black journal kept by a man who claimed to have spotted a “thing” living under his farm house. This “thing” turned out to be a small elder being that began eating Theon's livestock. The journal ends abruptly during a passage where Theon is describing hearing something underneath his bedroom floorboards.
The Koraktor: A heavy tome bound in unfamiliar leather. It describes a dark ritual that allows the sacrifice of an intelligent being to have its remaining lifespan transferred to you. The catch is, that with each use, the effect is halved; the second sacrifice gives half its lifespan, the third gives a quarter and so on.
Nature's Wrath: A tome written by a powerful ancient druid that was angered by civilization and its disrespect of nature. It contains dozens of powerful rituals for summoning deadly natural disasters, including plagues, earthquakes, tsunamis and hurricanes.
The Howling: A journal bound in skin of a deer, the yellowed parchment pages contain page upon page of handwritten unintelligible script. The book is said to have been in the position of a Wendigo for several decades before coming to rest in Blackoak Restorative Manor for the Mental Infirm. The only legible content within the book is a series of signatures on the back page; believed to have been former owners of the volume. To date, every owner of the book has either died of starvation, regardless of financial means or physical health. Or has descended into the depths of animal savagery and cannibalism. Some anecdotal records at Blackoak from patient interviews suggest the book contains the last rational thoughts of all its previous owners. However, as these testimonies come from individuals who would go on to own the volume themselves or succumb to the harsh nature of their treatments; they are discredited among learned individuals.
Bargains of the Underworld: A mysterious memoir whose crimson cover is unnaturally cold. It is a recording of the author's descent into madness after murdering his family and his journey into the plane of the dead to plead their forgiveness. It contains locations of planar portals, and describes ways to communicate with the dead.
Zahhak: A journal written by the famous explorer Zhelim Alasam, documenting his experiences of his last journey. It starts off as all of his journals, but quickly escalates as Zhelims ship sinks in a storm and he is stranded on an unknown island. Through his writings, the reader learns how Zhelim found strange ruins on this island and his curiosity takes over. For several days, he wanders these strange alien halls, describing murals, architecture and an unknown language chiseled into the walls. The last page documents Zhelims growing fear of the darkness and voices in his head that tell him to go deeper into the ruins...
Der Abenteurer: A highly controversial exploration of power and hierarchy, heavy with economics and philosophy. The book posits that the contemporary societal structure of roving adventurers questing for artifacts, slaying everything in their path, is a degenerate state that perpetuates an unfair system of oppression. It urges monsters, brigands, and all creators of loot to rise up, move beyond boundaries of species, and present a unified front against those that wish to plunder their lairs.
The Assassin's Textbook: A book filled with firsthand accounts of successful high-profile assassinations. Each entry places heavy focus on preparation and planning, and was written by the assassin who did the deed. There are numerous blank pages at the end of the book, and a note on the inside cover demands that the reader must write down their own story if they succeed in killing someone, then hide the book in a public location at night. The first several entries were written by the same person using the pen name 'Splattershrike.' Knowlegeable PC's have heard speculations that Splattershrike collects and reads any used copies of the book and makes new editions of it to include his favorite additions.
A book written by Pepeq Gufgord, a necromancer of some renown entitled “Loving Return”. The binding is pale green with black lettering and an embossed cartoonish skull in the center of the cover. Inside this book is a tale in the style of a children's story about losing a loved one and how to bring them back from beyond the grave. Disturbingly the book gives a fully functional process of ritually summoning an undead with such ease that a child may perform it with little difficulty.
The Convergent Truth: A ironbound book containing a detailed explanation about why the plane you are in right now is a demi-plane, an exact copy of the material plane, used to lure something called The Devourer away from the true material plane. In the back of the book are commendations to this reality, each from a different volume of this book. This one is Volume VIIICMVII.
The Material Era: A book that, starting from explaining in excruciating detail the mechanism behind spells like Dispel Magic and Antimagic Field, starts studying in what way magic can be stopped from interfering with the world, like stripping a caster from its power, creating zones of dead magic and finally showing how one could stop all magic from existing in the whole Material Plane, forever, enjoying in the hypothetical consequences of this actions.
Treatise of Abyssal Lore: A large book made from the skin of hundreds of humanoid hides from across the multiverse. The words are penned in sanguine ink that constantly shifts and swirls, making it extremely difficult to comprehend. Highly intelligent readers are able to decipher the cryptic language and learn a great deal of information about the different species of demons.
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