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by: The Le

Updated Feb 26, 2015


Ale Wand
Wand, uncommon
This innocuous wand is crude to the touch, and
always worn down from decades of use. Three
times per day you can use the wand to touch a
container that holds up to up to one pint of
water, which will instantly turn it into Dwarven
Ale. When creating Ale this way, the DM
secretly makes a Wisdom check to determine
the quality of the Beer:

Wisdom
Roll Result
20+ Superior Ale. Advantage on all Amulet of Aid
saves vs Fear for 12 hours. Wondrous item, uncommon (requires
attunement)
17-19 Excellent Ale. Advantage on
This amulet is oddly shaped like a potion of
first save vs Fear for next 12
healing; when worn by a cleric, this amulet can
hours.
summon a healing ghost to your side -
05-16 Good quality Ale. whenever you or an ally within 30-feet falls
01-04 Bad Ale, but tastes like good unconscious, the Amulet will create a ghost-like
quality ale. One hour after version of you and attempt to administer first
consuming, make a Con Save aid with Advantage, using your bonuses. If the
(DC 20) or vomit and take 1d6 Cleric is of 10th level or higher, this radius is
damage. doubled to 60-feet. Note that the Amulet will
only attempt first aid if an ally falls unconscious
Note that a player who drinks the Ale will not within range; the Amulet will do nothing if an
be made aware of the Wisdom check result, ally falls unconscious outside of the range, even
unless it was 17 or greater. if you walk closer to save them.

If worn by anyone other than a cleric, the ghost-


Ali's Magic Carpet like healer will only appear if you fall
Wondrous Item, Rare
unconscious, and its first-aid attempt will not
This colorful carpet has a red colored fringe that
gain Advantage.
is constantly in motion, as if it was alive. When
rolled out, and sat upon, you can command the
A creature can only be healed this way once per
carpet to take flight (3 feet above ground) and
day, even if the first aid check fails.
move up to 50 feet rather using your normal
movement during combat. Anytime you move
Example (assume you are a Cleric): if your ally
this way, or take damage from an attack, you
within 30-feet falls unconscious, the Amulet will
must make a successful Dexterity check or fall
attempt first aid on that ally. If that ally falls
prone (DC 12).
unconscious again within the same day, the
Amulet does nothing. If a different ally falls
The carpet itself is very sturdy, essentially
unconscious (on the same day) within 30-feet
having "50 hit points" and can take damage as a
the Amulet will attempt first aid on that new
person would. When it reaches 0 hit points, the
ally. If yet a third ally falls unconscious outside
carpet will "scream" in pain and turn into loose
of the 30-feet range, and you manage to run up
threads. The carpet's hit points can only be
to them, The Amulet does nothing.
regained/repaired by a master carpet maker.

Unorthodox Treasures created by The Le


in your native tongue, saying "put me in your
Amulet of Bewitching ear". Those brave enough to stick this fish in the
Wondrous Item, uncommon (requires ear must make a Constitution Save (DC 10) or
attunement) take 4 points of damage. Once inserted, the
This black amulet has an outline of a snake and Babbling fish firmly makes resident in your ear
dragon with tiny red rubies on the outer edges. canal, and sings soothing songs of the lakes of
When worn, you can use a bonus action on your whence it spawned; you have advantage on all
turns to hex any one creature within 30 feet - saving throws against being frightened.
when you hex a creature, roll a 1d4: your INT or
WIS (your choice) is reduced by this amount
and the hexed creature receives a penalty to all Bag of Berries
its checks by the same amount. Both effects last Wondrous Item, uncommon (once per day), rare
one hour, even if you remove the Amulet. You (twice per day), very rare (three times per day)
can only hex one creature at a time (until the This burlap bag looks large enough to hold a
creature is killed or the hour has lapse, coconut; it's smooth to the touch and is always
whichever is first). found in the color purple with a golden strap.
Once-to-three-times per day anyone can place
their hand in the bag to pull out a handful of
Amulet of Sight berries or other fruit -- this magical fruit is
Wondrous Item, uncommon (requires highly nutritious, able to keep your hunger at
attunement) bay for a full 16 hours.
This mundane round gold colored amulet has
an etching of an eye etched within it. When
worn by a spellcaster, it allows the spellcaster Bag of Folding
an Advantage on any spell attack roll. You must Wondrous Item, rare
declare that you are using this ability before This sturdy cloth bag is made of high quality
making your spell attack roll, and must take a cotton, adorned with exotic feathers and
long rest before using the ability again. sometimes pretty cross stitches. The bag itself is
treated as a standard backpack that can hold up
to 5lb of material.
Amulet of the Crusader
Wondrous Item, rare (requires attunement) However, this magical bag has the can be
This holy symbol appears wooden to everyone flattened and folded as if it were empty - even if
who sees it, except Paladins who can always see the bag is full. The bag can fold down to 1/5 of
the magical aura that surrounds it. When worn its normal size, but its weight and mass will not
by a Paladin, it generates a constant healing change. The bag cannot be opened when folded
effect, healing you of 1 damage at the this way, but it can be ruptured -- if ruptured
beginning of each of your turns, as long as you (while folded) it will cause a small rift, causing it
have Lay on Hands pool of healing that is to explode for 3d8 damage (bludgeoning) to
unused. Beginning 5th level, and every 5 levels anyone within 10 feet of the explosion.
thereafter, this healing effect increases by 1
(cumulatively).

DM's Option: The healing effect will only work


if the Paladin has at least half of his Lay on
Hands pool of healing left unused.

Babbling Fish
Wondrous Item, rare
This small fish never rots, is always breathing,
and small enough to fit into one's ear. When
held close, you will always here the fish talking

Unorthodox Treasures created by The Le


(cumulative). This continues until the belt
Bag of the Magi generates a -4 Penalty to Strength.
Wondrous item, very rare (requires attunement)
This small red/burlap bag has a picture of a star To remove this cursed item requires a special
stitched into it. A spellcaster who sticks her incantation from a level 15 or higher Cleric who
hand into the bag may pull out a small metal is knowledgeable with the history and magical
sphere. When clenched tightly in the workings of the Belt of Feebleness.
spellcaster's fist, it will empower the spellcaster
you receive a +1 bonus to any spell attack roll.
At 6th level and every 6 spellcaster levels Bola Bola
thereafter, this bonus increases by one (to a Weapon (short bow), rare
maximum of +4 at 18th level). This enchanted short bow looks mundane, but
its strings glow green when an arrow is notched
Once used, the sphere will magically disappear. within it. Whenever you notch a non-magical
If a sphere is removed from the bag and not arrow, you can imbue it with an explosive tip. A
used within 5 minutes, it will also magically successful attack with the imbued arrow does
disappear (even if it is placed back into the bag). no damage to its target, but it will stick to its
target. If the arrow is not removed, then on
The bag only holds up to two spheres at a time, your next turn and every turn thereafter, roll a
and the bag itself produces new spheres at the 1d4 for each of these arrows still on the target -
rate one every other day. - on each result of 3-4, the arrow explodes and
deals 1d4+2 fire damage. If the arrow is
removed from the target before you roll, it
Bash Bash becomes powerless.
Armor (shield), uncommon
This large (tower) shield has beautiful etchings Note to DMs: The target creature will not be
of trolls on its front and elegant etchings of aware that the arrow explodes, so it may not be
goblins on the inside. It's heavier than most inclined to remove them. In fact it may take a
shields, requiring minimum Strength value of 16 couple explosions for it to make the connection
to use. When using this remarkable shield, if an (INT check). How the target removes the target
opponent's melee attack roll against you misses is up to your discretion.
by a value of 4 or more, then the shield will
automatically bash itself against that foe,
dealing an amount of bludgeoning damage
equal to 1d6 + your Strength bonus (if any).

Belt of Feebleness (cursed)


Wondrous Item, rare
This leather belt comes with a golden latch and
colorful beads sewn throughout the side in fine
stitching. When first worn, you immediately
gain a +4 bonus to your Strength score! There is
a seemingly odd quirk though -- once worn, the
belt will become stuck and cannot be removed.

However, over time the belt will have the


opposite effect. Every two days at midnight, the
DM makes a secret Strength Check (DC 5) for
the wearer of the belt. On a failed save, the belt
STR bonus is reduced by 1. On a successful save,
the DC will increase by 1 on the next roll

Unorthodox Treasures created by The Le


Bone Sword
Weapon (any weapon that deals slashing
damage), uncommon
This simple weapon has a yellowish tint, as it is
made from the bone of an unknown animal.
Although it is made of bone, it is as durable as
any metal made weapon, and has special
magical properties.

When used in battle, you may speak the


command word "Power Strike" before making
your attack roll -- for this attack roll you gain
Advantage and will score a critical hit on a result
of 18-20. You must take a short rest before
using this ability again.

Boots of Fire
Wondrous Item, uncommon (1d4 damage), rare
(2d4 damage)
These stylish red leather boots often come with
fringe and sometimes a red gem. When worn,
you can take an action once per day to stomp
your foot on the ground, to send bolts of
mystical fire all around you -- all creatures
within 5-feet of you, including yourself, are
dealt 1d4 or 2d4 fire damage (Dexterity save for melee attack against you, you may roll a D4; on
half damage, DC 12). However, you have a result of 4, you add 1 Ki to your Ki pool.
Advantage when attempting this save, and if
you are successful, you take no fire damage at Broach of Beauty
all from this effect. Wondrous Item, uncommon (requires
attunement)
Bracers of the Four Winds This flower broach comes in three flavors: it
Wondrous Item, uncommon either appears as a daisy, a rose, or a tulip.
These ancient bracers are adorned with far When worn, it immediately grants you a
eastern lettering. When worn, you gain fast proficiency with every Charisma based skill.
reflexes in an every changed combat situation.
When an opponent misses its melee attack Burst Helm
against you, as a reaction action you can make a Wondrous Item, uncommon
powerful palm attack to blow your opponent This helm comes in many different colors, but
back. This attack deals no damage, but on a the style is always the same it covers the nose
successful hit the target is sent back 5-feet in and has an etching of a mongoose on the back.
the opposite direction of you. You can only Every time you kill an enemy while wearing this
make this attack if you are not wielding a shield. unique helm, you gain a 50% increase to your
speed on your next turn (only for that turn). You
Bracers of Ki cannot gain more than a 50% increase in any
Wondrous Item, rare (requires attunement) round this way, no matter how many enemies
These mystical bracers were created by the you kill.
Ancient Shaolin Masters Zen masters. When
worn by a Monk, it grants you a +1 bonus to AC.
As a monk, whenever an opponent misses a
Unorthodox Treasures created by The Le
If the bolt is placed back into the case (or it
Candle Holder of Warning magically reappears in the case), it loses its
Wondrous Item, rare additional magic enchantment.
This brass candle holder is oddly shaped like a
triangle. When placed with a standard candle
and lit, it provides an aura of safety within a 50 Cleric's Ring
foot radius. Any creature of evil alignment that Ring, rare (requires attunement)
enters the aura is immediately dealt 3 points of This gold ring is adorned with small jewels on
damage and non-evil creatures within aura are the outside, with cryptic lettering on the inside.
immediately made aware of the presence of When worn, it grants the wearer the ability to
those evil creatures. sense undead creatures within 20 feet.
However, when worn a Cleric, these powers are
amplified -- the Cleric will be able to sense
Captain's Shield undead creatures within 50 feet. Furthermore,
Armor (shield), very rare the Cleric gains insight on nearby undead
This strange round shield is made of a material creatures; the Cleric gains a +2 bonus to AC
that's almost indescribable - smooth to the against all melee attacks by undead creatures.
touch like metal but much lighter. Whenever
would take damage from a melee attack roll
that is within 2 points of your AC, you may roll a
d4. On a result of 4, the attack is instead
blocked and completely absorbed by the shield.
This d4 cannot be made against Critical Hits
against you.

Case of Infinite Bolts


Wondrous Item, rare
This small case looks like Crossbow-Bolt-Case,
but is much smaller since it only holds one bolt.
When the bolt is removed and used as part of a
ranged attack (with a crossbow), upon impact
the bolt will deal normal damage, and then
reappear within the case! If the bolt is removed
from the case and not used within 5 minutes it
will disappear and reappear back in the case.

The bolt itself has an additional magical


enchantment that can randomly appear;
whenever the bolt is removed from the case,
roll a 1d20 and consult the chart below.

d20 Result
20 Bolt deals double damage (x3 damage
on a critical hit)
19 Advantage on next ranged attack with
this bolt
16-18 +1 damage from this bolt
1-15 No effect

Unorthodox Treasures created by The Le


Cloak of Hunger (cursed)
Wondrous Item, very rare
This dark blue cloak shimmers in direct sunlight,
but goes jet black in moonlight. When worn it
grants you Darkvision up to 60' feet, and a keen
sense of all living creatures around you -- you
gain a +1 bonus to all attack rolls to any
creature within 20 feet and a +1 to AC against
those same creatures.

The cloak itself is actually a living symbiotic


creature that feeds off of its host. Once the
cloak is worn, it will begin to bond with you,
causing you great hunger -- you must eat and
drink twice your normal rate and every night at
midnight you must make a successful
Constitution Save (DC 20) or you temporarily
Cool Fez
Wondrous Item, uncommon
lose 2 points of Constitution for the next 12
This red Fez is fairly mundane looking, but upon
hours.
closer inspection you will find ancient elven
inscriptions on the inside. When worn, it
Removing the cloak is not easy as you will you
regulates your body temperature at all times,
will also become dependent on the Cloak and
granting you Resistance to Cold.
the power it grants you -- to remove the cloak
you must make a successful Wisdom save (DC
Unfortunately there is a side effect as it also
25), which you may only attempt after your
makes you Vulnerable to fire.
Constitution save (above).
note: not everyone thinks the Fez is cool
Note: If you fail the CON save but succeed the
WIS save, you still lose 2 points of Con for those
next 12 hours. Crystal Plate
Amor (plate), very rare (requires attunement)
Coldsnap This plate armor looks like any normal armor
when not worn, except for the odd inscription
Ring/amulet, rare (requires attunement)
in the back that says "Death to All But Me".
This magic trinket is blue in color with icicle
When worn, the plate armor turns into a hard
carvings - it often appears as a ring, but
blueish crystal, but still has the normal
sometimes appears as an amulet. As a bonus
properties of plate. Whenever a creature misses
action you can activate Coldsnap to give
it's attack roll (standard or magic attack roll)
yourself an aura of cold that emits up to a
against you by a value of 4 or more, a shard of
radius of 10 feet. Any creatures (friend or foe)
the crystal plate will detach itself and fly
within the radius are dealt 1d4 points of cold
towards that creature, dealing it 1d4 +1 points
damage at the beginning of each of their turns.
of piercing damage.
This aura always lasts 2 hours, and during that
time you will take double damage from all fire
At 5th level and every 5 levels thereafter, the
damage. While the aura is active, Coldsnap
shard damage increases by +1 (for a maximum
cannot be removed by any means.
of +5 at 20th level).

Unorthodox Treasures created by The Le


Cup of Everlasting Whine Deck of Simple Weapons
Wondrous Item, very rare
(cursed) This small container holds 10 "cards" when first
Wondrous Item, rare found. Each card has a picture of a wagon
This golden cup has etchings of frogs and wheel on one side, with the other side always
salamanders on the outside, while the inside is blank. As an action you may pull a card out of
silver in color. Whenever you drink any liquids the deck and call out a weapon that you are
from the cup, you gain a sense of courage -- you proficient in, and then throw the card with a
are granted a +2 bonus to all charisma based normal ranged attack roll (range 20 / 30). Upon
checks. However, after 24 hours, the bonus impact, the card will transmute into the
completely fades and become agitated at all weapon that you chose, dealing damage
things around you -- you receive a -2 penalty to normally.
charisma until the cup can be destroyed.
After the attack has been resolved, the weapon
The cup can only be destroyed by wrapping it in will transmute back into a card, but will be
banana leaves and boiled in oil for one hour. completely powerless.

DM's Option: The deck magically replenishes 1


card per day.

Unorthodox Treasures created by The Le


Deck of Treasures
Wondrous Item, Legendary
Commonly known as the Deck of Treasures,
only scholars know its true mischievous power;
within inner circles, scholars refer to this as
Lokis Deck. This beautiful deck comes in a
strong leather pouch with an etching of a joker
on the outside. The same etching is on the back
of the cards.

This deck of cards contains exactly 50 cards


One Ace, One Joker, and 4 of every other card
(2, 3, Jack, King, etc).

Note: When constructing this deck for players,


simply take a new pack of cards, and make sure
it has one Ace and one Joker.

Once per day a single card can be pulled out of


the deck, granting minor (and sometimes
major) benefits. However, there is secret
mischief attached to nearly every card, which is
solely controlled by the DM. The player is
actively aware of the mischief. Note that once a
player pulls out a card, that specific player
cannot pull out another card for 3 days
(although a different player may pull out a card TWO: +2 Weapon
the next day). When pulled, all weapons on you receive a +2
bonus to attack and damage rolls.
There are 14 different effects when pulling out
a card. The suit of the card makes no difference Mischief: Damage dealt by those weapons only
(e.g. a king of Hearts is treated the same as a deals half its normal damage.
King of Diamonds).
THREE: +3 Weapon
Unless otherwise noted, each effect lasts When pulled, all weapons on you receive a +3
exactly 3 days. A player that pulls the card will bonus to attack and damage rolls.
instantly know the powers that it (or the item it
transforms into) grants. Any card that Mischief: For any combat encounter, the first
transforms into a physical item will dissipate time a creature is hit by this weapon, it takes no
into sand after 3 days (unless otherwise noted). damage. Instead, it gains a number of
temporary hit points equal to double the
DMs Option: After a card has been pulled, it is damage amount.
reshuffled it back into the deck.
FOUR: +2 Armor
DMs Option: Pulled cards are only reshuffled When pulled, any armor the player is wearing
back into the deck when a player pulls a JOKER receives a +2 bonus to AC.
or ACE.
Mischief: Damage dealt to a player wearing this
armor is increased by 50%

Unorthodox Treasures created by The Le


FIVE: +3 Armor Mischief: When ring vanishes, the player will
When pulled, any armor the player is wearing become intensely hungry, taking 1d8 damage
receives a +3 bonus to AC. immediately and an additional 1d8 every 30
minutes she does not eat, up to 5 hours. Eating
Mischief: The first 3 attacks against the player a full meal will curb this hunger (and damage)
wearing this armor, in any combat encounter, for one hour.
has Advantage.
NINE: Magical Arrows
SIX: Familiar When drawn, the card transforms into quiver
When pulled, the card will transform into a full of +2 arrows (the bonus applies to attack
familiar (DMs discretion) that will follow the rolls and damage).
player and take any of her commands. The
familiar grants a +2 bonus to any perception Mischief: Anytime an attack roll with this arrow
checks and has the same attributes as the misses its target, the target gains a +3 to
player. The familiar will stay by your side until damage on its next attack. This bonus damage
death (even beyond the normal 3 days) is doubled if the creature attacks the player that
fired the arrow.
Mischief: Whenever the familiar takes damage,
it must make a Wisdom check (DC 11). On a TEN: Extra Health
failed check, it is no longer the players familiar When drawn, the player becomes heartier,
and will immediately begin to attack the player gaining a number of temporary hit points equal
until it (or the player) is dead. The first time it to 5 times her level! These hit points last for 3
makes an attack against the player, it gains days.
Advantage.
Mischief: Until the 3 days has expired, the
SEVEN: Potion of Healing player cannot be healed by any magical means.
When pulled, the card will transform into a
potion of healing, but the potion will be gold in
color with an etching of joker on the side.
Anyone who holds the potion will be aware of
its true power: consuming the potion heals the
player to full health and grants her a +1
bonus to all attributes for one hour. Unlike
the other items in this deck, the potion will
not vanish or become powerless after 3
days. It will remain potent until drunk.

Mischief: One hour after consuming the


potion, the player will become very sick for
the next 8 hours she must immediately
make a Constitution check (DC 18) or she
vomits and takes 1d4 damage; she must do
this every hour until the sickness passes.

EIGHT: Ring of Slow Digestion


When drawn, the card transforms into a
ring of slow digestion the player will not
need to eat or drink anything while the
ring is worn. This effect lasts for 1 week,
and then the ring will vanish. If removed
before the 1 week expires, the ring will vanish.

Unorthodox Treasures created by The Le


JACK: Eye-Patch of Sight
When drawn, the card will transform Mischief: When the player and mount
into an eye-patch. When the eye- are adjacent to a foe in combat (or any
patch is worn, it gives the player a aggressive situation), the DM makes a
greater insight to her surroundings, secret Wisdom check (DC 18). On a failed
granting her a +2 bonus to all attack rolls check, the Mount goes crazy and knocks the
against any creature within 30 feet, and +2 player off of it, then runs away. The player
bonus to all perception checks. When worn, the becomes prone.
eye-patch itself bond itself to the player,
preventing her from removing it normally; Prone: A prone creatures only movement
beginning the third day that the eye-patch is option is to crawl, unless it stands up and
worn, the player may attempt to remove it with thereby ends the condition. The creature has
a successful Wisdom check (DC 22). She may disadvantage on attack rolls. An attack roll
attempt this check once per day, and with every against the creature has advantage if the
check starting with the second, the DC is attacker is within 5 feet of the creature.
reduced by 1 (cumulatively). The eye-patchs Otherwise, the attack roll has disadvantage.
enchantment lasts as long as the eye-patch is
worn, even beyond the normal 3 days. ACE: Experience
When drawn, the player immediately gains
Mischief: Whenever the player wearing the eye- enough XP to advance her to the next level.
patch takes damage from an creatures attack,
the DM secretly makes a Wisdom check for the Mischief: For the next 1-8 weeks (DMs
player (DC 15). On a failed check, the player discretion), the player gains no XP.
becomes blinded until the end of his next turn.
JOKER: Wildcard
Blinded: A blinded creature cant see and When drawn the player rolls a d20 and consults
automatically fails any ability check that the chart below.
requires sight. Attack rolls against the creature
have advantage, and the creatures attack rolls 1d20 Result (all results are permanent)
have disadvantage. 1 -1 to any one attribute, DMs discretion
2-3 +5 feet Speed
QUEEN: Ring of Fire Breath
When drawn card transforms into Ring of Fire 4-5 +10 feet Speed
breath. When worn, as an action the player may 6-9 +1d4 Hit Points
exhale a line of fire (5 by 30 feet). Each creature 10 +2d6 Hit Points
caught in this fire takes fire damage equal to 11 Advantage to all Constitution checks
3d6 + half the players level. Creatures caught in
12 +2 Perception Skill
the fire may attempt a Constitution check (DC
15) for half damage. The ring may be used this 13 -1 to any two attributes, DMs
way once per short rest. discretion
14 +1 Strength
Mischief: Whenever the ring is used, there is a 15 +1 Dexterity
10% cumulative chance that it will attract a 16 +1 Wisdom
small dragon this dragon will target the player 17 +1 Intelligence
wearing the ring and will immediately attack
18 +1 Charisma
until it can get the ring back.
19 +1 Constitution
KING: Kings Mount 20 +1 to any two attributes, your choice
When drawn the card transforms into a horse
or other exotic mount (DMs discretion). The Mischief: None. Mischief is managed.
mount will always stay by the players side,
even if she is not riding it.
Unorthodox Treasures created by The Le
Chart: Deck of Treasures QUEEN Card transforms into Ring of Fire
breath. When worn, as an action you may
exhale a line of fire (5 by 30 feet). Each creature
CARD EFFECT
caught in this fire takes fire damage equal to
2 Weapons you have on you receive a +2
3d6 + half your level. Creatures caught in the
bonus to attack and damage rolls.
fire may attempt a Constitution check (DC 15)
3 Weapons you have on you receive a +3 for half damage. The ring may be used this way
bonus to attack and damage rolls. once per short rest.
4 Currently worn armor gets a +2 to AC KING Card transforms into a horse or other
5 Currently worn armor gets a +3 to AC exotic mount (DMs discretion). The mount will
6 Card will transform into a familiar that always stay by the players side, even if you are
will follow your commands. The familiar grants not riding it.
a +2 bonus to perception checks and has the ACE You immediately gain enough XP to
same attributes as you. The familiar will stay by advance to your next level.
your side until death (even beyond the normal 3 JOKER Roll a 1d20 and consult the chart below
days).
7 Card will transform into a gold potion of JOKER CARD CHART
healing, but the potion will be gold in color with 1d20 Result (all results are permanent)
an etching of joker on the side. Anyone who
1 -1 to any one attribute, DMs discretion
holds the potion will be aware of its true power:
consuming the potion heals you to full health 2-3 +5 feet Speed
and grants you a +1 bonus to all attributes for 4-5 +10 feet Speed
one hour. Unlike the other items in this deck, 6-9 +1d4 Hit Points
the potion will not vanish or become powerless 10 +2d6 Hit Points
after 3 days. It will remain potent until drunk.
11 Advantage to all Constitution checks
8 Card transforms into a ring of slow
12 +2 Perception Skill
digestion you will not need to eat or drink
anything while the ring is worn. This effect lasts 13 -1 to any two attributes, DMs
for 1 week, then the ring will vanish. If removed discretion
before the 1 week expires, the ring will vanish. 14 +1 Strength
9 Card transforms into quiver full of +2 15 +1 Dexterity
arrows (the bonus applies to attack rolls and 16 +1 Wisdom
damage). 17 +1 Intelligence
10 You gain a number of temporary hit 18 +1 Charisma
points equal to 5 times your level! These hit
19 +1 Constitution
points lasts for 3 days.
20 +1 to any two attributes, your choice
JACK Card will transform into an eye-patch.
When worn, it gives you a greater insight to
Deck Usage: Once per day a single card can be
your surroundings, granting a +2 bonus to all
pulled out of the deck. Once you pull out a card,
attack rolls against creatures within 30 feet, and
you cannot pull out another card for 3 days
+2 bonus to all perception checks. When worn,
(although a different player may pull out a card
the eye-patch itself bond itself to you,
the next day). Card suit makes no difference.
preventing you from removing it normally;
beginning the third day that the eye-patch is
Unless otherwise noted, each effect lasts
worn, you may attempt to remove it with a
exactly 3 days. A player that pulls the card will
successful Wisdom check (DC 22). You may
instantly know the powers that it (or the item it
attempt this check once per day, and with every
transforms into) grants. Any card that
check starting with the second, the DC is
transforms into a physical item will dissipate
reduced by 1 (cumulatively). The eye-patchs
into sand after 3 days (unless otherwise noted).
enchantment lasts as long as the eye-patch is
worn, even beyond the normal 3 days.
Unorthodox Treasures created by The Le
will completely vanish and actually become
Double Dragon absorbed on the recipient's new brand, while
Weapon (shortsword), rare the staff will harmless break off.
This looks and feels like a shortsword in every
way (sometimes it can also be found as a A Dragon Prod branded being gains a fire
scimitar), except for the dual dragon breath weapon that can be fired up to a 5x30
head carvings at the end of its base. foot line, dealing 2d4 fire damage (Dexterity
Those who hold the Double Dragon for Save allowed for half damage, DC 10 + half
the first time immediately makes a your level). Beginning 4th level and every
Wisdom check (DC 15) -- on a successful three levels thereafter, the damage from this
check, the Double Dragon unlocks and breath weapon increases by 1d4. You can use
allows the wielder to access its innate this breath weapon once per short rest.
powers. A failed check will permanently
lock out its power to the wielder. You
only get one Wisdom check (DM's Dream Flute
discretion). Wondrous Item, rare (requires attunement)
This wooden flute has is made of red wood
The wielder, who can access its power, with etchings of leaves around part of its
and can split the sword into two separate base. A Bard who uses the flute can play one
swords (or merge them back together of four special songs for a powerful magical
into one) as a bonus action, which is effect.
often done for the purpose of two-
weapon fighting. Song - Sooth Melody - while playing ancient
Elven melody, the Bard will heal her wounds
While separated, the two swords have a at a rate of 1 hit point per 10 minutes, while
unique bond -- if the attack with the first all his allies within 20 feet will heal at a rate
sword results in critical hit or critical of 1 hit point per 20 minutes.
miss, then attack from the second sword
will automatically copy the first result Song - Rage Against The Tide - While playing
(therefore you will not make a second this Orcish melody, all of the Bard's Allies
attack roll). will become slightly enraged, gaining a +1 to
melee attack rolls and melee damage.
The swords cannot remain separate for
more than 1 hour. If it does, starts to Song - Traveller's Tale - while playing this
glow hot, causing it's wielder 1d6 ancient Dwarvin melody, glowing spheres
damage fire damage per turn. will appear around the Bard, granting an
illumination of up to 50 feet.
Dragon Prod Song - Traveller's Lick - playing this melody
Wondrous Item, uncommon grants an anti-magic field round the Bard
This iron branding-prod is always found and his allies (up to 30 feet) - granting a +3
in pristine condition, with an elegant bonus to all saves versus spells.
designed dragon at the end of it. To use
the Dragon Prod, heat it up in a fire for 3 Note that allies can only be granted the
hours, and apply it to raw skin for 5 bonuses as long as they can hear the song
minutes. The pain will be excruciating -- being played. Also note that a Bard who
the recipient will take 1d4 points of find this flute may know of its power, but
damage each minute, but is allowed a may not know how to play the magical
Strength Saving throw each time for half songs; learning the songs can be found from
damage (DC 12). treasure, quests, or other means as
determined by the DM.
Once branded, the insignia on the prod

Unorthodox Treasures created by The Le


Druid's Ring
Ring, rare (requires attunement)
This strange looking ring is made ugly wood,
but it will never burn. When worn by a
Druid, the Druid can summon a mighty bear
to her side once per day as a bonus action.
The bear will follow any orders issued by the
Druid for up to five minutes or the bear has
died; after this time has expired, the bear
will simply vanish. If the Druid has attained
level 10 or higher, she may use this ability
twice per day, but only one bear may exist at
a time. Enchanted Quiver
Wondrous Item, uncommon (1d6), rare (3d6)
Duck of Ultimate Doom This leather quiver is adorned in peacock
feathers, stitched together with a single strand
Wondrous Item, rare
of deep purple silk. It holds twice as many
This wooden carving of a duck softly quacks
arrows as a normal quiver; even though it
when you hold it up to your ear. By leaving it in
appears the same size as a normal quiver (it's
a pond of water (or similar) for one hour, it will
attract 2d4 normal size ducks -- these ducks will bigger on the inside). When found, it contains
1d6 (or 3d6) arrows that deal cold damage and
be completely docile (and won't run away if you
1d6 (or 3d6) arrows that deal fire damage.
try to kill it).
The Quiver also contains a special side slot that
However, every night at midnight the DM must
can hold just one arrow - by placing a normal
make a secret d100 roll -- there is a 1%
arrow in this slot for 24 hours, the arrow
cumulative chance each night (maximum of 5%)
becomes imbued with a +1 bonus (to attack
that the wooden duck will turn into a DUCK OF
rolls and damage rolls). Whenever this special
ULTIMATE DOOM and attack anyone it is near!
arrow is removed from the Quiver's slot, it must
be used within 1 minute or the enchantment
DUCK OF ULTIMATE DOOM (STATS)
fades.
AC 15 (natural)
HP: 4d6
Speed: 40 ft (flying) Erotic Saddle
STR +2, DEX +2, CON +1, INT 0, WIS 0 CHA 0 Wondrous Item, legendary
Senses: Passive Perception 13 This brown saddle always appears new and
unused - beneath the saddle is a knife carving of
Actions: Bite (melee attack), +3 to hit, 1d4+2 a heart with an arrow through it. When
damage (piercing) fastened to a mount (usually horse), anyone
sitting on the saddle will gain a charisma bonus
Hardened Feathers: Whenever the Duck of equal to their level, but this bonus only applies
Doom takes damage, the DM rolls 1d6. On a to members of the same race and opposite
result of 5 or 6 the damage becomes 0 instead. gender. Note that if you are interacting with
someone that fits this criteria, and that person
Doom Bite: Whenever the Duck of Doom makes is with their spouse (or loved one), you will
a successful melee attack, roll 1d6; on a result generate a penalty to your charisma equal to
of 5 or 6, the damage is increased by 1d4. your level when interacting with the spouse.

When the Duck of Doom reaches 0 HP, it


reverts back to a wooden duck and then quacks
as a last act of spite.

Unorthodox Treasures created by The Le


Feet of Flames Gemsword
Wondrous Item, very rare Weapon (any weapon), legendary (requires
This stylish set of boots is always deep-red in attunement)
color with golden laces. When worn, you may This short sword is adorned with fake gems
spend your turn by dancing - anyone within 20 across its handle, but it's blade is razor sharp. As
feet of you (friend or foe) will also begin to an action you can activate any of one of the
dance in'sync with you unless they make a gems within the handle to enchant the sword
successful WIS check (DC 18). At the end of your for 1 minute. Once a gem is used up, it is
turn, when your dance if finished, a burst of fire destroyed and can never be used again. The
will appear on the feet of anyone who was also Gemsword is always found with the following
dancing from this effect -- dealing them 1d8 encrusted gems: 1d4+2 red gems (max 6),
points of fire damage. 1d6+2 blue gems (max 8), 1d6+2 green gems
(max 8), and 3d8+2 white gems (max 26). Only
Once used, the boots become powerless, but one Gem can be active at a time.
can be recharged by placing it in fire for one
hour (it will not burn). Red Gem: The Gemsword ignites it fire,
illuminating up to 30 feet and reveals any
invisible creature.
Forever Lasting Gobstopper
Wondrous Item, uncommon Blue Gem: The Gemsword glows blue,
This wine bottle cork has an etching of a goblin granting a +2 to all attack rolls vs undead
at the time sticking out it's tongue, and is creatures.
always found with a corked to a small vile (or
jar) of liquid. When the cork is removed from Green Gem: The Gemsword turns dark green,
the bottle and held above your head, it causes granting you Advantage on your next 3 attack
all goblins in a 30-foot radius to take notice rolls (or up to 1 minute, whichever is first).
from the foul stench that only they can smell.
Every goblin affected this way must make a White Gem: The Gemsword flashes white - all
Constitution Save (DC 18), or begin to begin to attack rolls that result in "1" or "2" can be
vomit (on a failed save they are unable to take rerolled until the 1 minute time lapse has
any actions on their next turn and all attacks expired.
against them are with Advantage).
DM's Option: Once per day the owner may
Once the goblin has recovered (or succeeded it
attempt a Wisdom check (DC20). On a
save), it becomes immune to the Gobstopper's
successful roll, one gem is regenerated (total
effects for one day.
gems, for that color, cannot exceed the max).
Use the chart below to determine which gem is
Note that the vial itself is always full of water,
generated:
and must be refilled with fresh water before
using the Gobstopper again.
Gem Regeneration chart:
1d10 Result
1-7 White Gem
8 Green Gem
9 Blue Gem
10 Red Gem

Unorthodox Treasures created by The Le


Constitution save for half damage (DC equal to
Ghost Earring 10 + half your level)
Wondrous Item, legendary (requires
attunement) You may choose to spend more than 1 charge
This earring is translucent and magically this way when creating the line of lighting, each
attaches to any ear (even if the ear is not extra charge you expend increases the damage
pierced). Once per day as a bonus action you by 1d6 and DC by 3. When all the charges are
can use the earring to summon a ghostly clone depleted from the Gloves of Lightning, it will no
of yourself -- the clone follows you and mimics longer grant immunity to lightning; instead it
your every move and is magically enhances with will only grant resistance to lightning. The glove
glamouring magic. Whenever an attack is made cannot be recharged
against you and successfully hits you, there is a
50% chance that it will hit your ghost clone
instead. When summoned, the ghostly clone Gloves of Squishing
will have an amount of hit points equal to half Wondrous Item, rare (requires attunement)
your current life. When it reaches 0 hit points, These gloves are always missing a thumb, as if
the ghost clone simply disappears. A ghostly the thumb part was cut out with scissors, but
clone will automatically disappear after two the gloves glow blue at all times when not
hours or until you will it to end, whichever is worn.
first.
Once per day you may slam your fist into the
ground as an action (you must have one hand
Gloves of Bow Speed free to do this). Upon impact, the glove will
Wondrous Item, rare flash red, then green, and then return to
These leather gloves have a normal. At the end of the round, a giant
lightning bolt insignia on its semi-transparent thumb will appear above
palms, often in the color of blue. the head of any creature you choose that is
Whenever you make a ranged within 30-feet, and then the thumb will
attack with a with a bow while slam itself into the ground, squishing the
wearing these gloves, roll an creature.
additional 1d6. On a result of "6", as
a bonus action you may make an The creature takes bludgeoning
additional attack with the same bow damage equal to 1d4 x half your
(allowing you to make another d6 roll). level (max 5d4, minimum 1d4).
Note that these gloves only work with The creature may attempt a
Bows, and will not work with crossbows. Dexterity check (DC 15 to for half
damage, DC 20 for no damage.)
Gloves of Lightning
Wondrous Item, rare (1d4+2), very rare (2d4+2) If the creature takes any damage from this
These gloves always emanate a blue glow, and attack, it must make an immediate Constitution
feels like they are electrically charged to the check (DC 18), or else it becomes shaken for
touch. The wearer of these gloves feels 1d6 rounds (youd be shaken too, if you got hit
empowered, gaining immunity to lightning by a giant thumb).
damage. When found, the Gloves contain 1d4+2
(or 2d4+2) charges. The creature may attempt a new Constitution
check and the end of each of its turns to end
When wearing the gloves, you can use your the effect, with the DC reduced by 1 each time
action and expend 1 charge to create a line of (cumulative).
lightning (5x30 ft line) to smite your enemies.
The bolt of lightning deals an amount of Shaken: A shaken character takes a -2 penalty
lightning damage equal to 2d6 + half your level. on attack rolls, saving throws, skill checks, and
Those caught in the blast can attempt a ability checks.

Unorthodox Treasures created by The Le


Helm of Vision (Cursed) Idol of the Running Man
Wondrous Item, uncommon Wondrous Item, uncommon (requires
This visored helm is always red in color with attunement)
arcane (but unknown) writing on the inside that This small clay statue of a running warrior is
appears to glow in the presence of silk worms. anything but -- it's as hard as cold steel but light
Once worn, you gain a keen sense of accuracy as wood. When kept in your inventory, as a
when making ranged attacks with weapons -- bonus action you can increase your speed by 20
you receive a +2 bonus to all ranged attack rolls. feet (4 squares); you must declare this at the
beginning of your turn. Once the burst of speed
However, this cursed helm also reduces the is used, the Idol of the Running Man cannot be
potency of those weapons. Whenever your used this way again for 4 hours.
ranged attack successfully hits the target, the
DM secretly makes a d20 roll -- on a result of 1-
5, the damage is reduced to 0, but the DM
Infinity Keys
doesn't have to tell you it was 0 -- because it Wondrous Item, rare (one), very rare (3d4)
always appears that you hit the target! This magical key is shaped like a skull and feels
like it is made of bone. When placed into a
keyhole, it magically conforms itself to the lock,
Icefire Rings allow you to instantly open it. However, once
Ring, rare (one ring), very rare (both used, the key itself will turn into dust. Infinity
rings)(requires attunement) Keys are found as a single entity or multiples
This set of comes as two simple circular rings. (3d4) on a keychain. This key cannot open
The Ice Ring is made of the deepest blue while magical locks.
the Fire Ring is dark red in color. When worn,
the Ice Ring grants you Resistance to Cold
damage while the Fire Ring grants you
JLPs Saddle
Resistance to Fire Damage. Wondrous Item, legendary (requires
attunement)
However, if both rings are worn together, the This brown saddle always looks very worn and
rings will use your body as a conduit and begin broken in with the inscription JLP in the
to generate a charge every 12 hours until it underside. It was created by the master
holds up to a maximum of 3 charges. As an sorcerer JLP (no one knows his real name), who
action, you can expend 1 charge to launch a once declared that a saddle is a personal thing
bluish-red fireball up to 50 feet. Any creature in to a rider, and most serious riders have their
the target point or adjacent square takes 2d6 own. When fastened to a mount, anyone sitting
fire damage then 2d6 cold damage; Dexterity on the saddle will have an intimate connection
Save for half damage (DC 18). with the mount. The rider gains a +2 to AC
when riding the mount. If you are at least 5th
You can expend more than 1 charge level or higher, then you will
when you launch the fireball this way; become adept in combat
with each additional charge it when riding the mount
increases the cold and fire (while sitting on the
damage by 1d6 and extends saddle) -- if you and the
the range by 10 feet mount moves at least 20
(maximum 4d6 each, 70 feet in a straight line
feet). before making a melee
attack, you gain Advantage
Removing either of the rings with that attack.
will break the conduit and
cause all charges to fade
away.

Unorthodox Treasures created by The Le


Kendall's Fanciful
Fishing Pole
Wondrous Item, uncommon
This collapsible fishing pole comes with
30-feet of fishing line and unique hook
at the end of the line. Whenever the line snaps Mummys Wand
or the hook is lost, the line will regrow to 30- Wand, uncommon (1d4 charges), rare (2d6
feet and a new hook will magically appear. By charges)
putting live bait on the hook (aka worm), using This strange wand is made of bone but is always
the fishing pole grants a +10 bonus to your wrapped in bloody (but dried) bandages. The
survival skill check when fishing. wand itself contains 1d4 or 2d6 charges. Each
charge can be used to create a ball of rags that
There are, of course, limits -- the bonus is hurls itself at a target to entangle it -- Make a
reduced by 2 (cumulative) after each fish you ranged attack against the target (range 15/30).
catch this way. Once the bonus reaches 0, the
fishing pole will reset and award the +10 bonus On a successful hit, the target must become
again 48 hours later. entangled unless it makes a successful Dexterity
check (DC 15)... if it is entangled then its
Mud Ring movement is reduced by 10 feet and suffers a -
2 to its attack rolls. It can free itself with a
Ring, uncommon
successful strength save (DC 15).
This silver ring is encrusted with dark gems;
upon inspection the ring itself smells very
Each time the same creature gets entangled
earthy and sometimes wormy and contains just
after the first, the DC for all saves is reduced by
1 charge when found. As an action, you can
5 (cumulative).
activate the charge to hurl a ball of mud at any
target with a ranged attack (range 30/60).
Orb of Defense
A hit creature becomes muddied and the next Wondrous Item, uncommon (requires
attack roll made against it (by anyone) has attunement)
Advantage. If the mud attack resulted in a This silver metal orb is the size of a small human
Critical Hit, then target also receives a skull. When in the hands of a spellcaster, it
Disadvantage to its next attack roll since it can't crackles with energy and provides a +1 bonus to
see through mud (unless it has other senses to AC (it acts as a shield). Note that this is an off-
compensate). hand item.

If the mud attack resulted in a Critical miss, By tapping into the orb's innate power, a
then the ring will turn itself on you and put mud spellcaster can also fend off magical attacks --
in your face (as if you scored a Critical Hit on as a reaction to any opposing spell attack roll
yourself). made against you, you may attempt a Wisdom
check (DC equal to the attack roll result); on a
The ring itself can be recharged (maximum of 1 successful save, the orb deflects the attack. The
charge) by soaking it in mud for four hours. deflection may done twice, then the orb must
recharge for 8 hours to use that ability again
(but you keep the +1 AC bonus if you continue
to hold it).

The Orb of Defense provides no bonuses to


non-spell-casters -- it cannot be used by
creatures who cannot cast at least one level-
one spell. (Cantrips don't count).
Unorthodox Treasures created by The Le
Orb of Winter
Wondrous Item, uncommon (per 3 days), rare
(daily)
This crystal orb is a strange trinket -- when
looking in the orb it will appear as if snow is
falling on a tiny forest. When held in one hand
and activated with the command word, you can
create blizzard like conditions in a 15x15 area
(you may target any square for this effect, up to
50 feet). The blizzard like conditions causes
anyone in the area to take 1d6 points of cold
damage each turn they remain in the area, and
will reduce their movement by half; the blizzard
like conditions lasts a number of turns equal to
you character level.

The Orb of Winter can be used once per 3 days


(or once per day if it is a rare).
Pants of Doom!
Paladin's Ring Wondrous Item, very rare
Ring, rare (requires attunement) These leather pants are often found in the most
This mundane looking gold ring shimmers blue peculiar color of green, and always with a belt
and purple when in direct sunlight. As a bonus adorned in leaves. When worn, it will detect
action, a Paladin wearing this ring may use the whenever you are in danger; if you are
ring to generate a shield, which the Paladin will surrounded by 3 or more hostile enemies (each
immediately wield (assuming she has a free must be within 10 feet of you), the pants will
hand). In additional to the normal bonuses that automatically release a vile stench deals 1d6
a shield provides, this shield will also grant the points of Poison damage to all creatures within
Paladin an additional +1 bonus to AC against 10 feet (friend or foe). After it has released the
any melee or ranged attacks made by stench, it will not do so again until you have
characters of Evil alignment. taken a short rest.

Anyone of evil or chaotic alignment that wears


this ring suffers 1d10 points of damage when Potion of Continual Health
first worn and an additional 1d6 points of Potion, uncommon
damage for each minute it is worn after that. This small vial contains a reddish liquid that
turns blue in moonlight. A character who drinks
this magical concoction regains exactly 3 hit
Perception Boots points, but continues to heal an additional 2 hit
Wondrous Item, uncommon (requires points at the beginning of each of her turns for
attunement) up to 3 turns.
Designed by the great thief/mage, Thomas
Archfield, these black boots have Thomas' seal
on the bottom of the soles, but otherwise they Quill of Death
are not stylish in any way. When worn it gives Wondrous Item, rare
you a +2 bonus to all perception checks for This quill is made of a peacock feather and
detecting traps, but only traps that are never needs ink to write. By holding the quill in
activated when stepped on. When worn by a the air and spelling out a magical word of
Rogue that is level 3 or higher, this perception power, the word will form into a solid object
bonus is doubled. and launch itself at any creature within 40 feet
(make a spell attack roll).

Unorthodox Treasures created by The Le


after this time has expired, the snowman will
Rapier D'En Garde simply vanish. Once it "dies", it reverts back to a
Weapon (any sword that deals slashing figurine and cannot be used this way again for
damage), legendary one week.
The blade of this rapier is slightly purple with a
perfectly weighted grip. When fighting with this The Snowman of Doom as the following stats.
weapon, if an opposing melee attack misses it's
attack roll (against you) by 7 or more, the
SNOWMAN OF DOOM (STATS)
Rapier will shout "En Garde!", granting you to
Medium Monstrosity
bonus attack as an immediate reaction (against
Armor Class: 12
the same target).
Hit Points: 30 (4d10 + 8)
Speed: 20 feet (doubled if walking on snow or
If the opposing attack misses it's attack roll by
ice)
10 or more, the Rapier will instead shout "En
Senses: Low-light vision
Garde, Monstre!" and grant you the same
Attributes: Same as yours when summoned
bonus attack, but for this attack you gain
Alignment: Neutral
Advantage.
TRAITS: The Snowman of Doom is immune to
cold damage, takes half damage from lightning,
Ring of Orcish Fury and double damage from fire.
Ring, rare (+1), very rare (+2) ACTIONS: The Snowman of doom can make 2
This brass ring is crudely constructed with dent attacks: the first attack is a ranged attack with
marks and battle burns. When worn, the ring an iceball that deals 1d4+1 cold damage (+2 to
grants the wearer a +1 bonus (or +2) to all hit), and the second attack is a melee attack
melee attack rolls that have a strength modifier, with its wooden arms that 1d6+2 slashing
but causes the wearer to have an increased damage (+4 to hit).
metabolism, requiring him to eat and drink
twice as often as normal. Taking off the ring will If the snowman is adjacent to an opponent, it
end the bonus, but not normalize the wearer's can still make a ranged attack with an iceball,
metabolism for 24 hours. targeting only that adjacent opponent.

Ring of Slow Digestion


Ring, uncommon
This simple ring is sometimes found made of
wood, but is as hard as any metal you've seen.
When worn, it slows down your digestive track -
you only need to eat and drink at 1/3 the rate
you normally would (under normal conditions).
Note that this has no impact on magical effects
that that cause you hunger or related
symptoms.

Snowman of Doom
(figurine)
Wondrous Item, very rare
This tiny figurine of a snowman is very heavy for
its size (3 lbs). When held and the special
command word is spoken, the figurine turns
into a medium sized snowman creature. The
snowman will follow any orders issued by you
for up to five minutes or the snowman has died;
Unorthodox Treasures created by The Le
herself into a Troll, which lasts for a number of
Splitsecond rounds equal to 5 + her Intelligence modifier.
Wondrous Item, legendary (requires
attunement) As a troll, you lose the ability to cast spells or
This incredible amulet has a small hourglass use any other normal class features, race
embedded within its golden disk-like frame. special abilities. You are literally a troll with the
When worn, it gives the wearer the ability to following:
manipulate small pockets of time.
PLAYER TROLL STATS
Once per day as a reaction to any attack you
Hit Points: Your current Hit Points + 30 (cannot
can freeze an opponent within 5 feet or an
exceed 60)
incoming attack from a weapon that is within
Size: Large Humanoid
10 feet from you; after the object is frozen, you
Attributes: Same as your current values
may move up to 10 feet away (2 squares)
Abilities: Darkvision 60 feet
before the freeze effect ends. This results in the
Speed: 30 feet
attack missing you completely.
Attacks: bite +8 (1d8+5 piercing), 2 claws +8
(1d6+5 slashing)
To do this, once per day as part of your reaction
Reach 10 ft.
you attempt a Wisdom check (DC 10) in each of
Other abilities: Regeneration
those situations. If you succeed, you have
successfully frozen the adversary (or weapon) in
a moment of time and can immediately move Becoming a troll is a very taxing experience for
10 feet. After you complete your move, the the Sorcerer. Once the effect ends, and you
frozen moment ends and time passes normally. revert back to a normal Sorcerer, you suffer a -2
penalty to all attributes for one hour.
If your saving throw result is at least 18 or
higher, the amulet will allow you to do this one
additional time per day (and continue to do so
whenever you roll an 18 or higher).

Its also possible to freeze incoming magic spells


this way, but only ones that required a spell
attack, and the DC is increased by 5. Spells that
automatically hit cannot be frozen in time.

Sonic Dagger
Weapon (dagger), rare (requires attunement)
This seemingly mundane dagger glows blow in
direct moonlight. Upon wielding the dagger, it
will give off a low frequency sonic hum, granting
you a +2 bonus when you use the dagger to
open a lock. In the hands of Rogue, this bonus is
tripled. However, this bonus is only granted on
metal locks.

Sorcerer's Belt of Trolling


Wondrous Item, rare
This exotic looking belt is usually found in bright
colors, often times as orange or red with a black
buckle. When worn, a Sorcerer expend two
sorcerer points as a bonus action to transform

Unorthodox Treasures created by The Le


Sorcerer's Stone Turtle Aura: You are surrounded by a green
Wondrous Item, very rare (requires attunement) aura as you tap into the spirit of turtles; for the
This Amulet looks like a rock tied to a small next 3 rounds, you and any ally within 30 feet
silver chain, but every Sorcerer knows the gain a +1 bonus to AC against non-magic
power that lies within it. When worn, a Sorcerer attacks.
can channel her sorcery points into the rock for
useful and often powerful effects. As a bonus
action, you can expend a sorcery point for one Spark Ring
of the following effects: Ring, uncommon
This ring is of the deepest black, but shimmers
Instant Healing: You are healed a number of hit with many colors when you stare at it long
points equal to half your maximum hit points, enough, with faint crackling noises emanating
or you can heal anyone you touch for an from it. Once worn, your melee attacks causes
amount equal to half your maximum hit points. sparks upon impact; your melee attacks deal an
additional 1 point of lightning damage (this
Blood Aura: You are surrounded by a red aura; damage is not increased on a Critical Hit). If you
for the next 3 rounds, any damage you deal by are 10th level or higher, this lightning damage is
spells heals you 1d4 hit points. At 6th level or doubled.
higher, this increases to 1d6. At 10th level or
higher, this increases to 2d4. For each 1 point of lightning damage you deal
this way, the ring stores a charge within itself.
Luck Aura: You are surrounded by a green aura; Whenever 10 charges are stored, you may
for the next 3 rounds, all attack rolls against you expend them as an action to fire a bolt of
are at a disadvantage (magic or weapon based). lightning at any creature within 30 feet, dealing
it 5 lightning damage (make a standard ranged
Heroic Aura: You are surrounded by a white attack roll); on a Critical hit, this damage is
aura; for the next 3 rounds, you and any ally doubled.
within 30 feet gain a +1 bonus to all attack rolls
(magic or weapon based). The ring cannot hold more than 10 charges.

Unorthodox Treasures created by The Le


mundane weapon for all
intents and purposes, the
Spike Shield wielder of this sword also
Armor (shield), rare gains an intimate
This wooden shield is mundane in every knowledge of all dragons.
way, except for the large blood stain in The weapon is granted a
the middle that can't be removed no +1d4 bonus to all attack
matter how hard you try. However, in rolls against dragons.
moonlight, the blood stain will
become a visible word of power. Furthermore, the weapon
will grant an additional
By wearing the shield and speaking bonus, based on the type
its word of power, the shield will of dragons blood that
instantly create a spike at its was used to create it
forefront, a razor sharp (these bonuses are
instrument of pain -- whenever a granted as long as the
creature misses an attack roll owner keeps the item on his
against the wearer by 4 or more, person in some form, it does
the spike will launch itself at the not have to be wielded) - the
attacker, instantly hitting it for 4 type of dragon's blood is
points of piercing damage. A new determined by the DM:
spike cannot be summoned
again for one hour. Black Owner granted a +3
bonus to all saves versus
If the spike is unused, Sleep effects.
speaking the word of power Blue Owner granted a
will "unsummon" the spike, +3 bonus to all saves
allowing it to be used later. versus Paralysis effects.
Brass Owner granted
Stone of Jormungand Darkvision (60-feet).
Copper Owner gains a +1 bonus to all known
(cursed) skills that are 0 or less.
Wondrous Item, legendary Gold Owner gains a +1d4 bonus to all
This plain ring is said to once belong to initiative rolls.
Jormungand the beast. Upon wearing it, you Green - Owner can breathe underwater
take 1d12 points of damage and grow scaly indefinitely and can freely use its spells, and
skin, which grants you a +2 to AC. But there is a other abilities while submerged.
cost, as your Charisma is reduced by -4. Red Owner may Locate Object (as the spell
Removing the ring will cause the scaly skin to of the same name) three times per day. This
disappear within one hour, but your charisma may only be attempted three times per day, no
score will return to normal at a rate of +1 per matter how many different people wield this
week until it is normalized. weapon.
Silver May attempt a Cold Smite (Su) once
Sword of Dragon Perception per day as a bonus action - if the attack hits, the
creature is chilled - it gains Disadvantage to its
Weapon (any sword), legendary (requires
attack rolls for the next 1d4 turns. This may only
attunement)
be attempted once per day, no matter how
This enchanted weapon is forged by an artisan
many different people wield the weapon.
blacksmith, created with a vial of dragons
White Owner may speak with all dragons
blood. The weapon glows with a blue light when
and can read and write all dragon languages.
wielded, granting illumination of up to 20 feet
the wielder may activate and deactivate this
glow at will. While normally considered a
Unorthodox Treasures created by The Le
Undead Torchlight
Wondrous Item, uncommon
This mundane torch can only be differentiated
from other torches by the skeleton like etching
of a hand at its base. When lit, the Undead
Torchlight illuminates as a normal torch would,
but any undead creatures within its illumination
will glow softly with blue light (as long as they
are not invisible); all impacted undead
creatures are easier to see and hit -- their
AC is reduced by -1 against melee and
ranged attacks.

Wand of Ancients
(cursed)
Wand, uncommon (requires attunement)
This wand has been sought after by
spellcasters for nearly ten decades - it is
said, that, in the right hands, it allows the
spellcaster great power. This wand can be
used as part of any spell attack roll --
granting a +4 bonus to the attack roll.
However, whenever you make such an
attack, the DM makes a secret d20 roll --
on a result of 1-2, the wand will backfire and
deal damage to you instead; then the wand will
explode to deal 2d6 points of fire damage. You
Thunderaxe must make a successful WIS save (DC 15) or you
Weapon (battleaxe), very rare (requires
will lose all your spell slots for the day.
attunement)
This battleaxe feels slightly heavier in weight
than a standard battleaxe it deals 1d10 Wand of Hiding
slashing damage rather than 1d8. Once per day Wand, uncommon (+1), rare (+2), very rare (+3)
as a bonus action you can imbue the battleaxe This swirly mahogany wand changes to a
with thunder - once imbued, your next attack different color every night at midnight. When
with it deals an extra 1d6 points of Thunder activated, it generates a camouflage-like aura
damage. If you score a Critical Hit while the around you (or anyone you touch with it); it
battleaxe is imbued with thunder, the resulting grants you a +1 bonus (or +2 or +3) to Stealth
boom will deal yet an additional 1d4 points of checks for up to 1 minute. The enchantment
Thunder damage to any creatures within a 10- itself comes from the Wand, which has enough
foot radius of the attack. You are immune to power to enchant just one person. When the 1
the effects of the Thunder damage generated minute expires, the enchantment returns to the
by the Thunderaxe. If you are 6th level or Wand, allowing you to use it again on yourself
higher, this weapon generates a +1 or an ally.
enchantment; if you 15th level or higher, the
thunder damage is doubled. If the recipient of the Aura falls unconscious or
dies before the 1 minute expires, the aura will
be unable to transfer itself back to the Wand
and therefore will dissipate completely,
rendering the Wand useless.

Unorthodox Treasures created by The Le


Wand of Magic Missile
Wand, uncommon, rare (split ability)
This arcane wand twists like a wild vine, and
rough to hold. You may use the wand to make a
ranged spell attack against any creature within
a 100-foot range, which launches a single
arcane dart that deals 1d4+2 force damage.

Rare version: If your attack is successful and


beats the opponent's AC by at least 2 or more,
the dart will magically split into two and seek
out two new targets that are within 20-feet of
impact, and strike those targets unerringly. If
the newly split darts cannot find a new target,
then it will target the original target.

Wand of Purification
Wand, uncommon
This well-crafted wand has nothing particularly
remarkable about it, except for the red tip that
glows in foggy weather. When held in a
container of water, it will purify the water so
that it becomes completely drinkable -- it can
only purify 2 gallons of water per day (7.56
liters) and can only be used once per day. If you
attempt to purify more than that amount, the
wand's tip will crack, rendering the wand
useless. Wand of Rain
Wand, rare
Wand of Ra This strange wand is visually translucent, but
when held closely, one can hear the sound of a
Wand, uncommon (2d4 charges), rare (5d4
light spring rain. Once per day, upon command,
charges)
the wielder of this wand can create a localized
This wand is made from a rare elm with grains
shower of rain at any location within 20 feet --
of sand sprinkled across its handle. When first
this shower lasts for up to 2 minutes (or when
found it contains 2d4 or 5d4 charges. Each
the wielder wills it to end) and radius of the rain
charge can be used to create a ball of light that
shower is 5-feet. The rain will always be clean
follows its owner for up to 3 hours until he wills
and drinkable, but also "room temperature".
it to end. The ball of light illuminates an area of
up to 60' feet and grants its owner a +2 to his or
her passive perception for the purposes of Wand of Simple Weapons
spotting secret doors. Wand, very rare
This white wand is made from the horn of a
unicorn, laced with bone from an ox or often a
cow. As a bonus action, its wielder can instantly
transmute the Wand into any simple weapon
that he is proficient with a successful Wisdom
check (DC 5). Note that a result of 1 will always
fail.

Unorthodox Treasures created by The Le


worn, it provides you with a +1 bonus to AC,
Wand of Sleep and as a bonus action you can fire a ball of
Wand, rare webbing from the bracers - this requires a
An oddly shaped curved wand with elven standard attack roll with range of 20/40.
writing carved within - when held at nighttime it
helps its owner sleep peacefully to the sounds If the ball of webbing hits, it forms a sticky web-
of nature. Anyone sleeping with this wand for 4 like-goo on the target, reducing its speed by 10
hours gets the full benefits of 8 normal hours of feet and modifies any of its ranged attack and
sleep. Sleeping with the wand during daylight magic attack rolls by -2. A goo'ed creature can
hours has no effect. attempt to break itself free from the webbing
by making a Strength check (DC 20).
Wand of Small Feasts
Wand, rare Creating a ball of webbing requires at least 1
This puce wand is made of metal, but feels hand free, and can only be used once before
strangely "squishy" when held tight. The wand needing a short rest to recharge the ability.
comes with 2d10 charges and can be used to
create a full course meal for two. It is said that Whistler
the Wizard Tobias Smith used it to create Weapon (arrow), legendary (requires
fabulous dinners for himself and his wife, but attunement)
only on special occasions because she was This blue arrow is always easy to identify with
always on a diet. its unique collection of feathers and stone tip.
By merely touching the arrow, its owner will
The Wand itself has the ability to replenish its become psychically linked to the arrow -- as an
own charges at the rate of one charge per three action you can control the arrow by simple
days, but will only hold a maximum of 20 whistling noises and use it to as a ranged attack,
charges. even without a bow. However, for this ranged
attack you must use your Wisdom modifier for
Wand of Teeth the attack bonus and damage bonus. Using the
Wand, rare arrow this way has just one normal range of 50
This wand is made of teeth, and is quite feet (it cannot travel further than 50 feet). The
disgusting to those with a weak constitution -- arrow normally deals 1d6 piercing damage.
anyone with a constitution score of 9 or less
that touches it must immediately make a If you have achieved level 4 or greater, as a
Constitution check (DC 10) or vomit. The wand bonus action, you can make a second attack
itself has a wooden base with 3d4 teeth with the arrow -- the target of the second
attached to the upper parts of the wand. attack must be within 50' of you and within 20'
of the first target.
As an action, you can command the wand to
launch one or more teeth at any creature within If you have achieved 9th level or greater, you
30-feet, instantly hitting it for an amount of can make a third attack as a bonus action the
damage equal to 1 per tooth (bludgeoning). target of the third attack must be within 50 feet
Upon inspection the teeth will grow back at a of you and within 20 feet of the second target.
rate of 1 per day (maximum of 12 teeth total).
If you have achieved level 13 or
greater, the arrows damage
Web Bracers increases to 1d10 piercing.
Wondrous Item, rare (requires
attunement) When all attacks are complete,
These golden bracers are the arrow automatically returns
made of metal with a back to you.
spider-web-like etching
throughout. When
Unorthodox Treasures created by The Le
ArtifactS
Bauble of Power
Wonderous item, artifact
Baubles of Power are small colorful stones with
a single word-of-power inscribed on one side.
Players typically will not know how to
pronounce the word unless they make a
successful History check (DC 20), or they may
find pronunciation by other means.
Bauble of Thunder
Once the word-of-power is discovered, the
Wondrous item, artifact
Bauble can be held to an appropriate object; by
Word of Infusing: Inyante
speaking the word-of-power is spoken, the
Bauble permanently imbues/infuses itself
The Bauble of Thunder can be imbued into any
within the item.
amulet. Once infused, the amulet enchants all
your melee attacks with an aura of lightning;
Finding a Bauble isn't always difficult, but
whenever you miss a melee attack, the amulet
interpreting the word-of-power can be.
crackles with energy stores one charge. When
the amulet has accumulated 5 charges, as a
Bauble of Serration
bonus action you may use all the charges to
Wondrous item, artifact
gain a +5 to your next melee attack roll; for this
Word of Infusing: K'sadpm
attack, the attack deals thunder damage.
The Bauble of Serration can be imbued into any
bladed weapon. Once infused, you can Dekkens Darkblades
command the weapon to become serrated at Weapon (various), artifact (requires
will, changing its damage type from its normal attunement)
type to piercing. Common name: Darkblades
Bauble of Shielding History: In a bid to rid the world of 3rd age of
Wondrous item, artifact war, Dekken Gamore set out on a quest to find
Word of Infusing: Riohnkla the 4 blades of Druidic Power so that he could
finally bring peace to the ravaged land. After
The Bauble of Defense can be imbued into any great sacrifice and several trips to seemingly
ring. Once infused, as a bonus action you can endless hells, he acquired the four blades and
activate (or deactivate) the ring to form a renamed himself Dekken Darkblade.
mystical shield around your arm. As an
additional bonus action, you may use the shield The four darkblades consists of a longsword,
to launch it with a ranged attack (1d8 shortsword, scimitar, and sickle. Their handles
bludgeoning damage, range 30' / 60). Once the are made from the bone of demons and it is
shield is used in a ranged attack, you cannot said that the blades are made from the ultra-
summon another until you have taken a long rare black ivory of dragon unicorns.
rest.
All Dekkens Darkblade items requires
attunement.

Unorthodox Treasures created by The Le


Hk'tar (longsword)
This longsword grants a +1 to all attack rolls
against humanoids. Druidic Synergy: in the
hands of a Druid, Hk'tar also grants a +1 to
damage rolls against humanoids.

Et-sa (shortsword)
This shortsword grants a +1 bonus to AC against
all melee attack rolls from humanoids. Druidic
Synergy: in the hands of a Druid, Et-sa also
grants this AC bonus against ranged attack rolls
from humanoids, but only for non-magical
attacks (arrows, spears, etc).

L'mkata (sickle)
This sickle is ultra sharp to the touch; when
attacking humanoids with it, it generates a
critical hit when a natural 19-20 is rolled.
Druidic Synergy: in the hands of a Druid,
L'mkata scores a critical hit against humanoids
on a natural 18-20 instead.

L'ashmire (scimitar)
This scimitar has the ability to absorb magical
that it will take you to someplace else, which
attacks; you gain a +2 bonus to all saves vs
could be very bad (DM's discretion). The portal
magical attacks from humanoids. Druidic
itself is one way. Once the door is closed, the
Synergy: in the hands of a Druid, L'ashmire
handle and door will disappear.
allows you gain Advantage on any save vs. a
magical attack, but only once per short rest.
Ghost Artifacts
Destruction: The darkblades cannot be Wondrous item, artifact (requires attunement)
destroyed by separately. Each of the four blades Common Name: Havas Will
must be tightly bound in virgin elven hair and
submerged in demons blood for 7 days, which Description: These items consist of a Silver
will render them powerless and turn the blood Amulet, Leather Belt, Leather Boots, Red Cape,
into hardened rock. and a Golden Ring. The items are visually
mundane in nature, but provide magical
Doornob of bonuses as you wear one or more of them at
the same time.
Teleportation
Wondrous Item, artifact All Ghost Artifact items requires attunement.
This rusty doornob has a small hole in the
middle of the nob, which actually serves as an SYNERGY (1-Piece) - Ethereal Senses: If you
inter-dimensional portal. By drawing a door on wear any one item from the Ghost Artifacts,
a flat surface (ground, wall, etc), and writing you gain a sixth sense from danger around you -
down your destination on the door, you can - you gain a bonus to your Passive Perception
place the doornob onto your drawing and recite equal to half your current level.
the magical words of power. The drawing of the
door will magically turn into a real door; SYNERGY (2-piece) - Ethereal Vision: If you
opening it will reveal a portal that has a 95% wear two items of the Ghost Artifacts, you gain
chance of leading you to your desired the ability see the bends around reality -- you
destination. However, there is a 10% chance can see invisible creatures as if they were not
Unorthodox Treasures created by The Le
invisible, and you gain a +3 bonus to all
investigation checks.

SYNERGY (3-Pieces) - Draining Touch: If you


wear any three items from the Ghost Artifacts,
you are granted a special Draining Touch attack.
Hitting a living target with this touch attack
drains 1d4 points from any one-ability score
that you choose, and you are instantly healed a
number of hit points equal to double that value.
You must take a short rest before using this
ability again.

SYNERGY (4-Pieces) - Frightful Moan: If you


wear any four items from the Ghost Artifacts, as
a bonus action you can emit a Frightful Moan.
All living creatures within a 20-foot radius
become shaken for 3 rounds; these creatures
are allowed a single Charisma save (DC 10 + half Karishas Soul
your level) -- a successful save reduces the Weapon (short bow), artifact (requires
duration to just 1 round. You immune to your attunement)
own moan, and you must take a short rest Common Name: Bow of Splitting
before using this ability again.
History: Karisha's Soul was meticulously
Shaken: shaken character takes a -2 penalty on handcrafted by a secret society of high elves in
attack rolls, saving throws, skill checks, and the Greenlands. It was given as a gift to the
ability checks. Elroen clan to celebrate the birth of their son
and heir, Kaleek the first. Kaleek grew up to be
SYNERGY (5-Pieces) - Ethereal Smite: If you an intelligent and natural leader, and a highly
wear all five items from the Ghost Artifacts, you respected ranger.
are granted the ability to make an Ethereal
Smite; you may take an action to make a melee When Kaleek reached his 19th year, his father
attack against any creature within 20 feet of became very ill and passed away. He took the
you; for this attack, the target creature is death of his father very hard and went into
always considered adjacent to you. You must seclusion for six months in the fire mountains.
take a short rest before using this ability again. When he returned, he made a decision that
However, if this attack resulted in a Critical Hit, would forever impact the Elroen clan he
you are allowed to make another Ethereal declined the leadership that was passed to him
Smite without needing a short rest. and handed it to his sister Itari, who was the
eldest child.
History: In the 3rd year of the Great Rift, Hava
(the last of the Seven Rift Ghosts) performed Kaleek left his clan and changed his name to
the final quest as commanded but the 10th Karisha, who would become a legend in his own
goddess of death, Karah. By completing this right.
final quest, Hava was allowed to leave the
ethereal plane and proceed to the afterlife. Description
Before doing so, Hava bestowed upon 5 Karishas Soul is a shortbow made of deep
adventurers the Ghost Artifacts, as thanks for mahogany, but with an ability to split an arrow
helping her complete her final quest. into two after it is released. Upon releasing a
normal non-magical arrow, the arrow will
replicate itself while in mid-flight and has a
chance to hit the same target. All arrows will
Unorthodox Treasures created by The Le
reach the target simultaneously (make two
separate attack rolls, one for each arrow). The
bow generates an additional cumulative +1
enhancement to attack and damage rolls when
its wielder has reached 7th and 14th levels.

Beginning 10th level, the wielder may sacrifice


up to one point of the bows enhancement
bonus when firing an arrow in order to replicate
it again, therefore causing the arrow to
replicate two times in mid-air (for a total of 3
arrows; roll three separate attack dice).

Destruction
Karisha's Soul is destroyed when its shaft is
wrapped within fresh elven hair (cut within the
last 24 hours) and then thrown into natural
flowing lava. It is said that Karisha's Soul will
scream the sounds of a thousand souls when it
is destroyed.

Children of the DM
Artifact (requires attunement)
The Children of the DM are a set of six artifacts Eric's Cavalier Shield
that were created for a group of teens that is Armor (shield), artifact
said came from a strange plane of existence This orange heater shied has an emblem of a
looking for a passage home. The children have griffon in the front. It acts as a standard shield,
long since gone home, but the artifacts remain except that it protects the wearer from specific
and can be found by a lucky adventurer. All kinds of attack. As a bonus action you can
Children of the DM items requires attunement. designate one damage type -- when wielding
the shield you gain resistance to that damage
Hanks Ranger Bow type until you change to a different one.
Weapon (shortbow or longbow), artifact
This magical yellow bow has the ability to FIGHTER/PALADIN SYNERGY: Any Fighter or
change into a short bow or long bow at will. It is Paladin who wields this shield can tap into its
very unique in nature as it doesn't have a innate powers to create a force field. This force
bowstring -- when taking an action with this field can be created as a bonus action or as a
bow, it creates a string of energy and a magical reaction to any attack, and provides you with an
arrow that deals bludgeoning or force damage additional +3 bonus to AC for one turn. If your
(your choice at the time that you make the Fighter and/or Paladin level is 5th or greater,
attack). you can extend the force field up to 5 feet
around you, providing the AC bonus to anyone
RANGER SYNERGY: Any Ranger that wields this within Range; it extends again to 10 feet at 10th
bow has the additional option to create a level or greater. The force field can only be
magical arrow that deals Thunder damage. At created once per short rest.
5th Ranger level, and every 5 Ranger levels
thereafter, the magical arrows are imbued with
a +1 bonus to attack and damage rolls
(maximum of +4 at level 20).

Unorthodox Treasures created by The Le


Diana's Miraculous Acrobat Staff granting you a +2 bonus to AC and +2 to Stealth
Weapon (quarterstaff), artifact checks. Unfortunately the effect is not
This miraculous green staff is just 8 inches long, completely stable -- taking any damage at all
but can extend at will to a full Quarterstaff. It is will disrupt the aura for 1 minute.
unique when fully extended as it can be used as
a thrown light weapon (range 20/40). Upon BARD/ROGUE SYNERGY: Any Bard or Rogue
impact with an enemy, it will ricochet and using this cloak will immediately sense a greater
target another enemy within your range and power that others cannot sense and can
then return to you -- make two separate attack enhance the aura with their own life force --
rolls, if the first attack hits, then check to see if taking damage will not disrupt the aura if you
the second hits; if the first attack misses, your are a Bard or Rogue. Furthermore, if you are a
attack ends and the staff returns to you. Bard or Rogue of 7th level or greater, you can
tap into the cloaks' power to turn yourself
ACROBAT SYNERGY: Anyone proficient in the Invisible for up to 1 minute. You can only use
Acrobat skill can tap into the staff's mystical this invisibility ability once per long rest.
energy, doubling your existing Acrobat skill
bonus. Furthermore, under these conditions, Invisible: An invisible creature is impossible to
using the staff as part of a ranged attack will see without the aid of magic or a special sense.
allow it to ricochet a second time (i.e. hitting a For the purpose of hiding, the creature is heavily
third target that is within range) obscured. The creatures location can be
detected by any noise it makes or any tracks it
Presto's Magic Hat leaves. Attack rolls against the creature have
Wondrous Item, artifact disadvantage, and the creatures attack rolls
This magical green hat acts as a portable hole -- have advantage.
you can store nearly an infinite about of goods
within the hat, even those that normally do not
fit. Putting items within the hat is a single
action, as well as taking items out of the hat.
However, there is a caveat -- to take an item out
of the hat you must make a successful Wisdom
save (DC 15). On a failed save, you accidentally
pull out something you didn't intend to.

When the hat is first found, there is an infinite


number of items already stored within the hat,
but you will never know what those items are
(and therefore you cannot specially look for
them).

SPELLCASTER SYNERGY: Any spellcaster (that


can cast level one spells or greater) has a better
chance of pulling out the correct item from the
hat -- the DC is reduced by 3 + your Intelligence
modifier. Furthermore, if you are a spellcaster
of 5th level or greater, pulling an item out of
the hat can be done as a bonus action.

Sheila's Thief Cloak


Wondrous item, artifact
This blue hooded cloak is fairly mundane, but
when the hoodie is worn, the cloak creates a
prismatic aura that bends light around you,
Unorthodox Treasures created by The Le
Bobby's Barbarian Greatclub
Weapon (greatclub), artifact (requires
Season Stones
attunement) Wondrous item, artifact
This wooden Greatclub is, in a word, great. As a Common Name: Druids Stones
magical club, making an attack with it gives off a
small sonic boom -- if you successfully hit your Description:
enemy with a melee attack with this Greatclub, The Season stones are four ancient Druidic
you will also automatically hit any other artifacts created by the first four druids of
enemies that are adjacent to you and/or Na'vanhill in the 7th year of the Rabbit. The
adjacent to the initial target. stones themselves are small and round, smooth
to the touch, each with an ancient word of
BARBARIAN SYNERGY: In the hands of a power etched within it.
Barbarian, Bobby's Greatclub is extremely
powerful. With this weapon in hand, a By holding a stone to a particular non-weapon
Barbarian can make seismic attack on the item and speaking the word of power, the stone
ground, which causes a wave of thunder to will imbue itself to the item giving it new
travel from the point of impact to a distance of powers and abilities. (note: the word of power is
30-feet away in a straight line. Any creature etched in the stone, but you may not know how
caught in this wave takes 1d8 Thunder damage to pronounce it; you can dedicate entire quests
and must make a Dexterity save or be knocked to learning the word of power). Anyone can
prone (DC 15). On a Critical Hit with this attack, wear an item imbued by a Druid stone and have
the DC is increased by an amount equal to the access to its innate powers. Speaking the same
Barbarian's level. word of power while wearing the imbued item
will cause the stone to detach itself -- once
Prone: A prone creatures only movement detached it cannot be re-imbued into a new
option is to crawl, unless it stands up and item for 30 days.
thereby ends the condition. The creature has
disadvantage on attack rolls. An attack roll Druidic Synergy: The Druid stones can also be
against the creature has advantage if the imbued into a weapon, but only by a Druid. In
attacker is within 5 feet of the creature. these instances, the stones only power the
Otherwise, the attack roll has disadvantage. weapon if the weapon is used by a Druid
(requires attunement).

EMERGING STONE (Spring)


This green stone can only be imbued into a
helm or visor of that covers the eyes. The
imbued helm grants you the ability to see that
what you cannot normally see -- you can see
invisible creatures as if they were not (negating
Advantage/Disadvantage).

Druidic Synergy: When the Emerging Stone is


imbued into a weapon, it grants the Druid a
powerful blast of Acid. As a Druid, wielding this
weapon grants you the ability to use Acid Splash
as a cantrip. If you already know Acid Splash,
then the imbued weapon increases your
existing Acid Splash damage by 1d6.

Unorthodox Treasures created by The Le


FIRE STONE (Summer) WINTERING STONE (Winter)
This red stone can only be imbued into armors This White stone can be imbued into any item
and shields. The imbued item grants you that is normally worn (helm, shield, belt, boots,
resistance to fire damage. etc), and it grants its wearer Resistance to Cold
damage.
Druidic Synergy: When the Fire Stone is
imbued into a weapon, it enchants the weapon Druidic Synergy: When the Wintering Stone
with a fire after-effect. As a druid, every attack Stone is imbued into a weapon, it enchants the
with the imbued weapon deals an extra 2 points weapon with powerful winter magic. The Druid
of fire damage. If you strike with a critical hit, using the imbued weapon can cast Wintering
that fire damage increases to 1d8+2. Blast each turn.

AUTUMN STONE (Fall) Wintering Blast (spell)


This brown stone can only be imbued into a ring Evocation (cantrip)
or amulet. The imbued item grants it's wearer a Casting Time: 1 action
permanent aura that acts like a "Detect Poison Range: 60 feet
and Disease" spell. Components: V, S
Duration: Instantaneous
Druidic Synergy: When the Autumn Stone A shard of magical ice streaks toward a creature
Stone is imbued into a weapon, it enchants the within range. Make a ranged spell attack against
weapon with an aura that allows the wielder to the target. On a hit, it takes 1d4 cold damage,
"Detect Magic" as per the spell. The Druid using and its speed is reduced by 10 feet (max) until
the imbued weapon does not need to wield it to the start of your next turn. If the same creature
gain this effect, as it can simply be kept in your is hit again by Wintering Blast in the same
inventory (or scabbard, etc). encounter, the damage increases with each
additional Wintering Blast to 1d6, 1d8, 1d10,
1d12 and then 1d20 (then resets again to 1d4) -
- all cold damage.

Unorthodox Treasures created by The Le


Treasure Generator: UNCOMMON Treasure Generator: RARE

D100 RESULT (uncommons) D100 RESULT (rares)


1-3 Ale Wand 1-2 Alis Magic Carpet
4-6 Amulet of Aid 3-4 Amulet of the Crusader
7-9 Amulet of Bewitching 5-7 Babbling Fish
10-12 Amulet of Sight 8-10 Bag of Berries (twice per day)
13-15 Bag of Berries (once per day) 11-12 Bag of Folding
16-18 Bash Bash 13-14 Belt of Feebleness
19-21 Bone Sword 15-16 Bola Bola
22-24 Boots of Fire (1d4 damage) 17-18 Boots of Fire (2d4 damage)
25-27 Bracers of the Four Winds 19-20 Bracers of Ki
28-30 Broach of Beauty 20-23 Candle Holder of Warning
31-33 Burst Helm 24-25 Case of Infinite Bolts
34-36 Cool Fez 26-27 Clerics Ring
37-39 Dragon Prod 28-29 Coldsnap
40-42 Enchanted Quiver (1d6) 30-31 Cup of Everlasting Whine
43-45 Forever Lasting Gobstopper 32-33 Double Dragon
46-49 Helm of Vision 34-35 Dream Flute
50-52 Idol of the Running Man 36-37 Druids Ring
53-55 Kendalls Fanciful Fishing Pole 38-40 Duck of Ultimate Doom
56-58 Mud Ring 41-42 Enchanted Quiver (3d6)
59-61 Mummys Wand (1d4 charges) 43-44 Gloves of Bow Speed
62-64 Orb of Defense 45-46 Gloves of Lightning (1d4+2)
65-67 Orb of Winter (once per 3 days) 47-48 Gloves of Squishing
68-70 Perception Boots 49-50 Icefire Rings (one ring)
71-73 Potion of Continual Health 51-53 Infinity Keys (one key)
74-76 Ring of Slow Digestion 54-55 Mummys Wand (2d6 charges)
77-79 Spark Ring 56-57 Orb of winter (daily use)
80-82 Undead Torchlight 58-59 Paladins Ring
83-85 Wand of Ancients 60-61 Quill of Death
86-88 Wand of Hiding (+1) 62-64 Ring of Orcish Fury (+1)
89-91 Wand of Magic Missile (uncommon 65-67 Sonic Dagger
version) 68-69 Sorcerers Belt of Trolling
92-94 Wand of Purification 70-72 Spike Shield
95-97 Wand of Ra (2d4 charges) 73-74 Wand of Hiding (+2)
98-99 Reroll 75-77 Wand of Magic Missile (rare version)
100 Roll twice against this chart 78-79 Wand of Ra (5d4 charges)
80-82 Wand of Rain
83-85 Wand of Sleep
86-88 Wand of Small Feasts
89-90 Wand of Teeth
91-93 Web Bracers
97+ Reroll

Unorthodox Treasures created by The Le


Treasure Generator: VERY RARE Treasure Generator: ARTIFACTS

D100 RESULT (legendaries) D100 RESULT (artifacts)


1-10 Bag of Berries (three times per day) 1-4 Bauble of Serration
11-15 Bag of the Magi 5-8 Bauble of Shielding
16-20 Captains Shield 9-12 Bauble of Thunder
21-25 Cloak of Hunger 13-16 Dekken Darkblade: Hktar (longsword)
26-30 Crystal Plate 17-20 Dekken Darkblade:Et-sa (shortsword)
31-35 Deck of Simple Weapons 21-24 Dekken Darkblade: Lmkata (sickle)
36-40 Feet of Flames 25-28 Dekken Darkblade: Lashmire (scimitar)
41-45 Gloves of Lightning (2d4+2) 29-32 Doornob of Teleportation
46-50 Icefire Rings (two rings) 33-36 Ghost Artifacts (Silver Amulet)
51-55 Infinity Keys (3d4 Keys) 37-40 Ghost Artifacts (Leather Belt)
56-60 Pants of Doom! 41-44 Ghost Artifacts (Leather Boots)
61-70 Ring of Orcish Fury (+2) 45-48 Ghost Artifacts (Red Cape)
71-75 Snowman of Doom 49-52 Ghost Artifacts (Golden Ring)
76-80 Sorcerers Stone 53-56 Karishas Soul
81-85 Thundersword 57-60 Children of the DM: Hanks Ranger Bow
86-90 Wand of Hiding (+3) 61-64 Children of the DM: Erics Cavalier
91-95 Wand of Simple Weapons Shield
96+ REROLL 65-68 Children of the DM: Dianas Miraculous
Acrobat Staff
RANDOM TREASURE GENERATOR 69-72 Children of the DM: Prestos Magic Hat
(LEGENDARY) 73-76 Children of the DM: Sheilas Thief Cloak
77-80 Children of the DM: Bobbys Barbarian
D100 RESULT Greatclub
1-10 Deck of Treasures 81-84 Season Stones (Emerging Stone)
11-20 Erotic Saddle 85-88 Season Stones (Fire Stone)
21-30 Gemsword 89-92 Season Stones (Autumn Stone)
31-40 Ghost Earring 93-96 Season Stones (Wintering Stone)
41-50 JLPs Saddle 97+ REROLL
51-60 Rapier DEn Garde
61-70 Splitsecond
71-80 Stone of Jormungand
81-90 Sword of Dragon Perception
99-100 Whistler

Unorthodox Treasures created by The Le


MASTER / RANDOM TREASURE GENERATOR
1D100 RESULT For results of 56+, please also add gold, gems,
01-10 Die roll x 5 copper per person or art objects, depending on the monster
challenge / party level.
11-20 Die roll x 5 silver per person
21-30 Die roll x 2 gold per person * Amulet of natural Armor: This amulet, usually
31-40 1d8 gold per person, 1d4 gems worth crafted from bone or beast scales, toughens the
20 gold each, 1 Potion of Healing wearers body and flesh, giving him an
41-50 1d8 gold per person, 1d4 gems worth enhancement bonus to his natural armor bonus
20 gold each, 1d4 Potions of Healing of from +1 to +5, depending on the kind of
50-55 2d4 gold per person, 1d4 gems worth amulet.
20 gold each, 1d4 Potions of Healing
* Adamantium Armor: same as a regular piece
56 +1 Amulet of Natural Armor*
of armor, except all physical damage dealt to
57 +2 Amulet of Natural Armor* the wearer is reduced by 2.
58 +3 Amulet of Natural Armor*
59 Vicious Weapon* * Animated Shield: Upon command, an
60 Keen Weapon* animated shield floats within 2 feet of the
61 +1 Weapon of Defending* wielder, protecting her as if she were using it
herself but freeing up both her hands. Only one
62 +2 Weapon of Defending*
shield can protect a character at a time. A
63 Rhino Hide* character with an animated shield still takes any
64 Adamantium Amor* penalties associated with shield use.
65 Animated Shield*
66-70 Roll 1d4 times on standard DMG Magic * Defending: A defending weapon allows the
Item table wielder to transfer some or all of the swords
enhancement bonus to his AC as a bonus that
70-75 Roll 1d6 times on standard DMG Magic
stacks with all others. As a bonus action, the
Item table
wielder chooses how to allocate the weapons
76-83 Roll 1 time on the Uncommon table enhancement bonus at the start of his turn
84-85 Roll 1d4 times on the Uncommon table before using the weapon, and the effect to AC
86-90 Roll 1 time on the Rare table lasts until his next turn.
91 Roll 1 time on the Rare table and 1d4
times on the Uncommon table * Keen: This ability doubles the threat range of a
92 Roll 2 times on the Rare table weapon (i.e. you score a critical hit when you
roll a 19 or 20). Only piercing or slashing
93 Roll 1 time on the Very Rare and
weapons can be keen.
Uncommon Tables
94 Roll 1 time on the Very Rare and Rare * Rhino Hide: This +2 hide armor is made from
Tables rhinoceros hide. In addition to granting a +2
95 Roll 1 time on the Very Rare, Rare, and bonus to AC, it deals an additional 2d6 points of
Uncommon tables damage on any successful charge attack made
96 Roll 1 time on the Legendary, and Rare by the wearer, including a mounted charge.
table tables
97 Roll 1 time on the Legendary and Very * Vicious: When a vicious weapon strikes an
Rare tables opponent, it creates a flash of disruptive energy
that resonates between the opponent and the
98 Roll 1 time on the Legendary, Very Rare,
wielder. This energy deals an extra 2d4 points of
and Rare, and Uncommon tables.
damage to the opponent and 1d4 points of
99 Artifact (Bauble), DMs choice damage to the wielder. Only melee weapons
100 Roll against the Artifact table can be vicious.
Unorthodox Treasures created by The Le
Unorthodox Treasures
Created by The Le
TheLeGames@yahoo.com

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Unorthodox Treasures created by The Le

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