D20 Magic Items
D20 Magic Items
If rolling a number that have already been used in your campaign, pick a number above the rolled one.
- Ambivalent Stone:
When touched it either grants 1D6 HP or damages you for 1D6 HP. Roll 1D6, on 1-3 it's good news, else it's not. 1/Day - Amulet of Feather:
Wearing this amulet the wearer can fall from up to 40f and not take any damage. 1/Day - Bag of Bones:
When emptied the bones from the bag animate and turn into 1D4 skeletons that do your bidding. Can only be used once. The skeletons fall apart after aprox 1 hour. - Book of Boredom:
If read test WIS or fall asleep 1D6 hours. - Crystal Ball:
Can be used top spy on people in a known location within a mile. The effect lasts 1 Turn. 2/Day - Dagger of Returning:
If thrown this dagger boomerangs back to the hand of the thrower. +1 to Damage. - Drinkers Curse:
A bottle of wine that, if empty, fills itself up every hour. - Helm of Nahamxz:
The wearer rolls all attacks with advantage but have to test WIS at the start of every round not to attack allies. - Horn of Doom:
Anyone who hears the sound of this horn have to save or flee in panic. 1/Day - Leather Armor of the Fox:
Force your attacker to attack with disadvantage. 1/Day - Lucky Coin:
If flipped it always ends up the way the user want it to. - Mace of St. Lamur:
Normal damage against living creatures, 2D10 damage vs. undead. - Monkey Miniature:
This tiny clay miniature may animate and do your bidding for 10 minutes. 2/Day - Ring of Heal:
Heal wearer 1D6 HP 1/Day. - Ear Ring of Listening
Lets you listen through doors as if you where standing in the same room. - Ring of Silver Tounge:
+2 to Deception while worn. - Rope of Returning:
50f rope. It can crawl up walls and tie/untie itself. - Shield of Holding:
Cast Hold Person 1/Day - Sneaky Boots:
+ 2 to Stealth while worn. - Sword of Blink:
+1 Damage. Teleport self to a target in sight, max 20 feet away 2/Day
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