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