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@crummish
therapy but theres an audience that laughs at you
dr phil

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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â¤â¤
that thing about how removing the middle 2 panels of a cad comic makes it funnier is trueÂ
holy shit
I canât even imagine what meaningless filler went into panels 2-3.
oh my god these are actually funny
this is 100% true and once you remove the horrible filler bullshit its comedy gold
ĺĺžăŽéŁăćĽĺ
bro its beddy-bye.
its nighty-night, dude.
BRO!!!!!!!!!
ITS NIGHTY-NIGHT BRO!!!!!!!!!!!!!!!!!!!!!

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Prettiest flower in the garden
Dont you worry about where i got my burlap sacks with dollar signs on them
Memories âŚ.Takayuki in Spring 2012.
If you look closely, you can see her tapping her back toes. Many frogs and toads do this when hunting; itâs thought to be a lure behavior, or to encourage the insects to keep moving.
She also models.

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alright babe iâm in the strap aisle what size dick you wear
every moment is an epic gamer moment when iâm with you
true
Iâve an obsession with isabelle, shes such a mood

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Thank you to everyone who submitted their annoying cursed items! After looking through and picking some of my favorites (and after a few game-mechanic modifications), Iâve made a list of some just Garbage Knick-Knacks. (I added a few I made myself, too). The players roll a d100 to determine which item they get. Feel free to use in your own campaign.
I tried to credit everyone as best I could, but if I mispelled ur url, plz let me know :)
the list is long, so Iâm adding it in a series of reblogs.Â
NOTE: anything thatâs italicized, you donât tell the players.
1. Papier Koottâs Tome of Cantrips- a book full of cantrips chosen by the DM. Holding this book gives you hella papercuts. Player takes 1d4-1 slashing damage and has -3 on anything that requires their hands. @mral3x1s
2. Puddle Jumpers- A pair of boots that allows you to walk on water (as long as the body of water is less than a foot deep). @itrustbirdsmorethanyoudo
3. Bag of Scolding- A sentient bag of holding. It ruthlessly mocks you for everything you decide to store in it. Anytime you want to get something back or put something in you have to convince/bribe the bag to let you (Roll persuasion). @questbedhead
4. Rosettaâs Ring- A ring enabling you to speak fluently in any language, but in the most un-elite, barely mutually intelligible, generally derided dialect available. Gives disadvantage to all charisma rolls when speaking with the ring. @ceescedascity
5. Genevieveâs Dress-Up- some costume fairy wings that let you fly, but only straight up and only while you are flapping your arms like a bird. Good for 40 ft of vertical movement. Does not help you with the whole getting-down part. @versidue
6. Bow of Bellowing Rage- a birchwood bow engraved with a traditional Orcish call to arms. Deals 2d10 piercing damage. Itâs enchanted to yell in your ear a moment before you let go of the bowstring. Roll with disadvantage- on a failed roll, take 1d6 psychic damage. @ckret2
7. Ring of Invisibility- a white metal ring. when you put it on the ring turns invisible. @dnd-one-shots
8. Spoonful of Sugar salve- A small jar of healing salve that never empties, but only ever has about a spoonful of salve in it. Restores to full capacity after a long rest. @amakhuakrie
9. Un-Spice- A small cloth pouch filled with a bright yellow powder. This spice makes everything flavorless. Good for 5 uses. @thatssochoulette
10. Pot of the Angered Swan- An apple-sized clay jar with a small painting of a red swan decorating the side. Whenever you open this pot, a swan comes out that will attack anything in sight, including you and your allies. Closing and reopening the pot will lead to another swan appearing. The pot holds infinite angry swans. Swan lasts for 1d4 turns and deals 2d6 slashing damage to 1d4 creatures per turn. @duskirises
11. Lawfell Goodeâs Lawful Gloves- pair of sentient gloves that will give a +2 to attack rollsâŚ.unless the wearer has been unkind to anyone in the last 24 hours, in which case the gloves judge you shameful and will not allow you to grab a weapon. @datvikingtho
12. Wind Walkers- a pair of boots that make your footsteps absolutely silent (in broad daylight). but they make fart noises with varying intensity in relation to how dark it is. Stealth advantage in bright areas, stealth disadvantage in dark ones. @datvikingtho
13. Julietâs Wand- a rosewood wand of mending with a bleeding heart carved in the handle. This wand can only mend broken hearts. @textbookenigmas
14. Hellâs Bells- a set of two small bells, one of which is blessed, and the other, cursed. Ring to activate. One bell, when rung, heals the whole party for 2d6 each. The other plays We Like to Party by Vengaboys at increasing volumes and causes 2d6 psychic damage to anyone within 50 feet. They are exactly identical. Any attempt to mark one as different will fail. Roll a d20 with no modifiers to determine which affect you get (11+ is heal, 10- is hell). @taako-waititi
15. Fallen Angelâs Flask- A flask that, when filled with water, creates a Potion of Healing. However, that potion is also tailor-made to be the most disgusting thing the drinker has ever tasted. Whatever it is that the drinker hates the most, tastes just like that. Roll a constitution saving throw. On a successful roll, roll as you would for a Potion of Healing (2d4 + 2 hit points). On a fail, take 2d4 poisoning damage. @hawkyaly
16. Cargo Shorts- a pair of cargo shorts. Makes you resistant to cold. Player must make a wisdom saving throw every four minutes to overcome the urge to say something about how you donât even feel it. like itâs not even that cold guys. they also make you extremely sensitive to spicy food @lesser-of-two-weeaboos
17. Shield of Bellowing Rage- a simple iron shield engraved with a traditional Orcish call to arms. +2 shield that screams continuously when wielded for the bonus. Put on a youtube video, loud, of it screaming, the entire time that the player has it out. Disadvantage on ranged attack rolls when itâs in use. @wizardshark
18. Rain (or Shine) Coat- A royal blue cloak with a ruby clasp that is entirely weatherproof. The wearer will take no disadvantage from the weather around them and their outfit will remain in perfect condition. The clasp is always complaining about the weather. Disadvantage on stealth and wisdom rolls. @aroredhoodie
19. Hair of the Dog- a narrow glass bottle filled with healing potion. Gets you very drunk. Disadvantage to all INT, WIS, and DEX roles for 1d4 hours. @saja-star
20. Shoes of Stone- A pair of shoes made of polished grey stone. +5 AC bonus. Reduces the playerâs speed by 2d10 while equipped. @wundergirllovesyou
21. Foleyâs Steed- A pair of coconuts that let you move at the speed of a full galloping horse (60 ft), but only if you hold them in both hands and clonk them together. The user cannot hold other items in their hand while the coconuts are in use. @thecrashman-reloaded
22. Direction of Destiny- a compass that always points you to where you need to go. It doesnât tell you what it is, how far, or any of the obstacles stopping you. Can be used once per long rest and breaks after 3 uses. @localbanoraman
23. The Axe of the Ice and Snow- an axe forged of blue metal that is cool to the touch. Does 1d8+1 damage. When pulled out in battle, it will constantly play the Immigrant Song by Led Zeppelin. @perhaps-im-dead-inside
24. Ring of Disguise- a rusted metal ring which allows you to cast disguise self at will. The ring will only disguise the person as the most wanted criminal in the area. @wolfe-child
25. Magic Beans- a small burlap pouch containing a handful of magic beans. If exposed to ANY MOISTURE WHATSOEVER, they will instantly sprout and engulf the party in plants. They do not make a stalk because theyâre climbing beans and will climb the party. They have a DC of 7 and 10 hp. @quill-of-thoth
26. Glove of Incontinence- you touch someone and they have to make a Constitution saving throw or they shit their pants. In turn, you always feel like you have to poop while youâre wearing it. Disadvantage on all DEX rolls. @crimsonsoldier12
27. The Wabbajack- a twisted oak staff that casts spells at random. The player must roll a WIS saving throw to avoid casting the spell on their party members. Breaks after 5 uses. DM can pick the spells and their level. @snarrlingdarling
28. A Really Cool Hat- a really cool hat. Gives +3 on charisma rolls. This hat is cursed so that it forces the wearer to speak in rhymes. If they try to speak without rhyming, no sound comes out. The hat can only be removed after a successful WIS roll against the hatâs 18 DC. @disaster-lucretia
29. Light of Sight- A candle that lights a room no matter how big (but only when someone is looking straight at the flame). Good for 3 uses. @tinylifeboat123
30. The Hemogoblin- a needle that, when used to pick someoneâs finger, creates a goblin that is loyal to the person who gave blood. Has 2d6 hp, 25ft of movement, 1d4 unarmed damage, and can be given a weapon with up to 1d8 damage. Lasts for 1d4 turns or 1d4 hours when not in combat. This goblin is 100% free-thinking and shares the alignment of its master. Particularly fun when used by a chaotic neutral.
31. Boots of Invisibility- iron boots that turn the wearer completely invisible. Every step sounds like a suit of plate mail falling down stairs. Disadvantage on all stealth rolls, but those you are trying to sneak past will have disadvantage AND -2 on all attack rolls against you. @dapenguingodfather
32. Husbandâs Key- a bright red key that is able to open any door/lock. When it opens, however, it screeches out âHONEY IM HOOOOOOMMMMEEEEEâ. The higher the userâs stealth, the louder it screams. Breaks after 3 uses. @gernumblie
33. Divine Denim- pair of blue jeans that give you an automatic successful saving throw every time youâre knocked to 0 hp. Due to the fact that theyâre wearing dad jeans, the player will have -2 to all charisma rolls while the pants are equipped. @thetriggeredhappy
34. Fantasy Scrabble- a Scrabble set that can predict the future. Anyone who wins gets the privilege of having their fortune told, and upon winning, the game realigns the letters to make a fortune much like youâd get out of a fortune cookie. Playing takes 45 minutes. Players roll a d20 to determine who wins, and the difference of those two rolls decides how many words the pieces will form. @thetimeladyofgallifrey
35. Mysterious Earring- a mysterious gold earring. What does it do? Nobody knows. Actually, we do know. Whoever wears the earring is cursed, but the curse is that they cannot tell anybody that they are cursed. Very fun to watch.
36. Normal Rug- a simple, brown rug. Anyone who walks within a foot of it has to make a dex save or be grabbed by the fringes and tripped. @weirdness-on-the-roof
37. Wings of Macarane (MAH-car-ayn)- a set of white feathered wings. Good for 100 ft of movement in any direction (including vertical) per long rest. The speed is controlled by how fast or slow the player does the macarena. They will not work if the player is not doing the macarena. @andbucky
38. Vase of Lively Sauce- a vase that will produce any fluid substance you ask of it. Immediately afterwards, it throws itself out of the playerâs arms and towards the ground. They have to succeed on a dex save in order to catch it before it shatters. Good until broken. @sunny-bab
39. Sneakers- a pair of athletic shoes that make your footfall imperceptible. They also light up when you move. Disadvantage on stealth, but advantage on athletics and agility checks. Advantage on charisma if the person youâre checking against has 9 or less intelligence.
40. Anglerâs Wish- a belt made from scaly blue leather. Grants the user the ability to breath underwater for 2d4 minutes. It also makes them glow in the dark, meaning disadvantage on all stealth checks. @stop-and-smell-the-roses117
41. Arielâs Masquerade- A gilded mask that gives you advantage on charisma checks and saving throws. Prevents the player from speaking, singing, or communicating verbally in any way.
42. Hueâs Holder- An ornate tin that can store a near infinite amount of objectsâof a single, specific color. Objects of any other color will be destroyed. And umâŚ.it doesnât look like any hints about the correct color were included. The DM picks the color as soon as the player obtains the item. The DM must be honest about the color, no changing it after itâs been chosen. @bootlegfuriosaâ
43. Robe of Elegance- A very, very good-looking robe. +2 to CHA. Itâs inexplicably slimy on the inside. -2 to Comfort and Dignity. Roll d100 to see how many minutes the player can stand wearing it. @miniature-cyanâ
44. Ring of Yelling- a golden ring. Whenever you touch it, you scream. Thatâs it. @aquatic-equestrianâ
45. Sword of Breaking- a simple sword forged from an unknown metal. The sword breaks when itâs used. Just snaps in half. Or disintegrates, depending on how bad they rolled. @aquatic-equestrianâ
46. Mood Ring- a black metal ring inlaid with a hue-shifting jewel. It changes color and your mood changes based off of it. Roll a d10 to pick the mood: 0=hostile, 1=horny, 2=devisated, 3=neutral, 4=ecstatic, 5=confused, 6=annoyed, 7=embarrassed, 8=hysterical, 9=confident. @aquatic-equestrianâ
47. Gaseous Potion (fablehaven)- a sparkling blue potion filled with tiny bubbles. turns you into a gas. Acid canât burn you, poison canât spread, you canât be cut, but youâre also a gas and canât do anything but float in directions. Lasts 1d4 turns. @aquatic-equestrianâ
48. Spell Dictionary- You can use this book three times a day to change one word in a spell to change the effects of the spell, but the word must: Rhyme (detect evilâ detect weevil), Alliterate (BarkskinâBurning Barkskin) Have the same sound (miner, minor) or something along those lines. Â @aquatic-equestrianâ
49. Escape Bees- Bag of bees. Use in areas with no ceilings or suffer. Open bag, roll to see how far they carry you. Has 1-3 uses depending on your bond with them. CAUTION: You may be stung. Using this as an attack weapon will kill all the bees and youâll be left with an empty bag. Â @aquatic-equestrianâ
50. Ring of Crime- all crimes committed get a +4 roll bonus. but afterwards, all constitution and will checks have -4 for a day. Youâre good at crimes but you feel bad. Even if you take the ring off immediately after. You canât fool justice. @aquatic-equestrianâ
51. Hot Knifer- 1000 degree knife vs anything you stab with it. Must roll wisdom saving or else youâll get distracted by that good good asmr. Does 1d8 piercing damage and can cut through any small/medium objects. @aquatic-equestrianâ
52. Schrodingerâs Box- a mysterious box that used to be owned by a powerful wizard. If you listen closely, you think you can hear a faint scratching from the inside. Or not. This box can be opened once. The player rolls a d20. On a 10 or lower, the box is empty. On an 11-19, a cat jumps out. On a 20, a temporally shifting figure that is visually adjacent to a cat bursts out of its confinement. It will teleport sporadically within a 30 ft range while wailing miserably. Lasts for 1d4 turns and deals damage to 2d4 creatures in the range per turn. Can deal 2d10 slashing or 2d10 psychic damage. It will not hurt the person who opened the box, but the rest of the party members are fair game.
53. Gwasses- a pair of spectacles that let you read any language (but only in uwu speak).
54. Drunkardâs Spellbook- a spellbook written by a drunk wizard. Contains 3 spells of the playerâs choosing. The spells work, but only when the caster is intoxicated. @gay-ghostboyâ
55. Necklace of Protection- a shiny, jewel-embellished necklace that gives protection against magic. Instead of actually protecting the player from magic, it just makes them invisible to spellcasters. @indignantbaristaâ
56. Big Boy Amulet- a simple amulet that gives the wearer advantage on persuasion, deception, and intimidation once a day (but only on children). @dungeons-and-danisâ
57. Inferniaâs Scrying Mirror- a black mirror with flames etches in the handle that allows the user to see a known person/location for 1 minute. The view reaches to 5ft around the person/place they are watching. Has 4 charges and regains 1d4 charges per long rest. It also sets whatever it scrys on fire. @risinglycan
58. Power of Heart Compass- a golden compass that points to priceless treasure. It believes the true treasure is the friends you make along the way so it wonât stop pointing to the party @allonsyavalon
59. Deck of Perfectly Normal Playing Cards- a somewhat thin deck of perfectly normal playing cards that have some unusual art. Let everybody roll whatever they want to, but only ever tell them they Seem perfectly normal. If they get a nat 20 or higher, say that there is a powerful enchantment on the ace of spades and that when drawn it will destroy all enemies in the area (Itâs really a shame that all the aces are missing from the deck tho). @wolfbro92â
60. Fedora- a black fedora that disguises the wearer. It disguises the player by making people perceive them as the person they hate most. @auberginesdonthavelimbs
61. Ooblek Sword- a pile of green goo that is vaguely in the shape of a sword. If the player rolls a nat 20 the sword shatters, if they roll below a 17, the sword turns flaccid and does no damage. @theedegu
62. Dress of Posterior Enhancement- A dress that tailors itself to you in a nice color and a fashionable cut. It also makes your ass look fantastic. Dumb thicc. Advantage on all seduction-based charisma rolls bc of Dat Ass. @porqueonion
63. Dagger of Friendship- an obsidian blade fashioned to the hilt with a small animal skull. When moved, it leaves a trail of sparkles and rainbows in the air. The blade offers 1d4+1 piercing damage. It also heals the target for 1d4+1 damage. Surprise attacks heal for 1d12+1. @tasty-poptard
64. Bottle- a seemingly empty glass bottle, stoppered with a cork. If the cork is removed, every creature within a 15ft cone of the open top of the bottle must succeed on a DC 20 Dex saving throw or be sucked harmlessly into the bottle. The save must be repeated each round if a creature moves into the cone or starts its turn there. Stoppering the bottle ends the effect. An infinite number of creatures can be trapped in this way, and regardless of how many creatures are trapped in the bottle, it always appears empty. Trapped creatures are kept alive, in stasis, and require no food, water, sleep or air. The only way to free trapped creatures is to break the bottle (AC 10/HP 5), which releases all trapped creatures at once. @dualclock
65. Loganâs Lucky Marbles- a small silk sack containing 20 marbles, each of which contains a bit of magic. when a marble is fished out of the bag and thrown to the ground as an action, it breaks and summons one of 20 possible items from the list below. Roll a D20 to determine the item:
   1. Dagger with an ornate ivory hilt (worth 15 gp)
   2. Bullseye Lantern (Filled and Lit)
   3. Steel Mirror
   4. Fishing Pole
   5. Hempen Rope (50 ft, coiled)
   6. Sack
   7. Bag of 100 gp
   8. Telescope
   9. Pipe and a Tobacco Box (5 uses)
   10. 2 pearls worth 50 gp each
   11. Wooden ladder (15 feet long)
   12. A riding horse with saddle bags (see the Monster Manual for statistics)
   13. A Compass
   14. 4 potions of healing
   15. Rowboat (12 feet long)
   16. Spell scroll containing one spell of 1st to 3rd level (DMâs choice)
   17. 2 Cats (see the Monster Manual for statistics)
   18. Spool of Twine with a Needle
   19. Grappling Hook with 15 ft of hempen rope
   20. Wild Card (DMâs choice) @dualclock
66. Vial of Shit- itâs a vial of shit. Heals for 3d10 damage. The drinker has disadvantage on the next 7 checks/turns because theyâre distracted by the fact that they just drank shit. @lucas-miller-is-a-bitchboy
67. Fursuit- a brightly colored cloth suit designed to look like a large anthropomorphic dog. Gives the wearer +7 AC. The wearer also has disadvantage on all perception and charisma rolls bc they are wearing a fursuit. Submitted by Anonymous
68. Boots of Sick Kicks (aka the Boots of Iâll Kick My Own Ass)- a pair of radical leather boots that grant advantage and proficiency on any kick-based unarmed attack. They also grant an extra 1d4 of damage. However, anytime, anywhere, up to the DMâs choosing, the player takes an equal amount of force damage to the ass for every kick they successfully deliver. @notaaronsroomate
69. Romeoâs Rod- a golden wand that makes who/whatever itâs used on incredibly horny. More specifically, it makes them horny for the caster. Fun when used on villagers, bad when used on a bugbear. Gives caster advantage on CHA rolls against the person they used it on.
70. Ring of Protection- a small, silver ring. grants +1 AC. Also causes the DM to secretly roll a d20 to decide if the player is struck by lightning every time they step outside. Up to you whether this information is given to them up front or not. @notaaronsroommate
71. Parrot Brooch- a finely crafted, jewel-studded brooch in the shape of a bird. When worn, repeats bits of sound at random. Submitted by ??
72. Noblemanâs Guardian- an beautiful, ornate shield decorated with the face of a sleeping man. Has +1 AC. Until its wearer enters battle for the first time, this item does not appear to be cursed. The shield will then do anything in its power to not get hit and howl in pain if it does. It cannot otherwise speak. It cannot be unequipped. When the curse is removed, the soul is released and appears momentarily to thank the curse remover and explain how they got trapped (if you wish) before departing. The shield then functions as +2 or better depending on level. Submitted by ??
73. Cup of Limited Holding- a jade-encrusted aluminum goblet. When filled with liquid, it acts as a normal cup. But when filled beyond žths, the liquid turns scalding hot and pours out of the bottom, into the userâs lap, dealing 1d4 heat damage. @spycrabsunited
74. Sack of Goat Eyes- a large sack made of a see-through material that feels like silk. Inside is what appears to be about 2 lb of goat eyes. When you take some out, the eyes replace themselves. No matter how many you take out, or if you even flip it inside out, eyes just keep coming. The eyes themselves are just goat eyes that never rot. @spycrabsunited
75. The Great Claw- a reskinned Great Sword. Looks like a massive crab claw with a handle stuck in it. Enchanted to cast a half power guiding bolt made of saltwater once a day. The user must make a wisdom saving throw every time the weapon is used (DC 7) or they are overwhelmed by the stench of fish, losing a round of combat, or failing the task attempted to be achieved by using it out of combat. @spycrabsunited
76. Jacksonâs Ranger Bow- An enchanted bow that doubles the effective range of each type of attack. Deals 2d6 piercings damage and 2d4 force damage. The user must make a wisdom saving throw after every shot (DC of 7) or they forget who they are for 5 minutes, now believing they are Ranger Jackson: a non-binary ranger who lost both of their legs (user promptly forgets how to walk), and talks in infernal. When spoken to, Jackson will ignore whatever said and talk about a hawk the size of an elephant. @spycrabsunited
77. Essence of Cherry Blossom- a small, pink-tinted glass bottle sealed with a golden wax heart. Inside, there is a pink liquid flecked with an opalescent material. When consumed, it makes the affected individual fall in love with the first person they see. The caster rolls a 1d4 to see how many hours the spell is in affect. The enchanted individual will follow the party around for that period. They are head-over-heels for the caster and refuses to leave their side. The only way to get rid of them is to physically restrain them in some way.
78. Bag of Sustenance- a brown paper bag that appears to be dripping. This bag contains a loose bowl of soup. When opened, the player must roll a DEX save to avoid being covered in soup. On a win, they donât get drenched, but they still have a bag of full soup.
79. Manâs Best Friend- a brass whistle in the shape of a dog. When blown, this whistle will summon every dog in the area. These dogs do not affiliate with any side of battle and do no damage. They just want to be everybodyâs friends. DM rolls a d100 to see how many dogs are summoned. Can be used once per long rest.
80. Claws of Climbing- enchanted iron gauntlets that stick like magnets to any surface the user wishes to climb. One use per long rest. Once the climbing starts, the claws will not want to stop. Regardless of the intended height, the gauntlets will continue climbing until the top of the structure is reached. They do not help the user get down.
81. Fish- a fish. Itâs flopping around. When used to slap an opponent, the fish does 1d8 bludgeoning damage.
82. Can of Redbull- a blue metal cylinder with a label that reads âRedbullâ. When opened, the can releases a red demon that looks like a bull. It has 2d8 hp, 40 ft of movement, and deals 2d8 bludgeoning damage. Lasts for 1d4 turns or until killed.
83. Bouquet of Wildflowers- a bundle of wild flowers tied together with a lace ribbon. How lovely! When used as weapon, the bouquet releases a swarm of very angry bees. They do 1d6 piercing damage on 1d4-1 creatures. The flowers are destroyed afterwards. Good for one use.
84. Thread- a spool of red thread. When used to mend clothes, it makes the garment fire-resistant.
85. Bazâs Biscuit- a cherry scone wrapped in translucent white fabric. When eaten, this item temporarily turns the user into a vampire. The effect lasts for 1d4 turns or 2d10 minutes (depending on if theyâre in or out of battle). They can turn into a bat, have advantage on all charisma checks, have night vision, and their bite does 1d6 poison damage. They cannot turn other creatures/people into vampires.
86. Die of 20 Sides- a strangely shaped die with 20 sides. Who would ever want to use that? When unhappy with a roll, the player can have their character roll this die to try for a better outcome. They must go with whatever the die says. The effects will be amplified drastically. Anything below a ten would be similar to rolling a 1 and eleven or higher is like a 20. Can be used once per long rest.
87. Chekhovâs Gun- a small flintlock pistol that might have importance later. Pulling the trigger as an action does nothing, but after 1d6 rounds of combat, a random creature is stricken by a bullet from nowhere for 3d10 piercing damage. @ink-the-cryptid
88. Footbah!- A strange, oblong ball colored brown with runic markings. No oneâs quite sure what it does, but legend say it can be activated by being placed under oneâs arm and having the user yell âHut, Hut, HIKE!â. On your turn you can choose to spend a bonus action to hold the ball under your arm. This causes you to take form of an ancient and mysterious warrior known as The Quarterback. As The Quarterback, you gain your current hitpoints in temporary hitpoints, you are considered of size large, and you cannot use other weapons or items. You gain the Shoulder Check attack (1d20+8 to attack. 2d12 bludgeoning damage. On successful attack, the enemy must make a strength contest against you, if failed, the creature falls prone). You remain as The Quarterback for 1d4 rounds. @ink-the-cryptid
89. Cursing Whip- a pale leather battle whip capable of casting a bane upon target creatures. Any enemy stricken by this whip will have immediate disadvantage on their next attack roll, ability check, or saving throw. This effect cannot stack. When you land a hit using this weapon however, roll 1d4. On the result of a 1, the whip deals no damage, casts no curse, and instead booms in a loud voice any vulgar word of the GMâs choosing. @ink-the-cryptid
90. Glass Globe- a grapefruit-size globe made of glistening green glass. Itâs hovering. A floating globe that is actually an unseen servant possessing a driftglobe. Incredibly eager to serve, no limbs to help with, just kinda bumps into things trying to open doors. Heâs just a sphere. Capable of doing⌠whatever a floating orb can do. @knight-of-the-setting-sun
91. Viagroâs Dagger- a knife made of dark iron that smells strongly of menâs cologne. The knife randomly become flaccid and useless until the player âencouragesâ it. What that entails is up to the DM. @flyingsquidzeez
92. Vest of Weight- a vest leather that lets you carry 20 more pounds. The vest itself weighs 19 pounds. @rikkustrike
93. Axe of the Golden Rule- a beautifully crafted battle axe coated in solid gold. Deals 5d10 damage. Upon dealing damage to a creature, this item deals the same amount of damage to you, before healing you both, and hoping youâve learned your lesson. @heroponelxirion
94. Rose Brooch- a rose lapel pin that gives you a +1 to your charisma checks. Itâs also a secret indicator that youâre selling drugs. @wittyandcharming
95. Bowl of Infinite and Unmatched Power, Blessed by the Ancients, Loved by the People, Gift and Savior to All- a metal bowl marked with unknown runes. This bowl can make infinite spaghetti. @the-handmaid
96. Necklace of Fire- a jewel-encrusted pendant in the shape of a flame strung on a leather chord. When worn, the wearer catches on fire. @whyischixiestressedouttoday
97. Broken Seerâs Glass- a silver mirror with a large crack running down the center. It was once used by a prophet to see into the future. This mirror tells the future, but it tells the user the exact opposite of what is actually going to happen. Can be used once per long rest. @gooberdoober
98. Gloves of Softness- a pair of pink gloves with flowers stitched on the sides. When worn, these gloves continuously excrete lotion, making the wearerâs hands baby-soft. @xakthedrak
99. Stormbringer- a sword with a blue tint. Has the same stats as a shortsword. Once pulled out of the sheathe, it casts a small storm cloud above the user with the occasional mini lightning strike that hits the player. @rayman425
100. Roll again