Finally done DND HOMEBREW TABLE
1 - this item is cursed, roll on the cursed item table. After you get the result, reroll on this table to find out its main effect.
2 - this item is not magical.
3 - this item comes in a set of three, there are two exact copies of this item that physically cannot be moved more than 5 ft away from the original. The original can be moved more than 5 ft away causing the copies to follow even floating if lifted off the ground. Roll on the blessed table, all three items benefit from the effects as if they were one item.
4 - While attuned to this item, your walking speed increases by 10 feet.
5 - when thrown this item will return to your hand, it will return at the start of your next turn.
6 - when buried in 2 in. of sand, this item animates and takes on a humanoid form using the item as a base and growing sand limbs to replace any lack of limbs. The item may act as an unseen servant with 10 HP and a strength of 2 + 2 per size (tiny starting at 2). when dropped to zero the sand falls away leaving the item. The item has proficiency in any action it would normally be used for. It has a proficiency mod of +2
7 - This item grants +1 to all skills you have expertise in. while attuned to this item, you may add +1 to your proficiency modifier.
8 - requires attunement, grants half proficiency to all your lowest stat skills. If the lowest stat is tied, the one with more skill without proficiency. If you are already proficient in a skill, bump it up to proficient and a half, where you add 1.5x your proficiency mod.
9 - when this item has or forms a complete loop with itself or with you, the interior dimensions of that loop is affected by a duration AOE (of your DMs choice). If the item has a cavity that has an entrance smaller than the maximum width of the cavity, the entrance counts as a loop.
10 - if placed on an earthy patch of ground, all seeds planted in it grow 1 month for every minute. This affects any seeds within 10ft of the object.
11 - this item grants +5 to AC if you have it within 5 ft of you. This item is also cursed roll on the curse table to determine the curse.
12 - while attuned you may cast one cantrip (of your DMs choice). This item uses your average mental stats for spell casting.
13 - this item can be used as a spellcasting focus. When used as a spell casting focus, you must cast spells that require verbal components with semantic components instead and spells that require semitic components with verbal ones instead.
14 - when placed over a patch of skin the growth of hair increases to 1 in. per minute.
15 - you may store your voice in this item, when you do you cannot speak, but spells cast that require verbal components do not. If the item is a weapon, it deals one extra point of thunder damage on hits.
16 - on this item is a small bell. The bell never chimes unless it is brought within 30 ft of a creature who wishes to do you harm. Then the bell will chime once.
17 - you may destroy this item at any time, when you do gain a +1 to any stat of your choice.
18 - this item will revert to the state it was found in by the party, every dawn. If this ability is granted to an item in the presence of the party, it will revert to that state.
19 - this item grants a +1 in a stat (picked by the DM) while worn or carried. If removed, it takes 10 minutes for that increase to fully fade and for the new wielder to gain it.
20 - This item grants a +1 in a stat (you pick each dawn) while worn or carried. If removed, it takes 10 minutes for that increase to fully fade and for the new wielder to gain it.
21 - his item grants a +1 in a stat (roll a 1d6, reroll each dawn) while worn or carried. If removed, it takes 10 minutes for that increase to fully fade and for the new wielder to gain it.
22 - this item is not alone, it is magically paired to another item. Roll for that item on this chart, this item has the magic properties of that item if it is within 30 ft of it. This item becomes attuned if you attune to the other item.
23 - this item can be used as a bards spell focus and counts as a musical instrument (of your DMs choice). If treated like that instrument it creates noise like that instrument would.
24 - this item when held creates a slight upwards lift using wind magic decreasing its held weight by half.
25 - this item can be used as a bards spell focus and counts as a musical instrument. When used to create sounds, those sounds are tuned to match a scale and the same actions will lead to the same notes.
26 - when this item is first touched after being enchanted, it gains a magical ability. Roll twice on the good table, you choose which one to take.
27 - when this item is first touched after being enchanted, it gains a magical ability. Roll twice on the neutral table, you choose which one to take.
28 - when this item is first touched after being enchanted, it gains a magical ability. Roll twice on the evil table, you choose which one to take.
29 - when this item is first touched after being enchanted, it gains a magical ability. Roll twice on the chaotic table, you choose which one to take.
30 - when this item is first touched after being enchanted, it gains a magical ability. Roll twice on the lawful table, you choose which one to take.
31 - when this item is first touched after being enchanted, it gains a magical ability. Roll twice on the cursed table, you choose which one to take.
32 - when this item is first touched after being enchanted, it gains a magical ability. Roll twice on the blessed table, you choose which one to take.
33 - when this item is first touched after being enchanted, it gains a magical ability. Roll twice on the pacifist table, you choose which one to take.
34 - when this item is first touched after being enchanted, it gains a magical ability. Roll twice on the genicid table, you choose which one to take.
35 - when this item is first touched after being enchanted, it gains a magical ability. Roll twice on the [Hyperlink Blocked] table, you choose which one to take.
36 - if waved over a gold coin, transmute it into a piece of lead of the same value.
37 - if you tie a lock of hair on this object, you may once a day know which direction the owner of the hair is.
38 - this item comes with a small booklet. In that booklet are three commands. The first command is for the object to perform its normal function autonomously, the second command is for the object to summon itself in front of you, and the third command is for the object to return itself to where it was before summing itself. You may command it to do one action in a turn. You may only do so if you are reading out the phrase from the booklet in your native tongue.
39 - this object radiates an icy aura, if you stay within 10 ft of it for 10 minutes you take 1 point of cold damage, if you are vulnerable to cold damage, it takes 5 minutes instead of dealing double damage.
40 - roll on the [Hyperlink Blocked] table, that is this item's ability.
41 - this item requires attunement, roll on two of the d10 charts, each one corresponding to one half of your alignment (lawful - neutral - chaotic) and then (Good - neutral - Evil).
42 - this item has 3 charges, you may expend a charge to get an answer to the question you want answered the most. You are not informed what question was answered. This item does not regain charges naturally.
43 - as an action the item can be transformed into a Bat Shell Helmet which grants the user Air Breathing while outside of water, has a duration of 10 seconds and resets while in water. "is believed to be from a realm populated by an aquatic race"
44 - you may use your bonus action to dash, disengage, dodge, or shove.
45 - when used to decide ties, it will attempt to always end in your favor.
46 - this item has 3 charges, you may expend a charge to repair a non magical item. This item does not naturally regain charges.
47 - this item has the property that if it is further than 120 ft away from the last person to touch if for more than one minute, it will teleport to be within 120ft, outside that person's vision. Once within 120 ft it does not move even if seen by that person.
48 - roll a blessing and a curse, this item gets one of both.
49 - this item requires attunement but also gives you an extra attunement slot. when attuned your hair grows to a max of 2 inches longer than your natural max in one night. that hair is invulnerable to damage and cannot be cut by any means. It does naturally fall out and any hair that grows after it behaves normally.
50 - you may choose to roll on the pacifist, blessing, or good table. That is this item's ability in addition to a faint glow that calms whoever is holding this item.
51 - as a reaction to being touched, you make a melee spell attack, on a hit you deal one force damage and they are pushed back 12 ft.
52 - when balanced on a point, the object will not fall unless pushed.
53 - if this item is broken over another item, roll a 1d10 to choose what table to roll from, then roll on that table and grant the item that this was broken over that ability.
54 - when you snap your fingers, a response snap comes back from the object. This object does this no matter the distance between you and it.
55 - when thrown, this object will fly towards the nearest hostile. This ensures it hits.
56 - this item can transform into a playing card with an image of the object displayed on it. If thrown the card turns back into the object and keeps its velocity and trajectory.
57 - this object contains the soul of a minor spirit. You may cast the find familiar spell with this object, (the familiar type and stats are determined by your DM). if the familiar dies, its spirit returns to the object and can only be resummoned after one week. If the object is broken, the spirit is set free and is no longer tethered to you through magic. However if they die once it is broken they can not be resummoned.
58 - this object is blessed, Roll on the blessed table. In addition you may use it as a spell casting focus for paladins and clerics, and it grants a +1d4 to all healing magic.
59 - While attuned to the item, you can use a reaction to cast one Cantrip or 1st-level spell (chosen by the DM) from it. After you cast the spell, roll a d8. On a roll of 1-5, you can't cast it again until the next dawn.
60 - While attuned to the item, you can use a bonus action to cast one Cantrip or 1st-level spell (chosen by the DM) from it. After you cast the spell, roll a d8. On a roll of 1-5, you can't cast it again until the next dawn.
61 - if firmly placed or stabbed into the ground, create a 10 ft radius ritual circle out of any rocks or minerals in the ground. Those rocks or minerals get dragged out to form the circle and the runes and do not return to their normal positions when the item is removed. While the circle is complete anyone standing inside cannot be magically transported outside of this circle, nor summoned to another plane.
62 - While you wear this item, you are immune to diseases. you can attune to this item, if you are attuned you gain the benefits of a feat (chosen by the DM).
63 - While you wear this item, you are immune to being incapacitated and Unconscious. you can attune to this item, if you are attuned you gain the benefits of a feat (chosen by the DM).
64 - this item requires attunement, if while attuned to this item you fail your last death save, you may instead destroy this item and come back at 1 health.
65 - while you are wearing or holding this item, once per long rest you may use the barbarian mindless rage ability. This rage also has the effects of Rage beyond Death.
66 - you may attune to this, roll on the neutral table, that is one of this item’s effects. The other effect is that you can use the portant class ability from divination wizards.
67 - While you are wearing this item, you have the Halfling lucky ability.
68 - this item has an ability decided by rolling on the chaotic table. After you roll the ability, swap this item’s ability with one ability from another magic item in your possession. That item now has the ability rolled, and this one has the swapped ability. If you do not have any magic items, it swaps with one race/class ability of the character who touched it.
69 - attunement required, if within 10ft of the user, increases the user's charisma by 2.
70 - this item requires attunement, when attuned you have the class abilities of a level 2 Transmutation wizard. You do not use the classes hit-die or gain any proficens. You also do not count as being higher level for the purposes of health or levelup. You only gain abilities and spells granted by the class.
71 - this item requires attunement, when attuned you have the class abilities of a level 2 great weapon fighting paladin. You do not use the classes hit-die or gain any proficens. You also do not count as being higher level for the purposes of health or levelup. You only gain abilities and spells granted by the class.
72 - this item requires attunement, when attuned you have the class abilities of a level 2 Great Old One warlock. You do not use the classes hit-die or gain any proficens. You also do not count as being higher level for the purposes of health or levelup. You only gain abilities and spells granted by the class.
73 - this item requires attunement, when attuned you have the class abilities of a level 3 Mastermind rouge. You do not use the classes hit-die or gain any proficens. You also do not count as being higher level for the purposes of health or levelup. You only gain abilities and spells granted by the class. 74 - this item glows with a soft light, 5ft radius of dim light. If a creature stays within this light for 1 hour, they regain 1 HP.
75 - this item is an arcane focus, when used to cast a spell, each spell counts as being upcast at 3 levels and goes wild using the wild magic table of sorcerers. This item breaks if you cast a 7th level spell or high using this item. When it breaks in that way, roll three times on the wild magic table.
76 - this item is an arcane focus and requires attunement. If attuned, convert all your spell slots into charges. 1 charge per spell level. These charges refresh just like how your spell slots normally would. You may convert these charges back into spell slots, 1 charge per spell slot level. You may cast spells with higher level spell slots than you have, and if it can be upcast indefinitely, you can cast it at higher than 9th level.
77 - roll on the lawful table. That is this item's effect.
78 - roll on the evil table. That is this item's effect.
79 - roll on the good table. That is this item's effect.
80 - you can attune to this item, if you are attuned you gain the benefits of a feat of your choice. If you are not attuned this item grants a +1 to AC.
81 - While attuned to the item, you can use an action to cast one Cantrip (chosen by the DM) from it. After you cast the spell, roll a d100. On a roll of 1-5, you can't cast it again until the next dawn. Every time you use this item to cast the cantrip increase the range by one. The range resets at dawn
82 - While attuned to the item, you can use an action and bonus action to cast a cantrip from it. This item comes with two cantrip (chosen by the DM). After you cast the spell, roll a d100. On a roll of 1-5, you can't cast it again until the next dawn. Every time you use this item to cast a cantrip increase the range by one.
83 - While attuned to the item, you can use an action to cast one 1st-level spell (chosen by the DM) from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn.
84 - As 83 above, except the spell is 2nd level.
85 - As 83 above, except the spell is 3rd level.
86 - As 83 above, except the spell is 4th level.
87 - As 83 above, except the spell is 5th level.
88 - While attuned to the item, you can use an action to cast one 6th-level spell (chosen by the DM) from it. After you cast the spell, roll a d6. On a roll of 1-5, the item breaks and loses all magical properties.
89 - As 88 above, except the spell is 7th level.
90 - As 88 above, except the spell is 8th level.
91 - As 88 above, except the spell is 9th level.
92 - if this item is a piece of armor or shield, it adds an additional +1 to AC, if it is not, roll on the Pacifist table
93 - if this item is a ring or accessory, while worn you may add +1 to your non proficient saves, if it is not, roll on the [Hyperlink Blocked] table
94 - if this item is a weapon, it adds an additional +1 to attacks, if it is not, roll on the Genicid table
95 - if this item is larger than 5ft by 5ft, you may summon it 30 feet above a creature's head once per long rest as a 1 minute ritual, if it is not, roll on the Blessed table
96 - while attuned once per turn you may cast one cantrip (of your DMs choice) as a free action. This item uses your average mental stats for spell casting.
97 - when used to kill a creature, this item temporarily gains a boon from the Genicid table. That boon only applies when used to kill that type of creature.
98 - roll once on every d10 table and write down the results. Every dawn roll 2d10 to determine which of the 10 traits you rolled affects the item that day.
99 - this item has three phases, roll 3 times on 3 different d10 tablets of your choice. Every dawn this item cycles to the next phase. After reaching the third phase revert to the first one next dawn.
100 - this item is Blessed, roll on the blessed item table. After you get the result, reroll on this table to find out its main effect.
AND THE EXTRA TABLES
Good
1 - this item counts as a +1 weapon if you are good
2 - you may use one of your hit dice as a free action each turn. When you roll it and heal that amount.
3 - this item has 5 charges, as a reaction on your turn, you may expend a charge and cast ‘shield of faith’ on an ally. This item refreshes 1d4+1 charges over a short rest.
4 - this item lets off a brilliant aura of sunlight in a 30 ft radius.
5 - this item requires attunement (To attune you must be good), you may use this item to cast ‘goodberry’ once per shortrest. All good berries made with this item heal 2 instead of 1.
6 - when you roll a 1d2, 1d4, or 1d6, you may instead roll a 1d20, dividing 20 into 1-10 and 11-20. 1-5, 6-10, 11-15, and 16-20. 1-3,4-7,8-10,11-13,14-17,18-20. Respectively.
7 - you may choose to be dropped to zero HP to stabilize an ally who failed their last death saving throw. When you do this item is the one to drop you to zero HP.
8 - if you keep your clothes on or in this item, cast prestidigitation on them once per hour to clean them.
9 - this counts as a belt of giant's strength while being worn. While you wear this item you may not do anything that you believe to be wrong or evil, even if it would lead to a worse outcome.
10 - this item cannot be equipped if you have no open attunement slots when you roll non 1d2 and 1d20 dice, they explode on their top value. (this does not require attunement)
Neutral
1 - this item counts as a +1 weapon if you are neutral
2 - if this item has an interior, it becomes a pocket dimension with double the space, if the item does not have an interior, it gains the ability to be stored in a pocket dimension that only it can enter. You may choose an item that you have to use to access this pocket dimension.
3 - this item absorbs light, causing it to appear pitch black to the naked eye.
4 - you may choose one creature, that creature has advantage on attacks made against you, and you have advantage on them. You may only have one target for this effect at a time. A new target causes the old target to no longer be affected by this ability.
5 - this item requires attunement (To attune you must be neutral), this item can be used to open up a pocket dimension that only you and your belongings can go inside. It has an interior dimension of 25 ft by 25 ft by 25 ft, and the walls, floor and ceiling looks like the inside of this item. While you are inside this item remains where you were, you may as an action open this portal while holding this item, or while inside this item.
6 - when you speak the name of this item you may ask it one question, when you do it will answer with the universal truth, then break. It cannot be restored, even by a wish.
7 - this item, as a bonus action, can transform into a weapon (chosen by your DM).
8 - this item weighs 1 lb while not touching a creature.
9 - all damage done by this, is force damage. This also counts if you use this to cast a spell.
10 - you may cast the wish spell once. When you do, your body is possessed and you will wish for more wishes. This item will break into two, and both halves will become exact copies of this item. One will have this exact effect and the other will cast a cantrip instead of wish. You may use any instance of this ability only once per long rest.
Evil
1 - this item counts as a +1 weapon if you are evil
2 - after this item draws blood, it becomes resistant to all damage. It remains in this state for 1 minute per 1 damage.
3 - This item can impose a cure, by casting bestow curse, on one creature you can see. That curse lasts until they have it removed or you choose to curse another creature. You may only have one cure up at a time, when you curse a new target, the old target is freed.
4 - this item may be broken at will, when it is you learn the find familiar spell that you can cast once per long rest. That spell always summons an imp.
5 - this item requires attunement (To attune you must be evil), for every creature that you have killed and spilt their blood over this item, you may increase your max health by 1 per CR while this is equipped. Each creature must have a CR equal or greater than ½ less than your level or they grant only ½ of the CR rounding down (level 1 - CR ½ Level 2 CR 1 ½ … ect).
6 - if you use this item to break another magic item, this one gets that one’s properties.
7 - you gain a +1 to your charisma to a max of 24 for every broken contract you have with a divinity. If you have over 14 broken contracts, you may enter a warlock contract with any powerful demon or devil by breaking this item. When you do, you gain a blessing setting your charisma to 24.
8 - you have access to one class feature of the Cleric or Paladin class (Chosen by your DM). all mentions of celestials are replaced with friends, and visa versa.
9 - while you wear this or hold this, undead recognize you as an undead. You also do not need to breathe or for your heart to beat.
10 - if this item requires attunement, you can instead be bound to it by making a blood oath.
Chaotic
1 - this item counts as a +1 weapon if you are chaotic
2 - if thrown into the air, it will always land on the side of your choice.
3 - when thrown you may recall this item as a reaction. This item flies towards you, sharpest side first when recalled.
4 - once per long rest, you may grant one creature 5d6 temp HP, they last 1 hour.
5 - once per long rest, you may curse one creature, they lose 2d6 max HP, this lasts 1 hour.
6 - once, you may swap two stats around, this can be between anyone and any stats. When used, this item breaks into two and merges with both targets souls, swapping these stats permanently, this can only be reversed with greater restoration.
7 - this item requires attunement (To attune you must be chaotic), once attuned roll on the blessed and cursed table. You gain both effects. These effects go away if this item is unattuned and a new effect will be applied if attuned. If this item is broken while you're attuned they become permanent.
8 - this item causes all your attuned items to become unattuned to you, and become attuned to it. You may attune to this item, it requires as many attunement slots as the number of attunement slots you used, with a minimum requirement of 1, and a max of 3. When you attune to it, you may use all the items that are attuned to it as if you were attuned to them. if this item has a consciousness they may also gain the benefits of the attuned items.
9 - while equipped you are immune to one status condition (of your DMs choice).
10 - this item deals 10d8 psychic damage to everyone within 10 ft of it when damaged. You also take this damage no matter how far away you are. If you can attune to this item, this effect only happens when you are attuned.
Lawful
1 - this item counts as a +1 weapon if you are lawful
2 - if a promise is made over this object it becomes binding.
3 - when used to uphold the law this grants you a +1 to every roll, when used to break it subtracts a -1 from every roll.
4 - this object consists of only hard edges and flat plains. This grants it an extra 1d2 slashing, 1d2 piercing, and 1d2 bludgeoning damage, when used to deal damage.
5 - this item requires attunement (To attune you must be lawful), while attuned this item will return once it hits a target or moves further than 120 ft away from you.
6 - this object can move under command, it has a flight speed of 40ft, and can complete any simple instruction given to it. It is proficient in any action it would be used for.
7 - this item can be used to cast a zone of truth at will, using your intelligence as the spell casting modifier.
8 - this magic item projects an Aura of Protection. This object is treated as if it has a charisma of 17.
9 - this item can be used to permanently banish one creature back to its plane of origin. This item can be used to cast the spell banishment at will. If a creature remains banished for the duration of the spell, this item breaks and they are permanently expelled into the astral sea.
10 - this item may not be placed into an extra dimensional space. While you are holding it, you can not be teleported against your will.
Cursed
1 - you must pay 5 gold each dawn or this item will become non magical
2 - you cannot die while attuned to this item, but instead of being reduced to zero, any damage past zero becomes negative that you must be healed to awake. You do not roll death saves. Also you do not heal with long rests but you regain hit die.
3 - you gain a dark vision of 120 ft but become blind in full light. If directly exposed to sunlight, take 1d6 fire damage per turn standing in it. This item merges with your soul and can only be removed with remove curse. You also gain the ability to manifest the item within your hands to perform its normal functions.
4 - I am [insert item here]. (SCP-426)
5 - this item is your precious, if another creature dares try to touch it, they must be killed by you. (you are charmed by the item and covet it over all other possessions.)
6 - this item is a sentient magic item, it holds a consciousness that can attempt to take over its owner’s mind. It is hostile to the owner. It can move on its own but can't move further than 30 ft from its owner of its own accord.
7 - this item steals 2 points from any of your stats (chosen by the DM). While you wear this item it gives you 3 points in that stat.
8 - this item is incorporeal and floats behind you at a distance of 5ft, it cannot be damaged by you. It creates a loud noise at all times of the day.
9 - If a single drop of your blood spills on this item, you take 2d10 piercing damage, and you must pass a DC 15 Wis save or go into a frenzied rage attacking the closest creature.
10 - this item requires attunement and will automatically attune to you when first touched, it cannot be unattuned.
Blessed
1 - you may turn the magic properties of this item into 5 gold, this item will become non magical if you do.
2 - this item grants you a 1d4-1 on saving throws while worn.
3 - when someone first touches this object, it is bound to them and their faith. While it is within 5ft of that person, they may add their proficiency mod to their religion check. This does not count as being proficient and does stack with proficiency and expertise.
4 - while attuned you add an additional +2 to your constitution, to a maximum of 22.
5 - this item allows the wearer to breathe underwater, and grants a swimming speed of 30ft.
6 - this item is a sentient magic item, it holds a consciousness, it is friendly to the owner and can activate its own abilities based on its best judgment if the owner is incapacitated or incapable of doing so, this includes actions that can be done with this item mundanly. It can move on its own but can't move further than 30 ft from its owner of its own accord.
7 - while wearing this item, you gain an additional 15 ft to your walking speed.
8 - this item creates a 10ft aura around it. While inside the aura you are immune to the frightened and charmed conditions.
9 - this item counts as a holy symbol and gives +1 to religion checks.
10 - this item requires attunement and will automatically attune to you when first touched, while attuned you can attune to one more item than normal.
Pacifist
1 - if during the duration of owning this item, you have killed no one, you may use this item to fix a broken item. It will return to full functionality but may have a few minor quirks.
2 - this requires attunement, you have +1 to AC while wearing or wielding this.
3 - requires attunement, you and your party gain the XP of monsters you pacify non violently. After a monster has been pacified they do not give XP anymore.
4 - this item auto attunes to you when touched, and can’t be unattuned. You may not attack or cause physical harm while attuned to this item. You may use any ability that would deal damage to put targets to sleep or persuade them.
5 - music plays at all times, fitting the mood and intensity of the situation. the music is composed by Tobias the Foxkin
6 - roll on [Hyperlink Blocked].
7 - you may cast protection from evil and good at will.
8 - while this is equipped you are immune to ice damage.
9 - you gain a +5 to charisma if you are a Tortle, and have lived over 3/4th of the average lifespan of your species. Undead Tortle’s may use it if they first say ‘I'm old’.
10 - you may as an action call upon the help of a friend made along your journey, if you do they are teleported within 5ft of you and act on your initiative. They get teleported back at the end of your next turn. You may only use this power once per friend. After using this power if you go back and spend 2 days with that friend in downtime you may resummon them.
Genicid
1 - it is strangely quiet around you, everything except you within 10ft of you are under the effects of the silence spell
2 - roll on [Hyperlink Blocked].
3 - This item deals double damage to a creature type (of your DMs choice)
4 - if placed over your heart, you may extract your soul locking it in this item. You become this item and possess it. You use the stats of a flying sword tweaked to fit the type of item you are. Your old body becomes an NPC controlled by the DM.
5 - all pasta instantly goes bad, and all puzzles instantly become solved when they're within 25 ft of this item. It has an evil aura, that of a brother killer.
6 - you do not need sleep and are immune to magical sleep and exhaustion.
7 - when you or another creature lies within 30 ft of this object, they become stunned for 2 turns.
8 - all attacks made with this deal an extra 1d10 cold damage. This is considered a curse and can be removed with greater restoration. While you are under this curse, you cannot experience emotions.
9 - Save scum, you may once per long rest reset a battle, reverting all damage. You also revert all memories of the battle from everyone except you and other players.
10 - Bad time, while this is equipped, when you are attacked, roll a d20, if you roll a 16-20, they miss.
[Hyperlink Blocked]
1 - this item has 5 charges, you may expend a charge and experience the effects of drinking a full cup of coffee. 1d4+1 charges recharge every long rest.
2 - while equipped you have advantage on barter checks.
3 - you may attune to this item Roll on the 1d100 table again. That is this item's ability while attuned.
4 - The DM chooses a word or phrase, all instances of that word or phrase are censored to your ears, and all attempts to say that word or phrase gets censored as well. The word or phrase is censored with [Hyperlink Blocked].
5 - You have Proficiency in charisma based skill checks when trying to sell items.
6 - Roll a 1d10 to determine which table, then roll on that table. That ability is the opposite of this item's ability.
7 - this item turns into a set of strings, roll a DC 20 dexterity save or become puppeted by a higher planer entity. That entity is the player of the character. If you pass this item falls inert as twenty five silk strings, that each are 200 ft long.
8 - this item is actually a pipis in disguise. You must protect it with your life.
9 - three times per long rest, you may choose a creature and block them. You cannot see a blocked creature and a block creature cannot see you. You cannot affect them in any way and they cannot affect you. (aka they can't target you, and you are not affected by AOEs they may cast. But the same applies to you for them)
10 - this item requires attunement. Choose one spell of 3rd level or below, that spell cannot be cast within 60ft of this item. You may choose a new spell every long rest














