You are on page 1of 37

by: The Le

Updated Feb 27, 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
20+
17-19

05-16
01-04

Result
Superior Ale. Advantage on all
saves vs Fear for 12 hours.
Excellent Ale. Advantage on
first save vs Fear for next 12
hours.
Good quality Ale.
Bad Ale, but tastes like good
quality ale. One hour after
consuming, make a Con Save
(DC 20) or vomit and take 1d6
damage.

Note that a player who drinks the Ale will not


be made aware of the Wisdom check result,
unless it was 17 or greater.

Ali's Magic Carpet


Wondrous Item, Rare
This colorful carpet has a red colored fringe that
is constantly in motion, as if it was alive. When
rolled out, and sat upon, you can command the
carpet to take flight (3 feet above ground) and
move up to 50 feet rather using your normal
movement during combat. Anytime you move
this way, or take damage from an attack, you
must make a successful Dexterity check or fall
prone (DC 12).
The carpet itself is very sturdy, essentially
having "50 hit points" and can take damage as a
person would. When it reaches 0 hit points, the
carpet will "scream" in pain and turn into loose
threads. The carpet's hit points can only be
regained/repaired by a master carpet maker.

Amulet of Aid
Wondrous item, uncommon (requires
attunement)
This amulet is oddly shaped like a potion of
healing; when worn by a cleric, this amulet can
summon a healing ghost to your side whenever you or an ally within 30-feet falls
unconscious, the Amulet will create a ghost-like
version of you and attempt to administer first
aid with Advantage, using your bonuses. If the
Cleric is of 10th level or higher, this radius is
doubled to 60-feet. Note that the Amulet will
only attempt first aid if an ally falls unconscious
within range; the Amulet will do nothing if an
ally falls unconscious outside of the range, even
if you walk closer to save them.
If worn by anyone other than a cleric, the ghostlike healer will only appear if you fall
unconscious, and its first-aid attempt will not
gain Advantage.
A creature can only be healed this way once per
day, even if the first aid check fails.
Example (assume you are a Cleric): if your ally
within 30-feet falls unconscious, the Amulet will
attempt first aid on that ally. If that ally falls
unconscious again within the same day, the
Amulet does nothing. If a different ally falls
unconscious (on the same day) within 30-feet
the Amulet will attempt first aid on that new
ally. If yet a third ally falls unconscious outside
of the 30-feet range, and you manage to run up
to them, The Amulet does nothing.

Unorthodox Treasures created by The Le

Amulet of Bewitching
Wondrous Item, uncommon (requires
attunement)
This black amulet has an outline of a snake and
dragon with tiny red rubies on the outer edges.
When worn, you can use a bonus action on your
turns to hex any one creature within 30 feet 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
its checks by the same amount. Both effects last
one hour, even if you remove the Amulet. You
can only hex one creature at a time (until the
creature is killed or the hour has lapse,
whichever is first).

Amulet of Sight
Wondrous Item, uncommon (requires
attunement)
This mundane round gold colored amulet has
an etching of an eye etched within it. When
worn by a spellcaster, it allows the spellcaster
an Advantage on any spell attack roll. You must
declare that you are using this ability before
making your spell attack roll, and must take a
long rest before using the ability again.

Amulet of the Crusader


Wondrous Item, rare (requires attunement)
This holy symbol appears wooden to everyone
who sees it, except Paladins who can always see
the magical aura that surrounds it. When worn
by a Paladin, it generates a constant healing
effect, healing you of 1 damage at the
beginning of each of your turns, as long as you
have Lay on Hands pool of healing that is
unused. Beginning 5th level, and every 5 levels
thereafter, this healing effect increases by 1
(cumulatively).

in your native tongue, saying "put me in your


ear". Those brave enough to stick this fish in the
ear must make a Constitution Save (DC 10) or
take 4 points of damage. Once inserted, the
Babbling fish firmly makes resident in your ear
canal, and sings soothing songs of the lakes of
whence it spawned; you have advantage on all
saving throws against being frightened.

Bag of Berries
Wondrous Item, uncommon (once per day), rare
(twice per day), very rare (three times per day)
This burlap bag looks large enough to hold a
coconut; it's smooth to the touch and is always
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
berries or other fruit -- this magical fruit is
highly nutritious, able to keep your hunger at
bay for a full 16 hours.

Bag of Folding
Wondrous Item, rare
This sturdy cloth bag is made of high quality
cotton, adorned with exotic feathers and
sometimes pretty cross stitches. The bag itself is
treated as a standard backpack that can hold up
to 5lb of material.
However, this magical bag has the can be
flattened and folded as if it were empty - even if
the bag is full. The bag can fold down to 1/5 of
its normal size, but its weight and mass will not
change. The bag cannot be opened when folded
this way, but it can be ruptured -- if ruptured
(while folded) it will cause a small rift, causing it
to explode for 3d8 damage (bludgeoning) to
anyone within 10 feet of the explosion.

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

Bag of the Magi


Wondrous item, very rare (requires attunement)
This small red/burlap bag has a picture of a star
stitched into it. A spellcaster who sticks her
hand into the bag may pull out a small metal
sphere. When clenched tightly in the
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
thereafter, this bonus increases by one (to a
maximum of +4 at 18th level).
Once used, the sphere will magically disappear.
If a sphere is removed from the bag and not
used within 5 minutes, it will also magically
disappear (even if it is placed back into the bag).
The bag only holds up to two spheres at a time,
and the bag itself produces new spheres at the
rate one every other day.

Bash Bash
Armor (shield), uncommon
This large (tower) shield has beautiful etchings
of trolls on its front and elegant etchings of
goblins on the inside. It's heavier than most
shields, requiring minimum Strength value of 16
to use. When using this remarkable shield, if an
opponent's melee attack roll against you misses
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).

(cumulative). This continues until the belt


generates a -4 Penalty to Strength.
To remove this cursed item requires a special
incantation from a level 15 or higher Cleric who
is knowledgeable with the history and magical
workings of the Belt of Feebleness.

Bola Bola
Weapon (short bow), rare
This enchanted short bow looks mundane, but
its strings glow green when an arrow is notched
within it. Whenever you notch a non-magical
arrow, you can imbue it with an explosive tip. A
successful attack with the imbued arrow does
no damage to its target, but it will stick to its
target. If the arrow is not removed, then on
your next turn and every turn thereafter, roll a
1d4 for each of these arrows still on the target - 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
becomes powerless.
Note to DMs: The target creature will not be
aware that the arrow explodes, so it may not be
inclined to remove them. In fact it may take a
couple explosions for it to make the connection
(INT check). How the target removes the target
is up to your discretion.

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
half damage, DC 12). However, you have
Advantage when attempting this save, and if
you are successful, you take no fire damage at
all from this effect.

Bracers of the Four Winds


Wondrous Item, uncommon
These ancient bracers are adorned with far
eastern lettering. When worn, you gain fast
reflexes in an every changed combat situation.
When an opponent misses its melee attack
against you, as a reaction action you can make a
powerful palm attack to blow your opponent
back. This attack deals no damage, but on a
successful hit the target is sent back 5-feet in
the opposite direction of you. You can only
make this attack if you are not wielding a shield.

Bracers of Ki

melee attack against you, you may roll a D4; on


a result of 4, you add 1 Ki to your Ki pool.

Broach of Beauty
Wondrous Item, uncommon (requires
attunement)
This flower broach comes in three flavors: it
either appears as a daisy, a rose, or a tulip.
When worn, it immediately grants you a
proficiency with every Charisma based skill.

Burst Helm
Wondrous Item, uncommon
This helm comes in many different colors, but
the style is always the same it covers the nose
and has an etching of a mongoose on the back.
Every time you kill an enemy while wearing this
unique helm, you gain a 50% increase to your
speed on your next turn (only for that turn). You
cannot gain more than a 50% increase in any
round this way, no matter how many enemies
you kill.

Wondrous Item, rare (requires attunement)


These mystical bracers were created by the
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

Candle Holder of Warning


Wondrous Item, rare
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
foot radius. Any creature of evil alignment that
enters the aura is immediately dealt 3 points of
damage and non-evil creatures within aura are
immediately made aware of the presence of
those evil creatures.

Captain's Shield
Armor (shield), very rare
This strange round shield is made of a material
that's almost indescribable - smooth to the
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.

If the bolt is placed back into the case (or it


magically reappears in the case), it loses its
additional magic enchantment.

Cleric's Ring
Ring, rare (requires attunement)
This gold ring is adorned with small jewels on
the outside, with cryptic lettering on the inside.
When worn, it grants the wearer the ability to
sense undead creatures within 20 feet.
However, when worn a Cleric, these powers are
amplified -- the Cleric will be able to sense
undead creatures within 50 feet. Furthermore,
the Cleric gains insight on nearby undead
creatures; the Cleric gains a +2 bonus to AC
against all melee attacks by undead creatures.

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
20

Result
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
lose 2 points of Constitution for the next 12
hours.
Removing the cloak is not easy as you will you
will also become dependent on the Cloak and
the power it grants you -- to remove the cloak
you must make a successful Wisdom save (DC
25), which you may only attempt after your
Constitution save (above).
Note: If you fail the CON save but succeed the
WIS save, you still lose 2 points of Con for those
next 12 hours.

Coldsnap
Ring/amulet, rare (requires attunement)
This magic trinket is blue in color with icicle
carvings - it often appears as a ring, but
sometimes appears as an amulet. As a bonus
action you can activate Coldsnap to give
yourself an aura of cold that emits up to a
radius of 10 feet. Any creatures (friend or foe)
within the radius are dealt 1d4 points of cold
damage at the beginning of each of their turns.
This aura always lasts 2 hours, and during that
time you will take double damage from all fire
damage. While the aura is active, Coldsnap
cannot be removed by any means.

Cool Fez
Wondrous Item, uncommon
This red Fez is fairly mundane looking, but upon
closer inspection you will find ancient elven
inscriptions on the inside. When worn, it
regulates your body temperature at all times,
granting you Resistance to Cold.
Unfortunately there is a side effect as it also
makes you Vulnerable to fire.
note: not everyone thinks the Fez is cool

Crystal Plate
Amor (plate), very rare (requires attunement)
This plate armor looks like any normal armor
when not worn, except for the odd inscription
in the back that says "Death to All But Me".
When worn, the plate armor turns into a hard
blueish crystal, but still has the normal
properties of plate. Whenever a creature misses
it's attack roll (standard or magic attack roll)
against you by a value of 4 or more, a shard of
the crystal plate will detach itself and fly
towards that creature, dealing it 1d4 +1 points
of piercing damage.
At 5th level and every 5 levels thereafter, the
shard damage increases by +1 (for a maximum
of +5 at 20th level).

Unorthodox Treasures created by The Le

Cup of Everlasting Whine


(cursed)
Wondrous Item, rare
This golden cup has etchings of frogs and
salamanders on the outside, while the inside is
silver in color. Whenever you drink any liquids
from the cup, you gain a sense of courage -- you
are granted a +2 bonus to all charisma based
checks. However, after 24 hours, the bonus
completely fades and become agitated at all
things around you -- you receive a -2 penalty to
charisma until the cup can be destroyed.
The cup can only be destroyed by wrapping it in
banana leaves and boiled in oil for one hour.

Deck of Simple Weapons


Wondrous Item, very rare
This small container holds 10 "cards" when first
found. Each card has a picture of a wagon
wheel on one side, with the other side always
blank. As an action you may pull a card out of
the deck and call out a weapon that you are
proficient in, and then throw the card with a
normal ranged attack roll (range 20 / 30). Upon
impact, the card will transmute into the
weapon that you chose, dealing damage
normally.
After the attack has been resolved, the weapon
will transmute back into a card, but will be
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
the next day).
There are 14 different effects when pulling out
a card. The suit of the card makes no difference
(e.g. a king of Hearts is treated the same as a
King of Diamonds).
Unless otherwise noted, each effect lasts
exactly 3 days. A player that pulls the card will
instantly know the powers that it (or the item it
transforms into) grants. Any card that
transforms into a physical item will dissipate
into sand after 3 days (unless otherwise noted).
DMs Option: After a card has been pulled, it is
reshuffled it back into the deck.
DMs Option: Pulled cards are only reshuffled
back into the deck when a player pulls a JOKER
or ACE.

TWO: +2 Weapon
When pulled, all weapons on you receive a +2
bonus to attack and damage rolls.
Mischief: Damage dealt by those weapons only
deals half its normal damage.
THREE: +3 Weapon
When pulled, all weapons on you receive a +3
bonus to attack and damage rolls.
Mischief: For any combat encounter, the first
time a creature is hit by this weapon, it takes no
damage. Instead, it gains a number of
temporary hit points equal to double the
damage amount.
FOUR: +2 Armor
When pulled, any armor the player is wearing
receives a +2 bonus to AC.
Mischief: Damage dealt to a player wearing this
armor is increased by 50%

Unorthodox Treasures created by The Le

FIVE: +3 Armor
When pulled, any armor the player is wearing
receives a +3 bonus to AC.
Mischief: The first 3 attacks against the player
wearing this armor, in any combat encounter,
has Advantage.
SIX: Familiar
When pulled, the card will transform into a
familiar (DMs discretion) that will follow the
player and take any of her commands. The
familiar grants a +2 bonus to any perception
checks and has the same attributes as the
player. The familiar will stay by your side until
death (even beyond the normal 3 days)
Mischief: Whenever the familiar takes damage,
it must make a Wisdom check (DC 11). On a
failed check, it is no longer the players familiar
and will immediately begin to attack the player
until it (or the player) is dead. The first time it
makes an attack against the player, it gains
Advantage.
SEVEN: Potion of Healing
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: When ring vanishes, the player will


become intensely hungry, taking 1d8 damage
immediately and an additional 1d8 every 30
minutes she does not eat, up to 5 hours. Eating
a full meal will curb this hunger (and damage)
for one hour.
NINE: Magical Arrows
When drawn, the card transforms into quiver
full of +2 arrows (the bonus applies to attack
rolls and damage).
Mischief: Anytime an attack roll with this arrow
misses its target, the target gains a +3 to
damage on its next attack. This bonus damage
is doubled if the creature attacks the player that
fired the arrow.
TEN: Extra Health
When drawn, the player becomes heartier,
gaining a number of temporary hit points equal
to 5 times her level! These hit points last for 3
days.
Mischief: Until the 3 days has expired, the
player cannot be healed by any magical means.

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
into an eye-patch. When the eyepatch is worn, it gives the player a
greater insight to her surroundings,
granting her a +2 bonus to all attack rolls
against any creature within 30 feet, and +2
bonus to all perception checks. When worn, the
eye-patch itself bond itself to the player,
preventing her from removing it normally;
beginning the third day that the eye-patch is
worn, the player may attempt to remove it with
a successful Wisdom check (DC 22). She may
attempt this check once per day, and with every
check starting with the second, the DC is
reduced by 1 (cumulatively). The eye-patchs
enchantment lasts as long as the eye-patch is
worn, even beyond the normal 3 days.
Mischief: Whenever the player wearing the eyepatch takes damage from an creatures attack,
the DM secretly makes a Wisdom check for the
player (DC 15). On a failed check, the player
becomes blinded until the end of his next turn.
Blinded: A blinded creature cant see and
automatically fails any ability check that
requires sight. Attack rolls against the creature
have advantage, and the creatures attack rolls
have disadvantage.
QUEEN: Ring of Fire Breath
When drawn card transforms into Ring of Fire
breath. When worn, as an action the player may
exhale a line of fire (5 by 30 feet). Each creature
caught in this fire takes fire damage equal to
3d6 + half the players level. Creatures caught in
the fire may attempt a Constitution check (DC
15) for half damage. The ring may be used this
way once per short rest.
Mischief: Whenever the ring is used, there is a
10% cumulative chance that it will attract a
small dragon this dragon will target the player
wearing the ring and will immediately attack
until it can get the ring back.
KING: Kings Mount
When drawn the card transforms into a horse
or other exotic mount (DMs discretion). The
mount will always stay by the players side,
even if she is not riding it.

Mischief: When the player and mount


are adjacent to a foe in combat (or any
aggressive situation), the DM makes a
secret Wisdom check (DC 18). On a failed
check, the Mount goes crazy and knocks the
player off of it, then runs away. The player
becomes prone.
Prone: A prone creatures only movement
option is to crawl, unless it stands up and
thereby ends the condition. The creature has
disadvantage on attack rolls. An attack roll
against the creature has advantage if the
attacker is within 5 feet of the creature.
Otherwise, the attack roll has disadvantage.
ACE: Experience
When drawn, the player immediately gains
enough XP to advance her to the next level.
Mischief: For the next 1-8 weeks (DMs
discretion), the player gains no XP.
JOKER: Wildcard
When drawn the player rolls a d20 and consults
the chart below.
1d20
1
2-3
4-5
6-9
10
11
12
13
14
15
16
17
18
19
20

Result (all results are permanent)


-1 to any one attribute, DMs discretion
+5 feet Speed
+10 feet Speed
+1d4 Hit Points
+2d6 Hit Points
Advantage to all Constitution checks
+2 Perception Skill
-1 to any two attributes, DMs
discretion
+1 Strength
+1 Dexterity
+1 Wisdom
+1 Intelligence
+1 Charisma
+1 Constitution
+1 to any two attributes, your choice

Mischief: None. Mischief is managed.

Unorthodox Treasures created by The Le

Chart: Deck of Treasures


CARD EFFECT
2
Weapons you have on you receive a +2
bonus to attack and damage rolls.
3
Weapons you have on you receive a +3
bonus to attack and damage rolls.
4
Currently worn armor gets a +2 to AC
5
Currently worn armor gets a +3 to AC
6
Card will transform into a familiar that
will follow your commands. The familiar grants
a +2 bonus to perception checks and has the
same attributes as you. The familiar will stay by
your side until death (even beyond the normal 3
days).
7
Card will transform into a gold 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 you to full health
and grants you 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.
8
Card transforms into a ring of slow
digestion you will not need to eat or drink
anything while the ring is worn. This effect lasts
for 1 week, then the ring will vanish. If removed
before the 1 week expires, the ring will vanish.
9
Card transforms into quiver full of +2
arrows (the bonus applies to attack rolls and
damage).
10
You gain a number of temporary hit
points equal to 5 times your level! These hit
points lasts for 3 days.
JACK Card will transform into an eye-patch.
When worn, it gives you a greater insight to
your surroundings, granting a +2 bonus to all
attack rolls against creatures within 30 feet, and
+2 bonus to all perception checks. When worn,
the eye-patch itself bond itself to you,
preventing you from removing it normally;
beginning the third day that the eye-patch is
worn, you may attempt to remove it with a
successful Wisdom check (DC 22). You may
attempt this check once per day, and with every
check starting with the second, the DC is
reduced by 1 (cumulatively). The eye-patchs
enchantment lasts as long as the eye-patch is
worn, even beyond the normal 3 days.

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
caught in this fire takes fire damage equal to
3d6 + half your level. Creatures caught in the
fire may attempt a Constitution check (DC 15)
for half damage. The ring may be used this way
once per short rest.
KING Card transforms into a horse or other
exotic mount (DMs discretion). The mount will
always stay by the players side, even if you are
not riding it.
ACE
You immediately gain enough XP to
advance to your next level.
JOKER Roll a 1d20 and consult the chart below
JOKER CARD CHART
1d20 Result (all results are permanent)
1
-1 to any one attribute, DMs discretion
2-3
+5 feet Speed
4-5
+10 feet Speed
6-9
+1d4 Hit Points
10
+2d6 Hit Points
11
Advantage to all Constitution checks
12
+2 Perception Skill
13
-1 to any two attributes, DMs
discretion
14
+1 Strength
15
+1 Dexterity
16
+1 Wisdom
17
+1 Intelligence
18
+1 Charisma
19
+1 Constitution
20
+1 to any two attributes, your choice
Deck Usage: Once per day a single card can be
pulled out of the deck. Once you pull out a card,
you cannot pull out another card for 3 days
(although a different player may pull out a card
the next day). Card suit makes no difference.
Unless otherwise noted, each effect lasts
exactly 3 days. A player that pulls the card will
instantly know the powers that it (or the item it
transforms into) grants. Any card that
transforms into a physical item will dissipate
into sand after 3 days (unless otherwise noted).

Unorthodox Treasures created by The Le

Double Dragon
Weapon (shortsword), rare
This looks and feels like a shortsword in every
way (sometimes it can also be found as a
scimitar), except for the dual dragon
head carvings at the end of its base.
Those who hold the Double Dragon for
the first time immediately makes a
Wisdom check (DC 15) -- on a successful
check, the Double Dragon unlocks and
allows the wielder to access its innate
powers. A failed check will permanently
lock out its power to the wielder. You
only get one Wisdom check (DM's
discretion).
The wielder, who can access its power,
and can split the sword into two separate
swords (or merge them back together
into one) as a bonus action, which is
often done for the purpose of twoweapon fighting.
While separated, the two swords have a
unique bond -- if the attack with the first
sword results in critical hit or critical
miss, then attack from the second sword
will automatically copy the first result
(therefore you will not make a second
attack roll).
The swords cannot remain separate for
more than 1 hour. If it does, starts to
glow hot, causing it's wielder 1d6
damage fire damage per turn.

Dragon Prod
Wondrous Item, uncommon
This iron branding-prod is always found
in pristine condition, with an elegant
designed dragon at the end of it. To use
the Dragon Prod, heat it up in a fire for 3
hours, and apply it to raw skin for 5
minutes. The pain will be excruciating -the recipient will take 1d4 points of
damage each minute, but is allowed a
Strength Saving throw each time for half
damage (DC 12).
Once branded, the insignia on the prod

will completely vanish and actually become


absorbed on the recipient's new brand, while
the staff will harmless break off.
A Dragon Prod branded being gains a fire
breath weapon that can be fired up to a 5x30
foot line, dealing 2d4 fire damage (Dexterity
Save allowed for half damage, DC 10 + half
your level). Beginning 4th level and every
three levels thereafter, the damage from this
breath weapon increases by 1d4. You can use
this breath weapon once per short rest.

Dream Flute
Wondrous Item, rare (requires attunement)
This wooden flute has is made of red wood
with etchings of leaves around part of its
base. A Bard who uses the flute can play one
of four special songs for a powerful magical
effect.
Song - Sooth Melody - while playing ancient
Elven melody, the Bard will heal her wounds
at a rate of 1 hit point per 10 minutes, while
all his allies within 20 feet will heal at a rate
of 1 hit point per 20 minutes.
Song - Rage Against The Tide - While playing
this Orcish melody, all of the Bard's Allies
will become slightly enraged, gaining a +1 to
melee attack rolls and melee damage.
Song - Traveller's Tale - while playing this
ancient Dwarvin melody, glowing spheres
will appear around the Bard, granting an
illumination of up to 50 feet.
Song - Traveller's Lick - playing this melody
grants an anti-magic field round the Bard
and his allies (up to 30 feet) - granting a +3
bonus to all saves versus spells.
Note that allies can only be granted the
bonuses as long as they can hear the song
being played. Also note that a Bard who
find this flute may know of its power, but
may not know how to play the magical
songs; learning the songs can be found from
treasure, quests, or other means as
determined by the DM.

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.

Duck of Ultimate Doom


Wondrous Item, rare
This wooden carving of a duck softly quacks
when you hold it up to your ear. By leaving it in
a pond of water (or similar) for one hour, it will
attract 2d4 normal size ducks -- these ducks will
be completely docile (and won't run away if you
try to kill it).
However, every night at midnight the DM must
make a secret d100 roll -- there is a 1%
cumulative chance each night (maximum of 5%)
that the wooden duck will turn into a DUCK OF
ULTIMATE DOOM and attack anyone it is near!
DUCK OF ULTIMATE DOOM (STATS)
AC 15 (natural)
HP: 4d6
Speed: 40 ft (flying)
STR +2, DEX +2, CON +1, INT 0, WIS 0 CHA 0
Senses: Passive Perception 13
Actions: Bite (melee attack), +3 to hit, 1d4+2
damage (piercing)
Hardened Feathers: Whenever the Duck of
Doom takes damage, the DM rolls 1d6. On a
result of 5 or 6 the damage becomes 0 instead.
Doom Bite: Whenever the Duck of Doom makes
a successful melee attack, roll 1d6; on a result
of 5 or 6, the damage is increased by 1d4.

Enchanted Quiver
Wondrous Item, uncommon (1d6), rare (3d6)
This leather quiver is adorned in peacock
feathers, stitched together with a single strand
of deep purple silk. It holds twice as many
arrows as a normal quiver; even though it
appears the same size as a normal quiver (it's
bigger on the inside). When found, it contains
1d6 (or 3d6) arrows that deal cold damage and
1d6 (or 3d6) arrows that deal fire damage.
The Quiver also contains a special side slot that
can hold just one arrow - by placing a normal
arrow in this slot for 24 hours, the arrow
becomes imbued with a +1 bonus (to attack
rolls and damage rolls). Whenever this special
arrow is removed from the Quiver's slot, it must
be used within 1 minute or the enchantment
fades.

Erotic Saddle
Wondrous Item, legendary
This brown saddle always appears new and
unused - beneath the saddle is a knife carving of
a heart with an arrow through it. When
fastened to a mount (usually horse), anyone
sitting on the saddle will gain a charisma bonus
equal to their level, but this bonus only applies
to members of the same race and opposite
gender. Note that if you are interacting with
someone that fits this criteria, and that person
is with their spouse (or loved one), you will
generate a penalty to your charisma equal to
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


This stylish set of boots is always deep-red in
color with golden laces. When worn, you may
spend your turn by dancing - anyone within 20
feet of you (friend or foe) will also begin to
dance in'sync with you unless they make a
successful WIS check (DC 18). At the end of your
turn, when your dance if finished, a burst of fire
will appear on the feet of anyone who was also
dancing from this effect -- dealing them 1d8
points of fire damage.

Weapon (any weapon), legendary (requires


attunement)
This short sword is adorned with fake gems
across its handle, but it's blade is razor sharp. As
an action you can activate any of one of the
gems within the handle to enchant the sword
for 1 minute. Once a gem is used up, it is
destroyed and can never be used again. The
Gemsword is always found with the following
encrusted gems: 1d4+2 red gems (max 6),
1d6+2 blue gems (max 8), 1d6+2 green gems
(max 8), and 3d8+2 white gems (max 26). Only
one Gem can be active at a time.

Once used, the boots become powerless, but


can be recharged by placing it in fire for one
hour (it will not burn).

Forever Lasting Gobstopper


Wondrous Item, uncommon
This wine bottle cork has an etching of a goblin
at the time sticking out it's tongue, and is
always found with a corked to a small vile (or
jar) of liquid. When the cork is removed from
the bottle and held above your head, it causes
all goblins in a 30-foot radius to take notice
from the foul stench that only they can smell.
Every goblin affected this way must make a
Constitution Save (DC 18), or begin to begin to
vomit (on a failed save they are unable to take
any actions on their next turn and all attacks
against them are with Advantage).
Once the goblin has recovered (or succeeded it
save), it becomes immune to the Gobstopper's
effects for one day.
Note that the vial itself is always full of water,
and must be refilled with fresh water before
using the Gobstopper again.

Red Gem: The Gemsword ignites it fire,


illuminating up to 30 feet and reveals any
invisible creature.
Blue Gem: The Gemsword glows blue,
granting a +2 to all attack rolls vs undead
creatures.
Green Gem: The Gemsword turns dark green,
granting you Advantage on your next 3 attack
rolls (or up to 1 minute, whichever is first).
White Gem: The Gemsword flashes white - all
attack rolls that result in "1" or "2" can be
rerolled until the 1 minute time lapse has
expired.
DM's Option: Once per day the owner may
attempt a Wisdom check (DC20). On a
successful roll, one gem is regenerated (total
gems, for that color, cannot exceed the max).
Use the chart below to determine which gem is
generated:
Gem Regeneration chart:
1d10 Result
1-7
White Gem
8
Green Gem
9
Blue Gem
10
Red Gem

Unorthodox Treasures created by The Le

Ghost Earring
Wondrous Item, legendary (requires
attunement)
This earring is translucent and magically
attaches to any ear (even if the ear is not
pierced). Once per day as a bonus action you
can use the earring to summon a ghostly clone
of yourself -- the clone follows you and mimics
your every move and is magically enhances with
glamouring magic. Whenever an attack is made
against you and successfully hits you, there is a
50% chance that it will hit your ghost clone
instead. When summoned, the ghostly clone
will have an amount of hit points equal to half
your current life. When it reaches 0 hit points,
the ghost clone simply disappears. A ghostly
clone will automatically disappear after two
hours or until you will it to end, whichever is
first.

Gloves of Bow Speed


Wondrous Item, rare
These leather gloves have a
lightning bolt insignia on its
palms, often in the color of blue.
Whenever you make a ranged
attack with a with a bow while
wearing these gloves, roll an
additional 1d6. On a result of "6", as
a bonus action you may make an
additional attack with the same bow
(allowing you to make another d6 roll).
Note that these gloves only work with
Bows, and will not work with crossbows.

Gloves of Lightning
Wondrous Item, rare (1d4+2), very rare (2d4+2)
These gloves always emanate a blue glow, and
feels like they are electrically charged to the
touch. The wearer of these gloves feels
empowered, gaining immunity to lightning
damage. When found, the Gloves contain 1d4+2
(or 2d4+2) charges.
When wearing the gloves, you can use your
action and expend 1 charge to create a line of
lightning (5x30 ft line) to smite your enemies.
The bolt of lightning deals an amount of
lightning damage equal to 2d6 + half your level.
Those caught in the blast can attempt a

Constitution save for half damage (DC equal to


10 + half your level)
You may choose to spend more than 1 charge
this way when creating the line of lighting, each
extra charge you expend increases the damage
by 1d6 and DC by 3. When all the charges are
depleted from the Gloves of Lightning, it will no
longer grant immunity to lightning; instead it
will only grant resistance to lightning. The glove
cannot be recharged

Gloves of Squishing
Wondrous Item, rare (requires attunement)
These gloves are always missing a thumb, as if
the thumb part was cut out with scissors, but
the gloves glow blue at all times when not
worn.
Once per day you may slam your fist into the
ground as an action (you must have one hand
free to do this). Upon impact, the glove will
flash red, then green, and then return to
normal. At the end of the round, a giant
semi-transparent thumb will appear above
the head of any creature you choose that is
within 30-feet, and then the thumb will
slam itself into the ground, squishing the
creature.
The creature takes bludgeoning
damage equal to 1d4 x half your
level (max 5d4, minimum 1d4).
The creature may attempt a
Dexterity check (DC 15 to for half
damage, DC 20 for no damage.)
If the creature takes any damage from this
attack, it must make an immediate Constitution
check (DC 18), or else it becomes shaken for
1d6 rounds (youd be shaken too, if you got hit
by a giant thumb).
The creature may attempt a new Constitution
check and the end of each of its turns to end
the effect, with the DC reduced by 1 each time
(cumulative).
Shaken: A shaken character takes a -2 penalty
on attack rolls, saving throws, skill checks, and
ability checks.

Unorthodox Treasures created by The Le

Helm of Vision (Cursed)

Idol of the Running Man

Wondrous Item, uncommon


This visored helm is always red in color with
arcane (but unknown) writing on the inside that
appears to glow in the presence of silk worms.
Once worn, you gain a keen sense of accuracy
when making ranged attacks with weapons -you receive a +2 bonus to all ranged attack rolls.

Wondrous Item, uncommon (requires


attunement)
This small clay statue of a running warrior is
anything but -- it's as hard as cold steel but light
as wood. When kept in your inventory, as a
bonus action you can increase your speed by 20
feet (4 squares); you must declare this at the
beginning of your turn. Once the burst of speed
is used, the Idol of the Running Man cannot be
used this way again for 4 hours.

However, this cursed helm also reduces the


potency of those weapons. Whenever your
ranged attack successfully hits the target, the
DM secretly makes a d20 roll -- on a result of 15, the damage is reduced to 0, but the DM
doesn't have to tell you it was 0 -- because it
always appears that you hit the target!

Icefire Rings
Ring, rare (one ring), very rare (both
rings)(requires attunement)
This set of comes as two simple circular rings.
The Ice Ring is made of the deepest blue while
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
Resistance to Fire Damage.
However, if both rings are worn together, the
rings will use your body as a conduit and begin
to generate a charge every 12 hours until it
holds up to a maximum of 3 charges. As an
action, you can expend 1 charge to launch a
bluish-red fireball up to 50 feet. Any creature in
the target point or adjacent square takes 2d6
fire damage then 2d6 cold damage; Dexterity
Save for half damage (DC 18).
You can expend more than 1 charge
when you launch the fireball this way;
with each additional charge it
increases the cold and fire
damage by 1d6 and extends
the range by 10 feet
(maximum 4d6 each, 70
feet).
Removing either of the rings
will break the conduit and
cause all charges to fade
away.

Infinity Keys
Wondrous Item, rare (one), very rare (3d4)
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,
allow you to instantly open it. However, once
used, the key itself will turn into dust. Infinity
Keys are found as a single entity or multiples
(3d4) on a keychain. This key cannot open
magical locks.

JLPs Saddle
Wondrous Item, legendary (requires
attunement)
This brown saddle always looks very worn and
broken in with the inscription JLP in the
underside. It was created by the master
sorcerer JLP (no one knows his real name), who
once declared that a saddle is a personal thing
to a rider, and most serious riders have their
own. When fastened to a mount, anyone sitting
on the saddle will have an intimate connection
with the mount. The rider gains a +2 to AC
when riding the mount. If you are at least 5th
level or higher, then you will
become adept in combat
when riding the mount
(while sitting on the
saddle) -- if you and the
mount moves at least 20
feet in a straight line
before making a melee
attack, you gain Advantage
with that attack.

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
or the hook is lost, the line will regrow to 30feet and a new hook will magically appear. By
putting live bait on the hook (aka worm), using
the fishing pole grants a +10 bonus to your
survival skill check when fishing.
There are, of course, limits -- the bonus is
reduced by 2 (cumulative) after each fish you
catch this way. Once the bonus reaches 0, the
fishing pole will reset and award the +10 bonus
again 48 hours later.

Mud Ring
Ring, uncommon
This silver ring is encrusted with dark gems;
upon inspection the ring itself smells very
earthy and sometimes wormy and contains just
1 charge when found. As an action, you can
activate the charge to hurl a ball of mud at any
target with a ranged attack (range 30/60).

Mummys Wand
Wand, uncommon (1d4 charges), rare (2d6
charges)
This strange wand is made of bone but is always
wrapped in bloody (but dried) bandages. The
wand itself contains 1d4 or 2d6 charges. Each
charge can be used to create a ball of rags that
hurls itself at a target to entangle it -- Make a
ranged attack against the target (range 15/30).
On a successful hit, the target must become
entangled unless it makes a successful Dexterity
check (DC 15)... if it is entangled then its
movement is reduced by 10 feet and suffers a 2 to its attack rolls. It can free itself with a
successful strength save (DC 15).
Each time the same creature gets entangled
after the first, the DC for all saves is reduced by
5 (cumulative).

Orb of Defense

A hit creature becomes muddied and the next


attack roll made against it (by anyone) has
Advantage. If the mud attack resulted in a
Critical Hit, then target also receives a
Disadvantage to its next attack roll since it can't
see through mud (unless it has other senses to
compensate).

Wondrous Item, uncommon (requires


attunement)
This silver metal orb is the size of a small human
skull. When in the hands of a spellcaster, it
crackles with energy and provides a +1 bonus to
AC (it acts as a shield). Note that this is an offhand item.

If the mud attack resulted in a Critical miss,


then the ring will turn itself on you and put mud
in your face (as if you scored a Critical Hit on
yourself).

By tapping into the orb's innate power, a


spellcaster can also fend off magical attacks -as a reaction to any opposing spell attack roll
made against you, you may attempt a Wisdom
check (DC equal to the attack roll result); on a
successful save, the orb deflects the attack. The
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 ring itself can be recharged (maximum of 1


charge) by soaking it in mud for four hours.

The Orb of Defense provides no bonuses to


non-spell-casters -- it cannot be used by
creatures who cannot cast at least one levelone 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
Ring, rare (requires attunement)
This mundane looking gold ring shimmers blue
and purple when in direct sunlight. As a bonus
action, a Paladin wearing this ring may use the
ring to generate a shield, which the Paladin will
immediately wield (assuming she has a free
hand). In additional to the normal bonuses that
a shield provides, this shield will also grant the
Paladin an additional +1 bonus to AC against
any melee or ranged attacks made by
characters of Evil alignment.
Anyone of evil or chaotic alignment that wears
this ring suffers 1d10 points of damage when
first worn and an additional 1d6 points of
damage for each minute it is worn after that.

Perception Boots
Wondrous Item, uncommon (requires
attunement)
Designed by the great thief/mage, Thomas
Archfield, these black boots have Thomas' seal
on the bottom of the soles, but otherwise they
are not stylish in any way. When worn it gives
you a +2 bonus to all perception checks for
detecting traps, but only traps that are
activated when stepped on. When worn by a
Rogue that is level 3 or higher, this perception
bonus is doubled.

Wondrous Item, very rare


These leather pants are often found in the most
peculiar color of green, and always with a belt
adorned in leaves. When worn, it will detect
whenever you are in danger; if you are
surrounded by 3 or more hostile enemies (each
must be within 10 feet of you), the pants will
automatically release a vile stench deals 1d6
points of Poison damage to all creatures within
10 feet (friend or foe). After it has released the
stench, it will not do so again until you have
taken a short rest.

Potion of Continual Health


Potion, uncommon
This small vial contains a reddish liquid that
turns blue in moonlight. A character who drinks
this magical concoction regains exactly 3 hit
points, but continues to heal an additional 2 hit
points at the beginning of each of her turns for
up to 3 turns.

Quill of Death
Wondrous Item, rare
This quill is made of a peacock feather and
never needs ink to write. By holding the quill in
the air and spelling out a magical word of
power, the word will form into a solid object
and launch itself at any creature within 40 feet
(make a spell attack roll).

Unorthodox Treasures created by The Le

Rapier D'En Garde


Weapon (any sword that deals slashing
damage), legendary
The blade of this rapier is slightly purple with a
perfectly weighted grip. When fighting with this
weapon, if an opposing melee attack misses it's
attack roll (against you) by 7 or more, the
Rapier will shout "En Garde!", granting you to
bonus attack as an immediate reaction (against
the same target).
If the opposing attack misses it's attack roll by
10 or more, the Rapier will instead shout "En
Garde, Monstre!" and grant you the same
bonus attack, but for this attack you gain
Advantage.

Ring of Orcish Fury


Ring, rare (+1), very rare (+2)
This brass ring is crudely constructed with dent
marks and battle burns. When worn, the ring
grants the wearer a +1 bonus (or +2) to all
melee attack rolls that have a strength modifier,
but causes the wearer to have an increased
metabolism, requiring him to eat and drink
twice as often as normal. Taking off the ring will
end the bonus, but not normalize the wearer's
metabolism for 24 hours.

after this time has expired, the snowman will


simply vanish. Once it "dies", it reverts back to a
figurine and cannot be used this way again for
one week.
The Snowman of Doom as the following stats.
SNOWMAN OF DOOM (STATS)
Medium Monstrosity
Armor Class: 12
Hit Points: 30 (4d10 + 8)
Speed: 20 feet (doubled if walking on snow or
ice)
Senses: Low-light vision
Attributes: Same as yours when summoned
Alignment: Neutral
TRAITS: The Snowman of Doom is immune to
cold damage, takes half damage from lightning,
and double damage from fire.
ACTIONS: The Snowman of doom can make 2
attacks: the first attack is a ranged attack with
an iceball that deals 1d4+1 cold damage (+2 to
hit), and the second attack is a melee attack
with its wooden arms that 1d6+2 slashing
damage (+4 to hit).
If the snowman is adjacent to an opponent, it
can still make a ranged attack with an iceball,
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

Splitsecond
Wondrous Item, legendary (requires
attunement)
This incredible amulet has a small hourglass
embedded within its golden disk-like frame.
When worn, it gives the wearer the ability to
manipulate small pockets of time.
Once per day as a reaction to any attack you
can freeze an opponent within 5 feet or an
incoming attack from a weapon that is within
10 feet from you; after the object is frozen, you
may move up to 10 feet away (2 squares)
before the freeze effect ends. This results in the
attack missing you completely.
To do this, once per day as part of your reaction
you attempt a Wisdom check (DC 10) in each of
those situations. If you succeed, you have
successfully frozen the adversary (or weapon) in
a moment of time and can immediately move
10 feet. After you complete your move, the
frozen moment ends and time passes normally.
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).

herself into a Troll, which lasts for a number of


rounds equal to 5 + her Intelligence modifier.
As a troll, you lose the ability to cast spells or
use any other normal class features, race
special abilities. You are literally a troll with the
following:
PLAYER TROLL STATS
Hit Points: Your current Hit Points + 30 (cannot
exceed 60)
Size: Large Humanoid
Attributes: Same as your current values
Abilities: Darkvision 60 feet
Speed: 30 feet
Attacks: bite +8 (1d8+5 piercing), 2 claws +8
(1d6+5 slashing)
Reach 10 ft.
Other abilities: Regeneration
Becoming a troll is a very taxing experience for
the Sorcerer. Once the effect ends, and you
revert back to a normal Sorcerer, you suffer a -2
penalty to all attributes for one hour.

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
Wondrous Item, very rare (requires attunement)
This Amulet looks like a rock tied to a small
silver chain, but every Sorcerer knows the
power that lies within it. When worn, a Sorcerer
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
of the following effects:
Instant Healing: You are healed a number of hit
points equal to half your maximum hit points,
or you can heal anyone you touch for an
amount equal to half your maximum hit points.
Blood Aura: You are surrounded by a red aura;
for the next 3 rounds, any damage you deal by
spells heals you 1d4 hit points. At 6th level or
higher, this increases to 1d6. At 10th level or
higher, this increases to 2d4.
Luck Aura: You are surrounded by a green aura;
for the next 3 rounds, all attack rolls against you
are at a disadvantage (magic or weapon based).
Heroic Aura: You are surrounded by a white
aura; for the next 3 rounds, you and any ally
within 30 feet gain a +1 bonus to all attack rolls
(magic or weapon based).

Turtle Aura: You are surrounded by a green


aura as you tap into the spirit of turtles; for the
next 3 rounds, you and any ally within 30 feet
gain a +1 bonus to AC against non-magic
attacks.

Spark Ring
Ring, uncommon
This ring is of the deepest black, but shimmers
with many colors when you stare at it long
enough, with faint crackling noises emanating
from it. Once worn, your melee attacks causes
sparks upon impact; your melee attacks deal an
additional 1 point of lightning damage (this
damage is not increased on a Critical Hit). If you
are 10th level or higher, this lightning damage is
doubled.
For each 1 point of lightning damage you deal
this way, the ring stores a charge within itself.
Whenever 10 charges are stored, you may
expend them as an action to fire a bolt of
lightning at any creature within 30 feet, dealing
it 5 lightning damage (make a standard ranged
attack roll); on a Critical hit, this damage is
doubled.
The ring cannot hold more than 10 charges.

Unorthodox Treasures created by The Le

mundane weapon for all


intents and purposes, the
wielder of this sword also
gains an intimate
knowledge of all dragons.
The weapon is granted a
+1d4 bonus to all attack
rolls against dragons.

Spike Shield
Armor (shield), rare
This wooden shield is mundane in every
way, except for the large blood stain in
the middle that can't be removed no
matter how hard you try. However, in
moonlight, the blood stain will
become a visible word of power.
By wearing the shield and speaking
its word of power, the shield will
instantly create a spike at its
forefront, a razor sharp
instrument of pain -- whenever a
creature misses an attack roll
against the wearer by 4 or more,
the spike will launch itself at the
attacker, instantly hitting it for 4
points of piercing damage. A new
spike cannot be summoned
again for one hour.
If the spike is unused,
speaking the word of power
will "unsummon" the spike,
allowing it to be used later.

Stone of Jormungand
(cursed)
Wondrous Item, legendary
This plain ring is said to once belong to
Jormungand the beast. Upon wearing it, you
take 1d12 points of damage and grow scaly
skin, which grants you a +2 to AC. But there is a
cost, as your Charisma is reduced by -4.
Removing the ring will cause the scaly skin to
disappear within one hour, but your charisma
score will return to normal at a rate of +1 per
week until it is normalized.

Sword of Dragon Perception

Furthermore, the weapon


will grant an additional
bonus, based on the type
of dragons blood that
was used to create it
(these bonuses are
granted as long as the
owner keeps the item on his
person in some form, it does
not have to be wielded) - the
type of dragon's blood is
determined by the DM:
Black Owner granted a +3
bonus to all saves versus
Sleep effects.
Blue Owner granted a
+3 bonus to all saves
versus Paralysis effects.
Brass Owner granted
Darkvision (60-feet).
Copper Owner gains a +1 bonus to all known
skills that are 0 or less.
Gold Owner gains a +1d4 bonus to all
initiative rolls.
Green - Owner can breathe underwater
indefinitely and can freely use its spells, and
other abilities while submerged.
Red Owner may Locate Object (as the spell
of the same name) three times per day. This
may only be attempted three times per day, no
matter how many different people wield this
weapon.
Silver May attempt a Cold Smite (Su) once
per day as a bonus action - if the attack hits, the
creature is chilled - it gains Disadvantage to its
attack rolls for the next 1d4 turns. This may only
be attempted once per day, no matter how
many different people wield the weapon.
White Owner may speak with all dragons
and can read and write all dragon languages.

Weapon (any sword), legendary (requires


attunement)
This enchanted weapon is forged by an artisan
blacksmith, created with a vial of dragons
blood. The weapon glows with a blue light when
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)

Thunderaxe
Weapon (battleaxe), very rare (requires
attunement)
This battleaxe feels slightly heavier in weight
than a standard battleaxe it deals 1d10
slashing damage rather than 1d8. Once per day
as a bonus action you can imbue the battleaxe
with thunder - once imbued, your next attack
with it deals an extra 1d6 points of Thunder
damage. If you score a Critical Hit while the
battleaxe is imbued with thunder, the resulting
boom will deal yet an additional 1d4 points of
Thunder damage to any creatures within a 10foot radius of the attack. You are immune to
the effects of the Thunder damage generated
by the Thunderaxe. If you are 6th level or
higher, this weapon generates a +1
enchantment; if you 15th level or higher, the
thunder damage is doubled.

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
must make a successful WIS save (DC 15) or you
will lose all your spell slots for the day.

Wand of Hiding
Wand, uncommon (+1), rare (+2), very rare (+3)
This swirly mahogany wand changes to a
different color every night at midnight. When
activated, it generates a camouflage-like aura
around you (or anyone you touch with it); it
grants you a +1 bonus (or +2 or +3) to Stealth
checks for up to 1 minute. The enchantment
itself comes from the Wand, which has enough
power to enchant just one person. When the 1
minute expires, the enchantment returns to the
Wand, allowing you to use it again on yourself
or an ally.
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 Ra
Wand, uncommon (2d4 charges), rare (5d4
charges)
This wand is made from a rare elm with grains
of sand sprinkled across its handle. When first
found it contains 2d4 or 5d4 charges. Each
charge can be used to create a ball of light that
follows its owner for up to 3 hours until he wills
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
spotting secret doors.

Wand of Rain
Wand, rare
This strange wand is visually translucent, but
when held closely, one can hear the sound of a
light spring rain. Once per day, upon command,
the wielder of this wand can create a localized
shower of rain at any location within 20 feet -this shower lasts for up to 2 minutes (or when
the wielder wills it to end) and radius of the rain
shower is 5-feet. The rain will always be clean
and drinkable, but also "room temperature".

Wand of Simple Weapons


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

Wand of Sleep
Wand, rare
An oddly shaped curved wand with elven
writing carved within - when held at nighttime it
helps its owner sleep peacefully to the sounds
of nature. Anyone sleeping with this wand for 4
hours gets the full benefits of 8 normal hours of
sleep. Sleeping with the wand during daylight
hours has no effect.

Wand of Small Feasts


Wand, rare
This puce wand is made of metal, but feels
strangely "squishy" when held tight. The wand
comes with 2d10 charges and can be used to
create a full course meal for two. It is said that
the Wizard Tobias Smith used it to create
fabulous dinners for himself and his wife, but
only on special occasions because she was
always on a diet.
The Wand itself has the ability to replenish its
own charges at the rate of one charge per three
days, but will only hold a maximum of 20
charges.

Wand of Teeth
Wand, rare
This wand is made of teeth, and is quite
disgusting to those with a weak constitution -anyone with a constitution score of 9 or less
that touches it must immediately make a
Constitution check (DC 10) or vomit. The wand
itself has a wooden base with 3d4 teeth
attached to the upper parts of the wand.
As an action, you can command the wand to
launch one or more teeth at any creature within
30-feet, instantly hitting it for an amount of
damage equal to 1 per tooth (bludgeoning).
Upon inspection the teeth will grow back at a
rate of 1 per day (maximum of 12 teeth total).

Web Bracers
Wondrous Item, rare (requires
attunement)
These golden bracers are
made of metal with a
spider-web-like etching
throughout. When

worn, it provides you with a +1 bonus to AC,


and as a bonus action you can fire a ball of
webbing from the bracers - this requires a
standard attack roll with range of 20/40.
If the ball of webbing hits, it forms a sticky weblike-goo on the target, reducing its speed by 10
feet and modifies any of its ranged attack and
magic attack rolls by -2. A goo'ed creature can
attempt to break itself free from the webbing
by making a Strength check (DC 20).
Creating a ball of webbing requires at least 1
hand free, and can only be used once before
needing a short rest to recharge the ability.

Whistler
Weapon (arrow), legendary (requires
attunement)
This blue arrow is always easy to identify with
its unique collection of feathers and stone tip.
By merely touching the arrow, its owner will
become psychically linked to the arrow -- as an
action you can control the arrow by simple
whistling noises and use it to as a ranged attack,
even without a bow. However, for this ranged
attack you must use your Wisdom modifier for
the attack bonus and damage bonus. Using the
arrow this way has just one normal range of 50
feet (it cannot travel further than 50 feet). The
arrow normally deals 1d6 piercing damage.
If you have achieved level 4 or greater, as a
bonus action, you can make a second attack
with the arrow -- the target of the second
attack must be within 50' of you and within 20'
of the first target.
If you have achieved 9th level or greater, you
can make a third attack as a bonus action the
target of the third attack must be within 50 feet
of you and within 20 feet of the second target.
If you have achieved level 13 or
greater, the arrows damage
increases to 1d10 piercing.
When all attacks are complete,
the arrow automatically returns
back to you.

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.
Once the word-of-power is discovered, the
Bauble can be held to an appropriate object; by
speaking the word-of-power is spoken, the
Bauble permanently imbues/infuses itself
within the item.
Finding a Bauble isn't always difficult, but
interpreting the word-of-power can be.
Bauble of Serration
Wondrous item, artifact
Word of Infusing: K'sadpm

Bauble of Thunder
Wondrous item, artifact
Word of Infusing: Inyante
The Bauble of Thunder can be imbued into any
amulet. Once infused, the amulet enchants all
your melee attacks with an aura of lightning;
whenever you miss a melee attack, the amulet
crackles with energy stores one charge. When
the amulet has accumulated 5 charges, as a
bonus action you may use all the charges to
gain a +5 to your next melee attack roll; for this
attack, the attack deals thunder damage.

The Bauble of Serration can be imbued into any


bladed weapon. Once infused, you can
command the weapon to become serrated at
will, changing its damage type from its normal
type to piercing.

Dekkens Darkblades

Bauble of Shielding
Wondrous item, artifact
Word of Infusing: Riohnkla

History: In a bid to rid the world of 3rd age of


war, Dekken Gamore set out on a quest to find
the 4 blades of Druidic Power so that he could
finally bring peace to the ravaged land. After
great sacrifice and several trips to seemingly
endless hells, he acquired the four blades and
renamed himself Dekken Darkblade.

The Bauble of Defense can be imbued into any


ring. Once infused, as a bonus action you can
activate (or deactivate) the ring to form a
mystical shield around your arm. As an
additional bonus action, you may use the shield
to launch it with a ranged attack (1d8
bludgeoning damage, range 30' / 60). Once the
shield is used in a ranged attack, you cannot
summon another until you have taken a long
rest.

Weapon (various), artifact (requires


attunement)
Common name: Darkblades

The four darkblades consists of a longsword,


shortsword, scimitar, and sickle. Their handles
are made from the bone of demons and it is
said that the blades are made from the ultrarare black ivory of dragon unicorns.
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
attacks; you gain a +2 bonus to all saves vs
magical attacks from humanoids. Druidic
Synergy: in the hands of a Druid, L'ashmire
allows you gain Advantage on any save vs. a
magical attack, but only once per short rest.
Destruction: The darkblades cannot be
destroyed by separately. Each of the four blades
must be tightly bound in virgin elven hair and
submerged in demons blood for 7 days, which
will render them powerless and turn the blood
into hardened rock.

Doornob of
Teleportation

that it will take you to someplace else, which


could be very bad (DM's discretion). The portal
itself is one way. Once the door is closed, the
handle and door will disappear.

Ghost Artifacts
Wondrous item, artifact (requires attunement)
Common Name: Havas Will
Description: These items consist of a Silver
Amulet, Leather Belt, Leather Boots, Red Cape,
and a Golden Ring. The items are visually
mundane in nature, but provide magical
bonuses as you wear one or more of them at
the same time.

All Ghost Artifact items requires attunement.


Wondrous Item, artifact
This rusty doornob has a small hole in the
SYNERGY (1-Piece) - Ethereal Senses: If you
middle of the nob, which actually serves as an
wear any one item from the Ghost Artifacts,
inter-dimensional portal. By drawing a door on
you gain a sixth sense from danger around you a flat surface (ground, wall, etc), and writing
- you gain a bonus to your Passive Perception
down your destination on the door, you can
equal to half your current level.
place the doornob onto your drawing and recite
the magical words of power. The drawing of the
SYNERGY (2-piece) - Ethereal Vision: If you
door will magically turn into a real door;
wear two items of the Ghost Artifacts, you gain
opening it will reveal a portal that has a 95%
the ability see the bends around reality -- you
chance of leading you to your desired
can see invisible creatures as if they were not
destination. However, there is a 10% chance
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
your level) -- a successful save reduces the
duration to just 1 round. You immune to your
own moan, and you must take a short rest
before using this ability again.
Shaken: shaken character takes a -2 penalty on
attack rolls, saving throws, skill checks, and
ability checks.
SYNERGY (5-Pieces) - Ethereal Smite: If you
wear all five items from the Ghost Artifacts, you
are granted the ability to make an Ethereal
Smite; you may take an action to make a melee
attack against any creature within 20 feet of
you; for this attack, the target creature is
always considered adjacent to you. You must
take a short rest before using this ability again.
However, if this attack resulted in a Critical Hit,
you are allowed to make another Ethereal
Smite without needing a short rest.
History: In the 3rd year of the Great Rift, Hava
(the last of the Seven Rift Ghosts) performed
the final quest as commanded but the 10th
goddess of death, Karah. By completing this
final quest, Hava was allowed to leave the
ethereal plane and proceed to the afterlife.
Before doing so, Hava bestowed upon 5
adventurers the Ghost Artifacts, as thanks for
helping her complete her final quest.

Karishas Soul
Weapon (short bow), artifact (requires
attunement)
Common Name: Bow of Splitting
History: Karisha's Soul was meticulously
handcrafted by a secret society of high elves in
the Greenlands. It was given as a gift to the
Elroen clan to celebrate the birth of their son
and heir, Kaleek the first. Kaleek grew up to be
an intelligent and natural leader, and a highly
respected ranger.
When Kaleek reached his 19th year, his father
became very ill and passed away. He took the
death of his father very hard and went into
seclusion for six months in the fire mountains.
When he returned, he made a decision that
would forever impact the Elroen clan he
declined the leadership that was passed to him
and handed it to his sister Itari, who was the
eldest child.
Kaleek left his clan and changed his name to
Karisha, who would become a legend in his own
right.
Description
Karishas Soul is a shortbow made of deep
mahogany, but with an ability to split an arrow
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
that were created for a group of teens that is
said came from a strange plane of existence
looking for a passage home. The children have
long since gone home, but the artifacts remain
and can be found by a lucky adventurer. All
Children of the DM items requires attunement.
Hanks Ranger Bow
Weapon (shortbow or longbow), artifact
This magical yellow bow has the ability to
change into a short bow or long bow at will. It is
very unique in nature as it doesn't have a
bowstring -- when taking an action with this
bow, it creates a string of energy and a magical
arrow that deals bludgeoning or force damage
(your choice at the time that you make the
attack).
RANGER SYNERGY: Any Ranger that wields this
bow has the additional option to create a
magical arrow that deals Thunder damage. At
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).

Eric's Cavalier Shield


Armor (shield), artifact
This orange heater shied has an emblem of a
griffon in the front. It acts as a standard shield,
except that it protects the wearer from specific
kinds of attack. As a bonus action you can
designate one damage type -- when wielding
the shield you gain resistance to that damage
type until you change to a different one.
FIGHTER/PALADIN SYNERGY: Any Fighter or
Paladin who wields this shield can tap into its
innate powers to create a force field. This force
field can be created as a bonus action or as a
reaction to any attack, and provides you with an
additional +3 bonus to AC for one turn. If your
Fighter and/or Paladin level is 5th or greater,
you can extend the force field up to 5 feet
around you, providing the AC bonus to anyone
within Range; it extends again to 10 feet at 10th
level or greater. The force field can only be
created once per short rest.

Unorthodox Treasures created by The Le

Diana's Miraculous Acrobat Staff


Weapon (quarterstaff), artifact
This miraculous green staff is just 8 inches long,
but can extend at will to a full Quarterstaff. It is
unique when fully extended as it can be used as
a thrown light weapon (range 20/40). Upon
impact with an enemy, it will ricochet and
target another enemy within your range and
then return to you -- make two separate attack
rolls, if the first attack hits, then check to see if
the second hits; if the first attack misses, your
attack ends and the staff returns to you.
ACROBAT SYNERGY: Anyone proficient in the
Acrobat skill can tap into the staff's mystical
energy, doubling your existing Acrobat skill
bonus. Furthermore, under these conditions,
using the staff as part of a ranged attack will
allow it to ricochet a second time (i.e. hitting a
third target that is within range)
Presto's Magic Hat
Wondrous Item, artifact
This magical green hat acts as a portable hole -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.

granting you a +2 bonus to AC and +2 to Stealth


checks. Unfortunately the effect is not
completely stable -- taking any damage at all
will disrupt the aura for 1 minute.
BARD/ROGUE SYNERGY: Any Bard or Rogue
using this cloak will immediately sense a greater
power that others cannot sense and can
enhance the aura with their own life force -taking damage will not disrupt the aura if you
are a Bard or Rogue. Furthermore, if you are a
Bard or Rogue of 7th level or greater, you can
tap into the cloaks' power to turn yourself
Invisible for up to 1 minute. You can only use
this invisibility ability once per long rest.
Invisible: An invisible creature is impossible to
see without the aid of magic or a special sense.
For the purpose of hiding, the creature is heavily
obscured. The creatures location can be
detected by any noise it makes or any tracks it
leaves. Attack rolls against the creature have
disadvantage, and the creatures attack rolls
have advantage.

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
attunement)
This wooden Greatclub is, in a word, great. As a
magical club, making an attack with it gives off a
small sonic boom -- if you successfully hit your
enemy with a melee attack with this Greatclub,
you will also automatically hit any other
enemies that are adjacent to you and/or
adjacent to the initial target.
BARBARIAN SYNERGY: In the hands of a
Barbarian, Bobby's Greatclub is extremely
powerful. With this weapon in hand, a
Barbarian can make seismic attack on the
ground, which causes a wave of thunder to
travel from the point of impact to a distance of
30-feet away in a straight line. Any creature
caught in this wave takes 1d8 Thunder damage
and must make a Dexterity save or be knocked
prone (DC 15). On a Critical Hit with this attack,
the DC is increased by an amount equal to the
Barbarian's level.
Prone: A prone creatures only movement
option is to crawl, unless it stands up and
thereby ends the condition. The creature has
disadvantage on attack rolls. An attack roll
against the creature has advantage if the
attacker is within 5 feet of the creature.
Otherwise, the attack roll has disadvantage.

Season Stones
Wondrous item, artifact
Common Name: Druids Stones
Description:
The Season stones are four ancient Druidic
artifacts created by the first four druids of
Na'vanhill in the 7th year of the Rabbit. The
stones themselves are small and round, smooth
to the touch, each with an ancient word of
power etched within it.
By holding a stone to a particular non-weapon
item and speaking the word of power, the stone
will imbue itself to the item giving it new
powers and abilities. (note: the word of power is
etched in the stone, but you may not know how
to pronounce it; you can dedicate entire quests
to learning the word of power). Anyone can
wear an item imbued by a Druid stone and have
access to its innate powers. Speaking the same
word of power while wearing the imbued item
will cause the stone to detach itself -- once
detached it cannot be re-imbued into a new
item for 30 days.
Druidic Synergy: The Druid stones can also be
imbued into a weapon, but only by a Druid. In
these instances, the stones only power the
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)


This red stone can only be imbued into armors
and shields. The imbued item grants you
resistance to fire damage.
Druidic Synergy: When the Fire Stone is
imbued into a weapon, it enchants the weapon
with a fire after-effect. As a druid, every attack
with the imbued weapon deals an extra 2 points
of fire damage. If you strike with a critical hit,
that fire damage increases to 1d8+2.
AUTUMN STONE (Fall)
This brown stone can only be imbued into a ring
or amulet. The imbued item grants it's wearer a
permanent aura that acts like a "Detect Poison
and Disease" spell.
Druidic Synergy: When the Autumn Stone
Stone is imbued into a weapon, it enchants the
weapon with an aura that allows the wielder to
"Detect Magic" as per the spell. The Druid using
the imbued weapon does not need to wield it to
gain this effect, as it can simply be kept in your
inventory (or scabbard, etc).

WINTERING STONE (Winter)


This White stone can be imbued into any item
that is normally worn (helm, shield, belt, boots,
etc), and it grants its wearer Resistance to Cold
damage.
Druidic Synergy: When the Wintering Stone
Stone is imbued into a weapon, it enchants the
weapon with powerful winter magic. The Druid
using the imbued weapon can cast Wintering
Blast each turn.
Wintering Blast (spell)
Evocation (cantrip)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A shard of magical ice streaks toward a creature
within range. Make a ranged spell attack against
the target. On a hit, it takes 1d4 cold damage,
and its speed is reduced by 10 feet (max) until
the start of your next turn. If the same creature
is hit again by Wintering Blast in the same
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
1-3
4-6
7-9
10-12
13-15
16-18
19-21
22-24
25-27
28-30
31-33
34-36
37-39
40-42
43-45
46-49
50-52
53-55
56-58
59-61
62-64
65-67
68-70
71-73
74-76
77-79
80-82
83-85
86-88
89-91

D100
1-2
3-4
5-7
8-10
11-12
13-14
15-16
17-18
19-20
20-23
24-25
26-27
28-29
30-31
32-33
34-35
36-37
38-40
41-42
43-44
45-46
47-48
49-50
51-53
54-55
56-57
58-59
60-61
62-64
65-67
68-69
70-72
73-74
75-77
78-79
80-82
83-85
86-88
89-90
91-93
97+

RESULT (uncommons)
Ale Wand
Amulet of Aid
Amulet of Bewitching
Amulet of Sight
Bag of Berries (once per day)
Bash Bash
Bone Sword
Boots of Fire (1d4 damage)
Bracers of the Four Winds
Broach of Beauty
Burst Helm
Cool Fez
Dragon Prod
Enchanted Quiver (1d6)
Forever Lasting Gobstopper
Helm of Vision
Idol of the Running Man
Kendalls Fanciful Fishing Pole
Mud Ring
Mummys Wand (1d4 charges)
Orb of Defense
Orb of Winter (once per 3 days)
Perception Boots
Potion of Continual Health
Ring of Slow Digestion
Spark Ring
Undead Torchlight
Wand of Ancients
Wand of Hiding (+1)
Wand of Magic Missile (uncommon
version)
92-94 Wand of Purification
95-97 Wand of Ra (2d4 charges)
98-99 Reroll
100
Roll twice against this chart

RESULT (rares)
Alis Magic Carpet
Amulet of the Crusader
Babbling Fish
Bag of Berries (twice per day)
Bag of Folding
Belt of Feebleness
Bola Bola
Boots of Fire (2d4 damage)
Bracers of Ki
Candle Holder of Warning
Case of Infinite Bolts
Clerics Ring
Coldsnap
Cup of Everlasting Whine
Double Dragon
Dream Flute
Druids Ring
Duck of Ultimate Doom
Enchanted Quiver (3d6)
Gloves of Bow Speed
Gloves of Lightning (1d4+2)
Gloves of Squishing
Icefire Rings (one ring)
Infinity Keys (one key)
Mummys Wand (2d6 charges)
Orb of winter (daily use)
Paladins Ring
Quill of Death
Ring of Orcish Fury (+1)
Sonic Dagger
Sorcerers Belt of Trolling
Spike Shield
Wand of Hiding (+2)
Wand of Magic Missile (rare version)
Wand of Ra (5d4 charges)
Wand of Rain
Wand of Sleep
Wand of Small Feasts
Wand of Teeth
Web Bracers
Reroll

Unorthodox Treasures created by The Le

Treasure Generator: VERY RARE

Treasure Generator: ARTIFACTS

D100
1-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-70
71-75
76-80
81-85
86-90
91-95
96+

D100
1-4
5-8
9-12
13-16
17-20
21-24
25-28
29-32
33-36
37-40
41-44
45-48
49-52
53-56
57-60
61-64

RESULT (legendaries)
Bag of Berries (three times per day)
Bag of the Magi
Captains Shield
Cloak of Hunger
Crystal Plate
Deck of Simple Weapons
Feet of Flames
Gloves of Lightning (2d4+2)
Icefire Rings (two rings)
Infinity Keys (3d4 Keys)
Pants of Doom!
Ring of Orcish Fury (+2)
Snowman of Doom
Sorcerers Stone
Thundersword
Wand of Hiding (+3)
Wand of Simple Weapons
REROLL

RANDOM TREASURE GENERATOR


(LEGENDARY)
D100
1-10
11-20
21-30
31-40
41-50
51-60
61-70
71-80
81-90
99-100

RESULT
Deck of Treasures
Erotic Saddle
Gemsword
Ghost Earring
JLPs Saddle
Rapier DEn Garde
Splitsecond
Stone of Jormungand
Sword of Dragon Perception
Whistler

65-68
69-72
73-76
77-80
81-84
85-88
89-92
93-96
97+

RESULT (artifacts)
Bauble of Serration
Bauble of Shielding
Bauble of Thunder
Dekken Darkblade: Hktar (longsword)
Dekken Darkblade:Et-sa (shortsword)
Dekken Darkblade: Lmkata (sickle)
Dekken Darkblade: Lashmire (scimitar)
Doornob of Teleportation
Ghost Artifacts (Silver Amulet)
Ghost Artifacts (Leather Belt)
Ghost Artifacts (Leather Boots)
Ghost Artifacts (Red Cape)
Ghost Artifacts (Golden Ring)
Karishas Soul
Children of the DM: Hanks Ranger Bow
Children of the DM: Erics Cavalier
Shield
Children of the DM: Dianas Miraculous
Acrobat Staff
Children of the DM: Prestos Magic Hat
Children of the DM: Sheilas Thief Cloak
Children of the DM: Bobbys Barbarian
Greatclub
Season Stones (Emerging Stone)
Season Stones (Fire Stone)
Season Stones (Autumn Stone)
Season Stones (Wintering Stone)
REROLL

Unorthodox Treasures created by The Le

MASTER / RANDOM TREASURE GENERATOR


1D100 RESULT
01-10 Die roll x 5 copper per person
11-20 Die roll x 5 silver per person
21-30 Die roll x 2 gold per person
31-40 1d8 gold per person, 1d4 gems worth
20 gold each, 1 Potion of Healing
41-50 1d8 gold per person, 1d4 gems worth
20 gold each, 1d4 Potions of Healing
50-55 2d4 gold per person, 1d4 gems worth
20 gold each, 1d4 Potions of Healing
56
+1 Amulet of Natural Armor*
57
+2 Amulet of Natural Armor*
58
+3 Amulet of Natural Armor*
59
Vicious Weapon*
60
Keen Weapon*
61
+1 Weapon of Defending*
62
+2 Weapon of Defending*
63
Rhino Hide*
64
Adamantium Amor*
65
Animated Shield*
66-70 Roll 1d4 times on standard DMG Magic
Item table
70-75 Roll 1d6 times on standard DMG Magic
Item table
76-83 Roll 1 time on the Uncommon table
84-85 Roll 1d4 times on the Uncommon table
86-90 Roll 1 time on the Rare table
91
Roll 1 time on the Rare table and 1d4
times on the Uncommon table
92
Roll 2 times on the Rare table
93
Roll 1 time on the Very Rare and
Uncommon Tables
94
Roll 1 time on the Very Rare and Rare
Tables
95
Roll 1 time on the Very Rare, Rare, and
Uncommon tables
96
Roll 1 time on the Legendary, and Rare
table tables
97
Roll 1 time on the Legendary and Very
Rare tables
98
Roll 1 time on the Legendary, Very Rare,
and Rare, and Uncommon tables.
99
Artifact (Bauble), DMs choice
100
Roll against the Artifact table

For results of 56+, please also add gold, gems,


or art objects, depending on the monster
challenge / party level.
* Amulet of natural Armor: This amulet, usually
crafted from bone or beast scales, toughens the
wearers body and flesh, giving him an
enhancement bonus to his natural armor bonus
of from +1 to +5, depending on the kind of
amulet.
* Adamantium Armor: same as a regular piece
of armor, except all physical damage dealt to
the wearer is reduced by 2.
* Animated Shield: Upon command, an
animated shield floats within 2 feet of the
wielder, protecting her as if she were using it
herself but freeing up both her hands. Only one
shield can protect a character at a time. A
character with an animated shield still takes any
penalties associated with shield use.
* Defending: A defending weapon allows the
wielder to transfer some or all of the swords
enhancement bonus to his AC as a bonus that
stacks with all others. As a bonus action, the
wielder chooses how to allocate the weapons
enhancement bonus at the start of his turn
before using the weapon, and the effect to AC
lasts until his next turn.
* Keen: This ability doubles the threat range of a
weapon (i.e. you score a critical hit when you
roll a 19 or 20). Only piercing or slashing
weapons can be keen.
* Rhino Hide: This +2 hide armor is made from
rhinoceros hide. In addition to granting a +2
bonus to AC, it deals an additional 2d6 points of
damage on any successful charge attack made
by the wearer, including a mounted charge.
* Vicious: When a vicious weapon strikes an
opponent, it creates a flash of disruptive energy
that resonates between the opponent and the
wielder. This energy deals an extra 2d4 points of
damage to the opponent and 1d4 points of
damage to the wielder. Only melee weapons
can be vicious.

Unorthodox Treasures created by The Le

Unorthodox Treasures
Created by The Le
TheLeGames@yahoo.com
Images used with permission:
2003 VShane
Image Portfolio, Louis Porter, Jr. Design
Clipart.com
The Character Clip Art & Color Customizing
Studio and the Elmore Signature are
trademarks of Elmore Productions, Inc.
2002 Elmore Productions, Inc. All Rights
Reserved.
Some artwork Octavirate Entertainment,
used with permission.

Over 50 The Le Games products available


for your d20/3.5e system.
Check them out now at Rpgnow.com

Unorthodox Treasures created by The Le

You might also like