Tygrex's Compendium of Items

by Art of Tygrex

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Tygrex's Compendium of Items

Item Descriptions

The following list of items are presented in alphabetical and rarity order and contain details on how they function, how they are used, and if they require attunement. You are free to modify these items in whatever way you feel will make them more suited to your campaign or world setting.


Common Items


Blanket of Everlasting Sleep

A comfortable blanket that makes it impossible for the user to wake up while it is on them. This effect is only applied once the user has fallen asleep.

Blanket of Restlessness

A comfortable blanket that makes it impossible for the user to fall asleep comfortably.

Boots of Discomfort

A pair of normal looking boots that will always be one size too small to the wearer and halve their movement speed.

Cardigan of Pleasing Warmth

This cardigan will always make you feel comfortably warm so long as the temperature is above freezing.

Cloak of Attraction

This cloak that can as attract the attention of anyone that can see you within a 15ft radius. As an action, you can target as many creatures up to their Charisma modifier (minimum of 1) and all targets must make a DC 10 Wisdom saving throw or be stunned for 1 round.

Hat of Disrobing

This hat looks identical to a Hat of Disguise, except instead of altering one's appearance, it makes the wearer want to remove every article of clothing they have on, except for the hat. The effect only occurs when the wearer wishes to use the hat in the same way they would use a Hat of Disguise.

Ring of Oversharing

This simple silver ring forces its wearer to reveal a personal secret with the nearest person at a random time once per day at the GM's discretion.

Scarf of Extension

This scarf is naturally 5ft in length but as a bonus action can extend up to 15ft. With a bonus action it can also revert to its normal length.

Scarf of Restriction

This scarf is 15ft long and as a bonus action can be used to restrict things. If you use the scarf on a creature, the creature must make a DC 10 Strength saving throw or be restrained.

Illusory Blanket

This blanket has the ability to change its appearance to match its terrain. You can hold the blanket and while focusing on a type of terrain, you can alter the blanket to match that type of terrain. The effect is permanent until you choose to alter it again.

Orb of Light

This black crystal can be held in one hand and be used to emit either a dim light or a bright light up to a radius of 5ft or 20ft. You can choose the type of the light to produce, the colour, and the exact range between the two aforementioned distances.

Wand of Bees

This wand has 4 charges. You can target one creature they see and expend 1 charge to summon 1d100 bees. The target will be swarmed by the bees and must make a DC 10 Constitution saving throw or suffer 1 poison damage for every 10 bees in the swarm.

The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into 1d100 bees that target you for 1 minute. After which, they disperse, and the wand is gone for good.


Uncommon Items


Cantrip Caster

This small rod has 1d4+1 slots built into its body. A spellcaster that knows at least 1 cantrip can imbue a cantrip into one of the slots for later use. Each slot must contain a unique cantrip, any attempt to imbue multiple slots with the same cantrip will fail. You can cast a cantrip stored in the rod as normal. A slot can be replaced with a new cantrip by imbuing the new cantrip into the slot. It takes 10 minutes to imbue a cantrip or replace a slot.

Cloak of Concealment

This cloak that can make you invisible so long as you are in an area of darkness or dim light and are holding you breath. You can hold your breath for 1 + your Constitution modifier in minutes (minimum of 30 seconds).

Jar of Surprise

A small glass jar filled with a strange gray substance that changes each time the substance is pulled from the jar. Roll a d10 to determine what the substance is.

d10 Substance
1 Acid
2 Poison
3 Oil
4 Grease
5 Salt Water
6 Mustard
7 Gravy
8 Fruit Sauce
9 Chocolate
10 Ice Cream

Necklace of Resistance

This necklace grants you resistance to one damage type when being worn. The gem within the piece determines the type, which the GM chooses or determines randomly.

d10 Damage Type Gem
1 Acid Peridot
2 Cold Aquamarine
3 Fire Fire Opal
4 Force Pearl
5 Lightning Topaz
6 Necrotic Bloodstone
7 Poison Garnet
8 Psychic Amethyst
9 Radiant Moonstone
10 Thunder Star Sapphire

Quill of Forgery

This quill allows you to perfectly replicate another persons work, so long as you have a copy of their work within sight when you are using the item. Works that can be forged can include someones handwriting or rough art sketches, so long as the original work was done by hand and not by any other method.

Rose Tinted Glasses

These rounded framed rose tinted glasses will make whatever the wearer sees more attractive than it is normally it.

While wearing these glasses, the wearer can choose to take a -5 penalty to Charisma based checks so they can roll with advantage. This effect cannot be used for Charisma Saving Throws.

Wine Glass of Trickery

This wine glass makes any substance poured into appear and smell like wine.


Rare Items


Hidden Blade

This wrist mounted blade can be activated by pressing your hand against the body of a target of your choice. If you attack an unsuspecting target, you make the attack with advantage. The blade deals 1d4 + your Dexterity modifier piercing damage. The weapon has the finesse and light properties and its reach is your reach. When extended, you can use your bonus action to reset the blade.

Magnifier of Identification

This small magnifying glass has 1d4 + 1 charges. While holding it, you can expend 1 charge to cast the identify spell on an object of your choice. The item regains 1d4 charges daily at dawn. If you expend the magnifier's last charge, roll a d20. On a 1, the magnifying glass loses its enchantment.

Orb of Dazzling Lights

This black crystal orb can be used to produce a series of rapidly flashing colorful lights. Any creature that sees this within a 30ft radius - except the user - must make a Wisdom Saving Throw. On a failed save, the affected targets are blinded for 1 round. On a successful save, they resist the blinding effect of the lights. After the item is used, it will take one hour before it can be used in this way again.

Orbs of Speaking Thoughts

These small glass orbs come in a set and are filled with a strange liquid that is connected to the ethereal plane. The GM rolls 1d4 + 1 to determine how many orbs are in the set.

As a bonus action, you can whisper into the orb to communicate with another player who has an orb on their person and is on the same plane of existence as you. Those on the receiving end will hear the whisper in the back of their mind. The orbs have an effective range of up to 1 mile, beyond that the whispers become unintelligible. If one of the orbs cracks or breaks, then the enchantment is lost on that orb.

Player's Card

This playing card appears like any normal card from a deck. As a bonus action, you can alter the face card to any other static image so long as you can imagine it. Examples can include the face of another card from the same deck, a handwritten note, or a small drawn picture of an individual you know.

Ring of Awareness

This ring grants you advantage on perception rolls that rely on sight or sound. Once per long rest, you can give yourself advantage on initiative. You choose to give yourself advantage after you've already rolled for initiative.

Requires attunemnt

Serpentine Staff

This ornate wooden staff is carved in the shape of a snake. As a bonus action, you can transform the staff into a snake with a command word of your choice. In combat, you can use a bonus action to command the snake to perform an action and it goes on your turn. When the snake's hit points reaches zero, it reforms back into a staff and cannot be used in this way again until the next dawn.

Very Rare Items


Amulet of Fury

This amulet grants you a temporary boost to attack and damage rolls. Once per long rest, as a bonus action, you can activate the amulet and become filled with rage. You gain a +2 to attack and damage rolls. The effect wears off when combat ends.

Requires attunement

Ball of Entrapment

This small capsule can be held in a single hand and be thrown at a target of the users choice. The target must make a DC 10 Dexterity Saving Throw. On a failed save, the target is sucked into the capsule and trapped within it until the user chooses to release them. On a successful save, they evade becoming trapped within the capsule, but they do take 1 point of bludgeoning damage as the ball strikes them.

Boots of Surviving

These boots allow you to survive any fall from any height, but only once. When you fall from a height that reduces you to zero hit points, the boots take all the damage instead and turn to dust. Otherwise, you take the fall damage as normal.

Flintlock of the Marooned

This flintlock has the soul of a mariner trapped within it who was left stranded on an island to die with this very weapon. When you attune to this weapon, you will be able to hear this ancient soul speak to you in the back of your mind, constantly urging you to engage in needless combat at any given opportunity.

The flintlock also has only one shot. When the weapon is fired, it will break apart and turn to sea salt, releasing the soul trapped within it. The weapons deals maximum damage against any target it is fired at, killing them in one shot.

Requires attunement

Trick Dagger

This dagger has a built in mechanism that allows it to transform into a rapier. The dagger extends itself and collapses into a long thing blade resembling a rapier.

In its dagger form, the weapon deals 2d4 piercing damage and is considered a martial weapon. It also lacks the light property due to its increased weight, but retains the finesse and thrown (20/40) properties. In its rapier form, all properties are the same as a normal rapier.

As a bonus action, you can switch the form of the trick weapon by twisting the handle, changing it from one state to another.

Legendary Items


The Coin of Fates Collection

This coin collection has unclear origins. Each coin has a powerful enchantment that grants one of two possibilities that can alter the state of reality. Each coin can be flipped once and cannot be used until the next dawn. Some coins have additional effects after being used. Once the coin has been flipped, an effect will be applied. To flip a coin, you must roll a 1d4. A 1 and 2 count as tails. A 3 and 4 count as heads.

The Coin of Arcana

This coin of fate grants you the ability to cast any spell of your choosing, regardless of your ability to cast spells or not. The heads side is the image of a humanoid casting a spell. The tails side is the image of a humanoid burning in flames.

Heads. You successfully cast the spell of your choice at its lowest level.

Tails. You fail to cast the spell and suffer 10d10 psychic damage and your Intelligence score is reduced by 1.

The Coin of Balance

This coin of fate grants you the ability to alter your inner nature. The head side is the image of a perfect scale. The tails side is the image of a broken scale. You choose two ability scores, one you wish to improve and the other you wish to decrease.

Heads. You transfer one point from the score you wish to decrease into the one you wish to improve.

Tails. You swap the scores of chosen abilities.

The Coin of Chance

This coin of fate grants you a chance to avoid harm. The heads side is the image of an angel. The tails side is the image of a grave. The next time you fail a saving throw, you can flip this coin.

Heads. You automatically succeed the saving throw. If you take half damage because of the save, you instead take no damage.

Tails. You still fail the saving throw as normal. If you take damage from failing the saving throw, you take double the amount of damage dealt instead. If you do not take any damage, you suffer 10d10 psychic damage.

The Coin of Charming

This coin of fate grants you the ability to charm any creature of your choosing under any circumstances. The heads side is the image of a humanoid in love with another. The tails side is the image of a humanoid enraged with another. You pick any creature that you can see and regardless of what the situation is, you flip this coin.

Heads. The target becomes infatuated with you for 10d10 days. They trust everything you say and will do as you command without question. The coin disappears for the duration of the effect and then returns to you once it ends.

Tails. The target becomes extremely hostile to you for 10d10 days. They will do everything in their power to end your life regardless of their alignment or nature.

The Coin of Endurance

This coin of fate grants you additional energy. The heads side is the image of a humanoid waking up fully refreshed. The tails side is the image of a humanoid fainting.

Heads. Your body is filled with excess vitality. You will not suffer from any levels of exhaustion for 8d8 days and gain 1 point in either your Strength or Dexterity score.

Tails. Your body suffers extreme fatigue. You gain 5 levels of exhaustion in an instant and lose 1 point in either your Strength or Dexterity score.

The Coin of Life

This coin of fate grants you control over life. The heads is the image of a beating heart. The tails side is the image of a skull. You choose a creature that has been dead for no more than 1 week.

Heads. The life essence of the world is transferred into the body of your target. They come back to life at full health, their body is healed of whatever injuries they had sustained that caused their death.

Tails. You transfer your own life essence into the body of your target. They come back to life at full health, their body healed of whatever injuries they had sustained that caused their death. You roll a d20, on anything other than a 20, you die. If you roll a 20, you are instead reduced to 1 hit point.

The Coin of Striking

This coin of fate grants a bonus to attacks. The heads side is the image of a humanoid wielding a sword. The tails side is the image of a humanoid being stabbed. You choose an enemy that you intend to attack. Before you make your attack, you can flip this coin.

Heads. The attack against the target of your choice is an automatic critical hit.

Tails. You make your attack against the target of your choice like normal, but the next attack against you is an automatic critical hit.


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