Daily Magic Items by ChaseTriesAgain

by ChaseTriesAgain

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Daily Magic Items by @ChaseTriesAgain

I have a massive list of magic items I want to make, but I never get around to creating them. Instead of leaving them to rot in an Excel spreadsheet, I'm going to start building them, and I'll share one of them everyday. I'll be archiving them here. I'll continue to update and tweak this document until I run out of ideas.

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Newest Magic Items

Alchemical Hive

Wondrous Item, very rare
Mar. 19, 2020

This object appears to be a clay urn with a hinged lid and a spigot near the bottom. The urn is about 1 foot tall and 1 foot around, and it weighs 10 pounds. The urn emits a low humming that sounds like a hive of bees but is only perceptible to a creature in possession of the urn. Opening the lid of the urn reveals a brass structure like a honeycomb.

If 1 pound of plant or animal matter is placed into the urn, the urn may produce a potion or poison after 1d6 hours. The potion or poison is determined by the DM (see the random chart below), and it is extracted through the spigot. The urn can only hold 1 pound of material at a time, and each use of the spigot produces 1d6 doses of the potion or poison. So long as material is provided, the spigot can be used once per day without issue.

If you attempt further uses of the spigot in a single day, roll 1d6. On a 1, the alchemical hive ceases to function for 1d10 days, on a 2 to 5, nothing comes out, and on a 6, the spigot produces one additional dose of the potion or poison.

If you attempt to feed the alchemical hive anything besides plant or animal matter, it will consume the material but will not produce anything and has a 50 percent chance of ceasing production for 1d10 days. If you do not provide material for the hive for 10 or more days, the next time you attempt to use it, it has a 50 percent chance of producing nothing, but it will resume normal function once you have provided material for two consecutive days.

If the urn is opened after adding material but before withdrawing the potion, the material will be partially broken down but no creatures or activity are visible. If the alchemical hive is broken, a swarm of insects with the same statistics as the swarm of wasps from the Monster Manual appears. The swarm attacks the first thing it sees, and it dissipates after 1 minute if it has not been killed.

d50 Substance
1 Water
2 Honey
3 Potion of Healing
4 Drow Poison
5 Potion of Climbing
6 Potion of Growth
7 Potion of Hill Giant Strength
8 Midnight Tears
9 Potion of Water Breathing
10 Potion of Poison
11 Potion of Greater Healing
12 Potion of Acid Resistance
13 Potion of Cold Resistance
14 Potion of Fire Resistance
15 Potion of Force Resistance
16 Potion of Lightning Resistance
17 Potion of Necrotic Resistance
18 Potion of Poison Resistance
19 Potion of Psychic Resistance
20 Potion of Radiant Resistance
21 Potion of Thunder Resistance
22 Oil of Taggit
23 Oil of Slipperiness
24 Keoghtom's Ointment
25 Potion of Fire Breath
d50 Substance
26 Potion of Animal Friendship
27 Pale Tincture
28 Potion of Invulnerability
29 Potion of Heroism
30 Potion of Superior Healing
31 Potion of Diminution
32 Potion of Frost Giant Strength
33 Potion of Stone Giant Strength
34 Potion of Fire Giant Strength
35 Elixir of Health
36 Assassin's Blood
37 Oil of Etherealness
38 Torpor
39 Potion of Vitality
40 Potion of Steed
41 Potion of Longevity
42 Potion of Invisibility
43 Potion of Supreme Healing
44 Potion of Flying
45 Potion of Cloud Giant Strength
46 Oil of Sharpness
47 Truth Serum
48 Sovereign Glue
49 Universal Solvent
50 Potion of Storm Giant Strength

Mantle of the Bat

Wondrous item, artifact (requires attunement)
Mar. 19, 2020

This is a simple hooded cloak made of black leather. Legends tell that it was created for a person of noble birth who used it to right wrongs in his city without being recognized.

Blessings of the Cowl. When you are attuned to the mantle, you have advantage on Dexterity and Wisdom saving throws. Additionally, you become proficient in and have advantage on Charisma (Intimidation), Dexterity (Acrobatics), Dexterity (Stealth), Intelligence (Investigation), and Strength (Athletics) checks.

You also have darkvision out to 120 feet. You are immune to bludgeoning, piercing, and slashing damage from nonmagical weapons. You are resistant to acid, cold, fire, and lightning damage. You also have advantage on saving throws against being charmed or frightened.

Swarm of Bats. Once per day, you can summon a swarm of bats as described in the Monster Manual. The swarm will obey any commands you give and will defend itself if it does not receive a command. The swarm leaves after 1 minute.

Assumed Identity. While you are wearing the mantle with the hood up, other creatures, including those that know you, must make a DC 30 Wisdom (Perception) check to recognize you. You or another creature that knows your identity may choose to reveal your identity to a creature that doesn't recognize you.

Once a creature has recognized you or had your identity revealed to it, it will always recognize you, even when you are wearing the hood, unless its memory is modified by magical means.

Mantle Magic. The mantle has 6 charges. It regains 1d6 + 1 charges each day at dawn. While wearing the mantle, you can use a charge to cast one of the following spells on yourself: feather fall, grease, jump, invisibility, spider climb, and water breathing.

Curse. When you first attune to the mantle, you must make a DC 20 Wisdom saving throw. On a failed saving throw, your alignment changes to Lawful Good.

Additionally, while you are attuned to the mantle, nonmagical flames are extinguished within 30 feet of you.

Mantle's Quest. Further, when you first attune to the mantle it gives you a quest determined by the DM. You must complete this quest as if affected by the geas spell. Once you complete the quest, you are no longer affected by this property.

Destroying the Mantle. The mantle cannot be destroyed by most forms of damage. However, it can be destroyed by the disintegrate spell or similar magic.

Metallic Symbiont

Wondrous item, very rare (requires attunement)
Mar. 19, 2020

What appears to be a silver scarab the size of a fist can be made to latch onto the back of a willing or unwilling host. When you have attuned to the symbiont, you can speak its command word to coat yourself in a flexible magic metal.

The metal coat lasts for 1 hour or until it is dismissed. While it is active, you gain +2 to AC and have advantage on Strength checks and saving throws. Additionally, you are resistant to bludgeoning, piercing, and slashing damage, and your unarmed strikes count as magic weapon attacks.

The symbiont has 4 charges, and it regains 1d4 charges each day at dawn.

Curse. While the metal coat is active, your speed is reduced by 10 feet, your weight is tripled, and you cannot swim.

If you spend an hour or more as a symbiont in a single day, you must make a DC 20 Constitution saving throw. On a failed saving throw, the changes become permanent and can only be reverted by the remove curse spell or similar magic.

Silver Slippers

Wondrous item, very rare
Mar. 19, 2020

These sparkling silver slippers will only fit on someone belonging to a good alignment. Once per day, the slippers can be used to return the wearer to their plane of origin.

Additionally, the slippers can be used to cast the wish spell once. This does not recharge.

Time Sync Chronometer

Wondrous item, legendary
Mar. 19, 2020

This object appears to be a small pocket watch with a map of the planes etched into the back. There are no numbers on the face of the watch, and there is only a single hand. There is a dial on top that can be wound forward or backward or pressed down.

If pressed down, it creates a sphere with a diameter of 100 feet centered on the creature that activated it. Time ceases to flow outside of this sphere, while creatures and objects inside the sphere can continue to move and take actions as normal. This effect lasts until 24 hours have passed inside the sphere or until a creature inside the sphere attempts to exit the sphere or effect a creature or object outside the sphere or until you dismiss it by pressing the dial again. This effect can be used three times after which the Time Sync Chronometer is destroyed.

You can wind the dial backward to rewind time 24 hours. You can use this effect once after which the Time Synchronometer is destroyed.

You can wind the watch forward to travel forward in time 24 hours. You can use this effect once after which the Time Synchronometer is destroyed.

Vampire's Ring

Wondrous item, rare (requires attunement)
Mar. 19, 2020

This simple ring is carved from the wood of the Gulthias tree. When you have attuned to the ring, you can use one of its charges to cast charm person, misty step, spider climb or vampiric touch. The ring has 6 charges and regains 1d6 charges each day at dawn.

Additionally, while wearing the ring, you have darkvision out to 120 feet and advantage on Dexterity (Stealth) checks.

Curse. Once you have attuned to the ring, you give off an undead aura. Additionally, you have disadvantage on attacks, saving throws, and Wisdom (Perception) checks made while outside during the day, and you are vulnerable to radiant damage.

This curse lasts even when you attune to another object. It can only be lifted by a remove curse spell or similar magic.

Wayland's Whetstone

Wondrous item, legendary
Mar. 19, 2020

This stone block shows a great deal of wear, having sharpened many blades throughout the ages. It can be used to sharpen any bladed weapon. Sharpening a weapon takes 30 minutes. Weapons sharpened with the whetstone permanently become magical weapons.

Additionally, it has 6 charges and regains 1d6 charges each day at dawn. You can expend 1 charge to sharpen a weapon and make it a +1 weapon. You can expend 2 charges to sharpen a weapon and make it a +2 weapon. You can expend 3 charges to sharpen a weapon and make it a +3 weapon. This change lasts until dawn of the next day.

Magic Items A to Z

Bridge Seed

Wondrous item, common
Mar. 12, 2020

This disk is about the size of a coin. It can be made with wood, stone, or metal, and it bears a carving of a bridge on one side.

If you toss this item into a body of water and speak its command word, a bridge will sprout from it. The bridge takes 1 minute to grow. The bridge is made of the same material as the seed, and it can span up to 500 feet over a body of water no deeper than 100 feet. The bridge remains in place for 1d4 hours then vanishes along with the seed.

Cat's Eye Amulet

Wondrous item, rare
Mar. 4, 2020

This small gem resembles the eye of a cat and is fastened to a simple cord or chain. You can use an action to speak the amulet's command word and transform into a cat as if using the druid's Wild Shape feature. This transformation uses the statistics for the cat found in the Monster Manual.

While transformed, you gain darkvision out to 120 feet, and you gain the ability to communicate telepathically with creatures within 120 feet of you. While in this form, you can cast any spells you know without the need for verbal or somatic components. You also have advantage on Dexterity checks and saving throws.

Additionally, while transformed, you gain the ability to cast one spell determined by your coat as a cat. You can cast this spell once per day. Your coat is determined randomly from the following chart.

d6 Coat Spell
1 White cat cure wounds
2 Black cat greater invisibility
3 Gray cat blink
4 Ginger cat fireball
5 Tan cat calm emotions
6 Calico cat true seeing

You can only transform into a cat once per day. However, the transformation lasts until you use an action to reverse the transformation or until you drop to 0 hit points or die.

Curse. If you remain a cat for more than 1 hour, you must make a DC 15 Wisdom saving throw when you attempt to return to your natural form. Should you fail a saving throw, you must wait 1 hour before making another attempt. If you fail three saving throws in a row or remain a cat for 24 hours, the transformation becomes permanent. This transformation can only be undone by great restoration, remove curse, or similar magic.

After 10 days as a cat, you must make a DC 20 Wisdom saving throw. On a failed saving throw, you become a regular cat. You lose all memory of your past life, and your Charisma, Intelligence, and Wisdom scores become those of a cat. The darkvision, telepathy, spell, and advantage on Dexterity checks and saving throws provided by this item end, and you lose any proficiencies, features, or abilities gained from your previous race, class, and background.

Once this happens, the transformation can only be undone by means of a wish or similarly powerful magic. If you succeed on the saving throw, you must repeat the saving throw every 10 days until you fail or the curse is lifted.

Cauldron of Pater Panem

Wondrous item, legendary
Mar. 2, 2020 Bonus item

This cast iron cauldron features an etching of a faceless figure giving bread to various humanoids. The cauldron has a diameter of 20 inches and is 6 inches deep. It weighs 15 pounds.

If provided with 500 gp worth of ingredients, the cauldron can produce 1d4 loaves of bread each day. The ingredients will fit into the cauldron regardless of size. The cauldron takes 1 hour to produce the bread, and the ingredients are consumed by the process. The cauldron requires no external heat source, and the ingredients do not need to be prepared in anyway before being placed into the cauldron.

Bread produced by the cauldron has magical properties. When the bread is removed from the cauldron, it produces a powerful odor that can be sensed from 1000 feet away in any direction. Creatures that smell the bread must make a DC 15 Wisdom saving throw. On a failed saving throw, a creature is overcome by the desire to eat the bread and will become hostile to creatures that prevent it from doing so. Creatures that are within 10 feet of the cauldron are immune to this effect.

Creatures that consume any portion of the bread must make a DC 15 Charisma saving throw. On a failed saving throw, a creature is charmed by the person in possession of the cauldron.

The bread produces the same effect as consuming the food produced by the spell heroes' feast, but the duration of the effects varies based on the size of the portions. A loaf of bread can be broken into 4 pieces, granting its benefit for 24 hours. If a loaf is broken into 8 pieces, the effects last for 16 hours. If a loaf is broken into 12 pieces, the effects last for 8 hours.

Undead and fiends do not receive these benefits if they consume the bread. Instead, they take 5d10 radiant damage. Constructs are unaffected by the bread.

The bread ceases to be magical after 24 hours.

Circlet of the Sibyl

Wondrous item, rare (requires attunement)
Mar. 9, 2020

This golden circlet depicts two serpents entwined with a laurel wreath. The serpents' heads are bent down toward the ears of the wearer.

While attuned to the circlet, you can spend one minute concentrating to contact a celestial being once per day. You can ask the celestial being a single question about a goal or an event happening within the next 10 days.

The celestial being will answer truthfully, but the reply may be short or cryptic and cannot take into account all the circumstances that may change the outcome. The celestial being that responds to your inquiry is determined by the DM.

Curse. When you attune to the circlet, you have disadvantage on Charisma (Persuasion) and Charisma (Deception) checks. This curse persists even if you are no longer attuned to the circlet. It can only be lifted by remove curse or similar magic.

Dagger of the Marine Monarch

Weapon (dagger), legendary (requires attunement)
Mar. 2, 2020 Bonus item

When sheathed, this dagger appears to be a figurine of a mermaid carved from ivory and embedded with jewels. Unsheathed, the mermaid's tail becomes the hilt. The blade reflects light like the surface of the water and even seems to show ripples and waves.

When attuned, you gain a +2 bonus to attacks and damage rolls made with this dagger. Additionally, you have a swimming speed equal to your walking speed, can breath in water and on land, and have advantage on Dexterity (Stealth) rolls while submerged in water. And you have a fish tail while submerged in the water. - Xllvr And a fish head while out of the water. - Prtsl These revisions are getting out of hand. - Chase

Additionally, you can speak this dagger's command word when making an attack to force the target to make a DC 15 Constitution saving throw. On a failed save, the target gains the ability to breath water but must be fully submerged for 2 out of every four hours or risk suffocating. This effect lasts for 1d6 + 1 days or until the creature is targeted by a spell such as remove curse. You can use this feature once per day.

Discord revisions maintained for posterity.

Giant's Fishing Hook

Weapon (greataxe), artifact (requires attunement)
Mar. 3, 2020

This hook appears to be the horn or talon of a massive creature. There are faded carvings of sea life along the sides, and one end has been fashioned into a hilt wrapped with leather.

The Giant's Fishing Hook once belonged to an ancient storm giant. The storm giant, known only as the Angler, protected coastal settlements from the dangers of the deep. The hook is said to be fashioned from the horn of a dragon that the giant defeated in battle.

The giant is said to have laid many enchantments on the hook to aid her in battle. When she finally fell in battle with a kraken, the giant used the last of her strength to fling the hook across the sky where it landed on an uninhabited island.

Magic Weapon. The Giant's Fishing Hook is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. Attacks made with the hook have advantage against creatures with a swim speed. This does not apply to creatures that have a temporary swim speed granted by a magic item or spell.

This hook also functions as a belt of storm giant's strength and a cloak of the manta ray.

Random Properties. The hook has the following randomly determined properties.

  • 1 major beneficial property
  • 1 major detrimental property

Angler's Secrets. When you are attuned to this hook, you gain the following benefits:

  • You are immune to cold and lightning damage while within 1 mile of the sea or a similarly large body of water.
  • You gain darkvision out to 120 feet while submerged in the water.
  • Good or neutral aligned dragon turtles, merfolk, metallic dragons, and storm giants that see you with the hook recognize you as an ally.

Conjure Water Elemental. If you are holding the hook, you can use your action to cast the conjure elemental spell from it, summoning a water elemental. You can't use this property again until the next dawn.

Lure. You can submerge the hook in water and use your action to summon a random assortment of creatures of the deep. To determine what creatures respond to this summons, roll on the chart below.

The creatures will obey any command you give them for 24 hours. You cannot use this propertyy again until the next dawn.

d8 Creatures
1 1 quipper
2 3 swarms of quippers
3 4 giant sea horses
4 4 reef sharks
d8 Creatures
5 2 giant octopi
6 3 hunter sharks
7 3 killer whales
8 3 giant sharks

Destroying the Hook. The hook is impervious to most damage, but it can be destroyed by being submerged in a geothermal vent in the depths of the ocean.

Inspector's Lenses

Wondrous item, rare
Mar. 6, 2020

These shaded lenses are set in simple golden frames and can be worn over the eyes. While wearing the lenses, you have darkvision out to 120 feet, and you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight while inspecting an area or object within 30 feet.

Additionally, these lenses have 4 charges. While wearing them, you can expend 1 charge to cast detect magic on yourself as an action or 3 charges to cast true seeing on yourself as an action. The lenses regain 1d4 expended charges each day at dawn.

Jar of Arcane Fungi

Wondrous item, uncommon
Mar. 10, 2020

This small clay jar contains 1d20 + 5 mushrooms. You can use an action to withdraw one random mushroom from the jar based on the table below. Each mushroom type has a different effect. A mushroom loses its potency 24 hours after it is removed from the jar.

d10 Mushroom Effect
1 Purple You are poisoned for 1 hour
2 Pink You gain the benefits of the reduce option of the enlarge/reduce spell for 1 minute.
3 Red You gain 10 temporary hit points until your next short or long rest.
4 Orange You gain the benefits of the enlarge option of the enlarge/reduce spell for 1 minute.
5 Yellow You can cast the fire bolt cantrip for 1 minute.
6 Blue You have a swim speed equal to your walking speed and can breath underwater for 1 minute.
7 White You are invisible and can walk through solid objects as if they were difficult terrain for 1 minute. If this effect ends while you are inside an object, you are ejected into the nearest empty space and take 1d10 force damage
8 Silver You have a fly speed equal to your walking speed for 1 minute.
9 Green The next death saving throw you make is an automatic success
10 Gold You are immune to bludgeoning, piercing, and slashing damage from nonmagical weapons. You are resistant to all other forms of damage. This effect lasts for 30 seconds.

Mindblade

Weapon (any melee weapon), uncommon (requires attunement)
Mar. 7, 2020

This simple metal rod is etched with runes. It is 1 foot long and weighs 1 pound. Once you have attuned to the mindblade, you can speak its command word and it will project psychic energy in the form of a melee weapon of your choice. The metal rod becomes the hilt or handle of the weapon.

The mindblade can take the form of any melee weapon you are proficient in. The mindblade uses the damage die associated with its form, but the damage type is changed to psychic. The weapon that the mindblade projects is a magic weapon, is translucent, gives off dim light in a 10-foot radius, and appears to be trailed by smoke or vapor.

The form of the mindblade's projection can only be changed once per day, but it can be summoned or dismissed as a bonus action at any time. If you summon the mindblade's projection in the same form for 10 days in a row, the form can no longer be changed and the weapon gains a +1 bonus to attack and damage rolls.

The mindblade's projection is dismissed if you fall unconscious, drop to 0 hit points, or die.

Music Box of Storms

Wondrous item, rare
Mar. 5, 2020

Capable of manipulating the weather, each side of this music box is painted with a scene depicting a different type of weather. This small wooden box weighs about 1 pound and could fit in the palm of your hand.

To activate the box's magic, a creature must open the lid of the box. The box will play a short tune before its magic takes effect. The effect is determined by the table below. The music box can only generate one effect per day, and it recharges each day at dawn.

d20 Effect
1 The box explodes dealing 5d10 lightning damage to creatures in a radius of 30 feet. Creatures that can see or hear the explosion must make a DC 15 Constitution saving throw. On a failed save, creatures are blinded or deafened for 1 minute. This destroys the music box.
2-5 The sky clears, and it becomes extremely hot and dry for 1 hour. This effects an area within 1 mile of the music box in all directions. Creatures within this area suffer from extreme heat as described in the Dungeon Master's Guide.
6-9 The sky becomes overcast, and it becomes extremely cold for 1 hour. This effects an area within 1 mile of the music box in all directions. Creatures within this area suffer from extreme cold as described in the Dungeon Master's Guide.
10-13 The sky becomes overcast, and an intense thunderstorm rages for 1 hour. This effects an area within 1 mile of the music box in all directions. Creatures within this area suffer from heavy precipitation as described in the Dungeon Master's Guide.
14-17 The sky becomes clear and a pleasant breeze blows for 1 hour. This effects an area within 1 mile of the music box in all directions. Creatures that are outside when this effect begins gain 10 temporary hit points.
18 A javelin of lightning falls from the sky in an open space within 15 feet of the box. It disappears after 10 days.
19 A staff of thunder and lightning is raised from within the box. It disappears after 1 day.
20 You gain the benefits of the control weather spell for 10 minutes.

Patchwork Dog

Wondrous item, uncommon
Mar. 11, 2020

This small toy is shaped roughly like a dog. It's made with scraps of various fabrics and filled with feathers. If you spend an action to place it on the ground within 60 feet of you and speak its command word, it transforms into a random canine from the table below.

The creature is friendly to you, can understand you, and will obey any commands you give it. If you give it no commands, it will remain within 60 feet of you, but it will otherwise behave normally for a creature of its type.

Regardless of the form it takes, the patchwork dog is vulnerable to fire. If it falls into water it is destroyed, regardless of whether it is a creature or an item at the time. If the creature's hit points drop to 0, it reverts to being an item, and it cannot transform again for 30 days. Otherwise, the transformation lasts for 24 hours and can only be used once every 5 days.

d6 Creature
1 Mastiff
2 Blink dog
3 Dire wolf
4 Death dog
5 Winter wolf
6 Hell hound

Ring of Stoneskin

Wondrous item, uncommon
Mar. 8, 2020

While wearing this ring, you can use an action to speak its command word. When you do so, your skin becomes hard as stone, and you have resistance to non-magical bludgeoning, piercing, and slashing damage for one minute.

The ring has 4 charges and regains 1d4 charges each day at dawn.

Variant: Imperfect Ring of Stoneskin

This ring works the same as a standard ring of stoneskin, but it comes with a major flaw.

Curse. When you use the ring's command word, you must make a DC 10 Constitution saving throw. On a failed save, you are petrified. Additionally, if you expend 4 charges in a single day, you must make a DC 15 Constitution saving throw. On a failed save, you are petrified.

Wither Knife

Weapon (dagger), rare (requires attunement)
Mar. 1, 2020

This black stone dagger is always cold to the touch. You gain +1 to attack and damage rolls made with this magic weapon.

As an action, you can speak the dagger's command word and use it to attack a creature. If the attack is successful, the creature must make a DC 13 Constitution saving throw. On a failed saving throw, the creature is cursed for 1d10 hours. Its Strength score is reduced by 1d4 for the duration of the curse. If a humanoid falls to 0 hit points while under the effect of the curse, it will transform into a shadow using the statistics found in the Monster Manual.

A shadow created in this way is charmed by the wielder of the dagger and will obey verbal orders from the wielder. However, if you are in control of one or more shadows and create an additional shadow with this effect, you must make a DC 15 Wisdom saving throw to maintain control of the shadows. On a failed saving throw, all shadows created in this way cease to be under your control and become hostile to you. Any shadow created in this way disappears after 1 hour. You can use this effect 4 times. It regains 1d4 charges every day.

Curse. While wielding this dagger, you have disadvantage on attack rolls against undead creatures. Additionally, once you have attuned to this dagger, you are cursed. While under the effects of this curse, you are vulnerable to radiant damage and will transform into a shadow upon dying. This curse can only be lifted by the remove curse spell or similar magic.

Wondrous Wallet

Wondrous item, uncommon
Mar. 2, 2020

This wallet appears to be a small satchel or belt pouch. Its interior is significantly larger than its exterior, but it only holds coins. It can hold any number or weight of coins so long as the value of its contents does not exceed 10,000 gp. Its weight is always 1 pound.

It requires an action to retrieve coins from the bag. If a creature attempts to insert coins that would raise the value of the contents above 10,000 gp or any objects besides coins, the excess coins or objects are forcibly expelled. When this happens, creatures within 5 feet of the wallet most make a DC 10 Dexterity saving throw or take 1d4 bludgeoning, piercing, or slashing damage. The DM determines the damage type based on the objects being expelled. If the wallet is pierced or torn, it ruptures and is destroyed along with its contents. If it is turned inside out, its contents dump out unharmed, but it cannot be used again until it is put right.

If the wallet is placed inside a bag of holding, portable hole, or a similar object, both items are instantly destroyed and a gate to the Astral Plane opens in the space one of the objects occupied. All creatures within 10 feet of the gate are sucked through it to a random location on the Astral Plane. The gate then closes and cannot be reopened.

 

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