Catalogue of Discount Magic Items
In this catalogue, you will see wondrous magical items, normally unavailable to you, the everyday consumer. But, due to the unique qualities of the items found here, they are disdained by the foolish elite of the enchanter workshops solely for a few small flaws in their enchantments, which are easily fixed or compensated for by a discerning individual who would pick up a catologue of this quality.
Eye of an Owlbear
Wondrous item, Rare (requires attunement)
This slightly larger than normal eye can be inserted into an empty eye socket. The wielder gains Darkvision 10ft. The wielder can use this eye as if it were a normal eye.
Hand of Another Owlbear
Wondrous item, Rare (requires attunement)
This large, furry hand can be attached to an empty wrist. the wielder gains +1 to Strength but -1 to Dexterity. This can allow your Strength to exceed 20.
Deck of One thing
Wondrous item, Very Rare
This deck of magical cards is registers as a Deck of Many Things to all magical and nonmagical identification. It appears to be a deck of 13 cards. It is identical in effect to a Deck of Many Things, except the cards are not randomized. Instead, every card in the deck is a copy of the Idiot.
+π Weapon
Wondrous item, Very Rare (requires attunement)
You gain +3 to all attack rolls and damage rolls made with this weapon. Whenever you kill a creature with a critical hit using this weapon, a pie is magically created, filled with that creatures remains, perfectly baked. That pie heals 1d4+1 hp.
Bag of Storage
Wondrous item, Very Rare (requires attunement)
This item functions as a Bag of Holding, except this bag weighs as much as the combined weight of all of the items contained within it.
Bag of Freezing
Wondrous item, Very Rare (requires attunement)
This item functions as a Bag of Holding, except this bag keeps all items inside at 32 degrees Farenheit.
Immovable Rod(Disposable)
Wondrous item, legendary
This item functions as an Immovable Rod, except that it cannot be deactivated.
Vorpal Razor
Wondrous item, Very Rare, requires attunement
You gain a +3.141....(rounded to +3) bonus to attack and damage rolls made with this magic weapon. This weapon functions as a dagger. Whenever you roll a critical hit with this weapon, it automagically shaves the target, removing all hair from their body. This weapon can deliver a perfect shave at will.
Wand of Magic Missiles
"Wondrous item", Common
This item functions as an Light Crossbow.
Bag of Treats
Wondrous item, Rare
This canvas bag is filled to the brim with brightly covered candies, which each heal 1d4 hit points when eaten. Every time a creature eats a candy after the first, they gain less hit points, where the amount subtracted is equal to the amount of candies they have eaten, meaning they cannot gain any hit points after eating 4 candies. The bag has 100 candies, and regains 1d10 candies a day.
Sending stone, Mass
Wondrous item, Uncommon
This item functions as an Sending Stone, except that there are currently 100 linked across the material plane. This stone allows you to cast Sending at will targeted to every other holder of the stone, and they can respond at will. Whenever you make a call, roll on the Random Caller table to see who else is currently trying to use their mass sending stone.
| d100 | Random Caller |
|---|---|
| 01-20 | Two women are calling to discuss their lives. They will be on the stone for the next 2d4 hours. Any attempts to interrupt their conversation will simply result in the women increasing their volume |
| 21-40 | A nervous young man is having a job interview with a journeyman mage, trying to convince him to take him on as an apprentice |
| 41-60 | A pair of goblins speaking about these strange talking rocks |
| 61-80 | An adventuring party attempting to infiltrate a Bandit Camp. They will generally be silent, but interrupt you for terse strategic discussion, most of which is in code. |
| 81-00 | The stone is free from other conversation |
Book of Mediocre Gloom
Wondrous item, Artifact, requires attunement
This book is the definitive treatise on neutrality. Any aligned creature that attunes to this becomes True Neutral. The Book of Mediocre Gloom usually stays in the last spot it was left at, content to wait for a neutrally aligned power to take hold of it and continue it's mission of keeping the status quo. The book of Mediocre Gloom stays with you only for as long as you fail to change the world. If the wielder of the book does anything extraordinary while attuned to the book, the attunement breaks and cannot be re-attuned by that creature.
Adjusted Ability Scores: If you have any ability scores below 10, they become 10 for as long as you are attuned to the book.
Reversion to the Norm: For as long as you are attuned to the book, all skill checks regarding Counterspells, Dispel Magics, and other attempts to stifle change from occuring are made with advantage.
Destroying the book: It is said so long as good or evil men fail to do something, the book will exist. However, whenever the wielder of the Book does something extraordinary, it cannot be attuned to again for 1d100 years.
Rod of Serfly Might
Wondrous item, Common, requires attunement
This stick has a flanged head, and it functions as a magic club that grants a +1 bonus to Attack and damage roll made with it. The rod has Properties associated with six different buttons that are set in a row along the haft. It has two other Properties as well, detailed below.
Six Buttons: You can press one of the rod's six buttons as a Bonus Action. A button's Effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
- The club is now ringed with spikes, and deals piercing damage instead of bludgeoning damage
- The club is now heated, and deals an extra 1 fire damage in addition to it's normal damage
- The club starts to vibrate and a simple nursery rhyme comes out of the top of the club, soothing all that hear it. By pressing and holding the third button, the wielder can record a new recording over the nursery rhyme.
- The club extends into a ten-foot pole, with a claw on the end. by pressing and holding the fourth button, the wielder may close or open the claw
- When this button is pressed, the rod leaps out of it's wielders hands straight at the target, who must make a DC 18 Dexterity save or take 3d6 bludgeoning damage.
- If left alone while the 6th button is pressed, the club will slowly rotate until the front is facing magnetic north
The catalogue of Discount Magic Items is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.