The Bag of Wonderful Randomness

by WicWicTheWarlock

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The Bag of Wonderful Randomness

Wondrous item, legendary

Created in Photoshop by /u/WicWicTheWarlock

This bag is an extremely deep violet color made of strange, crushed velvet.
On the front is a large embedded Amethyst that seems to draw your gaze. Looking into this bag reveals nothing but a profound black void.
It’s disorienting to stare into.


A creature can reach into the Bag of Wonderful Randomness and remove something from the void as determined by a d100. The Dungeon Master will have a list to refer to for the this roll.

Once this bag is used, no other creature may use it for 3 days. If a creature attempts to use this bag before the time limit between usages is up, the timer resets and the Bag of Wonderful Randomness will refuse to open for an additional 1d6+4 days after the timer has finished.

If anything is placed within this bag, it is sent to the void and can only be returned if you ask the Bag of Wonderful Randomness for it back. You must succeed on a DC 18 Persuasion check to have whatever was put into the bag returned to you. This counts against a use.

If at anytime you place another magical container within this bag (i.e. a Bag of Holding) all the items that are within the container are scattered into the void and you must ask the bag for them to be returned individually.

d100 Effect
1 You pull out a spun glass orb. It begins to glow, and before you can do anything, it explodes, covering you in dust.
[DC 18 Wisdom saving throw. On a failure, the creature is True Polymorphed into a Mousefolk. This creature cannot be reverted to its original form unless they are the target of a Wish spell or a similar effect.]
2 A potion appears in your hand. It is light blue and fizzes joyfully. [Potion of Levitation]
3 You pull out a longsword with a silver cased scabbard. [Tallgeese]
4 Red rope shoots out of the bag and wraps around you. [Silken Rope of Strength]
5 The bag belches, and a Goblinoid General falls to the ground at your feet. It springs up and attacks! [Roll initiative!]
6 [1d6] small wooden tokens with a painted Emperor Penguin are in your hand. [Tokens of Penguin Form]
7 A wooden pub sign appears in your hand. The name on it is "The Lewd Goblin," and a scanty clan female goblin is painted on the sign. [DC 18 History check. The entire pub disappeared over 100 years ago. DM NOTE: Regardless of the number for the next 4 rolls, when someone reaches into the bag, more of the pub appears. (Tables, Chairs, the bar, etc.) After the final roll, the whole pub and all its patrons reappear as if time never passed.]
8 Three Soul Flayers fly out of the bag and begin to attack! [Roll initiative!]
9 A potion appears in your hand. It is deep yellow with swirling black traces. [Potion of Swarms]
10 The smell of beer wafts over you as a small keg of ale rolls onto the ground. [It's a hearty pale ale that gets the drinkers instantly drunk, but they also gain 2d6 temporary hit points. Enough for 6 uses.]
11 Long black steel emerges slowly from the bag; the blade is long and wicked, and a black bone handle has one large emerald embedded in the pommel. It hovers before you... beckoning. [Death Sword]
12 Two dirty, threadbare socks appear in your hand. You can see "Dobby ❤ HP" are stitched into the side.
13 An amulet featuring a pendant shaped like a swirling gust of wind. [Amulet of Whispering Winds]
14 You grab something soft and supple as a semi-transparent cape appears in your hand. [Cape of Whispers]
15 A simple wand appears in your hand. [Wand of Counterspell]
16 Something small shoots out and hits you in the forehead. [1 HP of damage. A small vial of purple dye. You can use this to change the color of one item of clothing.]
17 A very heavy coin pouch appears in your hand containing exactly 17gp in copper coins. [17000 copper pieces]
18 This bright blue, indigo potion swirls with white streaks and slightly bubbles. [Potion of Arcane Recovery]
19 A small silver mirror appears in your hand, and your gaze is drawn to your reflection. [Curse of the Narcissist's Mirror]
20 The severed claw of a dire wolf appears in your hand. [The creature is instantly cursed. Claw of the Lycanthrope.]
21 The bag's mouth opens unnaturally large as a Prototype Protector rolls out of the bag and stands before you. [Roll initiative!]
22 A beautiful elven bow appears in your hand. [Swiftshot Bow]
23 You feel a slightly sharp pressure on your arm; as you pull out your hand, a raven appears perched there. [It caws loudly approximately every 10 minutes. It will stay with the PC for the next 1d6+1 days. Can act as a familiar.]
24 A potion appears in your hand. It has a bright orange appearance. [Potion of Banishment. If a creature smells the potion, it must make a DC 18 Wisdom saving throw. On a failure, they consume the potion.]
25 You pull out a very plain looking longsword but it has a wide grin on its cross guard. [Laughing Longsword]
26 A simple looking longsword appears in your hand but it's HEAVY for some reason. [Sword of Reckless Abandon]
27 1000 glass marbles pour out of the bag and roll all around you. [DC 18 Dexterity saving throw for all within a 40ft radius centered on the bag. On a failure, they fall prone and suffer 1d6 fall damage. On a success, no effect.]
28 A number of earrings appear in your hand. [Earrings of Whisper. One ornate earring appears for each humanoid within a 20 foot radius of when this event happens. Each humanoid can describe how their earring looks.]
29 An iron mask appears in your hand that resembles a growling devil face roughly shaped from a single piece of a dark grey metal, but the eyes and mouth have small bars like a prison cell. [Mask of Brutality]
d100 Effect
30 Something small lands in your palm; you pull it out to see a rose-tinted gem-encrusted monocle. [Percival's Monocle]
31 A smaller rubber duck appears in your hand. [It's a mundane rubber duck.]
32 You pull out a clear glass orb; it begins to glow and shake; before you can do anything, it explodes in your palm, and you feel its magical power. [Roll 4d6 psychic damage, and the creature must make a DC 18 Intelligence saving throw. On a save, no effect. On a fail, that creature's Intelligence and Charisma scores are reduced to 1, and they cannot cast spells, activate magic items, understand language, or communicate in any way. Feeblemind spell.]
33 A note appears in your hand; it reads, "Concentrate and Try Again." [Tell them to put their hand back in the bag and too roll another d100, if equals to 33 or below, a Ring of Greater Invisibility appears. On a 34 or higher, another note appears in their hands that reads, "Made You Look!"]
34 A large peacock quill appears in your hand. [Quill of the Stupendous Scribe]
35 A medium sized glass bottle appears in your hand. It contains a goldfish aquarium with a small castle and a bubbling chest. [The Golden Fish of Dubious Morals]
36 The bag burps as a 6 foot painting of a nude halfling woman falls to the ground. It is extremely well done as if it were in the same style as the Venus of Urbino. [Worth 2500gp]
37 A potion appears in your hand. It's a thin green color. [Potion of Sobriety]
38 A small silver ring appears on your finger. It is etched with intricate patterns that shift and change when observed closely. [Ring of Adaptive Tools]
39 A wooden sword appears in your hand. [It's completely useless.]
40 A single gold piece flies out of the bag and falls unnaturally flat to the ground. [No creatures are unable to pry it from the ground. Magic cannot move it, remove it, transfer it, or change it. With every attempt, you hear snickering nearby.]
41 You pull out a strange looking red cylinder with a sparking string on the end of it... [Stick of Dynamite. After 10 seconds it detonates and each creature in a 30-foot radius makes a DC 18 Dexterity saving throw. On failure, they suffer 8d8 fire damage or half as much as a successful one.]
42 A notebook appears in your hand. It has several torn pages and very sloppy handwriting in a language nobody can understand. [If a creature casts comprehend language they can read "DM Notes" on the notebook's cover, but the rest of the pages are in a cipher nobody can understand.]
43 You pull out a large rainbow colored mushroom. [If consumed, the creature must make a DC 18 Constitution saving throw. On a failure, they come down with a disease known as the "Puffs ."Conditions are at the back of this book.]
44 A pin cushion appears in your hand. [It has ten fine needles. Worth 2gp.]
45 A large plain metal rod appears in your hand. [The creature must make a DC 18 Charisma saving throw. On a failure, the creature is paralyzed for 1d10 minutes. On a save, no effect. After this save, it is a mundane rod.]
46 A wand appears in your hand. [Wand of Screams]
47 A wooden chair falls to the ground. [If this happened indoors the chair moves to the very center of the room and cannot be moved. It's a chair. There is nothing special about this chair. Curse of the Mundane Chair.]
48 A small gnome falls to the ground, tightly holding onto a spell book. [Odafi Dignugget a level 12 divination wizard who has been stuck in the Astral Sea. He desperately wants to return to his home, a (Major City) on the other side of the world.]
49 Slowly, a finely crafted staff made of polished oak, adorned with intricate silver filigree and capped with a crystal orb, floats in front of you before settling into the hand of the nearest spellcaster. [Staff of Arcane Harmony]
50 A note that reads, "This bag is nothing but trouble!!!!" appears in your hand.
51 You feel a slimy and puckering extermity begin to wrap around your arm! You pull with all your might and a Wraitgazer stands before you! [Roll initiative!]
52 A small beautifully crafted brass lantern floats out of the bag and hovers before you. [Driftglow Lantern]
53 You smell very bland food before a platter appears in your hand with meals of poached salmon and steamed veggies. [Up to six creatures can eat these meals. In doing so, they gain 1d6 temporary hit points. They spoil after 24 hours.]
54 A potion appears in your hand. It's a dark purple color. [Potion of Acne]
d100 Effect
55 A twisted red and blue leather belt appears in your hand. It has one male and one female face. [DC 18 Wisdom saving throw. On a failure, they put on the girdle and then they must make a DC 18 Constitution saving throw. On a failure, the creature's sex switches. Girdle of Switching]
56 You feel wet scales on your hand, and the bag begins to widen and widen as a green snout appears, and a Gnarled Crocodile falls to the ground. [Roll initiative!]
57 This ornate ring has intricate engravings of celestial bodies and a shimmering sapphire set in its center, which seems to dance with inner light. [Ring of Fortunate Finales]
58 You hear someone scream within as a small device with two wheels and a seat in the middle falls to the ground. The wheels have metal spokes and are ringed of a strange pliable material. A chain connects the rear wheel with a set of strange gears and some sort of peddles right beneath the seat. How strange. [It's a Schwinn Bicycle]
59 You pull out a simple but very delicate crystal and silver bell. [Bell of the Beloved]
60 A large Greataxe falls on the ground heavily. You try to pick it up, but the head of the axe appears to want to move only in the direction you are holding it. [Cleaver of Wild Swings]
61 A small stone appears in your hand. It looks to be cut in an intricate way to resemble a jewel… it's also very wet. [If this stone is on their person, their possessions become wetter and wetter over the next several days until they are waterlogged and cannot be dried by any means until the stone is removed.]
62 A cloak made from the pelt of a black bear falls to the ground. The bear's head and claws are still attached. [It's wholly mundane but looks awesome.]
63 A potion appears in your hand in a vial made of shimmering crystal, refracting light in mesmerizing patterns. The liquid within glows with a faint, otherworldly luminescence. [Elixir of Astral Clarity]
64 A brass compass with one large and one small needle appears in your hand. [Fortune Seeker's Compass]
65 A very large painting of yourself with stunningly accurate features appears in your hand. You are riding a unicorn with a gorgeous member of the sex and race you are attracted to as they are holding on behind you. You are at the edge of a meadow during a beautiful sunset reflecting brightly on a snowy mountain range in the distance. [It cannot be sold to any merchant. They think it's hideous.]
66 A very plain looking brass ring appears in your hand. [Ring of Many Faces]
67 You pull out a bottle of strong rum. One swig is enough to get the drinker drunk instantaneously. [They also contract Siren's Syphillis.]
68 A polished steel shield appears in your hand. [Shield of the Guardian]
69 A black stone orb appears in your hand. It breaks apart as black smoke flows over you and you hear a voice speak an arcane word. [Power Word Kill]
70 A set of shackles appears around your wrist. [Upon trying to remove it the other shackle locks to your other wrist. There is no key, and it cannot be magicked off. All weapon attacks suffer a -10 penalty while these shackles are worn. DC 28 Sleight of Hand check to remove.]
71 The bag spits out a silver necklace in the shape of a balanced set of scales. [Worth 5 gp.]
72 A potion appears in your hand. It's light indigo, constantly bubbling, and smells strongly of mint. [Potion of Lesser Etherealness]
73 You feel someone place a set of dice in your hand. These six-sided stone dice with strange runes etched into them appear to emit a pale blue light from each rune on the sides. [Dice of Fate].
74 A water logged rum bottle appears in your hand. It has a piece of parchment within it. [The Legend of Bartholomew's Pirates]
75 A small ornate box with silver inlaid art depicting various Fey creatures and landscapes appears in your hand. [Chalk of the Feywild]
76 You pull out a giant diamond. [Worth 1000 GP]
77 A bag exactly identical to this one appears in your hand. [If a creature reaches into the new bag a note appears in their hand that says 'Fooled You!' This fake bag reverts into a mundane satchel with no magical properties.]
78 An ornate hat stand falls to the ground. It's made of solid brass with six knobs protruding from it. Each knob has an ornate animal head in fine detail made of stone. (Art piece worth 150gp)
d100 Effect
79 You grab the bottom of this bag, and it flips inside out. Upon doing so, the bag falls to the ground, violently flips back to normal, grows teeth, and attacks. [Bite Attack: +10 to hit. Reach 5 ft, Hit: 7 (1d6+3) piercing damage.]
80 A golden key with an intricate design for its teeth appears in your hand. [Key of Locking]
81 A beautiful silver bowstring appears in your hand. [Blazing Bowstring]
82 A potion appears in your hand. It's red in color and very thin. It smells strongly of black pepper. [Potion of Unruly Haste]
83 A large table begins to appear. As it stretches outwards from the bag, chairs begin popping into existence from underneath. The table is laden with a feast fit for a king. [Heroes' Feast]
84 A pleasant looking platinum ring bears the images of childlike angels and broadly smiling divine creatures.
[Ring of Truth]
85 A woman's handkerchief appears in your hand. It is embroidered with the initials KM. [After 1d6+1 days, a Knight and his retinue find the party and demand they return his lady's favor.]
86 [Have the player roll a d6 for weapon type] A slightly flaming [weapon type] appears in your hand. [Weapon of the Charbroiled Chicken]
87 By the gods, this stinks! You pull out a pile of fecal matter. [Rotscale]
88 A ship in a bottle appears in your hand. The ship bobs in the water cheerfully and you can see several small sailors going about their duties... and is that a monkey in the rigging? [Ship of Wayward Sailors]
89 A painted belt buckle appears in your hand. It has a red background and two crossed blue bars inlaid with white stars and what appears to be two large flintlock pistols. [It's enormous and mundane. Confederate Flag Belt Buckle.]
90 A wand appears in your hand. [Wand of the Swiss Army]
91 A beautiful ceramic jade tea set for six appears on a lovely bamboo tray. [Art piece worth 100gp]
92 You pull out [1d6] crossbow bolts with obsidian heads. [Lightning Bolts]
93 A small painting of a rose appears in your hand. It is ruined by a dark red stain that looks suspiciously like blood. [Mundane. Completely worthless.]
94 A silver baby rattle appears in your hand. [If the creature attempts to abandon this rattle, it will somehow reappear in their possessions.]
95 A pristine light blue dragon egg appears in your hand. It's about 2 feet in diameter. [After 1d4+1 days, the mother comes looking for it. Nesting Blue Dragon.]
96 A rusted iron shield appears in your hand. [Completely useless and can't be sold.]
97 A severed elf ear with an attached golden hoop earring with gems embedded within it. [Earring is worth 25 gp.]
98 The creature must make a DC 18 Strength saving throw. On a failure, they are sucked into the bag. On a success, the bag tugs on the creature's arm, but they can remove it. A note is in their hand: "I'm hungry!"
99 Platinum coins begin to gush out of the bag and create a torrent of hard metal upon everyone within a 60 foot cone of the direction the bag was facing. [No save. Everyone within the 60 foot cone suffer 6d6 bludgeoning damage. After taking 8 hours to count, it's 15,000 PP]
100 The bag begins to smoke from the interior and grows very hot in your hands. The vibrant purple chars to black and the embedded crystal shatters. You feel the bag shudder slightly and then the bag burns away into ash. [It will reappear in this world in 2d100 years.]
Note #1 for the Dungeon Master

In the event that a player lands on a number that they've already pulled go to the next number up. This way at some point you will eventually get to the 100 event of the bag's destruction.

Note #2 for the Dungeon Master

When anything is placed into the bag means anything. If a creature is being forced into the bag they must succeed against a DC 18 Strength saving throw or fall into the void within.

Items From The Bag

Listed in Alphabetical Order

Amulet of Whispering Winds

Wondrous Item, uncommon (requires attunement)

This delicate silver amulet features a pendant shaped like a swirling gust of wind.

Wind's Guidance. Once per day, the wearer can use the amulet to call the winds to guide them. For the next hour, the wearer has advantage on Survival checks to navigate or find their way, even in harsh conditions like fog, darkness, or magical hindrances.

Bell of the Beloved

Wondrous item, uncommon

This silver bell has a delicate diamond handle and clapper. It is said to bring true love into the world.

Once per day, you may ring this bell. When rung, each creature within a 30-foot radius of this bell must make a DC 13 Charisma saving throw. On a failure, these creatures become instantly infatuated with the creature who rang the bell, fawning all over them and making promises of love. This effect lasts for 1 minute, and each affected creature makes a save at the end of each of their turns. If a creature fails each save for the duration of the effect, they contract Lost Love Leprosy. This bell does not affect the undead or constructs or any creature with an Intelligence score less than 4.

Blazing Bowstring

Wondrous item, rare (requires attachment to a longbow)

This ornate silver wound bowstring has two mithril loops at the ends. There are tiny elvish runes upon the loops that hold the incantation.

When you make a ranged attack, you may use this bowstrings enchantment. Doing so ignites the string. Upon a hit, you deal an additional 1d10 fire damage to your damage roll. Upon a miss, this use is still expended.

You may use this bowstring a number of times equal to your proficiency modifier per long rest.

Created in Photoshop by /u/WicWicTheWarlock

Cape of Whispers

Wondrous item, rare (requires attunement)

This cape appears to be made of finely woven spider silk and softly whispers when worn as if secrets are being exchanged just out of earshot. It is lightweight and always cool to the touch.

Shadow Step. While wearing this cloak, you can use a bonus action to step into a shadow and emerge from another shadow within 60 feet of the first shadow. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Whispered Secrets. Once per day, you can ask the cloak a question as if casting the spell commune. The cloak will respond in a series of soft whispers that only you can hear. The whispers give you a brief answer, which can be a cryptic phrase, an image, or a sensory clue.

Chalk of the Feywild

Wondrous item, uncommon

This small ornate box has silver inlaid art depicting various Fey creatures and landscapes. Within the box is a piece of chalk glowing a pale blue.

This piece of chalk has 10 uses.

As an action, a creature may open this box, pull out the piece of faintly glowing chalk, and draw a ring around themselves. Once you do this, you may cast misty step to an unoccupied space you can see. However, this distance can be up to 60 feet.

If you have two circles within 60 feet of each other, one glows with a blue ring, and the other glows with an orange ring. You can step through the rings and instantly teleport to the other. These rings disappear after 1 minute or until one of the rings is broken by smudging the chalk.

Claw of the Lycanthrope

Wondrous item, very rare

This wolf claw seems to have been claimed from a Dire Wolf.

Curse. The moment a humanoid touches this claw, they are cursed by it and cannot be parted with it. If a humanoid has this claw on their person and it is a full moon, they transform into a Dire Wolf. In this state, their Intelligence and Charisma scores become 3, and they go into a full rampage until dawn. While on this rampage, they cannot cast spells, activate magical items, understand language, or communicate intelligibly. They can distinguish friends and make a DC 10 Wisdom save to avoid attacking them. Any other creature is fodder for this beast. Once dawn breaks, they revert to their usual self. However, they suffer 1 level of exhaustion and their clothing is ruined.

The only way to remove this curse is to use a remove curse spell cast during the night of a full moon, which forces the target to make a DC 18 Constitution saving throw. On a success, the curse is broken, and the target returns to its normal form and suffer 3 levels of exhaustion. On a failure, the curse remains, and the target automatically fails any saving throw made to break this curse for one month.

Cleaver of Wild Swings

Weapon (greataxe), legendary (requires attunement by a Barbarian)

This monstrously garish axe is horribly unbalanced as all its weight is in the head. Whoever built this had only a slight idea of how to forge blades because once you swing it, you must pray to whoever may be listening so you don't miss your target.

This weapon grants a –3 penalty on attack rolls but a +3 bonus on damage rolls.

Gaping Wounds. On a hit, your target must make a DC 16 Constitution saving throw. On a failure, at the start of their turn, they suffer 2d6 damage. They remake this save at the end of their turn to end the effect.

Double or Nothing. Whenever you use your Reckless Attack feature, but before you know if you hit your target, you may also choose to increase the damage die to 2d12 until the end of your turn. If you miss an attack, this weapon becomes embedded in the ground, and you must use a bonus action to make a DC 16 Athletics check to remove it.

Item Inspired by /u/Shamus_Aran

Death Sword

Weapon (longsword), very rare (requires attunement)

This black steel blade with a black bone handle has one large emerald embedded in the pommel in the shape of an eye.

You gain a +2 bonus to attack and damage rolls made with this magical weapon.

Black Blade. A Death Knight once wielded this sword. On a hit, it deals an additional 2d8 necrotic damage. Any Medium or smaller-sized humanoid that is reduced to 0 zero points from this weapon has animate dead instantly cast upon them. You may only have three humanoids under your control in this way.

Cursed. Once attuned, the wielder cannot use another weapon. The curse may be removed, and the attunement to the sword can end by using greater restoration or similar magic. Once the attunement has ended, they cannot reattune to the Death Sword.

Dice of Fate

Wondrous item, very rare

A pair of six-sided stone dice with strange runes etched into them. These runes emit a pale blue light and seem connected to fate.

After you complete a long rest, you can say "Luck be a Lady" to roll these dice. Roll 2d6 and record the individual numbers rolled. Once rolled, you cannot record any numbers in this way again until you complete another long rest.

You can use a reaction when you, or a creature you can see within 30 feet, make an attack roll or ability check to add or subtract one of the recorded numbers from the attack roll or ability check's total. You can wait to use this reaction until after the creature rolls the d20, but you must decide before the Dungeon Master says whether the roll succeeds or fails. Each recorded number can only be used once. You lose any unused recorded numbers daily at dawn.

Driftglow Lantern

Wondrous item, uncommon

A beautifully crafted, hand-held lantern made of polished brass and inlaid with arcane runes. Suspended within the lantern is a small, ever-glowing, orb of soft light.

The Driftglow Lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet.

As an action, you can command the Driftglow Lantern to float within 5 feet of you. It will hover in place, maintaining its position relative to you as you move. You can dismiss this effect as a bonus action, causing the lantern to return to you.

As a bonus action, you can control the intensity and color of the light emitted by the lantern. You can dim it to a faint glow (dim light in a 5-foot radius), change its color to any hue, or restore it to its normal brightness.

Earrings of Whisper

Wondrous item, rare

You can hear those speaking with these earrings as if they were next to you.

A set of earrings made of various gems and metals is attuned to each other. Each earring has 2 charges and regains 1 charge per dawn.

While worn, these earrings can be used to cast an enhanced Message cantrip to the other earrings. They have a range of 1200 feet. Anyone wearing an earring of this set can hear the message, but only one message can be sent at a time.

Elixir of Astral Clarity

Potion, very rare

This potion is contained in a vial made of shimmering crystal, refracting light in mesmerizing patterns. The liquid within glows with a faint, otherworldly luminescence.

When you drink this elixir, you gain the following effects for 1 hour:

You gain advantage on all Intelligence-based skill checks and saving throws.

You gain advantage on saving throws against being charmed or frightened.

You can see into the Ethereal Plane up to 60 feet away for the duration, gaining the ability to perceive ethereal creatures and objects as if they were fully present on the Material Plane.

Created in Photoshop by /u/WicWicTheWarlock

Fortune Seeker's Compass

Wondrous item, rare

This brass compass has two needles: one large and one small. The large needle always indicates magnetic north and is unaffected by magical effects that would otherwise mislead it. The small needle is motionless until activated.

As an action, you can speak its command word to cast locate object or locate creature from it and activate the smaller needle. This version of either spell lasts 1 hour, does not require concentration, and causes the smaller needle to indicate the direction of the object located by the spell. If the small needle can't detect the target specified by the spell, it remains motionless. Once used, this feature of the compass cannot be used again until the next dawn.

Girdle of Switching

Wondrous item, rare

This twisted red and blue leather belt has one male and one female face.

When wearing this belt, the wearer must immediately make a DC 18 Constitution saving throw. On a failure, the person's abilities, mind, and spirit are completely unaltered. Still, their physical appearance instantly changes to one of a beautiful person of their race but of the opposite sex. You can only be changed back using a wish spell. On a success, there is no effect, but they learn of the curse.

The Golden Fish of Dubious Morals

Magical Creature, legendary

This goldfish lives in a sealed medium-sized glass bottle that can clip to your belt. The bottle includes a little castle and a small treasure chest, which opens randomly and has a few bubbles escape. This bottle is as strong as steel, and the fish seems perfectly fine and healthy without access to food or fresh water.

Upon looking at the goldfish, he appears to see you watching him and makes unblinking eye contact until you look away. This fish does not seem to trust you.

If a creature attempts to look at the goldfish, he appears to see you watching him and makes unblinking eye contact.

The owner can attempt to spy upon it using a DC 18 Stealth check. On a success, it is seen performing numerous sketchy acts, such as shredding documents, burying suspicious body shaped rugs in its sand, receiving strange packages in its mailbox, etc. On a failure, it again makes unblinking eye contact.

Every night, 1d10 gold coins disappear from the owner's possession and appear shrunken in the fish's bubbly chest. The owner can make a DC 18 Intimidation check to get the coins back that night.

Note for the Dungeon Master

The Golden Fish of Dubious Morals is supposed to act as a safe guard for the players coin purse. The player can eventually figure out that the fish is a corrupt lawyer and money launderer in which protect their gold to the player.

Key of Locking

Wondrous item, uncommon

This golden key has an intricate design for its teeth.

This overly ornate key can shift its form to match any lock and lock it for 24 hours. It cannot unlock the lock it has just locked. If someone tries to pick the lock you have locked they must succeed against a DC 25 Sleight of Hand. You can use this feature once per short rest.

Laughing Longsword

Weapon (longsword), rare (requires attunement)

This longsword is just a plain longsword except for a wide grin on the hilt.

You gain a +2 bonus to attack and damage rolls with this magical weapon.

Cursed. Whenever you miss an attack, the sword mocks the wielder. The wielder must make a DC 12 Wisdom saving throw as the sword casts vicious mockery. On a failure, the wielder takes 1d4 psychic damage and has disadvantage on their next attack roll. On a save, there is no effect.

Lightning Bolts

Ammunition, rare

On a hit, these obsidian-tipped crossbow bolts deal 2d8 lightning damage in place of their normal damage. The target must also make a DC 12 Constitution saving throw or be stunned until the start of their next turn.

Mask of Brutality

Wondrous item, very rare

This mask resembles a growling devil's face shaped from a single piece of dark grey metal. Only the eyes and mouth slits have bars like a prison cell.

Forgoing their turn, a creature can put on this mask. This mask immediately deals 3d8 acid damage to the wearer as sharp needles pierce their skull, pumping a potent fiendish alchemical mixture into their body. For this turn, the wearer's movement speed becomes 0, and they cannot take a reaction until the beginning of their next turn. A transformation begins as your muscles bulge and swell past your normal physical stature. Your Strength and Constitution scores increase to 28. However, your Intelligence and Wisdom scores become 3, reducing you to a snarling beastly hulk.

While wearing this mask, you gain the following benefits:

  • Advantage on all attack rolls
  • Advantage on Strength and Constitution saving throws.
  • You score a critical hit on a 17 or higher on your d20 roll.
  • Any damage you suffer, except for psychic damage, is halved.
  • Your movement speed increases by 20 feet.

You cannot remove the mask yourself. To remove the mask, a creature must make a contested Dexterity check against you. Upon removal, the wearer drops 0 hit points and has two failed death-saving throws.

Percival's Monocle

Wondrous item, uncommon

An ornate and gem-encrusted monocle with a slight rosy tint to the glass.

When worn, the wearer will believe that they are much more intelligent than anyone else around them. This monocle obliges the wearer to educate, inform, advise on, enlighten, simplify, abridge, or correct any information without regard to its accuracy.

Potion of Acne

Potion, uncommon

It's dark purple, and it smells like rotten meat.

A creature consuming this potion must make a DC 15 Constitution saving throw. On a failure, they break out with acne everywhere, and their Charisma score suffers a –4 penalty. This curse can be lifted by a greater restoration spell or similar magic.

Potion of Arcane Recovery

Potion, rare

This bright blue and indigo liquid swirls with white streaks and slightly bubbles. It smells like currants.

When imbibed by a Spellcaster, they regain the number of spell slots with a combined total level equal to or less than d4+2. For example, a 2+2 means you can regain one 4th-level spell slot, two 2nd-level spell slots, or one 3rd-level spell slot with one 1st-level spell slot.

In addition, when this potion is consumed, the person who consumed it must succeed on a Constitution saving throw against their spell save DC or be poisoned for 1 hour.

Due to the volatile nature of the Potion of Arcane Recovery, the body will immediately develop a mild resistance to it. After this potion is drunk, you cannot benefit from another Potion of Arcane Recovery until you complete a long rest.

Potion of Banishment

Potion, very rare

This potion is bright orange and smells strongly of floral notes.

Whoever consumes this potion must succeed on a DC 25 Charisma save. On a failure, they are banished to the Plane of Pandemonium for 2d4 hours.

Created in Photoshop by /u/WicWicTheWarlock

Potion of Lesser Etherealness

Potion, very rare

This potion appears as a swirling liquid within a small vial. It's light indigo, constantly bubbling, and it smells strongly of mint.

As an action, you can drink the potion to gain the ability to partially enter the Ethereal Plane for 1 minute.

While under the effects of the potion, the imbiber's body becomes semi-transparent and insubstantial, granting them the ability to move through solid objects as though they were difficult terrain. Additionally, creatures and objects in the Material Plane cannot interact with the imbiber.

The imbiber gains a flying speed equal to their walking speed while under the potion's effects, allowing them to navigate the Ethereal Plane freely.

Potion of Levitation

Potion, uncommon

This long, thin vial has a potion that is blue in color and fizzes. It smells of pine and tickles your nose.

After drinking the Potion of Levitation, you can levitate for one hour, as if affected by the levitate spell. During this time, you can move up or down as much as 20 feet on your turn without using any movement. Changing your altitude by 20 feet per turn requires an action. Horizontal movement is possible by pushing or pulling against a fixed surface or object within reach, such as a wall or ceiling, allowing you to move as if climbing.

Potion of Sobriety

Potion, rare

This potion is a thin green color and smells like vomit.

The creature who drinks this potion is no longer able to be intoxicated. If they imbibe substances in an attempt to get intoxicated while under the effects of this potion, they must make a DC 18 Charisma saving throw. On a failure, they suffer 4d8 poison damage and gain one point of exhaustion.

Potion of Swarms

Potion, rare

This potion is lovely and deep yellow with swirling black traces.

As an action, you drink this potion and then open your mouth as 1d6 angry swarms of wasps flow out of you. You can command these with the stats of a swarm of wasps (MM pg. 338). These swarms use your initiative but have their own turns.

Potion of Unruly Haste

Potion, very rare

It's red in color and very thin. It smells strongly of black pepper.

Once consumed, the creature must make a DC 18 Constitution saving throw. On a success, this creature's walking speed is doubled, and it gains an extra action for 24 hours. After these 24 hours, they gain 5 points of exhaustion. On a failure of the save, the creature is incapacitated for 1d4+2 days. This incapacitated condition cannot be removed unless by a greater restoration spell.

Quill of the Stupendous Scribe

Wondrous item, rare

This ornate quill has a blown glass tip with a large peacock feather.

This quill can never run out of ink, and the user can choose which color ink they wish to write with. All writing is permanent to the object written on unless that object is destroyed. The quill instantly fixes any spelling or grammar mistakes.

Ring of Adaptive Tools

Ring, uncommon (requires attunement)

This silver ring is etched with intricate patterns that shift and change when observed closely.

As an action, the wearer can speak a command word and transform the ring into one of the following tools or small object of their choice:

  • A set of lockpicks (attached to the fingers like thimbles)
  • A small hammer (attached to the finger by a flexible chain)
  • A small saw (attached to the finger by a flexible chain)
  • A pair of scissors (attached to the fingers like rings)
  • A hand mirror (attached to the back of the hand)

The ring remains in its transformed state for up to 1 hour or until the wearer takes action to return it to its ring form. Once the ring has been transformed and used, it cannot be transformed again until the next dawn.

Cursed. Once worn, the Ring of Adaptive Tools is instantly attuned to the wearer and cannot be removed unless the wearer dies. The wearer is unaware of the curse until an attempt is made to remove the ring. If the wearer tries to remove the ring, they must make on a DC 15 Wisdom saving throw. On a failure they become compelled to use one of the ring's transformations immediately. On a success, there is no effect but they now know of the curse.

Ring of Fortunate Finales

Ring, very rare (requires attunement)

This ornate ring is adorned with intricate engravings of celestial bodies, and a shimmering sapphire set in its center seems to dance with inner light.

Fortunate Resilience. Once per long rest, when you fail a saving throw, you can choose to reroll the saving throw but must use the new roll.

Fortune's Guidance. As a reaction, when you or a creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can grant them an advantage on the roll. Once you use this feature, you cannot use it again after you finish a long rest.

Serendipitous Strike. Once per long rest, when you roll a critical hit with a weapon attack, the target must succeed on a DC 15 Wisdom saving throw or be stunned until the start of its next turn.

Ring of Greater Invisibility

Ring, very rare

This simple tin ring is perfectly undistinguished.

This ring has 5 charges and becomes mundane after all charges are expended.

While wearing this ring, as an action, you can expend a charge to turn invisible. Anything you are wearing or carrying is invisible with you. You remain invisible for 1 minute. Once used in this way, the ring cannot be used again until the next dawn.

Ring of Many Faces

Ring, very rare (requires attunement)

A tarnished plain brass ring with simple runes etched on the interior.

This ring has 8 charges and regains 2 charges per long rest.

Check This Out. As an action, you can expend a number of charges to cast alter self. Per charge expended will increase the duration of alter self by 1 hour. If attuned to a creature that can cast alter self the spell is no longer considered a concentration spell.

Ring of Truth

Ring, rare

Deceptively pleasant, this ring bears the images of childlike angels and broadly smiling divine creatures holding the links of a heavy chain.

Cursed. Upon holding this ring, the creature must make a DC 16 Wisdom saving throw. On a success, there is no effect, but they know of the curse. On a failure, the creature puts on this ring. The wearer of this ring is rendered unable to tell a deliberate lie in either speech or writing. The wearer can choose not to communicate openly but must make a DC 16 Wisdom saving throw to avoid answering the question. On a success, they avoid answering, but on a failure, they must answer the question and suffer 3d6 psychic damage. The only way to remove this ring is not to tell a deliberate lie for 1 year.

Shield of the Guardian

Shield, rare (requires attunement)

This shield is crafted from polished steel, and its' surface emits a faint, comforting glow when held, instilling a sense of security in its wielder.

While holding this shield, you gain a +1 bonus to AC.

When an ally within 5 feet of you is the target of an attack, you can use your reaction to grant them a +2 bonus to AC against that attack, potentially turning the blow away from them.

Heal Thyself. During a short rest, when you use Hit Dice to heal yourself, you can channel the shield's protective energy into healing. For each Hit Die you spend, you roll an additional 1d4 and add it to the total hit points regained.

The Ship of Windward Sailors

Wondrous item, legendary

A beautiful ship encased in a glass bottle half filled with seawater. The ship is sailing in perpetuity, and looking into the bottle, and you see sailors going about their daily routines with an officer on the quarterdeck giving orders. You even see a small monkey in the rigging.

You speak the command word “Ahoy There!” and throw the glass bottle into any major body of water, where it shatters. Over the next minute, the ship grows into a full sized vessel. Once it is completed, the officer on the quarterdeck will address you, “Captain, what are your orders?”

Cannon Ball. Ranged weapon attack. +6 to hit, range 400/1600 feet. One target. Hit: 32 (7d8) bludgeoning damage.

Grapeshot. Special ranged weapon attack. +12 to hit, range 120/480 feet. If you choose to load grapeshot, you can choose a 20-foot cube area to affect. Each creature in this area is affected by the grapeshot, and each creature is rolled to hit. Hit: 3d6 piercing damage per target affected.

DM Note For The Ship. For other intents and purposes, this is a Sailing Ship from the DMG (pg. 119). For flavor, this ship is a two-masted sloop with a small quarterdeck from our Golden Age of Sail. She is armed with five cannons aside (10 total). Each gun requires a minimum of 3 crewmates in order to use. Each crewmember must take action on the gun to load, aim, and fire. The ship has enough powder and ammunition to fire each cannon ten times (or one cannon a hundred times.)

Silken Rope of Strength

Wondrous item, rare

This beautifully made red silk rope is 50 feet long and never frays.

As an action, you may use the command word, and this rope becomes as hard as thick steel and cannot be moved. The second word has the rope revert to its original form. The ropes command word can only be used once per dawn.

Staff of Arcane Harmony

Staff, very rare (requires attunement to a Spellcaster)

A finely crafted staff made of polished oak, adorned with intricate silver filigree and capped with a crystal orb containing swirling arcane energies. When held, it hums softly with a harmonious resonance that soothes the mind of its wielder.

This staff has 5 charges and regains 1d4+1 charges per dawn.

You can expend charges to regain expended spell slots. For each charge expended, you can regain one spell slot of a level equal to the number of charges expended.

Once per long rest, you can expend a number of charges to empower your spells. When you do so, the next spell you cast before the end of your next turn gains one of the following benefits:

Augmented Defense. If the spell grants temporary hit points or a bonus to AC, the amount granted is increased by an amount equal to the number of the expended charges.

Empowered Casting. If the spell requires a damage roll, you can reroll a number of damage dice equal to the number of the expended charges and choose the higher result for each die.

Focused Precision. If the spell requires an attack roll, you gain a plus to your attack roll equal to the number of charges expended.

Persisent Concentration. If you cast a spell that requires concentration and need to make a Constitution saving throw to maintain it, you can add the number of expended charges to your saving throw.

If using all 5 charges at once, roll a d20. On a 9 or lower, the staff explodes, causing all creatures within a 20-foot sphere to suffer 6d6 force damage.

If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Swiftshot Bow

Weapon (longbow), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magical weapon.

Quick as the Wind. Using your bonus action, you gain a rush in speed, gaining an extra attack action until the end of your turn. You can use this feature three times per long rest.

Cursed. If you roll a 1 on your d20 roll with this weapon, you suffer 1d8 bludgeoning damage and get a bruise on your wrist.

Sword of Reckless Abandon

Weapon (longsword), very rare (requires attunement)

This simple-looking broadsword carries the weight of the world.

You gain a +2 bonus to attack and damage rolls made with this magical weapon.

That One Is Mine! When you use the sword to attack the most powerful enemy by Challenge Rating that is in your sight, you gain advantage on attack rolls. If you roll a critical hit on your attack roll, you add one additional damage die.

Curse. When you use this weapon to attack an enemy while you can see another enemy of a higher challenge rating, you have disadvantage on the attack roll. If you roll a natural 1 while you attack this creature, you take half of the damage from your last attack in the form of psychic damage.

Tallgeese

Weapon (longsword), very rare (requires attunement)

A magical longsword sheathed in a silver cased scabbard. The blade is inscribed with the name “Tallgeese” by the cross guard. Its hilt is worked in the shape of outspread wings.

You gain a +1 bonus to attack and damage rolls made with this magical weapon.

While attuned to this weapon, you gain a +2 bonus to your initiative.

As an action, you can lunge 20ft towards a creature you can see. Spectral wings erupt from your back as you sail through the air. If you are within 5ft of the target creature after your lunge, you can follow up with a melee attack. You can use this feature twice per short rest.

Token of Penguin Form

Wondrous item, uncommon

While possessing this token, you can expend an action to activate it, summoning an Emperor Penguin familiar to your side. The penguin obeys your commands to the best of its ability and acts on your turn in combat. Its statistics are at the end of this document.

The penguin remains until it drops to 0 hit points or until you dismiss it as a bonus action. Once the token has been used, it is consumed in a fridged cold that breaks the token.

Wand of Counterspell

Wand, very rare

That's why I got closer motherfucker.
         -- Scanlan Shorthalt.

This wand holds 6 charges and regains 1d6 expended charges per dawn.

While holding this wand, you may use your reaction to expend one or more charges to cast counterspell. When you expend 1 charge, you cast the 3rd level version of the spell and increase the spell level per charge expended. If all charges are expended, the wielder must make a d20 roll. On a 10 or lower, the wand turns to dust, is destroyed, and cannot be remade in any way.

However, if you use all 6 charges simultaneously, the wand instantly explodes in the wielder's hand and is permanently destroyed. The wielder suffers 6d6 force damage.

Wand of Screams

Wand, uncommon

This wand of Firethorn Wood has a black gem in the base of the handle.

This wand holds 4 charges, and once all charges are expended, it becomes mundane.

While holding this wand, you can use an action to expend 1 charge to target another creature that you can see. The target must make a DC 13 Wisdom saving throw or cause the target to scream uncontrollably for the duration. The target has some ability to control the screaming, but it is unintelligible and cannot converse with others.

While screaming, the affected creature cannot cast spells that require a verbal component, and any creature within 10 feet of the target is considered deafened. This effect lasts for 1 minute.

Wand of the Swiss Army

Wand, rare

You are still determining who the Swiss are and why an army would need such a non-aggressive wand, but it seems useful enough.

This wand has 4 charges and regains 1d4 expended charges per dawn.

Never Leave Home Without It. While out of combat, you can expend 1 or more charges to cast the following spells from this wand: alarm (2 charges), create bonfire (1 charge), dancing lights (1 charge), mending (2 charges), or prestidigitation (1 charge).

Weapon of the Charbroiled Chicken

Weapon (varies), legendary (requires attunement)

This weapon is lightly engulfed in magical flames and gives off a small amount of heat but does not harm the wielder. This weapon has an etching of a chicken with polished rubies for the eyes. Wielding this weapon causes them to glow brightly, and you hear slight clucking when swung.

You gain a +3 bonus to attack and damage rolls made with this magical weapon. When you hit for an attack, it deals an additional 2d6 fire damage.

While holding this weapon, you may cast conjure animals once per long rest but can only summon chickens. (Axe Beak, MM pg317). You may also cast speak with animals three times per long rest (while using the spell this way, you may only speak with chickens).

Let's Change it Up. During a short or long rest, you may choose to change the type of weapon that you are wielding. Roll off the table below to determine what the weapon will be. If you roll what you currently wield, you may roll again but must use the new roll.

d6 Weapon
1 Longsword
2 Greatsword
3 Warhammer
d6 Loot
4 Maul
5 Greataxe
6 Battleaxe

Curse. You are unwilling to part with this weapon and must always be kept within reach. Each time you attack with this weapon, you have the uncontrollable urge to cluck like a chicken. You have a disadvantage on attack rolls with any other weapons you attempt to wield.

You have advantage on Charisma checks to interact with chickens. All other Charisma checks when interacting with creatures other than chickens are made with disadvantage as you randomly cluck when speaking.

When you complete a long rest, roll a d10. On a 10, this curse causes you to lay an egg. The egg is extremely nutritious and can provide enough sustenance for a full day if eaten. On a 1, you lay a golden egg worth 100 gold but suffer 1 point of exhaustion.


Item Inspired By: /u/Smoyf from this thread.

Note for the Dungeon Master

Don't get hung up on these items!

As the Dungeon Master, your story and the unfolding of events in your campaign are, in this author's eyes, paramount to everything else on the table. Sure, the players love getting magical items, but if they don't fit your campaign or are too silly, replace the d100 pull with something else.

Remember that game balance and keeping players engaged are pillars at the table. However, don't think you are forced to use all the stuff in this book. Make it a good experience for everyone!

You Rolled to Fight A...



Nesting Blue Dragon

Gargantuan Dragon, Lawful Evil


  • Armor Class 23 (natural armor)
  • Hit Points 481 (26d20 + 208)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)

  • Saving Throws Dex +7, Con +15, Wis +10, Cha +12
  • Skills Perception +17, Stealth +7
  • Damage Immunities lightning
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 24 (62,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Mother's Revenge. If a creature possesses one of this dragon's eggs it has advantage all on attacks on them.

Actions

Multiattack. The dragon can use its Frightful Presence and then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Nesting Blue Dragon Tactics

Preparation and Background. A Nesting Blue Dragon is a formidable creature, both physically and intellectually. Known for their cunning and love of hoarding treasure, these dragons often reside in deserts or arid wastelands, where they rule with an iron claw. Even before the party rolls for this encounter, consider the history of this dragon and why it would be nesting in the first place.

Personality and Beliefs. Blue Dragons are vain and should be played as intelligent and strategic. Upon discovering the egg is missing, the dragon would be furious! Its first move would be to gather information about where it has gone using its ability to cast scrying and locate object. Since the dragon is coming to the party to reclaim their egg, they should have the party beg forgiveness before deciding what to do with them. During the interaction, emphasize the dragon's superiority in conversation with deceptions rather than immediate combat. Maybe have the Bag of Wonderful Randomness taken from the party as an apology?

Role-Playing. These Blue Dragons are proud and disdainful. They might offer the party a chance to bargain or grovel before deciding their fate. This can add depth to the encounter, creating opportunities for role-playing beyond the combat.

Combat Strategy. Damn. The party failed that persuasion check, huh? Okay, so in battle, a Nesting Blue Dragon is a terror. Here are crucial elements to focus on:

  • Breath Weapon. The dragon's lightning breath is devastating. Use it strategically to hit as many party members as possible, ideally when they are in a line.

  • Legendary Actions. Utilize these to maintain pressure on the party. A well-timed Wing Attack can knock players prone, making them easier targets for subsequent attacks.

  • Mobility. The dragon's flight allows it to stay out of melee range when necessary. Use hit-and-run tactics to line up characters and use breath weapon or tail attacks.


Emperor Penguin

Small Beast, true neutral


  • Armor Class 12
  • Hit Points 12
  • Speed 20ft, swim 40ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 4 (-3) 12 (+1) 6 (-2)

  • Senses Darkvision 60ft, passive Perception 14
  • Languages Understands summoner languages
  • Challenge 1/4 (50 XP)

Actions

Peck. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.


Gnarled Crocodile

Huge Beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 99 (9d12 + 36)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)

  • Skills Stealth +5
  • Senses passive Perception 10
  • Languages
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Hold Breath. This crocodile can hold its breath for 1 hour and can move while doing so.

Actions

Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.


Goblinoid General

Medium Humanoid (Goblinoid), neutral evil


  • Armor Class 21 (plate armor, shield)
  • Hit Points 116 (14d8 + 56)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 16 (+3) 11 (+0) 15 (+2)

  • Saving Throws Str +7, Int +6, Cha +5
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

Sweeping Strike (Recharge 5-6). The golinoid general makes a melee attack with advantage using its warhammer against each creature within 5 feet of it. Each creature that is hit must succeed on a DC 17 Strength saving throw or be pushed back 15 feet and knocked prone.

Actions

Multiattack. The golinoid general can three melee attacks or two ranged attacks with its javelins. Alternatively, it can use it's Challenging Mark action.

Warhammer. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.

Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Challenging Mark (Recharges after a Short Rest). For 1 minute, the goblinoid general can a mark creature that it can see within 30 feet of it as a challenger. Whenever this creature makes an attack roll or a saving throw the creature must subtract a d4 from this roll, provided it can still see the golinoid general. A creature can be affected by only one Leadership die at a time. This effect ends if the goblinoid general is incapacitated.

Reactions

Parry. The goblinoid general adds 3 to its AC against one melee attack that would hit it. To do so, the goblinoid general must see the attacker and be wielding a melee weapon.


Odafi Dignugget

Small Humanoid (Gnome), neutral good


  • Armor Class 14 (mage armor)
  • Hit Points 70 (12d6 + 24)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 10 (0)

  • Saving Throws Int +9, Wis +6
  • Skills Arcana +9, History +9, Insight +6, Perception +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Gnomish, Elvish, Draconic
  • Challenge 8 (3,900 XP)

Gnome Cunning. Odafi has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Portent (3/day). When Odafi or a creature he can see makes an attack roll, saving throw, or ability check, he can roll a d20 and choose to use this roll in place of the result. He can do this after the roll, but before any effects of the roll occur. He can only replace one roll this way and must use the new roll.

Spellcasting. Odafi is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation, Ray of Frost

1st level (4 slots): Detect Evil and Good, Detect Magic, Mage Armor, Shield

2nd level (3 slots): Detect Thoughts, Invisibility, Locate Object, See Invisibility

3rd level (3 slots): Counterspell, Fireball, Tongues

4th level (3 slots): Arcane Eye, Divination, Locate Creature

5th level (2 slots): Legend Lore, Wall of Force

6th level (1 slot): True Seeing

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Reactions

Shield (1st-level spell; reaction). When Odafi is hit by an attack or targeted by the magic missile spell, he can use his reaction to cast shield, granting him a +5 bonus to AC until the start of his next turn, including against the triggering attack.

The Astral Wizard

Odafi Dignugget is a wiry gnome with a long, scraggly beard and bright, inquisitive eyes that seem to reflect the stars. His time in the Astral Sea has left him with a strange, otherworldly aura. He clutches his spell book as if it were his lifeline and is desperate to return to his home. His clothes are tattered, but his mind is sharp and filled with the arcane knowledge of a seasoned divination wizard. Despite his predicament, Odafi remains optimistic and determined to find his way back, relying on his potent divination magic to navigate the strange and dangerous planes once again.

"Because I don't have teleport in my spellbook!"
      -- Odafi when asked why he is always walking

Personality. Odafi is an insightful, analytical, and profoundly curious individual. He believes in the power of knowledge and foresight, often viewing the world through a lens of its potential outcomes. He trusts in his ability to glimpse the future, using his insight to guide his and others' decisions. He values wisdom and understanding over brute force, while his belief in destiny and the interconnectedness of events drives him to seek out and uncover the mysteries of the universe, always striving to see beyond the obvious.

Role Playing. Try to embody Odafi Dignugget's inquisitive nature and otherworldly experiences. Speak with a tone of excitement and curiosity, always eager to uncover new knowledge. Odafi's bright, inquisitive eyes should dart around, always observing and analyzing his surroundings. He often mutters to himself, pondering potential outcomes and hidden truths. Make sure his optimism shines in every interaction. Even when faced with dire circumstances, he remains hopeful and determined. "By the stars, we'll find a way!" is a common refrain, emphasizing his relentless pursuit of knowledge and his unwavering belief in destiny's guiding hand.

Despite his ragged appearance, his mind is sharp. He constantly consults his spell book and reacts dramatically when asked why he cannot use teleportation.

Combat. Divination wizards are amazing in combat situations with these key abilities:

  • Portent Ability. Utilize the Portent feature to influence critical rolls. At the start of each day, roll two d20s. You can then replace any attack roll, saving throw or ability check made by you or a creature you can see with one of these rolls. Use high rolls to ensure key attacks or saves succeed and low rolls to force enemy failures at crucial moments.

  • Crowd Control. Using Wall of Force can incapacitate or restrict enemy movement, giving your party a significant tactical advantage. And, of course, use Fireball when you see a crowd of mooks bunched together.

  • Support and Foresight. Detect Evil and Good is great at detecting multiple creature types before encountering them. Mage Armor or Invisibility can benefit you or your party members before the fighting starts. Keep Counterspell ready to neutralize enemy spellcasters and protect your party from magical threats.




Prototype Protector

Huge construct, lawful neutral


  • Armor Class 19 (natural armor)
  • Hit Points 280 (16d12 + 112)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 24 (+7) 10 (+0) 16 (+3) 8 (-1)

  • Saving Throws Str +12, Con +12, Wis +9
  • Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses 120 ft., passive Perception 13
  • Languages understands the languages of its creators but can't speak
  • Challenge 16 (15,000 XP)
  • Proficiency Bonus +5

Immutable Form. The sentinel is immune to any spell or effect that would alter its form.

Magic Resistance. The sentinel has advantage on saving throws against spells and other magical effects.

Siege Monster. The sentinel deals double damage to objects and structures.

Actions

Multiattack. The sentinel makes two slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 7) bludgeoning damage.

Concussive Blast (Recharge 5-6). The sentinel unleashes a blast of concussive force in a 40-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points they are disintegrated as if by the disintegrate spell.

Reactions

Deflect Energy. When the sentinel is targeted by a spell or a magical effect that deals force damage, it can use its reaction to negate the damage from that effect entirely.

Legendary Actions

The sentinel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The sentinel regains spent legendary actions at the start of its turn.

  • Slam Attack. The sentinel makes one slam attack.
  • Reactive Blast (Costs 2 Actions). The sentinel can use its Concussive Blast ability as a reaction.

Unyeilding Enforcers

Guardians of an ancient arcane citadel lost to time, Protectors are towering constructs that have patrolled its halls for millennia. These massive defenders, once commissioned by an alliance of archmages to safeguard against eldritch threats, have since become relics of forgotten wars. Each Sentinel is forged from enchanted adamantium and infused with the essence of powerful arcane users, granting them formidable resilience and power.

Bound by Ancient Magic. The first Protectors were created during the twilight of a war between rival mage guilds, when the dire need for guardians became paramount. Arcane rituals bound powerful but mortally wounded arcane weilders souls to towering frames of adamantium, fusing their consciousness into a singular, unstoppable entity. These constructs were designed not only to repel invaders but also to enforce the citadel's arcane decrees, ensuring the sanctity of its knowledge remained inviolate.

Constructs of Conflict. Infused with the conflicting wills of the arcane wielder spirits, Protectors are cursed to perpetually struggle against their own nature. Each Sentinel houses a distinct arcane power (such as lightning or fire) whose constant discord fuels their unwavering vigilance. Despite their unified purpose, these beings are plagued by internal strife, often causing them to lash out unpredictably or even turn against each other in moments of intense stress.

Forged in Eternal Vigilance. Each Protector is a testament to the ancient craftsmanship and arcane mastery of its creators. Usually standing over thirty feet tall, their towering frames are adorned with intricate runes and sigils that shimmer with latent magical energy. Their oversized but expertly crafted hands are from the same enchanted adamantium as their bodies, which serve as their primary weapons in the defense of their sanctum. Their steps echo through the halls like thunder, resonating with the power of the elemental spirits bound within.

Unyielding Nature. Protectors are immune to the mental effects that often plague mortal creatures. They require neither sustenance nor rest, their existence solely dedicated to their eternal guardianship.

Note for the Dungeon Master

Handling a Sentinel in combat requires strategic planning. Their elemental powers can devastate even the most prepared party. Consider using a combination of their devastating elemental abilities, such as blazing infernos, freezing cyclones, and electrifying storms, to challenge your players. A tactical retreat may be necessary to reassess the best approach against these formidable guardians.*


Soul Flayer

Small Fiend (demon), chaotic evil


  • Armor Class 13
  • Hit Points 27 (5d8 + 5)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 11 (+0) 8 (-1)

  • Skills: Stealth +4
  • Damage Resistances cold, fire, lightning
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Flight Escape. This demon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Soul Siphon: The soulflayer's attacks deal an additional 7 (2d6) necrotic damage on a hit. If the target is reduced to 0 hit points by this damage, the soulflayer gains temporary hit points equal to the damage dealt.

Actions

Multiattack. The devil makes two attacks: one with its bite and one with its fork or two with its tail spines.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage plus 7 (2d6) necrotic damage.


Wraitgazer

Medium Aberration, chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

  • Skills Perception +3, Stealth +4
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Understands Deep Speech but can't speak
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Keen Sight. The wraitgazer has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The wraithgazer makes two attacks: one with its bite and one with its tentacle.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Distort Reality (Recharge 5-6) When the wraithgazer is hit by an attack, it can use its reaction to attempt to distort reality. The attacker must succeed on a DC 12 Wisdom saving throw or take 7 (2d6) psychic damage.


You Turned Into A... Mousefolk

OBSCURED IN THE THICK UNDERBRUSH OF THE forests and fields, you will be able to discern the difference of the Mousefolk to those of a common field mouse or rat simply by the difference in size. You will find that these gentle and kind creatures are playful in nature and welcoming to guests. Even if you are towering over them and unable to go into their abodes. Their large rounds ears are constantly twitching as they hear even the faintest of whispers in the breeze and their noses are very attuned to their natural enemies.

The life of the Mousefolk is one spent close to the ground. With no great empires or kingdoms to call home, the Mousefolk spend their lives carving a place for themselves in the cities of the larger races or in the untamed wilds. They form tight-knit communities where every member is expected to contribute to the success of the whole. Some Mousefolk study a trade skill to support their families, while others use their natural agility and intellect for contract services. They are remarkable scouts or spies but are unable to wield much more than a small rapier in combat.

- Herbert Trebills,
The Rare and Exotic Races

Created in Photoshop by /u/WicWicTheWarlock

Furry and Nimble

Reaching a little over 2 feet tall, the Mousefolk often go unnoticed in their day to day activities. Their diminutive stature and quiet demeanor make the Mousefolk inoffensive to most, granting a certain detachment from the major conflicts and strife of the age. Their fast metabolisms and quick feet give the Mousefolk a slender build, usually weighing between 20-30 pounds.

Mousefolk fur color ranges from white to tan to brown or black, with various patterns passed through heredity. They take care to groom and clean their fur, as it represents their family and community. A Mousefolk’s eye color is either brown or black.

Mousefolk like to wear comfortable dark colored clothes that allow for discretion and a wide range of movement. The concept of personal wealth or glory doesn’t pervade through Mousefolk culture, most actions taken are for the good of the community rather than the self. Any wealth or resources gained are utilized for the betterment of the group. Some Mousefolk, however, use their natural abilities for personal gain. These individuals tend to be outcasts or black sheep of the clans.

Hearth and Home

The Mousefolk are a resourceful and tenacious race. Mousefolk settlements can be found in the most unlikely and inhospitable of places. They tend to build homes in the dark shadows and forgotten corners of the world, such as city slums, deep forests, scorching deserts, arctic tundras, or port cities in exotic lands. The Mousefolk aren't typically farmers, instead preferring hunting, trade, and craft to meet their needs. Mousefolk caravans are not an easy target for bandits, guarded by skilled archers within and a bristling wall of oak and steel without.

Mousefolk families extend beyond blood ties, an individual's entire community is treated as kin. Mousefolk settlers will seek out other colonies, and new warrens will arise within close proximity to each other. These friendly communities will eventually grow and merge, the members of each becoming kin to the other.

Adventuring Artisans

The Mousefolk have a deep love of art, literature, song, and craft, and will often spend a lifetime perfecting their trade. True masterworks are rarely seen by the outside world, instead they are preserved and passed through the generations. To be a keeper of lore and heritage is among the highest honors and greatest responsibilities in Mousefolk culture.

The Mousefolk who do not end up learning a trade will often put their skills to use pursuing esoteric knowledge, training as defenders, spiritual leaders, rangers, covert agents, or they might even travel the world as an adventurer-for-hire.

Mousefolk Names

When a Mousefolk is old enough to read, they are taken by an elder to the clan's archives to study the lore and histories of their people. After several years, the individual is allowed to pick their own name, either adopting the name of a past hero, or inventing a new name for themselves.

Male Names: Aengus, Ashwin, Aynselle, Boris, Byrnstan,

Celanawe, Colin, Demitri, Elric, Esegar, Finn, Gregory,

Joseph, Luke, Martin, Matthias, Mattimeo, Odric, Seyth,

Thom, Waldwin
Female Names: Baeylie, Caley, Clove, Daewn, Dalla, Eda,

Elis, Gale, Ingrid, Kearra, Mariel, Millicent, Moira, Nola,

Rona, Rosalee, Sayble,Serra, Sylvia, Veira
Historical Names: Abershaw, Bluebell, Dalgill, Faolan,

Garrow, Gamilon, Grimwold, Hannidy, Larkin, Sloan,

Taryn, Tenny, Tinble, Toller, Vidar, Walmond

Mousefolk Traits

Your Mousefolk character has a number of traits in common with all other Mousefolk.

Ability Score Increase. Your Dexterity score increases by 2.

Age. A Mousefolk reaches adulthood at the age of 5 and lives to be about 40 years old.

Alignment. Most Mousefolk are neutral, and tend towards good. They try to keep the conflicts of the other races at arm's length, but display remarkable ferocity when their friends, families, or communities are threatened. A reverence for nature and life is close to the heart of Mousefolk, and they are loath to take a life if it can be avoided. They prefer to live quiet and unassuming lives, giving honest work for honest pay.

Size. Mousefolk grow between 2 and 2 1/2 feet tall and weigh about 15 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Keen Senses. You have proficiency in the Perception skill.

Mousefolk Weapon Training. You have proficiency with the rapier, shortsword, shortbow, and handaxe.

Nimble Dodge. When attacked by an Attack of Opportunity, you may use your reaction to impose disadvantage on that attack.

Languages. You can speak, read, and write Common and Squeak Speak. Almost all Mousefolk speak Common to converse with the people on whose lands they dwell or through which they are traveling.

Subrace. The two main kinds of Mousefolk, Softpaw and Meadowgard, are more like closely related families than true subraces. Choose one of these subraces.

Virtuous and Headstrong

Despite their generally flighty appearance, mousefolk are a very honorable people. They believe strongly in personal honor, less so in the idea that the actions of others can impugn that honor. When a mousefolk makes a mistake, especially one that causes harm to others, they will work hard and at long lengths to correct that mistake.

Softpaw

As a Softpaw Mousefolk, you avoid the dangers of the untamed wilds for the security of civilization. Your bookish nature gives you an edge in the arcane studies and a knack for trade skills and craft. The mark of the Softpaw is a seal of the utmost quality. A Softpaw's natural dexterity and keen intellect make them desirable contract thieves and infiltrators.

Ability Score Increase. Your Intelligence score increases by 1.

Artistry. You gain proficiency with one type of artisan's tools or one musical instrument

Squirm. You can move through tiny sized spaces as if you were tiny size.

Meadowgard

As a Meadowgard Mousefolk, you make your living in the wilds. You have keen senses, deep intuition, and a connection with nature that few other races can boast. The Meadowgard stand staunchly at the edge of civilization, knowing that their eyes are the first alarm and their body and blade are the last bulwark of countless others. They have an unwavering sense of duty and a lifetime of experience, which keeps them sharp against the dangers of the world. With an Eider's blessing, some Meadowgard leave the service of their clans to travel the world and record their journeys.

Ability Score Increase. Your Wisdom score increases by 1.

Brave. You have advantage on saving throws against being frightened.

Speak With Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

So You Got The...

Curse of the Mundane Chair

Any creature who was within 20 feet of this seemingly mundane chair when it was manifested becomes overwhelming obsessed with it.

Whenever they are away from this chair for more than a day they must make a DC 16 Wisdom save or go back to where the chair is and fixate on it until they complete a long rest. While obsessing over this chair they have disadvantage on skill checks. For each hour spent in the chairs presence the creature fixating on it suffer 1d4 pyschic damage as their mind becomes ever more fixated on it.

To break the curse a dispel magic spell at 5th level or higher aimed at the chair will end the chairs influence.

Curse of the Narcissist's Mirror

The curse manifests as an obsessive preoccupation with one's appearance and perceived perfection.

The afflicted suffer disadvantage on Insight and Perception checks as their self-obsession clouds their judgment. Each time they attempt a long rest, they must succeed on a DC 18 Charisma saving throw or spend the entire time compulsively grooming and admiring themselves in the mirror gaining no benefits of the long rest and gain 1 point of exhaustion. They also temporarily lose 1d4 Charisma point, as their vanity ironically mars their social grace.

The only way to remove this curse is by having the afflicted destroy the mirror.

Love Lost Leprosy

A tragic affliction that manifests in those suffering from the effect of the Bell of the Beloved. It begins subtly but grows more severe over time, reflecting the emotional and physical toll of unrequited love.

The afflicted begins to have coughing fits and occasional chest pains causing them to suffer disadvantage on Charisma checks. After two more days the coughing worsens in which small flower petals come up with each cough. After a long reset, the victim suffers 1d4 psychic damage due to the emotional turmoil of not having their love returned. After a week the petals become flowers and the afflicted must make a DC 15 Constitution saving throw after completing a long rest or suffer 1 point of exhaustion. After a week of contracting this disease the victim now coughs up full blooms of flowers and the hit point maximum is reduced by 1d6 each day as their health worsens.

The disease can be cured by reciprocated love from the object of their affections or a greater restoration spell. If untreated the disease is fatal and upon death the body succumbs to growing a bed of flowers where the body lays.

Puffs

The first sign of symptoms appears to be nothing more than mild acne. Soon, several of the 'zits' begin to grow larger. Not unnaturally large for such blemishes. Finally, a single 'puff' quickly grows to the size of a grape and bursts into a small cloud of spores that quickly spread in a breeze, infecting those within a 10 foot area of the host, as well as leaving a large 'pockmark' in it's place.

The fungus, while growing inside the host, causes ever growing feelings of loss and loneliness, pushing the host to seek out more and more companionship. If the fungus is allowed to reach fruition and spore, the sense of loneliness transitions into a permanent and inconsolable state of depression.

Only a greater restoration spell can remove this disease.

Rotscale

Only contracted by directly handling goblinoid feces.

Symptoms start by having the extremity beginning to itch and redden within a day causing disadvantage on Dexterity based checks. By day 2 small dark scabs begin to appear on the area and spreading along their body, at this stage they suffer 1d4 necrotic damage after completing a long rest. By day 3 the affliction has covered nearly half of their body, they now suffer 1d10 necrotic damage after completing a long rest and their movement speed is halved. By day 4 the affliction has reached their vital organs and the victims maximum hit points are reduced by 1d10 per day. Also at this stage they have to make a DC 15 Constitution saving throw after a long rest or suffer one point of exhaustion.

Rotscale can only be cured by bathing in pure water for three consecutive days or by using a greater restoration spell.

Siren's Syphillis

Within hours, their skin pales to a ghostly hue, and a haunting melody echoes in their mind.

The victim suffers disadvantage on Intelligence, Wisdom, and Charisma based checks as their thoughts grow muddled. Each dawn, they must succeed on a DC 15 Constitution saving throw or lose 1d6 of their maximum hit points, their vitality being drained by the curse. In severe cases, spectral scales appear on their skin, marking them as bound to the siren's call.

Only a remove curse spell or the kiss of a true siren can lift this affliction.

Bartholomew's Pirates

Overview. I designed it for parties with 4 players between levels 7 to 10, but who knows what will happen. You found a water-logged rum bottle containing a plea for help for anyone who finds this. It contains a map to a distant island and the last location of the ship of Bartholomew's Pirates.

Journey to the Island

The map leads to an island that is several days sail from the mainland. The journey could be frought with challenges and danger. The journey will take 10 days to reach the island and for each day of traveling have the players take turns rolling a d12 and have the event corresponding on the table below take place.

d10 Event
1 Stormy Seas! The vessel suffers 2d6 damage and loses a day of travel.
2 Nothing occurs and the day passes peacefully.
3 Mermaids! A pod of mermaids swim along the ship for a time you gain a day of travel as they guide you.
4 Nothing occurs and the day passes peacefully.
5 Ghost Ship! A ghostly ship appears out of the fog of the morning. It does nothing but the crew feel it's a bad omen for the voyage. The day passes in peace.
6 KRAKEN! A Giant Octopus attacks the ship causing 1d6 crew members to be dragged into the sea and you lose a day of travel.
7 Man In The Water! You find a man floating on a makeshift raft claiming he is from the island your sailing too. Upon finding out you are heading there, he jumps back into the ocean. But the rest of the day passes in peace.
8 Whale Sighting! You see a whale swim near the ship you gain a day of travel with this good omen.
9 Damned Fog! A thick fog rolls over the ship and causes you to lose a day of travel.
10 Nothing occurs and the day passes peacefully.
11 The Green Flash! You gain a day of travel as a soul has returned from the sea.
12 Rogue Wave! The party is required to make a DC 15 Strength check or they go overboard requiring rescue. For each member overboard they lose a day of travel.

Arriving at the Island

The island is covered in dense jungle, with the map leading to a hidden cave on the northern shore three days travel from where the ship anchored. The jungle is filled with peril and the party must navigate through difficult terrain and avoid natural hazards like quicksand and aggressive wildlife. Each player must make a DC 14 Survival check to avoid these hazards or suffer 2d6 damage. If the group as a whole fails the party becomes lost in the jungle and lose a day of travel.

The Cave

The cave entrance is partially concealed by foliage and rock. Inside, it is dark and filled with the scent of sea and decay. The cave is inhabited by remnants of Bartholomew's Pirates, now undead.

Upon entering the cave, they run into a group of 1d4+2 undead pirates (Zombie MM pg. 316). The pirates attack with cutlass and use basic tactices.

Going deeper into the cave, the party encounters traps and a puzzle door. The traps:

  • A pit trap (DC 15 Perception to notice, DC 15 Dexterity saving throw to avoid, 3d6 falling damage on a failure).
  • A swinging blade trap (DC 18 Perception to notice, DC 18 Dexterity saving throw to avoid, 4d6 slashing damage on a failure).

The puzzle door requires the party to align a series of constellations to point towards the "North Star". Solving the puzzle is a DC 15 Intelligence check or a DC 15 Survival check. On a failure it triggers a lightning trap (6d6 lightning damage).

The Hidden Ship

Beyond the puzzle door lies the vast cavern housing Bartholomew's ship, "The Black Marlin". The ship is intact and ready to sail but guarded by the ship's spectral captain, Captain Bartholomew.

Captain Bartholomew is bound to the ship by a curse. He pleads with the party to break the curse by returning their remains (hidden in the captain's quarters) to the sea. If they agree, he helps them fight off the remaining undead pirates. If they refuse or attack him, he fights to defend the ship.

Boss Fight. The final encounter pits the party against a mix of undead pirates (and possibly the ghostly captain if they chose combat). The encounter should be 2d4+2 undead pirates (Zombie MM pg. 316) who attack with cutlass and basic tactics, 2 undead officers (Wight MM pg. 300) who attack with longswords and use life drain, and possibly Captain Bartholomew (Ghost MM pg. 147) who uses their full bag of tricks on the party.

Adventures Conclusion

If the party frees Captain Bartholomew, his spirit is released, and he rewards the party with a hidden treasure worth 5000 GP. Regardless of they free him they gain control of "The Black Marlin," a sturdy pirate ship. If they defeat him in combat, they still gain the ship but miss out on the additional reward.

As for XP that is for the DM to decided for this adventure.

Note for the Dungeon Master

This one page adventure is supposed to be more of quick side quest than a full on adventure but you do you. I recommend that you only spend half a session on this, and that's only if the players jump on the plot hook. Which, as a Dungeon Master myself, know that unless you have a neon sign pointing in the direction of the quest saying "Massive Loot This Way" they won't notice it.