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  1. Fantasy Costco items
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  3. The Blixt Stick - A long staff of interlocking sections of spiraling goat horn. Grants a +1 to all spell attacks, and counts as a Quarterstaff
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  5. The Immovable Rod - As per the Immovable Rod in the Player's Handbook
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  7. Spybot Search and Destroy - A toy robot the size of a palm that can be instructed to listen in on any person, place, or thing within 1000 feet. For example, it can be told “Go sit in that pile of lemons,” or “Find Griswold and let me hear what he says.” Upon being given instructions, the Spybot user can immediately hear everything happening around the Spybot, an effect that lasts no more than 60 minutes, at which point the Spybot returns to the user’s backpack and cannot be used again for 1d4 days. If the user wishes, they can command the Spybot to explode at the location chosen, dealing 2d10+4 damage. The Spybot is destroyed afterward.
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  9. Boots of Silent Running - Grants the wearer Advantage on Stealth checks, as long as they are wearing Heavy armor.
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  11. Amulet of Entreaty - Allows the wearer to make a direct appeal to their deity of choice, even if the wearer is not a Cleric. On a DC15 Charisma check (DC13 if the Cleric), the appeal is answered by unmistakable divine intervention, the form of which is determined by the DM. On a failed Charisma check, the wearer becomes absolutely certain that not only does their chosen deity exist, but that their prayer was heard, considered, and ignored. The item starts with one charge, which can be used at any time, including in combat, and can be used even when it is not the wearer's turn. Charges are restored at the DM's discretion.
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  13. The Huffer's Vape - This item appears as a small, conical object with a fine mesh grille on the small end. Once per day, the user of this artifact may place any non-magical item that fits on the grille, and that item immediately becomes vape-able. Any character inhaling the vapours produced immediately gains 2d8+2 hit points, and rolls for an effect on the Wild Magic table.
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  15. The Jack Hammer - A warhammer with a freely-moving brass sleeve around the hammer shaft. In combat, the wielder of this item may choose to use their attack action to repeatedly slide the sleeve up and down the hammer handle. By doing so, the player rolls 1d8, and adds the result of that roll to their next attack roll. On a critical hit, the result of that roll is added to the attack damage. On a critical failure, the result of that roll is added to any damage (at the DM's discretion) the wielder of the Jack Hammer may incur to themselves, and the Jack Hammer's special ability cannot be used until the next day.
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  17. Suit of Theta Squad Armour - A finely-made suit of Medium armor, bearing the insignias and crests of Theta Squad. This armor has all the stats of Half-Plate armor, but produces the encumbrance of Light armor. The Theta Squad markings cannot be erased or covered. If the markings are destroyed or removed, the wearer suffers a -1 Charisma modifier as long as they wear the armor.
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  19. The Pocket Spa - A magical doorknob that, at the wielder's will, opens a door to an extradimensional spa room, approximately 1000 square feet with a 10-foot ceiling. The floor is tile, there are fluffy towels on convenient racks, and a selection of bathrobes. The room contains a number of facilities including a large hot tub. A selection of sandwiches and drinks is laid out on a table to one side. The door to the spa can be closed and reopened from within the spa, however the doorknob remains where the wielder placed it, and can be taken (and deactivated) by others in the real world. Objects, including creatures and people left in the spa remain when the spa is closed and the doorknob deactivated.
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  24. Fantasy Gashapon
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  27. KATHOK ITEMS
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  29. Bread and Beard - A spellbook that can learn new spells without cost by being baked in a bread oven. Once placed in an oven, the player may select spells (as per usual restrictions on their level, but without restriction as to whether they have purchased those spells) to be inscribed into the book, provided they pass a Charisma check. This check is DC13 for characters with luxurious beards, and DC18 for characters without beards. A failed check causes the magic of the spellbook to burn off the wielder's beard (if present), against a DC10 Dexterity check.
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  31. Bottle of Beard Oil - When applied, applies a +2 Charisma modifier for 1 day, or until the user's actions cause their beard to become an unsightly tangle. Can be applied once per day, but causes a -1 Charism a modifier if not washed out within 3 days. Until the oil is washed out, the wearer gains vulnerability to Fire damage until their beard is burned off. Contains an inexhaustible supply of Beard Oil.
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  33. Beard Goggles - Magic goggles made from the bottoms of tavern glasses. When worn, allows the user to cast Detect Magic for free twice a day. The wearer must keep the goggles on during the spell’s duration or the spell immediately ends.
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  35. Sourdough Circlet - An elegant circlet made of perfectly-cooked sourdough bread that never goes bad. While worn, grants a +1 Wisdom. If eaten, roll 1d10, on a 9 or 10, this Wisdom modifier becomes permanent. Always smells of fresh-baked bread.
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  37. Second Rise - A silver ring that appears as a stylized loaf of braided challah bread. While worn, any spell that fails to connect has a chance to not cost a spell slot. Roll a d6, and on a 5 or 6, that spell did not cost a spell slot.
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  39. Cold Ferment - A frosty tankard of ale. When consumed, the cantrip Ray of Frost gains a permanent +1 damage.
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  41. Closed Crumb - A thick, warm robe that adds +1 AC.
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  43. Baking Stone - A ring made from an ancient baking stone that confers Resistance to Fire mage.
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  48. SKAGGA ITEMS
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  50. Dwarfybjorn - Allows one character to pick up a smaller character and strap them to their chest. The character in the Dwarfybjorn gains access to the larger character’s stats (if they are better), and the character wearing the Dwarfybjorn gains access to the carried character’s weapon bonuses and damage resistances (if they are better). While using this item, both characters involved have a -3 to AC, but all attacks made against them have disadvantage.
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  52. Wig of Glamrock - A wig of jet-black, teased and gelled ‘80s glam rock hair. As long as it is being worn by someone carrying a cool guitar, confers a permanent +2 Charisma.
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  54. Steel Horse - A palm-sized, intricately sculpted horse sculpture made of steel. Once per day, the user can command this sculpture to become a full-sized mount, with the caveats of the spell Phantom Steed. The horse appears as an enormous metal beast, and is friendly to the user and their party. A famous bandit chief famously used this device to carry out daring raids on towns and villages, and authorities will give chase to any person seen using this item.
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  56. Thunderstruck - A set of leather wrist cuffs that count as clothing and allow the user to cast the spell Thunder Wave once per day by air-guitaring on an axe or warhammer.
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  58. No Stairway - A set of boots that, while worn, allow the user to climb stairs, hills, or steep inclines as though they were level ground, and never take a Constitution check for climbing stairs or ladders.
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  60. Cloak of Batmetal - A long black leather cloak that allows the user to fall any distance once per day on a DC15 Constitution check so long as they say something in a Christian Bale Batman voice beforehand, and land in the Superhero Pose (kneeling with one fist on the ground).
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  62. Slippery When Wet - A glass sphere that when thrown, coats an area of up to 1000 square feet with a centimeter of water for up to 15 minutes, at the wielder’s discretion. The water is held in place as though it were a very large, low tank, and cannot be any higher than a centimeter. When the spell ends, the water disperses. This is a single-use item.
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  64. Smoke On the Water - A set of broad leather shoulder pads that count as clothing. When worn, once per day they allow the user to create a thick field of dense fog over any wet or damp surface, up to 1000 square feet and up to 10 feet high. The fog can be anything from morning mist to pea-soup fog, and persists for 15 minutes.
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  69. BEN ITEMS
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  71. Ballad of Blood and Bone - An hard-bound copy of an ancient epic poem written to put a fighting spirit into soldiers on eve of battle. This copy is battered, with the covers clearly having been used to stop a bladed weapon. Several pages are stained with unknowable humors, and a number of pages have been carefully repaired. Created by a long-ago war-priest by branding the words into thin leather, this item confers a +1 to all Cleric spellwork.
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  73. The Eye of Torm - A gem in a wire-wrapped sleeve that fits over the shaft of a warhammer or axe, or can be affixed to the pommel of a sword. Once per day, converts normal damage into Radiant damage.
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  75. Torm Tract - A badly-made, badly-printed, badly-bound, paper book filled with grubby, tightly-packed comic art and accompanying text about the dangers of rejecting Torm. When left in a visible place, compels others to read the Tract, giving them Disadvantage on any attempts to detect covert activity or resist sneak attacks.
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  77. Tijuana Grimoire - A cheaply-made but hard-bound book that contains a comprehensive list of dirty jokes and extensive appendices as to their context. This information is incredibly specific, and changes with the location of the user, allowing them to know what jokes will work from one pub to the next, one town to another, or even one kingdom to another. If the user does not speak the language of the current location, the Grimoire will allow them to flawlessly recite the jokes, and have Advantage on any Wisdom roll attempting to understand the locals.
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  79. Altar of Alteration - A fist-sized piece of finished stone that, once per day and at the will of the user, can expand into a low stone altar six feet long and two feet wide with a small bowl at one narrow end. The user of the Altar can place any object or creature on the surface, and with a blood sacrifice into the bowl, assume that object’s appearance as per the spell Polymorph Self. The sacrifice is larger or smaller depending on the object the user transforms into. Transforming into living, sentient creatures requires a sacrifice that causes 1d8+3 points of damage to the user and can only be taken from the person using the Altar. After the transformation takes place, the Altar returns to its state as a fist-sized stone.
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  81. The Crowing Cock - A small mace in the shape of a stylized phallus that allows the user to make a Sneak Attack with this weapon as per the Rogue ability. On a successful attack the wielder of the Cock is compelled to make an extremely loud noise, with no resistance check. The Cock does 1d4 Bludgeoning damage.
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  83. Ring of Haste - While worn, confers Advantage on Initiative rolls. It is too wide to go on a finger, and too narrow to go on a wrist.
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  85. The Homosexual Agenda - A pocket watch that allows the user to see all events that may happen in the next 30 seconds into the future. Confers Advantage on ALL rolls for those 30 seconds. Can be used once every three days.
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  90. GEHEREK ITEMS
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  92. The Dragonbone Gauntlet - a Heavy gauntlet hewn from a single unimaginably large piece of smooth, heavy bone. While worn, the entire area covered by the gauntlet (fingers to elbow) is entirely immune to heat. In combat, the wielder may make a Dexterity check (DC15) for non-area-of-effect Fire damage to use the Gauntlet to block the attack and gain Resistance to Fire damage. A critical roll on this Dex check confers immunity to Fire damage for that attack. If the wielder critically fails on their dexterity check while the attacker critically succeeds on their attack roll, the Gauntlet is destroyed.
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  94. Diviner's Dabs - Do the dabs, and get the whole loot table for any character's Fantasy Gashapon. Select one item to be permanently moved to Fantasy Costco, where it will acquire a cost in gold and can be purchased at any time. This item only works once.
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  96. Flipper’s Facility - Once per day, gain Advantage on an Acrobatics or Athletics roll.
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  98. Wicked Woomera - A tool held in one hand, used to increase the range of a thrown spear or trident. This item doubles the distance a spear may be thrown and, once per day at the will of the user, inflicts an addition 1d4 Psychic damage.
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  100. Encyclopedia of Eldritch Esoteria - A book of incredibly dull facts and trivia about subjects the user does not care about at all. On a successful DC10 Intelligence check AND a DC13 Wisdom check, the user gains a permanent Level 1 spell slot. If either check fails, the Eldritch Esoteria has damaged their mind, and all Intelligence checks from that point forward are +1 difficulty.
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  102. Churlish Chalice - A drinking vessel made of gold with platinum filigree. Any person that drinks from the Chalice suffers a -1 to Charisma, Wisdom, and Intelligence checks for 15 minutes, and generally adopts a surly, taciturn demeanor with an almost supernatural ability to be rude. However, any liquid put into the cup becomes delicious wine, removing all poisons, enchantments, or other deleterious effects.
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  104. The Huffmaster 5000 - beautiful glass pipe that in addition to being functional, allows the holder to cast the spell Gust of Wind once per day.
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  106. The Snake Bullwhip - A leather bullwhip with the stats of a standard Whip in the Player’s Handbook. The widest part of the handle is a snake’s head with small metal eyes. Once per day, the Snake Bullwhip can become a living, venomous snake under the control of the user. The transformation lasts 1 hour, can be terminated at any point by the user, and when the transformation ends the whip stays wherever it last was.
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  108. Infernal Ichor - A bottle of foul-smelling liquid that smokes faintly. When consumed, allows a permanent second use of the Dragonborn’s breath weapon.
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