d100 Magic Items Table for Harrow Deck of Many Things


*The Wanderer card - One of the user's items becomes magical
*The user's object, upon being held and concentrated upon as a bonus action, transforms into the magical item below, and remains that way for 24 hours or until dispelled

1

Alchemist Ring - When the wearer of this ring imbibes a healing potion, they receive an additional 1d6 HP.

2

Ring Of Spell Turning - Legendary, Requires Attunement. While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

3

Antigravity Sphere - A small, fist-sized glass ball filled with a silvery smoke. When the sphere is destroyed, it disables the effect of gravity of everything within a 30ft cube for 30 seconds.

4

Dust of Deliciousness - Wonderous item, uncommon. This reddish-brown dust, when sprinkled on any edible substance, greatly improves the flavor. It also dulls the senses of the consumer, giving them disadvantage on wisdom-based checks and saves for one hour.

5

Arrow of Celebration - An arrow tipped with an enchanted noisemaker. For 30ft around the impact site, creatures are compelled (WIS vs DC 17) to dance madly. Loud music can be heard 100ft from the impact site.

6

Arrow of Displacement - An arrow tipped with a shard of quartz crystal. When it is fired, and the arrow strikes something, the archer is teleported to wherever the arrow landed. The quartz tip breaks after 3 uses and must be replaced.

7

Sword of Hope - Requires Attunement. Becomes a +2 weapon of the wielder's choice with one of the following random effects:
1+ 1d6 electric damage.
2+ 1d6 poison damage.
3+ 1d6 fire damage.
4+ 1d6 cold damage.
5+ 1d6 psychic damage.
6+ 1d6 force damage.
7+ 1d6 acid damage.
8+ 1d6 thunder damage.
9+ 1d6 necrotic damage.
10+ 1d6 radiant damage.
Weapon can be renamed by the wielder to fit its type.

8

Oil of Etherealness - This oil can cover a Medium or smaller creature, along with the Equipment it's wearing and carrying (one additional use is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the Effect of the Etherealness spell for 1 hour. This vial has five uses.

9

Bag of Endless Rats - It looks like a Bag of Holding, but it stinks. All that comes out of it when a character tries to use it are 3d20 rats. If it is turned inside out or damaged, it disgorges 5d100 rats and the bag is destroyed.

10

Band of the Dryad - A simple wooden band that appears to be entwined by evergreen ivy vines. the top is decorated with a small rose petal, which remains bloomed and perfect until the ring's effect is used. Each day at dawn the petal blooms again. This band has a single charge, which recharges each day at dawn. The power contained within the rose petal may be expended to heal a target the wearer can touch by 2d4+2 hit points. Once used, the rose petal wilts and falls off the ring, and this effect may not be used again until the next dawn.

11

Belt of Returning - A finely crafted dark leather belt with three loops, each decorated with a shard of sapphire. The magic of the belt leaves an invisible mark on the surface of the weapons stowed in each loop and invisibly inscribes the name of the item on the sapphire shard. Three one-handed weapons with the thrown property can be 'attuned' to the belt. When a weapon, from the belt, is thrown at an object or creature, hit or miss, the weapon will return to the belt at the end of your turn.

12

Deck of Many Things - User's item becomes a transmutable Deck of Many Things.

13

Boots of Haste - Requires Attunement. These boots can be clicked together with a Bonus Action to cast the Haste spell on the wearer. These boots can only be activated once per long rest, and provide one minute of the haste spell, though they do not require concentration and does not cause lethargy after use.

14

Boots of the Woodland Hunter - Requires Attunement. Once per long rest, you may cast Hunters Mark as a first level spell without using a spell slot. While wearing these, non-magical difficult terrain does not slow your movement.

15

Eyes of the Medusa - A magical set of lenses that fit over the eyes, appearing in the shape of hemispheres of glass. While distorting the outward appearance of your eyes, you can still see normally. Once every 7 days, when worn, the lenses can Petrify an opponent as though affected by Medusa's Petrifying Gaze. When a creature can see the lenses on your eyes, within a 30 ft. range, they must make a DC 14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly Petrified. Otherwise, a creature that fails the save begins to turn to stone and is Restrained. The Restrained creature must repeat the saving throw at the end of its next turn, becoming Petrified on a failure or Ending the Effect on a success. The petrification lasts until the creature is freed by the Greater Restoration spell or Wish.
Requires 7 days to recharge.

16

Censer of Serenity - An enchanted censer that was made by a daughter for her father, who was suffering from PTSD following the battle that robbed him of his arm. No matter what incense is burned in the censer, it gives advantage on wisdom saving throws for 24 hours.

17

Broom of Flying - This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its Command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to Travel alone to a destination within 1 mile of you if you speak the Command word, name the Location, and are familiar with that place. The broom comes back to you when you speak another Command word, provided that the broom is still within 1 mile of you.

18

Circlet of the Planeswalker - Requires Attunement. While you wear this circlet, you can choose to be considered on your native plane for the effects of banishment and other spells used against you. Whenever you teleport or cross a planar boundary (such as with the Blink spell), you may heal 1d4 Hit Points.

19

Cloak of Death - This garment gives you an undead appearance-a skeletal face crusted with desiccated skin, with black holes for eyes. Allows you to remain non-hostile with undead creatures. Great for looking like a lich without actually being one.

20

Cloak of the Nord - A hooded cloak made of various patches of leather that has a belt fastened to the front. It generates heat on the wearer if blown upon by wind. It was made as gift for a lover so that they could travel the mountain ranges without worry of freezing. Gives resistance against Cold damage.

21

Cloak of Vigor - A dark red cloak with an extra long flap in the back that will bend and stiffen into a functional chair when the wearer tries to sit down. Made for a wizard that had difficulty walking across town without breaks. Grants the ability to take a short rest in a fraction of the usual time. 1 use per day.

22

Enchanted Bear Trap - This Mithril bear trap appears bigger than average, though it weighs only 15 pounds. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. Upon an enemy reaching within 10 feet of the trap, it springs to life and launches itself at the creature, who must succeed on a DC 17 Dexterity saving throw or take 2d6 piercing damage and stops moving. Thereafter, until the creature breaks free of the trap, its Movement is limited by the length of the chain (10'). A creature can use its action to make a DC 18 Strength check, freeing it on a success. Each failed check deals 5 piercing damage to the trapped creature. Does not attack allies.

23

Crown of Kord - A small crown that increases the confidence and self image of those who wear it. Made for a shy human who had trouble talking to people. Grants +2 to Charisma.

24

Bracers of Archery - Requires Attunement. While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to Damage Rolls on Ranged Attacks made with such Weapons.

25

Mithril Gloves - These gloves are of a fine chainmaille weave, and almost seem to form to the user's hand. When magically activated, once per day and per glove, the user may bend any material up to and including mithril, up to a distance of five inches. Must be small enough to fit between the gloves' crushing fingers.

26

Insect Whistle of Coleoptera - A whistle that, when blown, will summon 1d3 swarms of insects to your side. Insects are chosen at random, or by making an CHA roll to Coleoptera of DC 17 or higher. Swarms are summoned out of the Deep Wilds and do not need to be initially present. Swarms can be controlled on your turn using a bonus action.
1Swarm of Spiders
2Swarm of Wasps
3Swarm of Centipedes
4Swarm of Beetles
Swarms will stay by your side for up to 30 minutes (provided they can keep up), after which they will disperse in the Material Plane. Can only be used once per day, recharges at dawn.

27

Gauntlets of Ogre Power - Wondrous item, uncommon. Requires Attunement. Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.

28

Sovereign Glue - Wondrous item, legendary. This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. This container contains 4 ounces.
One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.

29

Dancing Sword - Very rare, Requires Attunement. You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

30

Ethereal Striders - Very Rare. Wearing these boots, as your move action you can instead teleport. In order to teleport, choose how far you want to travel, then do an Arcana check. The DC equals 5+1 for each five feet (1 square) traveled. If you do not succeed on the DC check your teleport fails. Has 3 charges, refills charges every day at dawn.

31

Fairy Dragon Coffee - For one round of combat, the drinker's speed is tripled, they have +5 to AC, they have advantage on Dexterity saving throws, and the character can do 3 Actions. But in the next round, the character takes 1 point of exhaustion. Packet contains three uses.

32

Figurine of Wondrous Power: Ruby Chicken - This figurine can become a Large chicken (Chocabo) for 24 hours, strong enough to be ridden and carry up to 250 pounds.
Large Chicken (Chocabo)
Large beast, unaligned
Armor Class 10
Hit Points 22 (3d10 + 5)
Speed 30 ft., fly 60 ft.
STR DEX CON
14(+2) 14(+2) 13(+1)
INT WIS CHA
4(-3) 6(-2) 8(-1)
Senses: Passive Perception 12
Featherfall - Has the effect of Featherfall
Languages -
Actions - Peck +4 to hit, reach 5 ft., one target. Hit: (1d6) Piercing damage
Upon being reduced to 0 hit points, the chicken returns to figurine form for 24 hours.

33

Ring of Feather Falling - Requires Attunement. When you fall while wearing this ring, you descend 60 feet per round and take no damage from Falling.

34

Rope of Climbing - This 60-foot length of Silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the Command word, the rope animates. As a Bonus Action, you can Command the other end to move toward a destination you choose. That end moves 10 feet on Your Turn when you first Command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
The rope has AC 20 and 20 Hit Points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 Hit Points, it is destroyed.

35

Fletcher's Mitt - A green glove that allows the user to avoid or catch a projectile. It gives the wearer a +1 AC against all ranged non-magical attacks. If the wearer completely avoids the attack, the user catches the projectile.

36

Focus of the Warlock - Requires Attunement. Amulet shaped like a closed eye. User gains the Eldrich Blast cantrip. Can be used by any class.

37

Doll of Recording - This toy looks like a small, nondescript furry animal. The doll can store one spell up to any level and cast it automonously a recited number of minutes later, though any spell level above 4 will destroy the doll after use. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. Can only be used once per long rest unless destroyed.

38

Glove of the Mage's Hand - Requires Attunement. A magical glove you wear that will immediately conjure a permanent mage hand for as long as the glove is worn, which you can use as you'd normally use mage hand. This hand can however punch twice in 1 round of combat for 1d4 bludgeoning damage each. However, if used in combat, any damage inflicted on the mage hand will also be inflicted on the wearer's hand.

39

Glutton's Fork - Once a day, this fork will allow the user to eat any non-magical item they can fit in their mouth and regain 2d6 HP. Just tap the fork on the item and it will turn edible.

40

Ball of Annihilation - A fist-sized glass ball that creates a Sphere of Annihilation where it shatters.

41

Amulet of the Knight - Once per long rest you can cast Bless and Bane each once as a first level spell without using a spell slot. Additionally, the wearer gains 5 additional healing points per long rest.

42

Haunted Doll - A very creepy-looking doll. When the owner of this doll fails a third death saving throw, the doll will die in place of its owner.

43

Helen's Earring - An earring that telepathically describes whatever is visible in front of the wearer, whether they can see it or not. Made by a child prodigy for their blind mother who worked tirelessly in order to pay for their magical education. Grants 60ft of Blindsight.

44

Holethrower - A plain-looking wooden slingshot with an intricately carved handle. Once a day, this slingshot can fire any unmodified projectile and create a 1d20-feet-wide portable hole on any non-magical, non-living object or barrier.

45

Ring of Cantrips - A simple ring that can hold and store two cantrip spells. The damage or DC of the spells is based on the caster. Requires Action or Bonus Action to cast depending on the cantrip. It is said to have once been used by a Barbarian who used it to cast Spare the Dying on his healer.

46

Circlet of the Wasp Queen - Requires Attunement. Once per day, you can summon a wasp swarm which lasts for one hour, and fills your space (up to 5 feet by 5 feet) but does not attack you. The dense cloud of vermin gives you partial concealment against ranged attacks. Any creature that makes a successful melee attack against you takes 4d4 points of piercing damage from the swarm. As a free action on your turn, you may have the swarm cling to you tightly, giving you a fly speed of 20 feet (poor maneuverability); when using the swarm to fly, it does not provide concealment or harm creatures that strike you. You can return the swarm to its protective shape as a free action on your turn.

47

Carpet of Flying - Wondrous item, very rare. You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
Size Capacity Flying Speed
5 ft. x 7 ft. 600 lb. 40 ft.
A carpet can carry up to twice the weight, but it flies at half speed if it carries more than its normal capacity.

39

Eldath's Sandals - A pair of leather sandals that allow the wearer to walk on water.

50

Boots of Tremorsense - These boots give the wearer the Tremorsense ability. It allows them to feel vibrations in the ground, and they can automatically pinpoint the location of anything that is moving and is in contact with the earth.

50

Cloak of the Manta Ray - Wondrous item, uncommon. While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

51

Leviathan Axe - A bearded axe with a Mithril blade, inscribed with mystical scrollwork. The handle is made from the arm of a Treant. The axe deals 1d8 + 5 Slashing damage. If thrown, the axe will return to the wielder's hand in 1d4 rounds unless grabbed and held with Str against a DC 18. On a nat 20 attack roll, it will also deal 1d6 Cold damage.

52

Cloak of Invisibility - Wondrous item, legendary. Requires Attunement. While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours, the cloak goes unused, it regains 1 hour of duration.

53

Scrying Eye - A small medallion in the shape of an open eye. It allows a person to cast the Scrying spell. It can only be used once per day, and then cannot be used again until the next dawn.

54

Magnetic Charge - A fist-sized metal ball with a button on top. When the button is pressed, the ball will begin to glow and produce a magnetic field that lasts 3 rounds. The field repels any metal objects within 10ft of the ball (strength DC 15 needed to fight the effect every round) Takes 1 day to recharge.

55

Staff of the Magi - Legendary, Requires Attunement. This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While you hold it, you gain a +2 bonus to spell Attack rolls.
The staff has 50 Charges for the following Properties. It regains 4d6 + 2 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 Charges.
Spell Absorption: While holding the staff, you have advantage on Saving Throws against Spells. In addition, you can use your Reaction when another creature casts a spell that Targets only you. If you do, the staff absorbs the magic of the spell, canceling its Effect and gaining a number of Charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of Charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells: While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability: Conjure Elemental (7 charges), Dispel Magic (3 charges), Fireball (7th-level version, 7 charges), flaming Sphere (2 charges), Ice Storm (4 charges), Invisibility (2 charges), knock (2 charges), Lightning Bolt (7th-level version, 7 charges), Passwall (5 charges), Plane Shift (7 charges), Telekinesis (5 charges), Wall of Fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following Spells from the staff without using any charges: Arcane Lock, Detect Magic, enlarge/reduce, light, Mage Hand, or Protection from evil and good.
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.
You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin - Damage:
10 ft. away or closer - 8 x the number of Charges in the staff
11 to 20 ft. away - 6 x the number of Charges in the staff
21 to 30 ft. away - 4 x the number of Charges in the staff

56

Dust of Disappearance - Wondrous item, uncommon. Found in a small packet, this powder resembles very fine sand. There is enough of it for five uses. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all.

57

Mimic Coin - When balanced on the head, or otherwise held higher than the highest point of the user, this coin will Polymorph the user into a random non-magical item, object, or piece of furniture for 1d4 hours. The item the user turns into will be roughly the same size category as the user themselves. The item cannot be damaged or transported by any means, magical or otherwise. If touched by a living being's hand or other forelimb, the user transforms back into their original form.

58

Harrow Deck of Many Things - User's item becomes a transmutable Harrow Deck of Many Things.

60

Figurine of Wondrous Power: Ebony Fly - Wondrous item, Rare. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount.
Giant Fly
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 30 ft., fly 60 ft.
STR DEX CON
14(+2) 13(+1) 13(+1)
INT WIS CHA
2(-4) 10(+0) 3(-4)
Senses: Darkvision 60 ft., Passive Perception 10
Languages -
If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. Once it has been used, it can't be used again until 2 days have passed.

60

Monocle of Farsight - A tin monocle that lets the wearer see a great distance. Made by an artificer that could no longer view the beautiful landscape around his home as he aged. Grants advantage to Perception.

61

Orrery of Planes - A small brass claw, meant to be set on a desk and have a gemstone inserted into its top. It gives a small, hologram-like view of an elemental plane, changing which plane is displayed by changing the gemstone (chosen by DM). It seems to have been a gift from a noble to his child, as such craftsmanship would be quite expensive.

62

Pan of Nostalgia - A frying pan and lid that materializes one fully cooked breakfast platter for one once per day when exposed to flame. Adds 1d10 temp HP on a long rest. Someone's mother had it enchanted as a gift for their child who was leaving home so that they could always have a home cooked breakfast.

63

Helm of Comprehending Languages - Wonderous item, uncommon. While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.

64

Deck of hazards - User's item turns into the Deck of hazards (as interpreted into the game system by DM).

65

Quill of Desire - A levitating quill that writes out whatever the last person who touched it wants, given that it has enough ink and parchment. Someone's son had it commissioned after his novelist father lost feeling in both of his hands after a wall had collapsed on him.

66

Seed of the Forest Queen - A small seed that allows the user to once per day instantaneously grow a full 20 foot tall tree wherever the seed is thrown or dropped. The seed returns to the user's hand after being thrown.

67

Resin of Stronmaus - Sweet, viscous tree sap collected from an unknown tree. Smells like pine, perhaps, with the sweetness of mead, and tastes like mead. While it is chewed like gum, this resin imbues the chewer with the Vicious Mockery cantrip, and grants +1 to Charisma.

68

Ring of Balance - An emerald ring that gives the wearer an abnormally strong sense of balance. Made for a diplomat by her husband so that when she went on long sea voyages she wouldn't get sea sick. Grants +1 to Dexterity and Acrobatics skill.

69

Ring of the Rat Queen - Makes the wearer aware of the location of any rats within a 1-mile radius, who are immediately friendly with the wearer if met (though will not fight on your side). The ring can however allow the wearer to summon 1d20 rats to attack an enemy for 1d4+Cha bludgeoning damage once a day, and is recharged after a long rest.

70

Ring of the Giantslayer - A plain copper ring that grants the wearer +2 to AC and +2 to attack rolls against any enemy in the “Large” or bigger size categories.

71

Ring of Counterspell - The wearer of this ring can cast Counterspell as a reaction without using a spell slot. The spell is considered to be cast at 6th level. Requires 3 days to recharge.

72

Ring of Kinetic Storage - This simple silver ring allows the wearer to store energy from their body's motions throughout the day, and release it in strong bursts. This ring contains up to 5 charges, the number of charges stored in the ring increases by 1 for every 2 days the ring is worn. As an action, you can make an unarmed strike with the hand the ring is on. This unarmed strike deals an additional 1d6 bludgeoning damage per charge in the ring. Any unarmed strike with the ring expends all charges stored within the ring. If all five charges of the ring are expended, the target is pushed back 5 feet away from you.

73

Axe of Justice - An axe that always does 2D6 damage to any neutral or evil aligned characters, regardless of their armour, for they can never hide from good.

74

Restorative Ointment - Wondrous item, uncommon. This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

75

Ring of Recall - A small ring that allows the spellcaster wearing it to regain a spell slot after having failed in casting a spell.

76

Scarf of Breathing - A red scarf sewn with silver beads into the fabric, magically filters air that is sucked through it when worn as a face wrap. Made as a gift for an obsidian miner to avoid complications with volcano fumes. Become immune to any inhalation-based damage.

77

Alchemy Jug - Wondrous item, uncommon. This ceramic jug has runes carved along its sides, and appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Acid: 8 ounces
Basic poison: 1/2 ounce
Beer: 4 gallons
Honey: 1 gallon
Mayonnaise: 2 gallons
Oil: 1 quart
Vinegar: 2 gallons
Water, fresh: 8 gallons
Water, salt: 12 gallons
Wine: 1 gallon
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

78

Scrying Bones - Once per day, these knucklebones can be used to ask a yes, no, or maybe question to the fates (DM). There are three bones carved into happy faces and sad faces. All happy faces mean yes, all sad means no, anything in-between means maybe.

79

Aura of Shrouds - This circlet, when worn, hides the wearer and anyone within 20 feet of them from divination magic and magical scrying sensors.

80

Stiletto of the Infiltrator - Requires Attunement. +1 Dagger, Properties: Finesse, Light, thrown (40/80ft) While wielding this dagger in one hand and a light weapon in the other, you gain a +1 bonus to your armor class. If you impale this dagger in a surface you may, for the next minute, use a bonus action to teleport to its location as long as it is within 100ft of you. Once you use this ability it can not be used again until you finish a short or long rest.

81

Strange Key - A big iron key the size of a human forearm. It can either unlock any lock once, whereupon the key shatters, or it can be used to stab one target, ignoring AC and dealing damage equal to 3x the target's WISDOM, whereupon the key shatters.

82

Manual of Bodily Health - Wondrous item, very rare. This book contains health and diet tips, and its words are charged with magic. If you spend 39 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

83

"Volt" or Sent's Voltaic Gauntlets - Wondrous item, rare - Requires Attunement. These soft leather gauntlets are interwoven with wires of copper and precious metal, and you feel a strange hum of energy as you don them. While wearing these gauntlets, your unarmed strike deals an extra 1d4 lightning damage on a successful hit, and you gain resistance to lightning damage. Additionally, when you are subjected to lightning damage, you can use your reaction to channel the energy through the gauntlets. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level (if you have any levels of monk). If you reduce the damage to zero, you can wield the energy for your own attack. On your next turn you can make a ranged spell attack (also in melee) with the lightning energy you caught, which dissipates otherwise after 5 rounds (multiple charges cannot be stored). You make the attack with proficiency, and the attack inflicts the stored damage + lightning damage equal to your unarmed strike damage die + your Wisdom modifier, and if ranged has a normal range of 20 feet and a long range of 60 feet.

84

Tabard of Rage - A leather Tabard made of orc skin that allows those who wear it to be able to use Rage once per day. Legends tell of the friendship between an elf ranger and an orc barbarian, whose tribe had strange funerary rites. When the orc was struck down, with his final words, he requested that he'd be turned into a tabard so he could protect his friend once more.

85

Teapot of Peace - Magical teapot. If anyone is aware of the teapot being poured, they are immediately compelled to sit down and have tea (WIS vs DC 18). Works during combat.

86

Tome of Understanding - This book contains intuition and insight exercises, and its words are charged with magic. If you spend 39 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

87

Winged Boots - Requires Attunement. While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

88

Tome of Resilience - A leather bound tome that writes out motivational quips whenever it is opened. Made to aide the courtier of a king. Grants the reader advantage on any subsequent roll, once a day, but reading it requires one Action.

89

Transmutation Statue - Rare, requires Attunement. This small statue appears at first to be vaguely animal shaped. If targeted by Detect Magic it registers as highly magical, and if targeted by Identify it reveals its properties. This statue is actually a small semi-sentient creature that awakens upon Attunement. Once awakened, it assumes a form of your choice that is small and with challenge rating less than or equal to 1/2. While in this form, it functions as in the Find Familiar spell. If this creature is within 10ft of you, it can jump into your hand and transform into a +1 weapon of your choice. This takes a bonus action on your turn. On subsequent turns it can, as a bonus action, be transformed back into its familiar form or into another weapon form of your choice. If this creature is slain, it reverts back into a statue and recovers over the next 24 hours. After this recovery period, it can then be attuned to again.

90

Periapt of Proof against Poison - Wonderous item. This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

91

The Traveler's Walking Stick - Rare, requires Attunement. This staff functions as a +1 Quarterstaff and an Arcane Focus. This staff has 5 charges, and regains 1d4 charges each dawn. You can spend one charge to deal an additional 1d6 force damage on a successful melee attack. You can spend 3 charges to Counterspell at 3rd level using your reaction without spending a spell slot. The DC to counter a spell of 4th level or higher is 10+ the spell's level, rolling a d20 + your casting modifier.

92

Trueheart Clasp - A small clasp that can be fastened onto the user's ear, allowing the user to know someone's true intentions. This gives the wearer Advantage and +2 on all Insight checks.

93

Spellcaster's Bane - Requires Attunement. An elegant longsword with runes etched into the blade. This longsword allows its user to cast Dispel Magic either as an action, or as part of an attack. It can only use Dispel Magic once per long rest. If the spell requires an ability check, the bonus is +3.

94

Physician's Pendant - Requires Attunement. A pendant with a small cross engraved on it. After casting a spell that restores a creature's hit points, the wearer rolls a d20. On a 17 or higher roll, the healing spell does not cost the user a spell slot.

95

Ring of Telekinesis - Requires Attunement. This magic ring allows the wearer to manipulate objects at a distance. While attuned to the ring, the wearer can cast the spell Telekinesis at will, but can only target objects that aren't being worn or carried.

96

Bedroll of Osana-Wo - A bedroll that creates a mild water repellent barrier around it as long as someone is laying on it. A gift made for a traveling merchant so that he wouldn't worry about sleeping in the rain. Allows the user to survive in inclement weather without receiving damage.

97

Wind Sword - A steel cutlass that resembles a giant feather. Has five charges. One charge can be expended to give one attack a Gust knockback effect of 10 feet, or all five can be expended at once to imbue one attack with 50 foot Gust knockback. Regains 1d4 charges at dawn.

98

Wizard's Dreidel - A wooden top that will keep spinning as long as someone is looking at it. Made to teach concentration to a young wizard by an elderly mage. Once a day, it grants +2 to the user's spellcasting ability for 1d4 hours.

99

Terrible Cudgel - A well-made wooden club, wrapped in barbed wire. The wood is stained with blood, but you can just make out the word “BLOOD” on the club's shaft. 1d6 bludgeoning damage and 1d6 piercing damage. Gives advantage to attacks against undead. On a nat 20, the target's skull is bashed open if the target is medium size or smaller.

100

Gem of Seeing - Wondrous Item, Rare. Requires Attunement. This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.