|Greed cometh before the fall...|
Necklace of Maladaption
"Wondrous" item, uncommon
While wearing this necklace, you can't breathe. You automatically succeed on saving throws made against harmful gases and vapors, and are suffocating.
Necklace of Flyers to a Ball
"Wondrous" item, uncommon
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, it bursts into a shower of informational pamphlets, lightly obscuring a 20-foot radius sphere. The pamphlets advertise a fancy ball and dinner party happening within the nearest city.
You can hurl multiple beads, or even the whole necklace, as a single action. When you do so, the radius of the sphere increases by 5 feet for each bead beyond the first.
Necklace of Scare Beads
"Wondrous" item, rare (requires attunement by a bard, warlock, or wizard)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
Roll a d20 to determine the type of bead, or select them.
- 1-6: Bead of Awe (Thaumaturgy)
- 7-12: Bead of Ugliness (Disguise Self that always turns the user hideous)
- 13-16: Bead of Fear (Cause Fear (XGtE pg. 151))
- 17-18: Bead of Creepiness (Silent Image that only creates creepy, shadowy figures)
- 19: Bead of Frightening (Invisibility)
- 20: Bead of Terror (Fear)
Nolan's Marvelous Pig Mints
"Wondrous" item, very rare
Usually found inside a small wooden or metal box (DM's choice), these small tablets instantly freshen the breath of any porcine creature for 1d4 days. Inversely, it makes the breath of any non-porcine creature reek of moldy potatoes, imparting a -2 penalty to Charisma ability checks for 1d4 days.
One Life Stealer
Weapon (any sword), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
If the sword ever causes a creature to reach 0 hit points, that creature is immediately slain. The sword then loses all ability to deal damage or harm another creature. If used to attack a living creature, the blade will pass harmlessly through the creature.
Weapon (longbow), very rare (requires attunement)
When you knock an arrow on this bow, it whispers in Elvish, "To be fair, you have to have a very high IQ to use this bow." When you use this weapon to make a ranged attack, the arrow will always fly towards the creature with the lowest Intelligence score within 120 feet. If two or more creatures are tied for the lowest score, the bow selects one of them at random. This includes animals, allies, and the wielder of the bow themselves. The bow will not target creatures that it has no chance of hitting, such as a worm deep underground.
The arrow can curve and spin to reach its target, but an effect that stops its momentum or blocks its immediate flight path (such as a monk's Deflect Missiles or a fighter's Protection fighting style) can still affect the arrow. The ranged attack roll is made normally, but ignores the effects of cover on the target.
Soil of Earthworm-iness
This vial of soil contains a living earthworm. If the soil is spread over a medium or smaller creature, they will appear disheveled. A Prestidigitation spell can undo this effect.
Oil of Softness
This clear, gelatinous oil smells vaguely of lavender. The oil can coat one slashing or piercing weapon, or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item deals bludgeoning damage instead of its normal type.
If applied to the skin, it causes a creature's epidermis to become lush and moisturized for 1d4 hours.
Oil of Stickiness
This sticky black unguent moves like water in the container, but sticks to the skin when handled. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes, and can only be done to a willing or incapacitated creature. The affected creature is then subject to the effects of a Hold Person spell for 1 hour, except the spell requires a Strength saving throw instead of a Wisdom saving throw.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the Entangle spell for 8 hours.
That's all for now, in a couple weeks we'll do the P's.
Thanks for reading!