Note: This feature is intended for use with a specific subclass: Sorcerer - Doomed Wild Mage. It's part of a set of character options that only fully make sense when used together. Note also that wherever this feature refers to a specific item with an asterisk (*), it is intended to refer to the specific homebrewed item created by this feature's author. All other specific items are non-homebrewed DND items.
Note: Edited for spelling/grammar mistakes, balance, simplification of the tables, and new entries.
Over the countless years of your unwilling odyssey through the multiverse, a lot of your stuff has gone missing, scattered amongst the planes and worlds. You have no idea how much of your stuff is on this plane--or if any of it is--but that's not going to stop you from seeking it out. In addition, your own sense that you lack a past or a future has created a kind of obsession with the preservation of curios and relics. You're constantly seeking out shops and libraries and nooks and crannies, looking for your old stuff--as well as things that can become your new stuff. It has not occurred to you that this kind of hoarding might be why you can never keep track of your stuff.
Whenever you visit a shop that sells, or might sell, magic items, roll on the Digging in the Crates table. If the result says you find an item type in bold, pay the listed cost (or make the listed skill check) to roll on the related Item Table. If the result says you find a specific item in bold, pay the listed cost (or make the listed skill check) to acquire that item.
Whenever you visit a shop that sells potions, roll on the Apothecary table. Whenever you visit a shop that sells books and/or scrolls (or a library), roll on the Scholar table.
Whenever you visit a castle, a keep, a fortress, or a large cavern of any kind, and have the opportunity to look around, roll on the Find My Friends table. If the DM permits, you can also (or instead) choose to seek out the library to roll on the Scholar table.
If you are in the Shadowfell or Feywild, roll on the dedicated Shadowfell or Feywild table.
If you roll on any of the below tables and the result is something you or someone in your party already possess, nothing happens and you do not find anything unless otherwise specified. None of these rolls' results can be modified but the roll itself can be rerolled or rolled with Advantage (or Disadvantage) if another effect causes it.
Whenever you acquire an item with rechargeable charges via this feature, roll to determine how many charges it starts with. Use a die that comes as close as possible to its maximum number of charges. And they laughed at you for buying that D23! Who's laughing now?
Digging in the Crates: D100
1-4 - You don't find anything of interest, and you arouse the merchant's suspicion. Make a DC 5 Persuasion check or be banned from the shop; on a natural 1, the merchant calls the authorities on a charge that you are a thief.
5-12 - You don't find anything of interest.
13 - You find an enchanted ring. (5 GP or DC 8 Sleight of Hand check.)
14-21 - You don't find anything of interest.
22 - You find a wondrous item. (5 GP or DC 12 Sleight of Hand check.)
23 - You find an enchanted ring. (5 GP or DC 8 Sleight of Hand check.)
24-31 - You don't find anything of interest.
32 - If you do not possess a Relict Mimir: you think you might have found your old pal Morte, but it's just a Relict Mimir. (DC 2 Sleight of Hand check.) If you already possess a Relict Mimir: you find your old pal Morte*! You gain Morte* as a pet. (DC 2 Sleight of Hand check or DC 2 Charisma check.) If Morte is already with you, you find Concelhaut's Skull*. (DC 10 Sleight of Hand check or DC 20 Persuasion check.) If Morte is already with you and you already have Concelhaut's Skull or Concelhaut is somewhere in the world, you find nothing.
33 - You find an enchanted ring. (5 GP.) When you pay for it, the merchant gives you too much change, and refuses to take the excess back. You realize the additional coin was in fact your long-lost Strange Coin*.
34-38 - You find one of your lost items! (10 GP, DC 15 Intimidation check, or DC 12 Sleight of Hand check. If you fail the Intimidation check, you can still buy the item for 10 GP or try to make a DC 15 Sleight of Hand check. If you fail the Sleight of Hand check, you can try to make the Intimidation check, but you can't try to buy the item.)
39 - You find Concelhaut's Skull*. (DC 10 Sleight of Hand check or DC 20 Persuasion check.) If Concelhaut is already somewhere in the world, reroll.
40 - You find an Avernal soul coin*. You weren't looking for those, but they're useful. (DC 5 Sleight of Hand check.)
41-47 - You don't find any magic items, but a very imposing-looking man with no name appears out of nowhere. You're pretty sure you've met him before, but he's very sure he's met you before. His disposition and behavior toward you is determined by the DM. (The Nameless One appears.)
48 - You find the legendary sentient blade Blackrazor.
49 - You find a counterfeit soul coin*. Sure man, whatever. (DC 5 Sleight of Hand check.)
50 - You find a keyring with seven Mystery Keys and a Master Keycharm* dangling from it. The shopkeeper parts with it for a pittance (20 CP) but you notice something out of the corner of your eye. (DC 8 Sleight of Hand check.) On a success: It's a Keyhole Dragonette*! Make a DC 10 Persuasion check to convince it to join you!
51-55 - You find one of your lost items! (10 GP, DC 15 Intimidation check, or DC 12 Sleight of Hand check. If you fail the Intimidation check, you can still buy the item for 10 GP or try to make a DC 15 Sleight of Hand check. If you fail the Sleight of Hand check, you can try to make the Intimidation check, but you can't try to buy the item.)
56 - You find the Black Skull Amulet*. Probably nothing dangerous about it. (5 GP or DC 8 Sleight of Hand check.)
57 - You find Concelhaut's Skull*. (DC 10 Sleight of Hand check or DC 20 Persuasion check.) If Concelhaut is already somewhere in the world, reroll.
58-62 - You find a sack of delerium chips*. (5 GP or DC 10 Sleight of Hand check; roll 3d4 for number of chips.) This is not a unique item so you can have more than one. You can also try to Persuade (DC 12) the shopkeeper that the delerium emits dangerous magical radiation and should be turned over to the custody of someone more experienced in dealing with it.
63-67 - You find the Staff of the Magister.
68-72 - You don't find anything of interest--wait a second, what's that over there? Go back in and check it out. Reroll.
73 - You find an Alchemist's Heavy Potion Belt*. You used to have one of these, but this isn't the same one. Oh well. (1 GP or DC 8 Sleight of Hand check.)
74 - You find a Hat of Arch-Wizardry*. (3 GP or DC 12 Sleight of Hand check.)
75-76 - You find Concelhaut's Iron-Clasped Grimoire*. If Concelhaut is already somewhere in the world, reroll.
77-81 - You don't find anything of interest.
82 - Draw three cards from the Deck of All Things* with Advantage.
83-86 - If you are in the wilderness, you find a friendly Dragonette*. (DC 8 Persuasion check.) If you are in a major city, you find a friendly Keyhole Dragonette*. (DC 10 Persuasion check.) If you are in a castle or library or university or similar, you find a friendly Lamplighter Dragonette*. (DC 12 History, Arcana, or Religon check, or DC 15 Persuasion check.) If you are in none of these locales, reroll.
87 - You find a Monster Hunter's Grimoire*.
88-94 - You find a fascinating book or scroll. Roll on the Scholar table.
95 - You find the twin scimitars of Drizzt Do'Urden: Icingdeath* and Twinkle*. (20 GP.)
94-97 - You find one of your lost items! (10 GP, DC 15 Intimidation check, or DC 12 Sleight of Hand check. If you fail the Intimidation check, you can still buy the item for 10 GP or try to make a DC 15 Sleight of Hand check. If you fail the Sleight of Hand check, you can try to make the Intimidation check, but you can't try to buy the item.)
98-99 - You find a Wisplight Lantern.
100 - Pick a result from the table.
Find My Friends: D48; if time and the DM permit, you can try to make a failed check again. Whenever you don't find anything, the DM rolls 1d4. On a 2-3, an old nemesis of yours (the Death Cow*) finds you, and begins following your party, waiting for the right moment to strike. You only have one Death Cow nemesis.
1-6 - "You're pretty nosey, aren't you?" You don't find anyone and you roll with Disadvantage on Charisma checks in this area for six hours.
7 - Amith, Githvyrik ranger* with Doman*, her Athasian companion. You recognize them from your distant past.
8-9 - You find Sumira, the Antisocial Pixie in a Moonlantern*. (She only joins you if you fail a DC 19 Charisma check. Get it? Because she's antisocial?)
9-11 - You find Steve the Very Small Dragon*. (DC 5 Persuasion check; add 5 to the DC if your Alignment is Neutral, 10 to the DC if your Alignment is Evil, and 1 to the DC for each party member whose Alignment is Neutral or Evil.)
12-14 - You find an ogre you used to know. Roll 1d6. On a 1, you find Birta*. On a 2-5, you find Korgrak*. On a 6, you find Thulgar*. If the result of the roll is already traveling with you, you don't find anything.
15 - You find another old "friend": the pit fiend Gargauth, imprisoned within the Shield of the Hidden Lord.
16 - You find Concelhaut's Skull*. (DC 10 Sleight of Hand check or DC 20 Persuasion check.) If Concelhaut is already somewhere in the world, you find a Monster Hunter's Grimoire*.
17-19 - You find a cantankerous but upbeat mephit calling herself Shovel. She seems to have met you. (Shovel* joins you as a pet unless you are a Necromancer or a Sorcerer. Necromancers must make a DC 15 Persuasion or Intimidation check; Sorcerers must make a DC 10 Persuasion or Intimidation check.)
20-22 - This thing really seems to want to follow you around. Pet Ooze* joins you.
23 - Draw three cards from the Deck of All Things* with Advantage.
24 - Azar, githdakeen pirate*. You sailed on a spelljammer with his crew for a time.
25-26 - You find a friendly intellect devourer which insists you are its Friend. (Us* joins you as a pet.)
27-28 - You are attacked by Concelhaut the Archlich*! (Ignore this result and reroll if you or a party member possess Concelhaut's Skull.) If the Staff of the Magister* does not already exist somewhere in the world, Concelhaut wields it.
29-30 - You find Bob the Docile Mimic*, hanging out with Giftwrapper the Tiny Phase Spider*. (DC 2 Charisma check for both.)
31 - You find Pooldripp the Zealous*. How'd he get here?
32 - You find an imp you remember from a distant plane, Nemnok*, who successfully conned an entire village into worshipping him as a god for years until he was defeated and exposed. "Friend" might be too strong a word, but you remember he's got a good nose for magical items. You take him along.
33-34 - You find crazy old Mister Bottle*.
35-39 - You find Haeferic the Dwarven Cannon*. (DC 10 Charisma check or DC 10 History check. If you fail one of the checks, attempt the other with a DC of 12. If you fail the second check, make a DC 10 Dexterity save. On a success, Haeferic joins you. On a failure, make a DC 10 Constitution save. On a success, Haeferic joins you and you take 1d12 Bludgeoning damage. On a failure, Haeferic becomes hostile, Haeferic attacks you, and you take 2d12 Bludgeoning damage.)
40 - Draw three cards from the Deck of All Things* with Advantage.
41 - If you are in the wilderness, you find a friendly Dragonette*. (DC 8 Persuasion check.) If you are in a major city, you find a friendly Keyhole Dragonette*. (DC 10 Persuasion check.) If you are in a castle or library or university or similar, you find a friendly Lamplighter Dragonette*. (DC 12 History, Arcana, or Religon check, or DC 15 Persuasion check.) If you are in none of these locales, reroll.
42-47 - Hey there chief! You found your old pal Morte*! (DC 2 Charisma check. Add 2 to the DC if your Alignment is not Chaotic. Add 2 to the DC if your Alignment is not Good. Add 1 to the DC for each party member whose Alignment is not Chaotic and/or Good.)
48 - You choose from the table.
Rings: D12
1 - Ring of Arch-Wizardry*
2 - Ancient Gateway Ring*
3 - Demonic Signet Ring*
4 - Chronomantic Ring*
5 - Ancient Sage's Signet*
6 - Winter's Grasp*
7 - Ring of Turning*
8 - Heavy Reckoning of Command*
9 - Bell's Shield*
10 - Ring Zero*
11 - Ring of Three Wishes
12 - Choose a ring from the table.
Wondrous Items: D20
1 - Upon further examination, it's just a cheap trinket not worth anything.
2 - Amulet of the Planar Voyager* and Staff of the Planar Traveler*
3 - Bleak Grimoire*
4 - Dhall's Quill Pen*
5 - A Bag of Ioun Stones*
6 - Armor of the Styx* and Shadow Raven Amulet*
7 - Book of Noble Deeds*
8 - Nether Scroll of Orolin*
9 - Chronomantic Ring* and Ring of Spell Twinning*
10 - Nether Scroll of Mhaelos*
11 - Ebon Tome*
12 - Monster Hunter's Grimoire*
13 - Ancient Netherese Coin*
14 - Ancient Nether Scroll of Azumar*
15 - Demonomicon of Iggwilv (Second Edition)*
16 - Staff of Storms*
17-19 - Staff of the Magister*
20 - Choose a wondrous item from the table.
Robes: D12
1 - Upon further examination, it's just a bunch of rags.
2-3 - Robe of Stars
4 - Robe of Useful Items
5-6 - The cloak is mundane, not even lightly enchanted. But stitched into one of the pockets: a magical Ocular Assistant*.
7-9 - Ophidian Raiment* with a copy of Orelia's Tome of Beast Familiars* in one pocket and a ring called the Heavy Reckoning of Command* in the other.
10 - Cloak of the Manta Ray
11 - Robe of the Archmagi
12 - Choose a result from the table.
Scholar: D48. You get one reroll if you get a result you already have.
1 - You get lost in the library for six hours. Ignore this result and reroll if you're not in a library.
2-3 - You find the Book of the Jester*.
4-6 - Sure...sure...this is definitely a book. Definitely not a Mimic disguised as a book, known among spellcasters as a Spelleating Grimoire*. If you already have a Spelleating Grimoire, you find an Insatiable Grimoire* instead.
7-9 - You find a Monster Hunter's Grimoire*.
10 - You find a Nether Scroll of Orolin*
11 - You find a Nether Scroll of Mhaelos*
12 - You find an Ancient Nether Scroll of Azumar*
13-15 - Worrying. You find the Demonomicon of Iggwilv* and the Ebon Tome*.
16 - Jackpot! You find Manual of Clay Golems, Manual of Flesh Golems, Manual of Iron Golems, and Manual of Stone Golems!
17-19 - You don't find any interesting scrolls or tomes, but you do encounter a Lamplighter Dragonette. Make a DC 15 History or Arcana check or a 20 Persuasion check, adding 5 to your roll for each book or scroll you are currently carrying. On a success, the dragonette joins you. Roll again on the Scholar table to see if it brings anything with it.
20 - You find a Tome of Understanding
21-27 - These books shouldn't be here. These belong to another plane, one beset by horrific outer gods. These are the Seven Cryptical Books* of Hsan the Greater. Roll 1d3: on a 3, you also find the Necronomicon.
28-30 - You find a folio containing three remarkable books: the Bleak Grimoire*, the Book of Noble Deeds*, and the Codex Aeternus*.
31-34 - You find the Tome of the Whispering Reeds*
35-37 - You find a Detective's Notebook*
38-42 - You find Orelia’s Tome of Beast Familiars*, with a ring called the Heavy Reckoning of Command* slipped into the binding.
43 - You find a Tome of Leadership and Influence
44 - You find a Tome of Clear Thought
45 - You find a Manual of Bodily Health
46 - You find a Manual of Gainful Exercise
47 - You find a Manual of Quickness of Action
48 - Choose from the table.
Apothecary: D20
1 - What you think you bought was a Potion of Healing. What you actually bought is known only to the DM.
2 - Potion of Spell Recovery
3 - Goodberry Wine
4 - Remedial Potion
5 - Wine of the Void
6-13 - Hey! You know that bottle! That's your old friend Mister Bottle*, the sentient bottle! See the results below for what's currently inside him when you find him:
6-8 - Nothing.
9 - Potion of Spell Recovery
10 - Healing Potion
11 - Ancient Sacred Unguent*
12 - Reanimating Unguent*
13 - Potion of Invisibility
14 - Iron Flask
15 - This apothecary is well-educated indeed. The recipe for this ancient sacred unguent* is ancient, dating back multiple thousands of years to a dead religion.
16 - Now that's a potent potable. You find a Bloody Marilith, Potent*.
17 - Coldfire Phoenix Draught*
18 - Phoenixblood Draught*
19 - Reanimating Unguent*
20 - Choose from the table.
Lost Items: D12.
1 - Mystical Cartridge Box*
2 - You find Morte*!
3 - Dak'kon's Zerth Blade*
4 - You can get this result multiple times. An old leather satchel with a hidden pocket containing 84 GP in coins from various planes and worlds; if you do not already possess Strange Coin*, you also find it here. If you do not already possess Draconic Rival Coin*, you also find Draconic Rival Coin here.
5 - Ring Zero*
6 - Revolutionary League Earrings*
7-8 - Staff of the Magister*
9 - Athkatlan Power Staff*
10 - Deionarra's Wedding Ring*
11 - Jailbroken Talarith*
12 - Choose an item.
Shadowfell: D48
1 - You are attacked by a pack of Shadow Goblin Warriors*.
2-5 - You are confronted by a Shadow Dragonette*. It is hostile unless you make a DC 15 Persuasion check. If you pass, it joins you.
6 - Draw two cards from the Deck of All Things*. The DM chooses whichever is worse.
7 - You find one of your Lost Items!
8 - You find Sumira, the Antisocial Pixie in a Moonlantern*. Normally she'd make you fail a DC 19 Charisma check, but she's freaking out here in the Shadowfell, so she joins you immediately.
9 - You find Azar, githdakeen pirate*. He's an old acquaintance, perhaps even a friend, but being trapped in the Shadowfell has driven him paranoid. He attacks you unless you make a DC 16 Persuasion check.
10 - You find Winter's Grasp*. It immediately tries to take over your mind before you even put it on, and you make the save with Disadvantage.
11-14 - You find the Staff of the Magister*, and immediately are attacked by at least one Shadow Demon.
15-19 - You find a Darkmissile Wand*, and are immediately attacked by a pack of Shadow Goblin Warriors*.
16-19 - You find the Staff of the Magister*, and immediately are attacked by a pack of Shadow Goblin Warriors* and at least one Shadow Demon.
20 - You find a Shadow Walk Ring*.
21 - You find a cache of Shadowed Tools of various disciplines. You and your party can replace any tools you have with Shadowed versions of them. Shadowed tools can be used by your shadow while you stand up to 10 feet away, depending on the light. In darkness, your shadow self can roam up to 15 feet away from you. If you fail a check with Shadowed tools, you cannot make another check with that toolset until the next dawn.
22-24 - You find the Shadow Raven Amulet*, but as soon as you put it on, you are reduced to 0 HP and its Shadow Form ability activates. You are immediately attacked by a horde of undead Shadows.
25-27 - You are attacked by at least one Shadow Demon.
28-29 - You find a pair of Shadow Step Boots*.
30 - You find the Armor of the Styx*
31 - You find the Bleak Grimoire*. It immediately tries to take over your mind.
32-38 - You find the Ebon Tome*.
39 - You find a Shadowfell Shard.
40 - You find a Shadowfell Brand Tattoo.
41-43 - You are attacked by Darklings.
44-47 - You find the Tome of the Whispering Reeds*. You are immediately exposed to the curse.
48 - DM chooses the worst result on the table.
Feywild: D20
1-5 - You encounter a Fey Dragonette*. Pass a DC 8 Persuasion check or it becomes hostile. Otherwise it joins you.
6 - You find a set of Wings of Flying.
7 - You find a Knifewing Cape.
8 - You find one of your Lost Items!
9-11 - You find a Feywild Shard. If you are a Wild Magic Sorcerer, it allows you to use your Metamagic on certain Wild Magic Surge results (DM's discretion.)
12 - Draw three cards from the Deck of All Things* with Advantage.
13 - You find Sumira, the Antisocial Pixie in a Moonlantern*. She demands you get her out of here.
14 - You find an Ancient Gateway Ring*.
15 - You find a Bag of Ioun Stones*
16-17 - You find a Robe of Stars*.
18 - You find a Mystical Cartridge Box*.
19 - You find a Mossbound Codex*.
20 - Choose a result from the table.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/8/2025 7:59:05 PM
|
4
|
0
|
--
|
Coming Soon
|
|
|
9/8/2025 8:00:42 PM
|
5
|
0
|
--
|
Coming Soon
|
|
|
9/12/2025 6:23:51 AM
|
7
|
0
|
--
|
Coming Soon
|
|
|
9/13/2025 6:44:31 AM
|
10
|
0
|
--
|
Coming Soon
|
|
|
9/13/2025 9:17:20 PM
|
11
|
0
|
--
|
Coming Soon
|
|
|
9/15/2025 9:50:51 AM
|
12
|
0
|
--
|
Coming Soon
|
|
|
9/17/2025 2:40:02 AM
|
18
|
0
|
--
|
Coming Soon
|
Comments