Curiosity Killed The Displacer Beast Image

Your wandering hands and boundless fascination lead you to “discover” objects that you swear others had misplaced. You temporarily gain proficiency bonus with any weapons you “find” and can temporarily use equipment, tools or trinkets you unintentionally acquire even if you lack proficiency.

You never choose what you have; your pockets are filled from a random table or your companion's inventory. Whenever you take a Long Rest or extended downtime, roll a d20, on a 16 or higher roll on the table below. Any trinket's magic fades after it is used or is lost again after the next Long Rest.

d20 Pocket Discovery
1 Oooh shiny! You select a random item carried by a random companion (DM Discretion). You may use it as if proficient until the end of your next long rest. The item cannot be attuned to the other companion. Any consumable reappears in your companion's packs after a long rest, even if consumed.
2 You 'lose' an item. As above, but you accidently add an item to the inventory of a companion.
3 Pocket sand. I mean, could be useful?
4 A half-eaten ration. Still counts as second breakfast.
5 A rubber chicken? It makes a terrible noise, and you are unsure as to what it actually does.
6 A Spoon! As a reaction, you may use it gain advantage on any area of effect spell's saving throw. It bends and doesn't break.
7 A scrap of a half-written prayer. As a reaction, you may gain a +2 bonus to AC against one attack that hits you.
8 A child’s wooden toy. Once, you may use it to gain advantage on a Charisma (Persuasion or Deception) check made against a humanoid. The toy is labeled "Is No Fun, Is No Blinsky!" on the bottom.
9 A rusted key. Once, you may add a +3 bonus to a Dexterity check made to open or force a mundane lock. If you fail to open the lock, you gain 1 point of exhaustion.
10 Oooh shiny! You select a random item carried by a random companion (DM Discretion). You may use it as if proficient until the end of your next long rest. The item cannot be attuned to the other companion. Any consumable reappears in your companion's packs after a long rest, even if consumed.
11 A cracked monocle. While worn, you may reroll one failed Intelligence check and take the new result.
12 A partial deck of playing cards. Once, you may gain advantage on a Dexterity (Sleight of Hand) or Charisma (Performance) check. The jacks, jokers and the Queen of Hearts is missing from the deck, Queen is probably having a good time.
13 A vial of cloudy liquid. As a bonus action, you may drink it to gain 1d4 plus your level temporary hit points. There may be other effects, you did not read the label.
14 A musk scented gray candle. When lit, it sheds dim light and grants advantage on one Wisdom (Perception) check relying on sight. The flame burns black and emits not actual light itself. Creepy.
15 A bone ring. Once, you may ignore disadvantage imposed.
16 An embroidered handkerchief. It just makes you look decadent; you gain advantage on one Charisma (Persuasion) check made against nobles.
17 A bark-written rhyme of the woods. You can't get this rhyme out of your head, it has a whistle stop to it. You have disadvantage on your first attack roll.
18 A pair of soft leather boots with a swoosh symbol. While wearing them, you gain advantage on your initiative roll. Gotta go fast.
19 A delayed-reflection hand mirror. Once, you may gain advantage on any saving throw. Your mirror image takes the brunt of any damage you might have taken; you are unsure of what the consequences are.
20 Uneasy Abundance. Roll again on this table twice, ignoring results of 1, 2, 10 and 20. You carry both trinkets. You can elect to 'accidentally' give one of the trinkets to a companion.
Curiosity Killed The Displacer Beast Image

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