Wondrous Item, artifact

This amulet grants the wearer the power of true chaos with 3 uses until long rest. Once activated, the wearer rolls a 1d100 and is granted the assigned ability for the next 10 minutes. Each effect lasts 10 minutes and then magically vanishes.

1

Reality Slip – You can phase out of reality at will. While phased, you are invisible, untargetable, and can move through walls. You can’t interact with anything while phased.

 

2

Boomerang Fist – Your fists detach and fly up to 60 ft before returning. Melee attacks can be made at range and count as magical weapons.

 

3

Time Blink – Once per round, you can teleport to the position you were in on the previous round.

 

4

Godmode Glitch – Once per round, ignore any single source of damage, effect, or condition.

 

5

Mimic Lunchbox – You can pull 1d4 random magic items per minute from a magical lunchbox. They vanish after the ability ends.

 

6

Teleport Punch – Every time you make a melee attack, you instantly teleport behind your target and gain advantage.

 

7

Dragon Ride – You summon a spectral dragon mount that flies, breathes fire (6d6, once per minute), and can carry up to three medium creatures.

 

8

One-Liner Boost – Every time you say a cool one-liner, your next attack deals double damage. Usable once per round.

 

9

Gravity Hop – You can walk on walls, ceilings, or float by changing gravity for yourself once per round.

 

10

Copycat Echo – A magical clone mimics your actions with a delay, dealing half damage and creating visual confusion (disadvantage to hit you).

 

11

Punch the Moon – Once per round, unleash an upward strike that deals 3d12 force damage to all flying creatures within 100 ft.

 

12

Unreal Inventory – You can pull any non-artifact item you've seen before from your hammerspace pocket. Items vanish when the effect ends.

 

13

Exploding Eyes – You can fire a 60 ft fireball from your eyes once per round (6d6 fire, Dex save DC 18).

 

14

Clown Summon – A disturbing mime-like clown follows you, frightening enemies within 20 ft unless they succeed a DC 18 Wisdom save.

 

15

Air Walk – You can walk or run on air as if it were solid ground.

 

16

Dice Hacker – Once per round, you can declare any d20 roll a natural 20 after rolling.

 

17

Crit Magnet – You crit on 19–20. Enemies also crit you on 19–20.

 

18

Rubber Limbs – Your arms and legs stretch up to 30 ft. You can grapple, punch, trip, or pickpocket at absurd distances.

 

19

Magical Yo-Yo – A sentient yo-yo deals 2d10 psychic and 2d10 force damage, and can restrain enemies it hits.

 

20

Epic Music Surge – Battle music surrounds you. Allies within 30 ft gain +3 to attacks, saves, and movement speed.

 

21

Banana Peel – Once per minute, conjure a banana peel that causes any creature to slip and fall prone. No save.

 

22

Undo Button – Once, rewind everything by one turn: positions, HP, conditions, and spent actions reset.

 

23

Celestial Swagger – Divine light radiates from you. Enemies within 10 ft have disadvantage on attacks; allies have advantage on saves vs fear/charm.

 

24

Glitch Step – Every time you move, attack, or are attacked, you teleport 5 ft in a random direction. Enemies have disadvantage on attacks against you.

 

25

Narrative Override – Once per minute, declare something absurd to be true (“This horse is secretly royalty”). The DM must make it canon somehow.

 


26

Black Hole Pocket – You create a 10 ft radius void centered on yourself. Projectiles and thrown objects get sucked in. Ranged attacks against you automatically miss.

 

27

Supernova Heartbeat – Your chest glows with starfire. Each round, enemies within 15 ft take 1d6 radiant damage and must succeed a Con save (DC 18) or be blinded until the end of their next turn.

 

28

Boomstep – Every time you move 10 ft or more, you create a thunderclap that deals 1d8 thunder damage to all creatures within 5 ft.

 

29

Wish – You get 1 wish. Effect ends immediately after making wish. 

 

30

Giant's Glove – Your melee attacks cause shockwaves. When you hit, all creatures within 5 ft of the target take 3d6 force damage.

 

31

Speed Demon – Your movement speed is quadrupled. You can Dash as a bonus action and never provoke opportunity attacks.

 

32

Toon Logic – You can defy logic with cartoon physics: stretch limbs, squeeze through bars, survive falls, and pull hammers from thin air. You take no fall damage.

 

33

Swarm Form – You disperse into a swarm of glowing particles. You can pass through cracks, are immune to weapon attacks, and reform anywhere within 60 ft as a bonus action.

 

34

Laser Tongue – You fire a laser from your mouth. Line attack, 60 ft, 4d10 radiant damage, Dex save DC 18 for half.

 

35

Knightmare Mount – Summon a spectral nightmare horse that flies, walks on walls, and terrifies enemies it charges. You gain +2 AC while riding.

 

36

Gravity Crush – You can cause any creature within 60 ft to feel 10x heavier. They are restrained unless they succeed a Strength save (DC 18). One target per round.

 

37

Echo Chamber – Your voice echoes powerfully. Shouting causes a 15 ft cone of thunder damage (3d8) and deafens targets. Usable once per round.

 

38

Chains of Judgment – Once per round, summon ghostly chains to pull a creature 30 ft toward you and restrain it (Str save DC 18).

 

39

Sticky Aura – All terrain within 20 ft of you becomes difficult terrain for everyone but you. Enemies have disadvantage on movement-based checks.

 

40

Reverse Gravity Touch – When you touch something, you can reverse its gravity. Can be used to make enemies fall upward into ceilings or into the sky.

 

41

Super Sentai Flash – You can transform in a dramatic light-show into a super-powered version of yourself, complete with armor and glowing eyes. Gain +2 AC and resistance to all damage.

 

42

Golden Voice – Your words compel others. You have advantage on Persuasion, Deception, and Performance checks, and can cast command as a bonus action (no spell slot).

 

43

Mirror Skin – You reflect the first successful attack against you each round back at the attacker. Same damage, same effect.

 

44

Meteor Jumps – Each time you jump, you create a small explosion beneath your feet (10 ft radius, 3d6 fire damage, Dex save DC 18). Your jump height is tripled.

 

45

Unstoppable Force – You are immune to being grappled, restrained, paralyzed, or knocked prone. Nothing can stop your movement unless you choose to stop.

 

46

Pocket Dungeon – You can open a tiny extradimensional room (10x10x10 ft). You can step into it, hide things, or trap enemies inside (Dex save DC 18).

 

47

Electromagnetic Aura – All metal objects within 30 ft rattle, levitate slightly, or fly toward you. Metal weapons have disadvantage to hit you.

 

48

Chaos Paint – Everything you touch changes color or texture dramatically. Walls melt, trees shimmer, creatures glow neon. Purely visual, but incredibly distracting.

 

49

Vampiric Weaponry – Any weapon you hold heals you for half the damage it deals.

 

50

Duck Army – You summon a swarm of angry ducks that harass enemies. They peck, distract, and force concentration checks every round. 10 ft radius swarm follows your enemies.

 

51

Ghost Punch – Your unarmed attacks pass through armor and deal force damage directly to hit points, ignoring resistances and immunities.

 

52

Laughter Field – Enemies within 30 ft must succeed on a Wisdom save (DC 18) or fall prone laughing at the start of their turn. Once affected, they’re immune to this ability for the duration.

 

53

Reverse Mirror – Any healing effects that would affect enemies within 60 ft instead harm them, and vice versa.

 

54

All-Seeing Eye – You gain truesight, see through walls, invisible creatures, illusions, and into the Ethereal Plane. Can be very overwhelming.

 

55

Chrono Clone – At the beginning of the ability, a past version of yourself appears beside you. It mimics your actions with a one-round delay, dealing half damage.

 

56

Weapon Fusion – All weapons you wield fuse into one ultra-weapon of glowing chaos. Choose one: triple damage dice, triple crit range, or two attacks per attack action.

 

57

Whispers of Madness – You constantly emit whispers. All enemies within 30 ft must make a Wisdom save (DC 18) at the start of their turn or suffer disadvantage on attacks and ability checks for 1 round.

 

58

Living Tattoo – A magical tattoo slithers off your skin and fights for you as a Tiny creature. AC 20, 1 HP, flies, and grants +2 to any one ability score while active.

 

59

Soundtrack Control – You control the “music” of the world. You can change the tone of scenes, silence enemies, or intensify combat. Allies gain +1d10 inspiration once per round.

 

60

Ink Form – You dissolve into black ink. You can slither through cracks, become immune to weapon damage, and reform anywhere within 60 ft as a bonus action.

 

61

Hero’s Spotlight – A literal beam of light follows you, dramatically illuminating your presence. You are always seen as trustworthy or glorious; enemies cannot willingly attack you unless they succeed a Charisma save (DC 18).

 

62

Spell Duct Tape – Once per round, you can combine two known spells into one. Effects stack. You must cast both and expend both slots.

 

63

Bubble Shield – A glowing bubble surrounds you. It blocks all damage up to 100 HP total and regenerates 10 HP per round.

 

64

Voice of the Void – You speak in the voice of a cosmic entity. Once per round, target creature within 60 ft must make a Wisdom save (DC 18) or be stunned until the end of their next turn.

 

65

Clown Car – Any object you open (a bag, box, drawer, coffin) is comically infinite inside. You can pull out 1d6 random creatures or objects per minute. All vanish when the effect ends.

 

66

Shadow Puppeteer – You can control creatures via their shadow. Once per round, target within 30 ft must succeed a Charisma save (DC 18) or be forced to take a specific action (move, drop an item, etc.).

 

67

Impossible Balance – You cannot fall prone, be tripped, shoved, or knocked over. You can stand on a tightrope, floating leaf, or falling boulder with ease.

 

68

Sonic Boom Snap – Snapping your fingers causes a thunderclap. 20 ft cone, 3d8 thunder damage, and targets are pushed 10 ft back. Usable once per round.

 

69

Giant Shadow – Your shadow becomes massive and terrifying. Enemies in dim light or darkness within 20 ft have disadvantage on attacks and must succeed a Wisdom save (DC 18) or become frightened.

 

70

Swarm of You – 1d4 mini-versions of yourself appear and assist. Each one can take the Help action or distract a creature. They’re invulnerable but vanish if they leave 60 ft of you.

 

71

Living Lightning – Your body becomes charged. Melee attackers take 2d8 lightning damage. You can move through creatures, dealing 4d8 lightning and pushing them 5 ft.

 

72

Dimensional Pockets – You can reach into the air and pull out any mundane object under 100 lbs that you can name. Can only do this once per round.

 

73

Shatterstep – Every time you teleport, you leave behind a glass-shattering explosion (10 ft radius, 4d6 thunder damage).

 

74

Thousand Eyes – You grow hundreds of tiny eyes. You can’t be surprised, gain advantage on all Perception and Insight checks, and see in every direction. It’s gross.

 

75

Construct Companion – A magical metal companion appears. AC 18, HP 30, deals 2d8 force damage, and can follow commands. Disintegrates when time’s up.

 

76

Magic Rewind – Once per round, you can undo your most recent action and choose a different one instead. Rewinds position, damage, and spell slots.

 

77

Forge Skin – Your skin becomes metal. You gain resistance to all damage and immunity to fire and poison. Your unarmed attacks deal 3d10 bludgeoning damage.

 

78

Sound Vacuum – You can silence or amplify any sound within 60 ft. Enemies have disadvantage on verbal spellcasting and Perception. You can also scream so loud it causes 3d10 thunder damage.

 

79

Perfect Memory – You instantly learn every spell, item, language, and secret you've seen or heard of, and can recall them flawlessly. Gain advantage on all Int-based checks.

 

80

Element Roulette – Each round, you gain resistance to a random element (fire, cold, acid, lightning, poison, psychic, thunder, force, necrotic, radiant). Re-roll at the start of every turn.

 

81

Living Magnet – You attract or repel metal at will. Enemies wielding metal weapons must succeed a Strength save (DC 18) or drop them each turn.

 

82

Teleport Trail – Every time you teleport, you leave behind a fiery explosion (3d6 fire damage, 10 ft radius, Dex save DC 18).

 

83

Portal Hopper – As a bonus action, you can create a linked pair of portals (max 100 ft apart). Stepping through one takes you instantly to the other. New pair replaces the last.

 

84

Monster Mask – You can take on the physical form of any creature you’ve seen CR 10 or lower. You gain its abilities but keep your HP and mental stats.

 

85

Echo of the Future – Once per turn, you can ask the DM what would happen if you do something. They must give you a truthful summary.

 

86

Weapon Storm – Any time you throw or drop a weapon, it duplicates into a flurry of flying blades (5d6 slashing damage in a 10 ft radius).

 

87

Titan Stomp – Once per round, you can stomp the ground, causing a localized quake. All creatures within 15 ft must make a Dex save (DC 18) or fall prone and take 2d8 bludgeoning damage.

 

88

Perfect Form – You are treated as having 30 in all ability scores for the purpose of checks and saves.

 

89

Godly Charisma – All creatures view you as a beloved figure. Enemies must pass a Wisdom save (DC 18) to target you with hostile actions.

 

90

Cursed Halo – You glow with divine light, but enemies near you have bad luck. All enemies within 30 ft subtract 1d6 from attack rolls and saves.

 

91

Endless Leap – You can jump infinite distances. Your jump speed replaces your movement. You can land on walls, ceilings, or airborne enemies.

 

92

Wild Shape Surge – You can freely morph into any beast, monstrosity, or elemental CR 5 or lower at will, as often as you want.

 

93

Meteor Slam – Once per round when you land from a jump or fall, create a 15 ft explosion (5d10 fire and bludgeoning damage, Dex save DC 18).

 

94

Shadow Clone Army – You summon 1d6 shadowy duplicates of yourself. Each clone has 1 HP, AC 16, and mimics your attacks for half damage.

 

95

Speedrun Mode – You take 3 turns per round. After your third turn, skip your next turn.

 

96

Disco Inferno – A psychedelic light show surrounds you. Creatures of your choice who look directly at you must make a Wisdom save (DC 18) or be stunned for 1 round. Works once per creature.

 

97

Reverse Damage – The first 30 points of damage you take each round instead heal you.

 

98

Fourth Wall Awareness – You can sense the player’s intent, ask the DM meta-questions, and briefly break the narrative (once per round).

 

99

Untouchable – You become intangible. You can pass through walls and can’t be hit by non-magical weapons. Your attacks ignore all resistances.

 

100

Summon the Audience – A celestial audience appears, clapping and cheering. As long as they're cheering, you gain advantage on all rolls and automatically stabilize when reduced to 0 HP.

 

Notes: having a chaotic alignment

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