This pointed hat has the following properties.
Magicians Misdirection (Reaction). You flick the hat off the top of your head with your wand and the hat begins to levitate in front of you and you make a competing arcana check with whoever cast the spell or used the non physical attack and if you succeed you can store the attack and fire it back the next turn you have as an action or have the hat analysis the spell and be able to cast it at a level lower then what was used or if it was already at the lowest level then minus 1 dice or halve the damage you can only have one spell stored until level 10 and you have three spell slots for this action and you gain one spell slot every three levels (6,9,12) ending at level 12
Illusionist Hat Trick. Once per long rest you can swap places with a illusion of your hat illusions of your hat can be up to 80 feet away. Additionally twice per long rest your hats illusions can fire charged spells that you caught with Magicians misdirection
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Bard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. you cast a random spell and a random effect occurs, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
| 1d100 | Effect |
|---|---|
| 01–50 | You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud. |
| 51–55 | You have the Stunned condition until the end of your next turn, believing something awesome just happened. |
| 56–60 | A harmless swarm of Bunnies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute every round they have a one in 4 chance of turning savage and becoming THE Killer Bunny(Mikey/I made a stat block for it)/(when the bunnies turn savage THE Killer bunny stays for 4 hours or until it dies. |
| 61–65 | You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a [Tooltip Not Found]; on a 4, Two Bowling pin with a +4 to hit that does 1d10+2 Bludgeoning damage. |
| 66–70 | Summon Three Illusions of this hat |
| 71–75 | You have the Petrified condition until the end of your next turn. |
| 76–80 | You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a [Tooltip Not Found]; on a 2, a [Tooltip Not Found]; on a 3, Three Doves that can fly around for two rounds pooping on people with acid (+2 to hit and 1d6+3 Acid damage); on a 4, a gem worth 50 GP. |
| 81–85 | A creature appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Ape; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule. |
| 86–90 | A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you. |
| 91–95 | A vertical, 10-foot-diameter, two-way portal to another area of the general area opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The DM determines where it leads. |
| 96–00 | You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then. |
Notes: Bard






