A Small bag containing 10 small stones within it, and regains 1d10 uses at dawn.
As an action you can remove one of the stones granting a magical effect, when you pull out one of the stones roll 1d20 to determine the effect.
1- A Dwarf with bubblegum pink hair and a Bright Blue Beard named Baulder Dash appears and kicks a random entity dealing 1d4+1 damage
2- Lime green donkeys stampede in a 1d100 by 100 foot line anyone in range must make a DC 15 dex save taking 4d6 bludgeoning damage a failed save or half as much on a success
3- A halfling bard named Antonio Bandito appears for 1d6 hours following the party around narrating their actions in song.
4- 1d4 gems valued at 25GP each fall from the sky dealing 1d6 bludgeoning damage to whatever they hit
5- You are stunned for 1 round but think that you did something absolutely awesome
6- a goat is summoned and just wanders off in a random direction
7- you deal 1d4 psychic damage to yourself and deal that many d20 psychic damage to a random enemy
8- a gentle breeze blows around you giving you an inspiring presence giving every one of your allies advantage on their next roll, and you disadvantage
9- you lose all your memories of what you had done for the last 1d6 days
10- An exact replica of you with a evil looking moustache appears right beside you and heckles you while goading enemies to attack you
11- you become a noble of some far off distant land a squire will approach you in 1d10 days demanding you come reclaim the throne from your long lost uncles step sons mothers roomates brother.
12- you find 1d10 platinum coins in one of your pockets
13 - you cast magic missile at 9th level at a target of your choice
14- you cast fireball as a 3rd level spell
15- your hair turns to blue flames they do not burn you and are cool to the touch, this last for 1d4+2 days and your hair reverts to normal afterwards
16- A succubus/incubus will follow you around for 1d4+1 weeks clinging onto you demanding attention, giving you disadvantage on perception checks.
17- you become immune to the being frightened and charmed for 1d4 days
18- haste is cast upon you and last for the full 10 rounds
19- a rare or rarer weapon of the DM’s choosing that you are proficient with appears in your hands and last for 1d6 rounds before disappearing from existence
20- a band of knights appear in front of you demanding a shrubbery, if you fail to provide them with one they will begin to say “Ni” repeatedly for 1d4 rounds dealing 1d6 psychic damage each round until they disappear.
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