|
Roll |
Treasure Obtained |
|
1 |
A bright blue scale that smells of the sea. When activated, the user can breathe underwater until the end of their next long rest. |
|
2 |
A large tooth carved with endless spirals. When activated pushes any creature within five feet of the user ten feet away in a straight line. |
|
3 |
A compass etched with arcane runes along its outer edge. After activation, the compass always points toward the nearest magical item not worn or carried by a creature within 30 feet. The compass dissolves one a day after activation. |
|
4 |
A rigid plate of dark metal that when activated, grants +1 to the user's AC for 1 minute. |
|
5 |
A blue and white feather that when activated, allows the user to ignore difficult terrain for one week. |
|
6 |
A strange stone sphere with a small button on top. When the button is pressed and the sphere is thrown, a blinding light erupts from within. All creatures in a 20 foot radius must make a DC 16 constitution saving throw or be blinded for 1 round. If the 20 foot radius overlaps with any magical darkness of second level or lower, the darkness is dispelled. |
|
7 |
A strip of odd elastic material that when activated, allows the user to jump to 120 feet vertically and 60 feet horizontally and falling from any height does not harm the user. Jumping requires the entire movement of the user in combat. These effects last for 1 hour. |
|
8 |
A silver scale from a large creature. when activated transforms the user into a hunter shark for 1 hour. The user can end this transformation at any time. |
|
9 |
A small green rune-engraved gem that when activated, adds 1d6 poison damage to all weapon attacks. |
|
10 |
A small pouch with a foul odor emanating from within. When thrown at a space within 30 feet, creates a 15 foot cloud of concealing smoke for 1 minute rounds. All creatures in the smoke are considered both blind and invisible. |
|
11 |
A black crystalline rock that when thrown, snuffs out all sources of non-magical light within 120 feet. All magical sources of third level or lower are also dispelled. |
|
12 |
A mangled piece of bronze that when activated, grants resistance to bludgeoning, piercing, and slashing damage from all non-magical sources for 1 minute. |
|
13 |
A pouch containing a fine stinking powder. When thrown at a creature in sight within 30 feet, the creature must make a DC 12 Constitution saving throw or be poisoned for 1 minute. The creature can make additional saving throws at the end of each of its turns. |
|
14 |
A small metal pendant that when activated, transforms the user into a small spider for 1 hour. The user can end this transformation at any time. |
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15 |
A small sharpened piece of metal tarnished with rust. When activated, the user gains +1 to all attack rolls for 1 minute. |
|
16 |
A small silver ring warped by the arcane. When activated, grants the user advantage on Constitution checks made to maintain concentration for 1 hour. |
|
17 |
A strip of thick stained leather that when activated, grants advantage on Dexterity saving throws for 1 day. |
|
18 |
A vial of vile, viscous vermilion liquid. When consumed, the user's Strength and Dexterity become 22 and they gain proficiency in all Strength and Dexterity related checks and saving throws. If they already had proficiency in a Strength or Dexterity related check, they instead double their proficiency bonus when making these checks. This effect lasts until the end of the next short or long rest. |
|
19 |
A small, partially dissolved idol that when thrown, dissolves any metal or stone it touches, up to a five foot cube. |
|
20 |
A shard of bone covered in black ichor that when activated, transforms the user into an undead skeletal form for 1 minute. While undead, the user is immune to charm and fear effects, as well as resistant to both poison and necrotic damage. The user can also make a DC 14 constitution saving throw the first time they are reduced to 0 HP. On success, the user is instead instead reduced to 1 hp. |
|
21 |
A small glass orb containing green putrid liquid. When thrown, creates a 10 foot cloud of smoke. All creatures within must make a DC 16 Constitution saving throw or take 2d6 poison damage and become poisoned. They can repeat this saving throw to end the poison effect at the end of each of their turns. If the creature succeeds on their saving throw, they instead take half damage and are not poisoned. |
|
22 |
A strip of thin silken cloth that when activated, raises the user's wisdom to 22 and grants advantage on wisdom saving throws. These effects last until the end of their next long rest. |
|
23 |
A mangled iron chain scarred from corrosion. When activated, grants resistance to fire, cold, acid, and poison damage for 1 minute. |
|
24 |
A brown and red feather that when activated transforms the user into a giant eagle for 1 hour. The user can end the transformation at any time. |
|
25 |
A jagged shard of crimson glass that when activated, conjures a small orb of flame. The user can move the orb as a bonus action up to 30 feet in any direction, but if it is ever more than 60 feet away from the user at the end of their turn, it vanishes. Any creature that begins its turn in the same space as the orb takes 2d6 fire damage. The orb persists for 1 minute. |
|
26 |
The skull of a small bird that when activated summons an undead crow familiar. The user can communicate telepathically with the crow as long as it remains within 120 feet and perceive through its senses within this range. In combat, the only actions the crow may take are the dodge, dash, and disengage actions. The crow is immune to all damage and remains for one week. |
|
27 |
The claw of a large creature. When activated, conjures a bolt of lightning from the heavens at a creature within sight and 100 feet. The creature must make a DC 16 Dexterity saving throw or take 6d6 lightning damage, or half as much damage on a success. |
|
28 |
A wood carving of a soldier with a shield. When activated as a reaction upon being attacked, grants the user +5 AC until the end of their next turn and allows the user to immediately use the attack action against any creature within 5 feet. |
|
29 |
A globe with thick red mist inside. Allows the user to cast the Scrying spell on one creature it knows by name when activated. |
|
30 |
A glowing blue gem that when held and activated, conjures a blue magical shield around the user. This shield grants the user +2 AC until the end of their next long rest. |
|
31 |
An obsidian arrowhead. When activated, summons a hail of arrows over a 20 foot radius area. All creatures inside must make a Dexterity saving throw or be struck for 1d8 piercing damage per arrow. The amount of arrows that strike each creature is determined by their saving throw. A creature is struck by no arrows if they roll an 18 or higher, one arrow if they roll a 16 or 17, two if they roll 14 or 15, etc. |
|
32 |
A small jagged piece of clear stone. When activated, the user becomes invisible until they attack, cast a spell, or choose to become visible once more. |
|
33 |
A leather band embossed with wings. When activated, the user's movement speed is doubled until the end of their next long rest. |
|
34 |
A piece of stone containing flecks of dozens of vibrant colors within. When thrown, causes a 30 foot radius earthquake. All creatures within the radius must make a DC 15 Dexterity saving throw or be knocked prone and take 2d8 force damage. Any creature that succeeds on their saving throw instead takes half as much damage and is not knocked prone. |
|
35 |
A clear glass marble that when thrown at a point within 30 feet, teleports the user to that point. |
|
36 |
A tiny vial filled with dark crimson liquid. When consumed, the user gains 4d8 health points and is cured of any disease or poison. |
|
37 |
A vial of yellow foul smelling liquid. When consumed, the user gains advantage on all savings throws until the end of their next short or long rest. |
|
38 |
A sharp dart covered in feathers. When thrown at a creature, it must make a DC 16 Constitution saving throw or fall asleep and take 2d6 poison damage each at the end of each of their turns. This damage persists for 3 rounds. If the creature succeeds on their saving throw, then they instead take half damage and do not fall asleep. |
|
39 |
A finely engraved golden coin. When activated, causes the user to gain proficiency on Charisma (Persuasion) and Charisma (Intimidation) skill checks, as well as advantage any any rolls made with these skills. This effect lasts until the end of their next long rest. |
|
40 |
A long curved tooth that when activated, causes all creatures within 5 feet of the user to become knocked 30 feet away in a straight line. If any affected creatures hit an obstruction, they take 2d8 force damage. |
|
41 |
A thin aquamarine scale that when activated, allows the user to breathe underwater until the end of their next long rest. During this time, their movement speed underwater is doubled and all attacks made underwater are not at disadvantage. |
|
42 |
A petrified eye that when activated, grants the user blindsight at a 30 foot range, as well as the ability to read and speak any language. This effect lasts until the end of their next short or long rest. |
|
43 |
A small sack full to the brim with gold coins. The sack contains 10d20 gold. |
|
44 |
A thin sheet of dull metal, folded into the shape of a knife. When thrown at a creature within 30 feet, the creature must make a DC 16 Dexterity saving throw as an onslaught of glowing white daggers is summoned around them, darting inward. The creature takes 6d6 radiant damage on a failed save, or half as much damage on successful one. |
|
45 |
A large seed that when planted, rapidly grows into a tree bearing mysterious magical fruit. The tree bears 1d4 fruit. Each fruit heals any creature that consumes it entirely for 3d10 HP. Each fruit can also be crafted into a potion with alchemist's supplies that restores 4d10 HP when consumed instead. |
|
46 |
A necklace with several teeth and ears of various kinds strung along it. When activated when worn, any creature that sees the wearer must make a DC 17 Wisdom saving throw or become frightened of the wearer. This effect lasts for 1 minute and the affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. |
|
47 |
A dripping shard of ice. When activated, conjures a sphere of circling shards of jagged ice around the user for 1 hour. When any creature attacks the user for the first time, the attacker takes 4d4 cold damage. |
|
48 |
A single arrow, intricately carved with flames down the shaft. When fired from a bow at a creature, the arrow always meets its mark as long as it is within the weapon's maximum attack range and the creature takes an additional 4d8 fire damage from the attack. |
|
49 |
An odd metal band. Its face displays faintly glowing green numbers. Though obviously magical in nature, its arcane presence cannot be detected. When activated, the numbers on the face slow to a crawl, as does the world around the the owner. The user gains +2 to AC, advantage on Dexterity saving throws, and an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. This effect lasts 1 hour. |
|
50 |
A small jar containing a pair of mismatched eyes floating in a thick green liquid. When activated, the user can choose one creature in sight within 60 feet. The creature's deepest fears become known to the user and are brought to the forefront of the creature's mind. It must make a DC 16 Wisdom saving throw or become frightened of the user and take 4d6 psychic damage. If the creature succeeds on its saving throw, it instead takes half as much damage and is not frightened. |
|
51 |
The preserved ear of a creature suspended on a leather string. When activated, the user can cast the Detect Thoughts spell at will using no components until the end of their next short or long rest. Additionally, when reading the minds of other creatures, they must make a DC 16 Wisdom saving throw. If they fail the save, they are completely oblivious to the user's probes into their thoughts. The spell functions normally otherwise. |
|
52 |
A strange spherical object with a ring on the top. When the ring is pulled, the sphere can be thrown within 30 feet. At the start of the user's next turn all creatures within a 20 foot radius of the sphere must make a DC 17 Dexterity saving throw or take 9d6 piercing damage and be deafened. Any creature that succeeds their saving throw instead takes half as much damage and is not deafened. |
|
53 |
An iron bar engraved with runes. The bar can be thrown up to 30 feet or used as an improvised weapon. A creature hit with the bar must make a DC 17 strength saving throw or become imprisoned in a magical metal cage. Nothing but breathable air may pass through the bars of the cage and the creature can make additional saving throws as an action on each of its turns to escape. |
|
54 |
A small dagger that when impaled into a creature with a successful ranged or melee attack, causes the creature to be dominated by the user. The creature must make a DC 16 Wisdom saving throw or become dominated as if under the effects of the Dominate Monster spell. This effects lasts for 1 minute. |
|
55 |
A crooked branch brimming with arcane energy. When activated resurrects a single creature it touches, as long as the resurrection is started within one week of the creature's death. It takes a full day to complete the resurrection. |
|
56 |
A large scale of a dragon, carved with twisting patterns. When used as a reaction when targeted by an attack or spell, the user's AC becomes 25 and all spells targeting the user are instead reflected back at the caster. This effects lasts until the end of the user's next turn. |
|
57 |
A red crystalline shard that when activated, causes the user to become invisible for 1 hour, as if under the effects of the Greater Invisibility spell. |
|
58 |
A dark gem seeping with mystic power. When activated, allows the user to cast the Misty Step spell 3 times before the gem is consumed. |
|
59 |
A grouping of golden feathers. When activated a set of golden angelic wings sprout from the user's back, granting them a flying speed of 40 feet until the end of their next long rest. |
|
60 |
A clear jagged sliver of stone with many rays of golden light radiating from within. Until the next long rest, the user's physical form is shared with a celestial being of immense power. The holder of this stone can harness only a fraction of the celestial's might. To tap into it completely would likely tear any physical form asunder. Harnessing the being's power grants the following bonuses:
After the spirit leaves a host, a boon is imparted. The host gains +3 to all religion checks and gains +1 radiant damage to all weapon attacks permanently.
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Notes: I chose to hide what each treasure did unless it was identified or a successful arcana check was made that required a short rest to attempt. I made the DC higher if the number rolled for the treasure was higher, as well as increased it if the players wanted to make consecutive Arcana checks in the same day. It has made for a fun game of discovery when pulling items from the bag, and they have a list of what each number they've rolled is, slowly revealing all 60. Also, for the 60th item, I imagine that the celestial would be able to speak into the mind of the player whose body it shared, making for some fun RP opportunities. If one of my players ever gets all three 20s required, I'll likely change the 60th item to be a similarly powerful item. All other items can be obtained multiple times.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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10/17/2018 5:42:33 AM
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92
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1
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1
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Coming Soon
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11/20/2021 8:44:05 AM
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4553
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187
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1.2
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Coming Soon
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11/20/2021 5:01:18 PM
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4437
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1
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2
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Coming Soon
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