Wondrous Item, very rare

Bag of Many Many Beans
Very Rare, Wondrous Item

He looked at me with a wry smile.

“Is it safe?” I inquired.

“That all depends on how lucky you are,” Garl said with a chuckle.

His golden smile glimmered as he looked to the bag dangling from his hand, bound in heavy cord. This bag contained a terrifying enchantment, but that’s just like him to enchant something as mundane as Jelly Beans. He loved his jokes.

-Brubis Bomble, 492 N.D.

Only 1 Bean may be drawn from the bag per day per person. As soon as you draw a bean from the bag you are compelled to consume it within the hour. There are some beans known as Pact Beans within the bag that are associated with various Gods. Should a player draw a Pact Bean, they are greeted by the visage of the God of the pact, and their offer of power is stated. A character can only consume 1 Pact Bean, and reroll for a different should they happen to draw a 2nd. Anyone who interferes with the consumption of the bean or eats a bean they didn’t draw suffers 3d20 psychic damage, as they are punished by a trickster God for interfering with fate, and the bean is returned to the bag. Roll a 1d100 or percentile dice and read off that bean from the list, the effects are activated immediately if the bean is tasted, chewed, consumed, or licked. A bean cannot be split before consuming by any means. Most of these effects can be cured or canceled with a Greater Restoration spell. Consult your DM first before attempting to do so. 

#: (Color of Bean); (What the Bean tastes like)

1: Cream; Cream Soda
Your INT, CHA, and WIS all drop to 6 for 24 hours.

2: Cherry Red; Cherry
Steam blows out your ears and nose and it is quite painful. -4 to all WIS and CON checks and saves for the next 1d10 hours

3: Yellow; Banana
Make a con save against DC 14, on a fail you are poisoned and paralyzed for 3 hours. On a save, you spit up 25 gp

4: Powder Brown; Mud
Your skin begins to secrete a thick brown substance that reeks rancidly until it coats your skin and dries. This coat of filth lasts until you take a long rest. While coated, you have disadvantage on all CHA and DEX checks. 

5: Navy Purple; Grape 
Make a con save. On a fail, take 3d20 poison damage, and you are poisoned and paralyzed for 1 minute and cannot speak. On a save, you take half damage and are not paralyzed (and can speak).

6: Chrome; Steel
The skin on your dominant arm begins to harden and turn chrome until it becomes as hard as steel. You have an 18 strength with this arm only (if your normal strength stat is higher than 18, add +2 to your strength stat instead), a +1 to AC, and can make an unarmed strike dealing 1d6+STR mod.

7: Gloss Red; Gourmet Meat
You grow an extra digit on your dominant hand, gaining a +1 to hit on weapon attacks with that hand.

8: Dark Red; Burnt Meat
The ring finger of your dominant hand falls off. You suffer a -1 to hit on any weapons you use in that hand. It can be regrown with greater restoration.

9: Black; Black Licorice
Roll a d20 and remove that much from your hit point total until you finish a long rest.

10: Bright Pink; Cotton Candy
Roll a d8 and add that to your hit point total.

11: Magenta; Dragon Fruit
Roll a 1d6.
1,2 = grow scales, +1 to AC
3,4 = grow batlike wings, gain 10 ft. fly speed
5,6 = grow a tail, counts as unarmed 1d6 +STR bludgeoning attack

12: Copper; Copper
You gain the "Message" cantrip, and can only use it by expending a copper piece, which is used for the spell and consumed after the action. If you already have the "Message" cantrip, you gain a copper piece. 

13: Orange; Orange
You become sure footed and gain +1 to acrobatics 

14: Cyan; Salt
You cough up diamonds 100 gp in value 

15: Cream Gold; Milk 
Gain +15 temporary hit points, these hit points cannot be regained in any way.

16: Gray; Sulfur 
Pact Bean: The Great Hunger of the cosmos, Hadar, acknowledges you have consumed the bact bean, and offers you the following Boon; You gain the ability to Read, Write, and Speak in Deep Speech. You also gain the ability to cast a 10 minute ritual to Hadar, which involves lighting incense, candles, and marking a living creature with Deep Speech Symbols, preparing it for consumption. Once the ten minute ritual is completed (it cannot be interrupted), the creature is consumed and you are granted the Eldritch Blast cantrip for a limited time depending on the size of the creature sacrificed. Tiny=1 day, Small=1d4 days, Medium=1d6 days, Humanoid=1d8 days, Large=1d12 days, Huge=1d20 days. A Gargantuan sacrifice satisfies Hadar and you gain the Eldritch Blast Cantrip permanently, along with one Warlock pact of your choice; Hexblade, Chain, or Tome, along with 3 Eldritch Invocations of your choice. ( you must still meet the requirements of these Invocations to select them). With this pact, you can also forego an ASI to earn additional Invocations as if they were feats, 1 per ASI. Your Spell attack modifier is determined by your Proficiency score + your CHA modifier. Your chosen Warlock Pact and Eldritch Invocations do not require any Warlock levels to select upon completing a Gargantuan sacrifice.

17: Dark Reddish Brown; Rotten Meat
The user coughs up black ichor that turns into a mysterious translucent crimson gem.

18: Brown, White, Pink; Neapolitan
Choose three Tool kits of your choice. You are now Proficient in using all three. 

19: Royal Blue with Gold Dust; Wine
You are suddenly expertise in one skill of your choice.

20: Verdant; Grass
Ignore the Negative effects of the Next Stat debuffing bean you consume and draw another bean.

21: Gunmetal Grey; Ashes
You are overcome with a supernatural sense of rudeness, making conversations with NPCs at times difficult, but this isn’t always a bad thing. You’ve actually gotten pretty good at insults. You learn the Vicious Mockery Cantrip and suffer -4 to all Persuasion or Deception rolls. (players decides which to negate)

22: Periwinkle; Fish
A wondrous rare item of the DMs choice appears in your hand.

23: Dark Red; Smoke
Pact Bean: Khorne grants you a cursed Boon. You gain the “telekinesis” spell and can use it as an action, but casting the spell and switching targets during the spell causes 1d12 psychic damage (goes through immunity and resistance from other sources) to you as you begin bleeding profusely from the nose, the magical powers being exerted from your very will to be cast taking a serious toll.  You are also granted the “Mage Hand” Cantrip, which can be used by taking 1d4 Psychic damage. If you are beneath 1/4th of your total hit points and you take damage from this Boon’s psychic damage, make a CON saving throw, DC 15. On a fail, you fall unconscious, passing out from the blood loss from your head, on a save, you have resistance to the psychic damage this spells causes and you gain a plus 2 to WIS saving throws until you finish a long rest. Using these spells can be very taxing on the mind, but with patience and practice, you can learn to resist the psychic feedback. Every 5th saving throw you succeed on from this Boon brings down the damage die by 2 (12>10>8>6>4)(the Mage hand damage die remains unaffected). Should you succeed on your fifth save when the damage die is on a d4, you have mastered the Boon and are now immune to it’s psychic damage (including damage from using mage hand). Every 2nd Con save from this Boon failed brings up the damage die by 2 (4>6>8>10>12) to a maximum of 12.
Your spellcasting ability modifier for this spell to contest your telekinetic grip on an enemies contested Strength is 1d20+ (your proficiency modifier) + (CHA modifier) 

24: Sky Blue; Ambrosia
You fall into a deep sleep for 5 minutes in which Bahamut appears in a dream, who will answer any one question truthfully. 

25: Tan; Flavorless
Pact Bean: The Raven Queen torments you and forces you to relive the memories of any humanoid you kill in a matter of seconds. After killing a humanoid, make a WIS saving throw, the DC challenge rating starting at 10 and increasing by one for everyone humanoid killed in succession that day, resetting to 10 after a long rest. On a save, you block the Raven Queens’ influence from creeping into your mind with memories, on a fail you are stunned on your next turn as the memories temporarily consume you. You gain the “Toll The Dead” and “Spare the Dying” cantrips. Every 10th Humanoid you kill while under this pact evokes the Raven Queens’ sorrow, and she grants you a Boon to show mercy for memories that meet an early end, giving you the ability to cast Revivify without spell components. You may only have 1 cast of Revivify stored through this Pact Bean at a time.

26: Bronze; Jalapeno
User forgets how to cast magic for 1d4 hours.

27: Midnight Purple; Beets
Roll a d4. Odd, remove 1 from your intelligence saving throw, even, add 1 to your intelligence score. 

28: Brown; Bitter
You are cursed and suffer -2 on all saving throws. This can only be removed with a greater restoration or remove curse, or after finishing a long rest

29: White; White Chocolate
Roll 1d4. That many of your next weapon attacks auto crit and deal max damage, or the targets of that many of your next spells all auto fail and are vulnerable to the damage.

30: Ice Black; Charcoal
Pact Bean: A visage of Agathys greets you with an Icy Smile and grants you the following Pact Boon; You may Cast “Mage Armor of Agathys” as an action a number of times equal to your CHA modifier per long rest (minimum of 1). Your AC becomes 13 + your DEX modifier as Ice forms to your body to create this armor. While wearing this armor, if a creature manages to strike you with a melee attack successfully, the armor explodes, dealing 10 Cold Damage to you and the attacking creature. You have resistance to this cold damage. You may increase the AC on this armor by 1 point by adding 10 points of damage to the damage output of the armor. You can choose how much you increase the AC upon creation, but cannot increase your AC beyond 24 in this way. If the creature attacking you is within melee distance and is killed by the armor’s damage, it still gets to roll damage for it’s attack, which you take before taking damage from the Armor. If you are dropped to 0 hit points from the blast of the armor’s damage, you are immediately stabilized and chilled while unconscious, and are not considered bleeding out.

31: Penticolored (Red, White, Blue, Green, Black); Cane Sugar
Roll 2d6. You are now immune to elemental damage of the first die roll and vulnerable to elemental damage of the second die roll.
1= Fire, 2= Cold, 3=Lightning, 4= Poison, 5= Acid, reroll 6's.

32: Ink; Brimstone
The users skin begins to shudder and shake as arcane symbols and spell equations written in draconic begin to cover their entire body. The user has resistance to all elemental damage until you are damaged by elemental damage. When you are, you become resistant to that specific elemental damage until you complete a long rest, after which the resistances reset.

33: Iridescent; Butter
Pact Bean: The holy symbol of your God (or the God of your race if you do not currently serve a God) carves itself into your chest and leaves a shimmering golden symbol. You gain the ability to Smite your foes with your weapon attacks. You may expend a 1st level spell slot to deal an additional 2d8 radiant damage to a foe, and may add 1d8 for every level above the first. If you are not a caster class, you may use this smite at a first level a number of times equal to your Religion modifier, regaining all uses on a long rest. You must spend 10 minutes in prayer per smite used a day with this boon to regain them after a long rest.



34: Sun Bleached White; Bone
An Abyssal curse carves itself into the user's skin as a scar. All fiends and undead gain advantage on attack rolls against the user. You may focus on the scar to cast Eyes of the Grave a number of times equal to your WIS modifier, you regain all uses on a long rest. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.

35: Faded Brown and Grey; Rust
One of your weapons gains sentience and is considered magical now. You can communicate with it telepathically. The spirit of a Great Old One channels through it. It becomes attuned to you and cannot be unattuned beyond the means of a Remove Curse spell.

36: Green and Red Striped; Watermelon
A clone of your character appears before you from the mirror dimension and challenges you to fight it. It cannot speak, and if it dies, it drops a +1 adamantium armor of the same kind you are currently wearing. It is invulnerable to all damage and spells from creatures other than you and cannot fall under conditions from them (blinded, deafened, grappled, knocked prone, bane, sleep, hold person, ect.).

37: Cream; Tar
The user may choose any creature in sight and issue a command. That creature must obey the command until it is completed. You cannot issue commands that force a creature to hurt itself.

38: Polkadot; Cake
The next time the character defeats a creature (deals the killing blow), they are granted a +2 bonus to the same ability check as the creatures highest ability check.

39: Light Green; Mint
The user gains advantage and double proficiency on the persuasion skill for the next 48 hours.

40: Turquoise; Oil
The user immediately takes 2 levels of exhaustion. If the creature already has levels of exhaustion, they are advanced to the fifth level. 

41: Chartreuse; Algae
Your skin secretes a sickly green film that can only be removed by greater restoration. Any creature that touches your skin must make a DC 14 con save or be affected by the poison, which deals 1d6 poison damage per round at the start of the creatures turn and stuns the creature. The creature afflicted can make a new con save attempt at the start of their turn, a success ending the poisons’ affect.

42: Deep Blue; Salt Water
The user must make a DC 18 con save or be knocked unconscious as their lungs fill with water and they collapse. On their next turn they make a death saving throw as though they have drowned.

43: Dull Yellow; Honeydew
The user belches fire fiercely. The fireball spell is cast immediately centered upon the user.

44: Brownish Grey; Sediment
Character loses one of their senses or capabilities. Roll 1d6.
1- Character becomes partially Blind. Disadvantage on sight based perception checks
2- Character becomes partially Deaf. Disadvantage on hearing based perception checks
3- Character loses scent. Disadvantage on smell based perception checks.
4- Character goes partially numb. Disadvantage on DEX checks and saving throws
5- Character becomes partially mute. Disadvantage on CHA checks.
6- Roll twice. (This can stack with itself.) 
These afflictions can be removed with lesser restoration or after a short or long rest.

45: Dark Red; Wax
Character is granted 2 wishes, which they must take on the spot. These wishes are horribly corrupted yet granted. The user does not realize this until the wishes have all been made. 

46: Burnt Yellow; Cheddar
You may perform attacks recklessly like the barbarian skill once for every point you have in your constitution modifier. You may take advantage of your melee attack roll on your turn, but enemies gain advantage on their melee attack rolls against you on their following turn if you choose to attack recklessly. You regain all uses on a long rest.

47: Crystal Blue; Mango
Make a wisdom saving throw, DC 17. On a fail you start seeing double and make attacks and saving throws at a disadvantage until you finish a long rest.

48: Bright Gold; Honey
User loses uses of all their racial abilities until they finish a long rest. 

49: Bright Red; Copper
Pact Bean: The Goddess Selûne bestows a thirst for consuming blood under her Moon. The user obtains Vampirism, and must consume 1 pint (16 hit points) of blood before every long rest or else they do not heal, regain hit die, or gain the benefits of Vampirism (They do not suffer exhaustion though and regain skill use and spells as normal). The user gains a 1d6+STR mod. Bite attack that frightens any non-hostile humanoids who witness the bite, including allies. Humanoids (besides allies) who witness your bite attack will become hostile towards you after the Frightened affect has ended. As a bonus action, you can drink 1d6 hit points of blood from a grappled, unconscious, incapacitated, or dead victim after dealing a bite attack to quench your vampiric thirst (you can only drink from dead victims if they’ve died within the last 30 seconds, after which the blood will not satisfy you). You cannot consume blood from undead, constructs, or Aasimar. While under Vampirism, you gain 90 ft Devil sight, +1 to AC, +2 to STR score, the ability to cast Charm Person at will a number of times equal to your CHA modifier per long rest, and a 15 ft flying speed via levitate. You suffer disadvantage on all checks, attack rolls, and saves while in direct sunlight or while you are not 100% covered, and are vulnerable to radiant damage. This Vampirism can’t be cured by anything less than a Greater Restoration or Divine Intervention.

50: Dark Amber; Tree Sap
The character falls into a sudden dream state in which they appear before a specter of death. The character gains the ability to bring back to life any one creature the user is aware of, but in doing so, the spectre also takes the life of another individual the character is aware of at the DMs discretion. The character becomes aware of who dies. 

51: Bright Cream; Chicken
You now count as small for your carrying capacity, but gain a +5 to your land movement speed.

52: Puse; Taffy
The character grows gnarly curled ram horns from their head, and gain +1 to intimidation checks, or +2 if they are proficient in intimidation.

53: Electric Blue; Berries
The user slips between realms into a small storage room with one shelf full of various potions. They may attempt to grab bottles but have a limited time. After 3 rounds, they begin to phase back to the material plane. Any potions they are holding or they have stored on themselves are transferred with them. Roll a 1d8 for each potion grabbed.
1-2 potion of healing -glowing red
3-4 vial of acid -bubbling viscous, green
5 Alchemists’ fire- iridescent clear
6 Holy Water- glowing blue
7 potion of greater healing- glowing purple
8 potion of invisibility -murky black

54: Brick Red; Iron
The next item the player touches becomes sentient and becomes a loyal animated object to the user. The user may have this creature join them in combat and act on their initiative.

55: White and Gold; Banana Cream
Character chooses any of their skills. Player and DM both roll 1d8. The DM divide their score by 2. If the Player's result is higher, the character gains a miscellaneous bonus on their skill of choice equal to the difference. If the DM's result is higher, the character suffers a miscellaneous penalty on their skill of choice equal to the difference. 

56: Bright Green; Pear
The characters skin breaks as various gemstones begin to grow from it and fuse with the skin. The user suffers -2 to dex saving throws and acrobatics, but gains +2 to AC 

57: Beige; Chamomile
Character gains +2 to a random skill. 

58: Dark Purple; Plum
Character gains -1 to a random skill. 

59: Dark Brown; Dirt
You turn into a potted plant for 30 minutes and are vulnerable to all damage. If you drop to zero hit points your form reverts.

60: Oil Black; Hair
Your hair falls out, but regrows after 1 hour into a different color. Roll a d8 for color. You gain +2 to performance checks.
1- black 2- red 3- blue 4- white 5- green 6- blonde 7- brunette 8- silver 

61: Brass; Vanilla
You feel compelled to start talking about your day. Roll a d8, you begin talking in the language based on the roll. You now can speak read and write in this language.
1-elven 2-dwarven 3-draconic 4-gnomish 5-orcish 6-infernal 7-celestial 8-giant 

62: Bright Brown; Chocolate
You lose object permanence to a degree and have difficulty remembering how to navigate your environments. -2 to survival checks.

63: Light Grey; Mushrooms
The next time the user falls unconscious from reaching zero hit points, they are revived with 1 hitpoint instead.

64: Yellow and Red; Habanero
You gain the dragonborn breath attack racial ability. Roll a d6 to determine breath attack type. 
1-fire cone 15ft
2-cold cone 15ft
3-poison line 30 ft
4-lightning line 30 ft
5-acid line 30 ft
Reroll on 6
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.

65: Navy Blue; Cantaloupe
You now count as one size larger for carrying capacity. You also gain +2 to Athletics checks.

66: Lime Green; Sour
Roll a d10, you grow or shrink the number of inches rolled, even grows, odd shrinks. 

67: Greenish Brown; Leaves
You gain the ability to communicate with beasts, monsters, and plants simple phrases or commands. 

68: Gloss Brown; Whiskey
Alcohol no longer intoxicates you, but cheese does. You also gain +2 to Con saves.

69: Pink; Bubblegum
You become bloated and roll all dex and strength saves and checks at a disadvantage for the next 24 hours. Roll a Constitution saving throw, DC 14. On a fail, you feel sick and are considered poisoned for the duration too.

70: Violet; Sour Strawberries
You learn the prestidigitation cantrip, but can only use it by flicking a coin into the air (value doesn’t matter) in which a spectral hand snatches. The coin is consumed upon use of the cantrip.

71- 71: Orange; Guava
You learn the thaumaturgy cantrip, but must pluck a hair from your body whenever you wish to use it. The hair is consumed by the void.

72: Rainbow; Sherbert
Ask the player their favorite color. Their character's skin is now that color and they become proficient in persuasion. They may also take advantage of Charisma checks a number of times equal to their CHA modifier per long rest.

73: Crimson Brown; Beef
You are frightened by the nearest creature for 10 minutes and gain +30 ft. of movement for this time.

74: Deep Green; Brimstone
You gain devil sight 40 ft., allowing you to see in magical and non magical darkness 

75: Sapphire; Petrichor
Increase your swim speed by 15 ft. You can move stealthily in wet conditions such as rain or damp caves, gaining advantage on stealth roles and +5 to Stealth in said conditions.

76: Black; Ink
The skin on your non dominant hand falls off, leaving nothing but bones that you magically can still manipulate as if your tendons and muscles were still there. You gain +1 to your dex modifier with that hand while it is unwrapped, but suffer -3 to your charisma checks unless it is wrapped.

77: Crimson Black; Blood 
Pact Bean: A visage of Khorne, the war God of blood appears before you, acknowledging you have consumed the pact item. He bestows upon you the following ability. You may cast the True Strike Cantrip as a bonus action, but in doing so take 1d6 unavoidable damage by coughing up blood to gain advantage on your next attack roll.

78: Orange Gold; Peach
Whenever you attempt a sleight of hand check to unlock a lock, door, or disarm a trap, mercury begins to pool from your sweat pores on your palm, forming appropriate tools in your hand. You gain proficiency in sleight of hand checks. If you are already proficient, double your sleight of hand proficiency while making these checks. If you are already Expertise in thieves tools, you may triple your proficiency in these checks. Those with triple proficiency (Mastery) may only make a number of checks at triple proficiency equal to their DEX modifier per day, after those uses are expended, they use Expertise as normal.

79: Glass; Glass
Take 1d4 slashing damage. Your fingernails grow into claws that glisten like glass and can be used as unarmed attacks, dealing 1d4 + DEX/STR mod. At 8th level they shimmer with iridescence and are considered magical.

80: Sickly Brown; Molasses
Your body begins to slow, and you travel at half speed, can’t take reactions, and can only use one action or bonus action per turn for the next 1 hour.

81: Amber; Caramel
You are wracked with immense pain in your head as it begins to throb uncontrollably for a few minutes. After a short while, the pain subsides, a thick inorganic nonmetal shell growing from your skull and plating it like inner armor… You are now resistant to psychic damage. Any failed saves you make against psychic damage only deal half to you now, and saves against psychic damage grant immunity to it.

82: Soft Black; Rubber
You gain the ability to turn completely invisible as a bonus action that lasts until the start of your next turn, you attack, or you cast a leveled spell. You can do this once per short rest.

83: Shiny Pink; Tapioca
The user’s spell range doubles if the user isn’t wearing any metal. Touch spells gain a range of 10 feet.

84: Dark Green; Slime
You gain telepathy of 15 feet, and can communicate with any creature through this telepathy as long as it understands 1 language.

85: Dark Blue; Brimstone
You consume the essence of an ancient Infernal and gain the following ability. As a Bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. You also gain proficiency in the Intimidation skill while the barbs are out, or expertise if you are already proficient.

86: Silver; Leather
You gain the next heavier weight class of armor proficiency with your character. If you are not proficient with any armor, you receive proficiency with light armor. If you are already proficient with Heavy armor, while wearing heavy armor, any damage you take from non magical weapons that deal bludgeoning, piercing, or slashing damage, is reduced by 3.

87: Ebony; Vanilla Bean

Your mind goes slightly foggy and you have occasional lapses in judgement. You suffer -1 to all Wisdom checks and take everything for its literal meaning now, becoming totally alien to sarcasm or metaphors.

88: Bright Orange; Watermelon
Your arm’s begin to glow with a bright blue light and shift as a pair of spectral arms spring forth from your shoulders. You can manipulate these arms independently of your own, enabling you to wield more weapons, hold a shield, or manipulate objects. You can make a Weapon attack as a Bonus action this way (adding your proficiency to the attack roll), or use both to hold a shield to gain a +2 to AC (you must use both arms to hold a shield in this way. You cannot benefit extra AC from wielding two shields). You may summon or Dismiss the spectral arms as a bonus action. These arms last for 1 hour and you can use this feature once per long rest.

89: Beige; Wax
Your hearing starts to fade slightly. You also become tone deaf. You suffer disadvantage on Perception checks that rely on hearing.

90: White; Marshmallow
The user now glows 5 foot dim light in total darkness and has disadvantage to hide while in darkness or dim light, while enemies gain advantage to spot the user hiding on Perception checks based on sight. This light does not affect the users’ ability to sleep or take long or short rests.

91: Black; Dust
User is now Vulnerable to Radiant damage but Resistant to Necrotic damage.

92: Gold and Silver; Nectarine
The user may spend 1 action to concentrate up to 1 minute, placing themselves in a torrent state of recklessness, subtracting 1d4 from all saving throw rolls, but adding 1d4 to all attack rolls. Treat this effect like a concentrated spell, making Con saves whenever struck by damage. You may use this a number of times equal to your CON modifier per Long rest, regaining all uses after a Long rest.

93: Yellow; Peanuts
Whenever you deal max damage with a Melee Weapon, you must make a STR save against your STR score in order to pull your own punch. If you fail this save, your weapon shatters (If the weapon is magical, it is rendered unusable until you have completed a short or long rest, in which time it magically repairs itself).

94: Sea-foam Green; Salt
You grow gills from your neck and retractable webbing between your fingers, increasing your swim speed by 20 ft. and allowing you to breath underwater up to 1 hour.

95: Peach; Butterscotch
Should you die, you resurrect the next morning via the Reincarnation table, choosing to either keep or roll new stats. Your class remains. If you have taken any ASI’s, you may reslot them as you choose.

96: Midnight Blue; Macadamia Nut
Whenever you drop to below 3 hit points from an attack without dropping to zero, you may use a reaction to immediately teleport up to 30 feet in any direction.

97: Dark Grey; Sand
The target begins to suffer nightmares that disturb their sleep. Every long rest, the target must make a Con save; DC 10 - (users Con modifier). On a fail, the User does not recover health.

98: Lime Green; Lime
The user gains the Spell: Tasha’s Hideous laughter and may use it a number of times equal to their WIS modifier per long rest. The target must succeed on a WIS saving throw or it falls prone and is incapacitated for the duration of the spell. At the end of each of its turns, and each time it takes damage, the target can make another WIS saving throw to end the affects. The target has advantage on the saving throw if it’s triggered by damage. When casting the spell though, the Laughter is so maddening, the caster must ALSO make a WIS saving throw against it, but can do so at advantage. You may end the spell as an action. Creatures of INT scores of 4 or less are unaffected by this spell. To Determine your spell save, determine 8 + (your proficiency bonus) + (your WIS modifier).

99: Pitch Black; Blood
You are greeted with a series of Haunting visions and dark terrible whispers that plague your mind and fill you with a dreadful uneasiness when it comes to matters of the Undead, and you become terrified of them. If you start your turn within 5 ft. of any hostile Undead, you are frightened that turn and must run away as far as possible, using your actions (and bonus actions if possible) to Disengage or Dash.

100: Gold and White; Nectar and Ambrosia
Increase your highest stat to 20. If it is already at 20, increase it to 22.

Notes: After a bean is consumed from the bag, re-roll any dice that roll on that Bean number hereafter.

Rymac

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