Wondrous Item, very rare (requires attunement by a spending one hour wearing the glove while focusing on it's magical properties)
A soft leather glove that fits closely to the hand. The index finger is discolored. If you spend one minute swirling the finger in any potion, it turns into a random potion as rolled on the below D100 table. This can happen no more than once per week.
- Healing. 2d4+2 HP
- Vigor. Cures any disease or poison and adds 1 hit die of temp HP until long rest
- Vitality. Cures poison, restores to max HP and slowly regenerates health 1d6 per in game hour until long rest
- Might. +2 melee attack rolls for 1 day
- Courage. Gives immunity to fear and inspiration until long rest.
- Giant Strength. +3 strength.
- Flame Resistance. It gives resistance to fire damage until long rest
- Cold Resistance. It gives resistance to cold damage until long rest
- Necro Resistance. Gives resistance to necrotic damage until long rest
- Radiant Resistance. Gives resistance to radiant damage until long rest
- Stoneskin. Gives resistance to nonmagical bludgeoning, piercing, and slashing damage until long rest
- Acid Resistance. Gives resistance to acid until long rest
- Lightning Resistance. Gives resistance to lightning damage until long rest
- Succubus Charm. Makes the drinker irresistible to nearby NPCs, and PC’s must beat DC 14 constitution save or be irresistible to the drinker until long rest
- Shielding. +2 to AC for 10 minutes
- Flame Breath. As a bonus action, you can exhale fire at a target within 30 feet. DC 13 dex saving throw, 4d6 fire damage on failed save, or half as much damage on successful save
- Growth. Increase in size by one category, have advantage on Strength checks and saving throws for 1d4 hours. Melee attacks also deal 1d4 extra damage while enlarged
- Shrinking. Decreased in size by one category, have disadvantage on Strength checks and saving throws for 1d4 hours. Melee attacks also deal 1d4 less damage while reduced
- Comprehension. Lets the user understand all languages until long rest
- Fertility. Makes the user very fertile, almost certain to make a baby under its effects until long rest
- Intimidation. Gives the user a huge booming voice that terrifies those around; +2 to intimidation until long rest
- Luck. It gives the user lucky feat. Ends on use
- Mana. Restores one spell slot of level 3 or lower
- Arcane. +2 to spell attack and adds 1d6 damage to all spells for 1 minute
- Animal form. Makes the user turn into a random animal (DM to roll)
- Dreams. Makes the user get lost in a hallucinatory dream world of their perfect dream, and cannot be awakened for 1d6 hours.
- Nightmares. Makes the user get lost in a hallucinatory dream world of their worst nightmares and cannot be awakened for 1d4 hours. Once awakened, HP is reduced by 1 hit die and -2 to constitution until long rest
- Stamina. +2 to constitution until long rest
- Fleet foot. Increases movement speed by 10 feet for 1 minute
- Knowledge. +1 intelligence checks and saves for 1 minute
- The Bard. +3 to performance for 1 hour
- Disguise. Changes the users form to a disguised form of any race and appearance of same size for 1 hour
- Feast. Removes all hunger and thirst from the target, restores 1 hit die
- Youth. Makes the user grow 1d4 years younger.
- Age. Makes the user grow 1d4 years older.
- Furnace. Makes the user radiate with a damaging aura, causing 1d4 fire damage to all creatures within 10 feet for 1 minute.
- Eagle Sight. +2 perception until long rest
- Funky Town. Drinker bursts into dance with +3 to performance for 10 minutes
- Invulnerability. Freezes the user in stasis that makes them immune to damage but they cannot move or act for 1 minute.
- Riddle me gone. Gives the user the solution to a single riddle.
- Horrifying appearance. Makes the user look more ugly (-2 to charisma) for 1d4 hours
- Beautiful appearance. Makes the user appear more attractive (+2 to charisma) for 1d4 hours
- Swordsmanship. +2 to attack and extra 1d8 damage with swords for 1 minute
- Bowmanship. +2 to attack and extra 1d8 damage with bow or ranged weapons for 1 minute
- Nymph Breath. Gives water breathing for 1d4 hours.
- Midas. Makes the user turn everything they touch to gold for 1d4 hours. Items return to normal after end of effect
- Berserker. Grants rage for 1 minute
- Utter Hatred. Makes the user have +2 to attack rolls and saving throws against a particular type of enemy for 1 minute (roll 1d6 to determine type. 1=humanoid, 2=beasts, 3=fey, 4=fiends, 5=draconic, 6=undead)
- Oracle. Lets the user divinate the future
- Demonic Leech. Heals 10% of all damage the user deals for one minute.
- Fey Nature. Can speak to animals and plants for 1 minute
- Tracelessness. Makes the user very hard to follow; +3 to stealth for 1 minute.
- Gracefulness. +3 to acrobatics skill for one minute
- Goblin Climb. Gives the user a +2 to climbing and -2 to fall damage for one minute
- Dead Ringer. Makes the user appear completely dead to all magic detection for 1 hour
- One Leafed Clover. Gives the user worst luck; disadvantage to all attack rolls and saving throws for 1 hour
- Possession. Lets the user gain control of a nearby creature for 1 minute, their body is comatose while they do.
- Owls Wake. Makes the user need no sleep; can gain benefits of long rest by drinking
- Hawks Flight. Lets the user fly for 1 minute
- Peace. Makes the user very calm and unable to harm others for 1 hour
- Rejuvenation. Heals a single scar or bad injury on the user such as a missing arm
- Sphinxes Truth. Makes the user tell the truth for 1 minute
- Serpent Tongue. Makes the user only able to lie for 1 minute
- Navigation. Makes the user unable to get lost and find where they need for one hour
- Hook Horror. The users hands become sharp weaponized blades, additional 1d8 to unarmed strike for 1 minute
- Schaffensfreude. Makes the enemies take damage as they deal it to the user for one minute.
- Invisibility. Makes the user invisible for 1 minute.
- Wild magic. Taps into wild magic; roll on the wild magic table
- Fame. Makes the user more famous.
- Goats Trek. Makes the user immune to the toils of long travels and bad weather.
- Gargoyle Toughness. Increases the users constitution +4 for 1 hour
- Atomic Clock. Lets the user know the exact time and date
- Transmutation. Lets the user have the ability to change an item’s properties.
- Hair tonic. Make the user grow thick, luscious hair from all over their body
- Sex Change. Changes the users gender.
- Race Change. Changes the users race.
- Musical Breath. Makes the user say everything in song, and fey music follows them in the air for 1 hour.
- Utter Understanding. Makes the user know very intimately about one exact random thing.
- Split Form. The user turns into two or three tiny versions of themselves and controls them all for 1 minute
- Flavour. Makes anything and everything taste amazing!
- Glimmer. Makes the user and its gear instantly clean and as good looking as possible.
- Love. Makes the user and someone else fall in love.
- Poison. Poisons the user, weakening them.
- Rebirth. Resurrects the user instantly at 50% hp if they die within 10 minutes of drinking.
- Elemental form. Turns the user to an elemental form relevant to their personality for 1 hour.
- True form. Turns the user into a familiar like creature similar to their personality for 1 hour.
- Gods Touch. Gives the user a holy connection to their god or fiendish deity.
- Phytophile. Turns the user into a small houseplant for 1d4 hours
- Ghostly Form. Makes the user intangible and able to phase through objects for 1 minute.
- Artisans Skill. Gives the user skill in a particular art temporarily.
- Godly form. +2 to all stats for 1 hour
- Bless Weapon. Makes the users weapons do +2 damage for 1 hour.
- Euphoria. Makes the user feel amazing and trip out for 1 hour.
- Bodyguard. Creates a spectral bodyguard for 1 minute who obeys orders using the Guard stat block.
- Babelfish. Lets the user speak any language but not understand it.
- Preservation. Stops whatever its poured on from rotting or degrading.
- Fear. Makes the user terrified for 1 minute.
- Night vision. Gives the ability to see in the dark for 1 hour.
- Tracking. Lets the user track an enemy, knowing general direction at any distance, specific location within 1 mile for 10 minutes.
- Cure-all. Cures any status effects
Notes: spending one hour wearing the glove while focusing on it's magical properties
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