|Name||Value||Weight||AC||Damage||Item Range||Properties||GM Only||Magical||Mundane||Carrying Capacity||Holding Capacity||Recommended Level||Consumable||Offense Bonus||Speed||Stealth||Strength Requirement||Type||Subtype||Rarity||Fid||Description||Author||Official||Legal||id|
|Deck of Many Things||48,600 GP||1||0||true||true||false||21||false||Wondrous Item||Artifact +||Dtr1lrmNStFlTQXm||
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence.
Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
Balance. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Comet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
Imprisonment. You disappear and become entombed in a state of suspended animation in an extra-dimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa-like visage curses you You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.
The Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
Fool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet.
Idiot. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.
Knight. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
Moon. You are granted the ability to cast the Wish spell 1d3 times.
Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you.
Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.
Skull. You summon an Avatar of Death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own Avatar of Death. A creature slain by an Avatar of Death can't be restored to life.
Star. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.
Sun. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands.
Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.
Throne. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.
Vizier. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is Incapacitated. A Wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.
|Hlidskialf||48,600 GP||500||0||true||true||false||false||Wondrous Item||Pedestal of Attraction||Artifact||DUMVieZTsyefhXwM||
This ornate golden throne with two huge arms made of a shiny white pearl so clear you can see your reflection in it. You may use Hlidskialf to cast Scrying in either arm and it can maintain one Scrying in each arm at the same time. The DC for this spell is 30. These spells are not affected by the same plane limitation.
The back extends up with two branches reaching out. When you sit in the chair the branches adjust so that one is by each of your shoulders. At sunset, a huginnian raven and a muninnian raven land on the branches to bring word of the day.
While sitting in Hlidskialf you can have it maintain Foresight on an individual which it is Scrying.
Speaking the command word for the chair causes a 4 inch slit to open in the right arm of Hlidskialf. This slit is an extra-dimensional pocket capable of holding 15 weapons.
|Gungnir||48,600 GP||3||0||20/60 feet||Thrown (range 20/60), versatile (2d8)||true||true||false||false||3||Weapon||Simple Melee Weapon||Artifact||CROI2Z7F4EkQ0JQH||
Return. Speaking the command word causes Gungnir to fly back to your hand. It flies at a speed of 100 feet per round, can pull itself out of objects, and actively avoids hitting things on the way back.
The Slaying One . Gungnir's magic automatically kills, and turns to dust any target it hits that has less than 50 hp.
True Flight . When thrown, Gungnir magically flies on a perfect path that always hits its target.
|Belt of Storm Giant Strength||48,600 GP||3||0||true||true||false||false||Wondrous Item||Artifact +||FN6gz6eVA49JIN0R||
While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
|Skidbladnir||48,600 GP||0.5||0||true||true||false||false||Vehicle||Waterborne Vehicle||Artifact||E5mVHPzeYI34nGkf||
The great longship Skidbladnir is a marvel constructed by legendary dwarves. It can comfortably hold 50 medium humanoids plus 50 large mounts. A huge creature takes up 5 large slots. A Gargantuan creature takes up 25 large slots. The ship can hold 60,000 pounds of people, mounts, and equipment.
Collapsible . Speaking Skidbladnir's command word causes it to collapse in on an extra-dimensional pocket until the only thing that remains is a small piece of metal about 5 inches by 5 inches by 1 inch. This disk weighs half a pound and contains the opening to the extra-dimensional pocket and a cover to keep things from accidentally getting in (or out).
Swift . The Skidbladnir is faster than any non-magical ship at 5 mph. It can sail over water, but it can also soar through the sky. Beware enemies who thought land and walls could protect them.
|Stone of Styx||48,600 GP||0.5||0||true||true||false||false||Wondrous Item||Magical Stone||Artifact||Ei1Yq6cVCfTIhoZ8||
Legend says that this stone was pulled from the River Styx and still has its power to enforce oaths.
When held, any agreement spoken is binding to the stone. If you break the agreement then the stone triggers, teleporting you to its current location and putting you into a magical sleep that lasts 1d4 years. Anyone who has sworn an oath on this stone and then touches it is put to magical sleep. This sleep lasts for 1d4 hours after contact is ceased.
This stone can bind 10,000 oaths at any time and can pull sworn creatures from anywhere within its current plane of existence.
Magical sleep provides all your body needs to sustain it, including food, water, and oxygen, however your body continues to age, and diseases continue to progress. Nothing short of a Wish spell can wake you from this magical sleep early.
An oath sworn on the stone stays in effect until a Wish spell is used to break the oath (awakening an individual from magical sleep is a separate Wish), or the individual who swore the oath dies and stays dead for at least a month (at which point the stone forgets the oath to make room for more).
|Iron Flask||48,600 GP||2||0||true||true||false||false||Wondrous Item||Artifact +||DEWK8s02fiZDO2Pz||
This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask.
If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.
You can use an action to remove the flask's stopper and release the creature the flask contains.
The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
An Identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.