# | Prefix | Suffix | Ability |
---|---|---|---|
1 | Barbed | of Barbs | After an attack roll, the bearer may use their reaction to add 1d4 to the damage roll and take 1d4 damage. |
2 | Bloodthirsty | of Bloodlust | This item's magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate. |
3 | Brittle | of Poor Craftsmanship | This weapon was clearly created by a blacksmith in training. Treat this weapon as a -1. |
4 | Crooning | of Crooning | Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. |
5 | Decrepit | of Decrepit Quality | This weapon crumbles, frays, chips, or cracks slightly when wielded. This quirk has no effect on its properties, but if the item has seen much use, it looks broken. |
6 | Directional | of Direction | The wielder can use an action to learn which way is north. |
7 | Eager | of the Same Wavelength | The first person to touch this item attunes to it immediately. |
8 | Executioner's | of Executing | If this weapon deals the killing blow to an enemy, heal for half the damage dealt. |
9 | Foolish | of the Fool | Those hit with this weapon are inflicted with -2 Intelligence for 1d4 rounds. This weapon has 1d4 unreplenishable charges. |
10 | Inscribed | of Inscription | A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. |
11 | Lawman's | of the Law | Requires attunement by a Lawful character. This weapon acts as a +1 against foes who are not Lawful. |
12 | Merciful | of Mercy | This weapon cannot bring a creature below 1 HP. |
13 | Muttering | of Muttering | The item grumbles and mutters. A creature who listens carefully to the item might learn something useful. |
14 | Sentinel's | of Forewarning | Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it. |
15 | Vengeful | of Vengeance | Deal +1 to hit against targets which have already injured you. |
# | Prefix | Suffix | Ability |
---|---|---|---|
1 | Blessed | of Holy Retribution | Heal for half of damage dealt when critting an enemy. |
2 | Conscientious | of the Conscientious | When the bearer of this item contemplates or undertakes a malevolent act, the item heightens the bearer's conscience to refrain. |
3 | Glass | of Glass | This weapon deals +2 against AC while bearer's HP is above 15 and -2 against AC while bearer's HP is at or below 15. |
4 | Marksman's | of Sniping | When first attuning to this weapon, roll 1d20. The result becomes an additional critical hit value. This additional value is not reset upon unattunement. |
5 | Necrotic | of the Dead | The bearer may substitute their normal weapon's damage for a +1 using necrotic. |
6 | Paralyzing | of Paralysis | If attack roll exceeds foe's AC by 3 or more, call a 1d4 to paralyze them for 2 turns. |
7 | Possessive | of Possession Obsession | The item demands attunement when first wielded, and it doesn't allow its bearer to attune to other items. (Other items already attuned to the bearer remain so until their attunement ends.) |
8 | Preacher's | of the Preacher | This weapon increases the bearer's Channel Divinity range by 5 feet. |
9 | Slothful | of Sloth | The bearer of this item feels slothful and lethargic. While attuned to the item, the bearer requires 10 hours to finish a long rest. |
10 | Wicked | of Wickedness | When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. |
# | Prefix | Suffix | Ability |
---|---|---|---|
1 | Aquatic | of Aquatic Affinity | This armor easily floats on water and other liquids. Its wearer has advantage on Strength (Athletics) checks to swim. |
2 | Chlorophyllic | of Chlorophyll | The wearer of this regains +1 HP per hour as long as they're within bright sunlight. |
3 | Coldsnap | of the Snow | The wearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit. |
4 | Divine | of Divine Protection | When wearer dies, resurrect to full health and restore all spell slots. The item crumbles into pieces and cannot be repaired after this one-time use. |
5 | Hunter's | of Stalking | Donning this item alerts its original owner, an assassin, who will ceaselessly track the wearer until the assassin retrieves their lost item. |
6 | Master's | of Servants | Imbued with 1d4 unreplenishable charges of the Unseen Servant spell (1st level). |
7 | Proselytizing | of Proselytism | The wearer gains +2 Religion while quoting religious scriptures and texts. |
8 | Slippery | of Slipperiness | Donning and doffing this article costs no action. |
9 | Sweltering | of the Sands | The wearer suffers no harm in temperatures as warm as 120 degrees Fahrenheit. |
10 | True Love's | of Infatuation | The wearer falls in love with the first person they see after putting this on. |
11 | Unintelligible | of Grunting | The wearer can only communicate through grunts and guttural noises while this is worn. |
12 | Vulnerable | of Vulnerability | This accoutrement confers -5 AC to its wearer. Doffing the item removes this penalty after 1 hour. |
13 | War Leader's | of the War Leader | The wearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the wearer's next turn. |
# | Prefix | Suffix | Ability |
---|---|---|---|
1 | Academic | of the Mage's College | The wearer gains +1 Arcana per each book in their inventory, up to a maximum of +3. |
2 | Candid | of Honesty | While worn, the wearer is unable to lie. |
3 | Drunkard's | of the Drunkard | The wearer of this always knows where the nearest alcoholic beverage is. |
4 | Fiery | of the Burning Legion | The wearer takes 1d4 fire damage every round. |
5 | Holey | with Holes | This article is riddled with holes. Unless you're looking to complete a beggar disguise or freeze your butt off, wear something else. |
6 | Manifest | of Spectral Rift | The wearer may interact with illusion magics as if they were physically present, but only using the affected article (ex. boots to walk on stuff, gloves to pick them up). |
7 | Menacing | of Menacing | This fearsome vestment confers +1 Intimidation against humanoids. |
8 | Nobleman's | of Nobility | While donning this genuine royal article, you can access most noble institutions without question. |
9 | Occult | of the Occult | This garment is imbued with a special malediction to enhance spells from the Necromancy school of magic. Once per long rest, the wearer may use Spare the Dying for no action cost. |
10 | Salesman's | of the Merchant Guild | The wearer receives +1 to Persuasion checks relating to buying, selling, and dealmaking. |
11 | Senator's | of the Senate | The wearer receives +1 to all Persuasion checks around politicians or when asserting something political. |
12 | Spotless | of Immaculacy | This item never gets dirty. |
13 | Waterlogged | of Saturation | No matter how long this article sits in the sun or how many times it's wrung dry, this garment always feels incredibly damp. |
# | Prefix | Suffix | Ability |
---|---|---|---|
1 | Alluring | of Allure | This piece invites all who lays eyes on it to attempt to put it on. |
2 | Chivalrous | of Chivalry | The wearer gains +1 to Persuasion checks involving honor. Use it to egg someone into combat, or drop their weapon. The honorable choice is yours. |
3 | Circadian | of Circadian Conquest | Gain +1 to Survival and Medicine rolls during the day and -1 to those rolls at night. |
4 | Dragoman's | of Interpreting | The wearer can speak and understand a language of the DM's choice. |
5 | Effervescent | of Vitality | The wearer's maximum hit points increases by their Constitution modifier while attuned to this item. These hit points are lost when the wearer unattunes the item. |
6 | Guardian | of Alertness | This item whispers warnings to its wearer, granting a +2 bonus to initiative if the wearer isn't incapacitated. |
7 | Intruiging | of Intrigue | Gain +1 to Investigation rolls concerning surveillance and spying. |
8 | Luxurious | of Luxury | A high mark of nobility and riches, be careful not to be caught out at night with this on. |
9 | Selfish | of Selfishness | Once per long rest, this item can be activated to take away 1 AC from each of your allies and add it to your total until the end of combat. |
10 | Unbreakable | of Eternity | This item is conventionally indestructible. Unable to be broken, except by special means. |
11 | Unlucky | of Misfortune | While attuned to this item, the wearer receives a strong sense of security. However, any time something bad happens to the party, the wearer takes the most punishment. |
12 | Waterbending | of Waterbending | The wearer may cast 1d2 unreplenishable charges of level 1 Create or Destroy Water, regardless of class. |
# | Prefix | Suffix | Ability |
---|---|---|---|
1 | Appetizing | of Health | Consume this to restore 1d4 HP on the fly. |
2 | Bitter | of Bitterness | The sheer bitterness of this item makes any consumer think twice before ingesting it. |
3 | Bland | of Blandness | It's almost offensive how mediocre and bland this tastes. |
4 | Burnt | of Charred Texture | ...Is it even possible to burn this? However the mastermind did it, this item is nigh inedible. Only eat when desperate. |
5 | Crispy | of Crispiness | Ah... crispy. Wait, is this supposed to be crispy? That's unsettling. |
6 | Dry | of Parched Texture | This is so dry and unappealing that its magical power comes through only half as strong when ingested. |
7 | Expired | of Mortal Consequence | This item has spoiled far beyond belief. Unless the consumer has a particularly strong stomach (or Constitution above 18), this cannot be eaten. |
8 | Meat | with Meat | Gotta eat your protein to grow up big and strong! Vegetarians need not apply. |
9 | Raw | of Rawness | You may be hungry, but your stomach would prefer something cooked. You may actually get sick from eating this, to be honest. |
10 | Sour | of Sourness | Sour! Not particularly bad, just off-putting in the wrong circumstances. |
11 | Spicy | of Spice | A sure kick to the palate. To those unacquainted with such heat, a good prank. To spice connoisseurs, a lacking presentation. |
12 | Squeak and | and Squeak | This recipe includes a hefty side of potatoes and cabbage, a local dish known as squeak. Time to chow down! |
13 | Stir-Fried | Stir-Fry | A unique foreign cooking style makes for a welcome palate cleanser. |
14 | Sweet Berry | with Berry Sauce | Fragrant and fruity. Made with only the finest Albinean berries. |
15 | Vegetable | with Vegetables | A side of vegetables is never a bad idea. Your gut will thank you. |
# | Prefix | Suffix | Ability |
---|---|---|---|
1 | Alcoholic | with Alcohol | A drink worthy of song! Drink enough of this and you'll be capable of skipping ahead a few hours. You may wake up with a searing headache, though. |
2 | Bottled | in a Bottle | A serving packaged into a container for your traveling convenience. Single use only. Non-reusable. |
3 | Cheap | of Low Cost | The quality of this beverage might have suffered at the expense of its low price. Sometimes you get what you pay for. |
4 | Hot | Served Hot | Some things are just better when they're warm. This drink is no different. |
5 | Iced | on the Rocks | Nothing quenches thirst quite like a cold drink on a hot day. And with a drink like this, any day feels like a hot day. |
6 | Invigorating | of Vigor | A serving of this will confer +1 on the consumer's next Athletics check. |
7 | Refreshing | of Refreshment | This drink is sure to energize even the most tired of travelers. Take a sip and recover 1d4 HP in addition to feeling like you've slept for 4 hours. |
8 | Thirst-Quenching | of Hydration | This drink hits the spot better than most. Time to kick back and relax. |
# | Prefix | Suffix | Ability |
---|---|---|---|
1 | Agile | of Agility | This potion delivers a kick of concentrated high-energy to improve speed by 10 feet for 1 hour. |
2 | Blink | of Teleporting | Teleport to a location within line of sight and no more than 30’ away. |
3 | Greater | of Greater Quality | Whether it was the quality ingredients or the expert distillation, this potion was so well made that any restorative properties it has are doubled. |
4 | Healing | of Healing | Drink this potion to instantly recover 1d4 HP. |
5 | Iron Stomach | of Unpalatable Immunity | After drinking this, you can consume any rotten or gross food you like without repercussion for 1 hour. Poisons are still harmful. |
6 | Lesser | of Lesser Quality | This potion was likely the first brewings of an amateur alchemist. As such, its effects are only half as strong, and the consumer will be unable to consume anything else for 1d4 hours. |
7 | Mana | of Mana | Consume this to recover one expended spell slot between 1st and 5th level. |
8 | Youth-Sapping | of Aging | When consumed, age 1d10 years. Cannot be reversed, and cannot be refilled. |
# | Prefix | Suffix | Ability |
---|---|---|---|
1 | All-Seeing | of All-Seeing | Once per long rest, gain advantage on your next Insight check. |
2 | Antiquarian | of Antiquity | This trinket is covered in a thick layer of dust and... ancient residue. Perhaps someone more delicate can examine its past? |
3 | Ascendant | of Absconding | When not being held or stuffed in a bag, this item has a tendency to float towards the sky. |
4 | Attractive | of Detect Gravity | When dropped, this item will fall towards the closest gravity well. |
5 | Blasphemous | of Blaspheming | It's unclear what cults use this as some instrument of divinity, but it is evident which religions find it offensive (hint: it's all of them). |
6 | Blissful | of Bliss | While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence. |
7 | Broken | of Shattered Quality | Dysfunctional and wholly useless. Might as well toss it out. |
8 | Dazzling | of Dazzling | The phrase "stars in one's eyes" may seem figurative, but when wearing this, it's anything but. After attuning to it, the bearer is blinded with said stars until the trinket is removed. |
9 | Featherfall | of Featherfalling | Wear this on your person to reduce fall damage by 1d6. |
10 | Guardian's | of Alertness | This item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. |
11 | Lethargic | of Probable Return | When thrown, this item will return to its user. Eventually. |
12 | Miscalculating | of Miscalculation | If any creature within 10’ speaks a mathematical formula, this item will announce the answer... except the answer is wrong, but the item has a minor enchantment to convince others that it’s correct. |
13 | Repulsive | of Disgust | The bearer feels a sense of distaste when in contact with the item, and continues to sense discomfort while bearing it. |
14 | Valuable | of Incredible Worth | Find a shopkeep with the biggest pockets you can find, because this item will sell for more than usual. |