Items For Social Encounters (5e)
Items For Social Encounters (5e)
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TABLE OF CONTENTS
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COIN PURSE OF AWAKENING
Wondrous item, rare, minor
You may place a coin in this velvet purse, upon which
the purse clasps shut. After 24 hours, the coin becomes
an awakened coin with the statistics listed below. It
chews its way out of the now nonmagical purse.
Limbs, wings, weapons and other symbols depicted
on its sides become usable. The awakened coin uses its
heads face to sense and speak, typically taking on a
persona similar to that of the figure depicted. It retains
a shadowy memory of where it has been before it was
awakened. It may move independently by hopping or
rolling.
The awakened coin is charmed by you for 30 days or
until you or your companions do anything harmful to
it. When the charmed condition ends, the awakened
coin chooses whether to remain friendly to you, based
on how you treated it while it was charmed.
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discretion, the awakened hair may have any number of
the following personality traits.
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magic, causing it to disintegrate and generate one of
the following effects of your choice:
Braised. 5 rations appear.
Dinghy. A duck-prowed wooden rowboat and a
paddle appear in an unoccupied space within 15 feet.
The rowboat can accommodate one small creature or
one uncomfortable medium creature. Once created,
these are mundane material objects.
Duck! Any number of willing creatures of your
choice within a 15 foot radius fall prone immediately.
Echoless. All echoes within a 50 foot radius are
suppressed for 1 minute. Creatures whose blindsight
relies on echolocation are unable to use it while within
the affected area.
Webbing. You gain a swim speed of 25 feet for 1
minute.
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EPAULETTES OF MORALIZING
Wondrous item, common, minor
When affixed to your shoulders, the epaulettes self
activate at moral junctures. You can also use a bonus
action to touch them to activate them manually once
per short rest.
When activated, two illusions appear, one on each
shoulder, scaled to 1 foot in height. The illusions can
be seen and heard by the wearer only. The illusions are FARMER'S FRIEND
projections of specific creatures on another plane and Wondrous item, uncommon, minor
the same two will appear each activation if they are
able. The creatures attempt to advise the wearer of This rustic earthenware pot with a dull brass latch
what they believe is the wearer's best course of action emits agricultural smells and weighs 25 pounds
according their own ethe. If the usual creature is whether full or empty.
unavailable when the epaulettes activate, another You can use an action and name one substance from
creature of the same type will replace it. the table below to cause the pot to produce the chosen
The creatures types may be determined on the table substance. Afterward, you can unlatch the lid as an
below, by rolling 1d6 twice and rerolling duplicates. action and scoop the substance out or pour up to 20
pounds per minute. The pot can produce up to 60
pounds of substances in any combination, upon which
d6 Creature Alignment
it is empty until the next dawn.
1 Archon Lawful good
2 Noble Eladrin Chaotic good
Substances Available
3 Decaton Lawful neutral
4 Gray Slaad Chaotic neutral Bat guano
5 Chain Devil Lawful evil Bone meal
6 Glabrezu Chaotic evil Cattle manure
Chicken litter
Sea bird guano
Silage
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GUILE GOLEM MALICE GOLEM
Tiny construct, chaotic good Tiny construct, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 8 (-1) 1 (-5) 10 (+0) 15 (+2) 1 (-5) 28 (+9) 8 (-1) 1 (-5) 10 (+0) 1 (-5)
Skills Deception +4, Sleight of hand +7, Stealth +7 Skills Sleight of hand +11, Stealth +11
Damage Immunities poison, psychic Damage Vulnerabilities bludgeoning
Condition Immunities blinded, charmed, deafened, Damage Immunities poison, psychic
frightened, paralyzed, petrified, poisoned Condition Immunities blinded, charmed, deafened,
Senses blindsight 60ft. (blind beyond this radius), frightened, paralyzed, petrified, poisoned
passive Perception 10 Senses blindsight 60ft. (blind beyond this radius),
Languages ― passive Perception 10
Challenge 0 (10 XP) Languages ―
Challenge 1 (200 XP)
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gloves touch the tools of choice, you lose control of
your hands, which follow the habitual motions of the
original craftsperson. At the outset of the work, you
can make a DC 15 Charisma ability check to attempt to
communicate your intentions to the gloves, which
otherwise make what they deem fitting.
The gloves down the tools and you regain control of
your hands under the following conditions: the gloves
are satisfied with their work; the gloves have
performed 3 hours of work; the gloves are forcibly
removed by a successful grapple, with the gloves using
GOURMAND'S PLATE your Strength (Athletics) or Dexterity (Acrobatics)
Wondrous item, uncommon, major check; or if the gloves are destroyed.
This silver dish is engraved with flowing designs
featuring exotic plants and animals. It has 5 charges for
the following properties. It regains 1d4 + 1 expended
charges daily at dawn. If you expend the its last
charge, roll a d20. On a 1, the plate tarnishes and its
magic is lost.
Identify. While within 5 feet of the plate, you can
use an action to expend 1 charge to cast identify
targeting a small edible item on the plate. If you target
anything else, the spell fails.
Detect Poison and Disease. While holding the plate,
you can use an action to expend 1 charge to cast Detect
Poison and Disease.
GRANDMASTER'S LEGACY
Wondrous item, uncommon, major, cursed
These supple well-worn gloves are suited for fine
work. They are enchanted with the finesse and artistry
of a particular craftsperson, whose tool of choice may
be found on the table below.
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The type of instrument may be randomly determined
from the table below.
d20 Instruments
1 Bagpipes 11 Lizard
2 Bladder pipe 12 Lute
3 Crumhorn 13 Lyre
4 Drum 14 Pan flute
5 Dulcimer 15 Psaltery
6 Dulcian 16 Sacbut
7 Gemshorn 17 Shawm
8 Harp 18 Rackett
9 Horn 19 Rebec
10 Hurdy-Gurdy 20 Viol
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Instrument Spells
All Compulsion, Confusion, Dissonant
whispers, Hallucinatory terrain plus
the spells listed for the instrument's
family
Brass Stinking cloud, Thunderwave (2nd
level), Vicious mockery
Keyboard Enthrall, Fear, Prestidigitation
Percussion Enhance Ability (Bear's endurance
only), Earth tremor (3rd level),
Thunderclap
Strings Hypnotic pattern, Lesser Restoration,
Mage hand
Woodwind Magic mouth, Minor illusion, Speak
with dead
Other Major image, Mending, Suggestion
MIMIC SPELLBOOK
Monster/Treasure
Magical fluxations have rendered this spellbook
sentient, covetous and spiteful. It seeks to fill itself
with more spells, primarily doing so by stealing other
spellbooks, with little care for the lives of their owners.
Before its nature is discovered, if it is unlikely to win
or escape in combat, it may allow itself to be claimed
as property, appearing to be inert. It may wait months,
if necessary, for an opportune moment to strike. When
it does so, it typically attempts to incapacitate a
MECHANICAL CROOKED SCALES
wizard, steal their spellbook and flee.
Adventuring gear Choose any number of spells to be inscribed in the
The crooked scales appear to be ordinary brass spellbook. These constitute its available spells. A
weighing scales. The patterned bezel at its base sample set of spells is provided in the statblock.
conceals a switch that activates an adjustable Different spells may change its challenge rating.
mechanism. When inactive, the scales give accurate If the spellbook falls unconscious, it must succeed on
measurements. When the mechanism is activated, the a DC 10 Constitution saving throw or become a
scales to appear to be balanced when one side is 75%, normal inert spellbook. If the spellbook is defeated in
80%, 85%, 90% or 95% the weight of the other. combat, depending on the type of damage it sustained,
You may use a bonus action to flick the switch to some or all of its pages may be unreadable.
activate or deactivate the mechanism. If you are being
observed, you must succeed on a Dexterity (Sleight of
Hand) skill check opposed by observing creature's
Wisdom (Perception) skill check to remain undetected.
You may use an action to adjust the degree of
imbalance produced by the mechanism. This action is
detectable to observers.
Should its nature be known, such an item is
contraband in civilized areas.
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MIMIC SPELLBOOK
Small construct, neutral evil
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active. If poisons or diseases are of limited duration,
they may elapse while they are suppressed. Suppressed
effects resume after 24 hours.
This potion is a creamy brown and warm to the
touch. It tastes of creamy milk and sweet toasted malt.
POTION OF CATNIP
Potion, rarity varies, minor
For one hour after drinking this potion, you become
attractive to certain creatures and repulsive to others.
Attracted creatures ending their turn within 30 feet of
you must make a DC 13 Wisdom saving throw or be
charmed by you for 1d12 rounds. Repulsed creatures
ending their turn within 30 feet of you must make a
POTION OF EQUIVOCATION
DC 13 Wisdom saving throw or be frightened by you
for 1d12 rounds. An attracted or repulsed creature that Potion, common, minor
comes into contact with you must make a DC 13 When you drink this potion, you become aware of an
Constitution saving throw or be stunned until the end internal second voice. The second voice is yours in
of its next turn. Creatures charmed by this effect often sound and thought.
enter a euphoric state on exposure and may become When you drink this potion, you may target any
playful or affectionate. number of creatures within 50 feet. Each targeted
The principal extract used in the potion determines creature makes a Wisdom (Insight) check contested by
which creatures are attracted or repulsed, as shown in your Charisma (Deception) check. If it is successful, it
the following table: hears your words as normal. If it is unsuccessful, you
may choose for it to be unable to hear the words you
Extract Attracted Repulsed Rarity speak. Instead, it hears the words of your internal
Felines (Cats, Insectoids (Ankheg, second voice as if you spoke them aloud. You control
Silver Vine Lions, Panthers, Carrion Crawler, Uncommon
Tigers, etc.) Swarm of Insects, etc.) the speech of your internal second voice.
Pollinators (Pixie,
Fungi, Myconids, This potion's glass bottle is made of two curved
Garlic Sprite, Swarm of Rare
Insects, etc.)
Vampires segments. The colour and level of the liquid within
Luiren appear subtly different when viewed from the
Halflings Ettins, Giants Rare
Yeast opposing faces.
Nether Abyssals,
Celestials Very Rare
Papaverine Infernals
Vital
Humanoids Undead Very Rare
Essence
POTION OF COMFORT
Potion, uncommon, minor
When you drink this potion, it suppresses the effects of
any exhaustion, disease or poison you are suffering for
the next 24 hours. You gain resistance to poison and
necrotic damage for the next 24 hours. You may still
incur exhaustion, disease or poison while the potion is
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POTION OF THE QUEEN
POTION OF HEAD SWAPPING Potion, uncommon, minor
Potion, uncommon, minor When you drink this potion, you feel your skin crawl
Within a minute of a creature drinking half this potion, as your mind fills with jittery compulsions. For one
a second creature must finish it, otherwise it has no hour after drinking this potion, you continually exude
effect. When the second creature drinks, the two pheromones, starting with attraction. You can spend an
drinkers simultaneously have their heads teleported action to switch pheromones from attraction to alarm,
atop each other's necks. They have senses from and or vice versa. Once you switch pheromones, you
control over their own original heads and original cannot switch back on your next turn.
bodies from the neck down. The two creatures gain Attraction. Each minute you attract 1d6 Swarms of
telepathy 120 feet and may share other sensory Insects that appear within 30 feet of you (provided
information telepathically if they choose. If one of the there are insects that can reach you). You may have up
creatures withholds sensory information, the other is to 6 attracted swarms at one time. You may choose
blinded unless its head can see its body. where the attracted swarms move while they are within
When the potion's effects end, the heads are 30 feet of you (only while this pheromone is active).
teleported back to their original owners. These effects Alarm. All Swarms of Insects within 30 feet of you
last until 1 hour after the second creature drank the become hostile to any creature other than a Swarm of
potion. These effects end prematurely if the two Insects and you. They will typically attack the closest
drinkers make sustained eye contact for one round. hostile creature.
When the pheromones stop, the swarms disperse.
The Swarms of Insects may be constituted of ants,
POTION OF MIMICRY
termites, bees or wasps.
Potion, uncommon, minor This potion is a suspension of bright chitinous pieces
When you drink this potion, you gain the effects of the within a black liquid, smelly soapy and sour.
tongues spell for 1 hour. In addition to the normal spell
effects, when you speak (in a language you know or
POTION OF TREBUCHETS
otherwise), each listener perceives your voice as taking
on the accent or idioms particular to the region, class Potion, rare, minor
or culture they identify with. When you drink the potion, you feel a bounce in your
step. You gain the effect of the feather fall spell. The
next time you jump, you push off the ground with
incredible force and your body is flung in a parabolic
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arc at 100 ft. per round. The jumping creature makes a
DC 15 Intelligence (Investigation) skill check to
calculate the parabola and a DC 15 Dexterity
(Acrobatics) skill check to execute the angle of the
jump. If both are successful, the jump's trajectory ends
within 5% of the total distance travelled of your
intended destination.
Up to six creatures may drink this potion. As the first
of those creatures jump, all are propelled with the same
force and angle. This may cause creatures of different
sizes to take a different trajectory. All benefit from the PROPRIOCEPTION STONE
feather fall effect. The force affecting each creature
Wondrous item, common (attuned), minor
propels 200 lbs over 1000 feet.
When disturbed, this oaky fluid sloshes at the sides This palm-sized sedimentary rock is grainy to the
of its bottle with a vigour disproportionate to the touch and feels soothing as you hold it. If you are
inciting force. attuned with the proprioception stone, you feel an
affinity with it, as it were an extension of your body.
While within 1 mile of the stone, you always know
POUCH OF PARTY FAVORS in which direction the stone is located in relation to
Wondrous item, uncommon, minor you. You gain blindsight out to a range of 500 feet, but
This silk sack is festooned with bright ribbons and the proprioception stone is the only thing you can see
feels as though it contains amorphous cotton fluff. It with this instance of blindsight.
has 20 charges and weighs 1/2 pound regardless of
charges.
You can use an action to reach into the bag, attempt
to produce a gift and target a creature within 25 feet as
your intended recipient. If there is at least one
alcoholic drink, one instance of laughter and 7 smiling
(or otherwise visibly pleased) creatures within a 25
foot radius, you expend a charge and then a gift
magically appears in your hand. If you succeed on a
DC 25 Charisma (Performance) skill check, you may
choose a gift no more valuable than 2gp and no larger
than 3"x3"x2". Otherwise, the gift is randomly
generated from the table below. All gifts are
personalised with the name of the intended recipient as
accurately as the gift giver remembers the name. PUZZLE LOCK
The sack regains 2d10 charges daily at dawn. If you Adventuring gear
expend its last charge, roll a d20. On a 1, the sack's
This lock has a hidden mechanism. In the position of a
enchantment fails permanently and it subsequently
normal lock's mechanism is a decoy lock. A key that
produces apology notes instead of gifts.
fits the decoy lock is provided with the lock. Without
the key, a creature proficient with thieves' tools can
d10 Gift pick the decoy lock with a successful DC 15 Dexterity
1 3x2" framed caricature of the giver and recipient check, though this has no effect.
2 Blooming cactus in a 2" diameter pot A creature can identify the secret mechanism with a
3 Bottle of crystallised confectionary successful DC 15 Intelligence (Investigation) or
4 Earthenware salt and pepper shakers Wisdom (Perception) check. Once identified, a
5 Gilt edged three piece tea set creature can solve the puzzle and open the true lock
6 Heart shaped perfumed soap with a successful DC 15 Intelligence (Arcana) check.
7 Lemon scented tea light seated in a fat porcelain
mallard
8 Sack of rock hard fruit cake REPLENISHING CASE OF ENUNCIATION
9 Two sided silver letter opener and bottle opener Wondrous item, uncommon (+1), rare (+2), or very
10 Ugly pewter statue of a gnomish baby rare (+3), major
This ornate leather ammunition case has an opening
shaped like a gaping mouth. Each dawn, any
ammunition created by the case vanishes. Then, roll a
d6. The case magically produces ammunition
according to the following table:
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choosing the same or separate targets. You can't be
d6 Ammunition Created surprised while you are conscious. On the first round
1-2 Diplomat's Barbs (any ammunition) (n) of combat, you must use your bonus action to make a
3-4 Screaming Shot (any ammunition) (n) Wisdom (Insight) and Wisdom (Perception) skill
5-6 Thrown Voices (darts) (20) check.
d6 Type Created
1-2 Arrows (20)
3 Blowgun needles (50)
4 Crossbow bolts (20)
5 Darts (20)
6 Sling bullets (20) RITUAL BEAD
Wondrous item, uncommon, minor
The ammunition is enchanted according to the case's This clay bead is warm to the touch when charged and
rarity. cool when uncharged. When uncharged, you can store
a ritual spell in the bead, touching it and spending the
RIDICULOUS ARMOR, +1, +2 , OR +3 normal time and components. When charged, you can
Armor (light, medium, or heavy), rare (+1), very rare use an action to touch the bead and expend the charge.
(+2), or legendary(+3), major You make a DC 5 Intelligence (Arcana) check (or DC
10 if you were not the caster who charged the bead). If
This armor, while desirable due to its magical
you succeed, the stored spell is cast with the DC or
enhancement, leaves something to be desired on the
level of the original caster. You choose the target and
wearablity axis. The following table has some
parameters. If you fail, the bead breaks and the spell is
suggestions.
lost.
You have a bonus to AC while wearing this armor.
The bonus is determined by its rarity.
SCALES OF DECEIT
d20 Fashion faux pas Wondrous item, uncommon (attuned), minor
1 Absurd proportions These scales appear plain and ordinary, balancing
2 Accentuates body odor accurately when inactive. When activated, the scales
3 Accommodates a pot belly magically appear balanced regardless of relative
4 Amplifies abdominal sounds weights.
5 Anatomical cuirass has 3 nipples If you are attuned to the scales, you can use a bonus
6 Bizarrely bulbous action to issue a mental command for the scales to
7 Conspicuous tailflaps activate or inactivate.
8 Embossed with bad poetry The magically active components of the scales have
9 Engraved with rude symbols been shielded by metal. If detect magic is used, the
10 Flared at an unusual level transmutation aura is very faint and only detectable on
11 Garish colouring a successful hidden DC 15 Intelligence (Arcana) skill
12 Gorget covers half of face check.
13 Insignia of a hated organization Should its nature be known, such an item is
14 Itchy even as an outer layer contraband in civilized areas.
15 Looks normal, but somehow provokes reactions
16 Made for a child
17 Scandalous cut
18 Sleeves twice proportionate length
19 Unrealistic hourglass shape
20 Unwashable incriminating stains
RING OF PARANOIA
Ring, uncommon, minor, cursed
While wearing this ring, you have proficiency with the
Wisdom (Insight) and Wisdom (Perception) skills and
can use a bonus action to make both skill checks,
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TERPSICHOREAN TIARA
Wondrous item, uncommon, major
This delicate silver crown is inset with pearls. While
you wear it, you can add your proficiency bonus to
Charisma (Performance) skill checks whenever you
can incorporate dance into the action. If you were
already proficient, you can double your proficiency
bonus. If you were already proficient, you can choose
to make a Charisma (Performance) skill check in place
of a Dexterity saving throw if you can incorporate
dance into the action.
TURNCOAT'S SHIELD
Armor (shield), uncommon (requires attunement),
minor
Before you pick up this steel heater shield, its face
appears to be plain with a hint of shadows licking at its
edges. Only when you touch it, its form matches the
image of its form in your mind, making a visual
recursion like an infinity mirror of shapes and colors.
While holding this shield, you can use a bonus action
to cast the disguise self spell (DC 20) from it at will,
except the illusion may only alter clothing, armor,
weapons, and other belongings on your person. This
shield can be used as the holy symbol of any non-
lawful deity.
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TWIN'S RING
Wondrous item, uncommon (requires attunement),
major
The Twins' Rings are silver gimmal rings: two rings
each made of three links that can be fitted together into
one ring.
While wearing the ring, you can use an action to pair
the ring to its corresponding Twin's Ring worn by an
attuned willing creature. Once paired and worn, you
can use an action to cast the disguise self spell from it
at will, but the illusion's appearance must always be
that of the paired ring's wearer. You can also use an
action to cast the message spell from it at will, but the
target must be the paired ring's wearer.
The Twin's Ring is seldom found without its partner
nearby. Rarely, it may be found in triplets which
permit two pairings. For purposes of magic item
distribution, two Twins' Rings as count as one major
uncommon drop.
WAND OF APERIENCY
VIGILANT EYES
Wand, very rare (requires attunement), major
Wondrous item, common, minor
This wand has a smooth brown enamelled surface with
If you are holding the vigilant eyes, whenever you globular irregularities. It has 7 charges for the
close your eyes the vigilant eyes create the illusion that following properties.
your eyes are open. The illusory eyes match the Ray. While holding the wand, you can use an action
appearance and behaviour of your eyes beneath closed to expend 1 of its charges, causing the wand to make
lids and 70 minutes after you fall asleep, your illusory the sound of flatulence, firing an invisible ray from its
eyes dash back and forth with frantic activity. A tip toward a creature you can see within 60 feet of you.
creature may recognise the eyes as an illusion with a Make a ranged attack roll against that creature using
successful DC 15 Wisdom (Insight) check. your spell attack bonus or ranged attack bonus. On a
The vigilant eyes are glassy spheres. The painted hit, the target is afflicted with the disease volatile
irises match the creature that most recently touched the incontinence.
eyes. Cone. While holding the wand, you can use an action
to expend 3 of its charges. A putrid wind and the sound
VOICE CATCHER of a trumpet blast sputter violently from the wand in a
Wondrous item, rare, minor 30 foot cone. Each creature within the cone must
succeed on a DC 15 Strength saving throw or take 4d6
This amulet is a holy symbol of Deneir. While you are thunder damage and fall prone. Each creature within
wearing it, you can use an action to record sound for 1 the cone must succeed on a DC 15 Constitution saving
minute. Once recorded, you can use an action to replay throw or become afflicted with the disease volatile
the sound. If sound has been recorded, making a new incontinence.
recording with override the last. The wand regains 1d6 + 1 expended charges daily at
On a successful DC 13 Intelligence (Arcana) check, dawn. If you expend the wand's last charge, roll a d20.
you can permanently store a recording in a gem worth On a 1, the wand shudders, turns to a foul gas and is
at least 100gp. On failure, the gem is destroyed. A gem destroyed.
with a recording stored replays its recording when it is A creature afflicted by volatile incontinence rolls a
touched and can be used independently of the voice d6 at the start of its turn and suffers the following
catcher. effects:
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wand. When it is squeezed, each creature linked with
d6 Disease Symptom the wand must succeed on a DC 15 Constitution
1 Disadvantage on Constitution saving throws and saving throw or immediately produce audible, odorous
skill checks until it takes a short rest flatus. If it is unable to do so, (for example, it is
2 Poisoned until it takes a short rest undead or a construct) the scent and sound are created
3 Disadvantage on Wisdom saving throws and at its location as an illusion. Whenever a creature farts
skill checks until it takes a short rest or is subject to the flatulent illusion, it makes a DC 10
4 Stunned until the start of its next turn Constitution saving throw to maintain concentration.
5 Disadvantage on Charisma saving throws and At the DM's discretion, if certain actions (particularly
skill checks until it takes a short rest related to Charisma) are interrupted, they may incur
6 Breaks concentration disadvantage or may even fail outright.
The wand regains 1d10 + 1 expended charges daily
At the end of each of its turns, an afflicted creature at dawn. If you expend the wand's last charge, roll a
must make a DC 15 Constitution saving throw. After d20. On a 1, the wand becomes permanently damaged:
failing three of these saving throws, the disease's whenever the prime action is used, the target is
effects last for 3 days, and the creature stops making changed to the wielder (no save).
these saves. After succeeding on three of these saving
throws, the creature recovers from the disease. WAND OF STILLED VOICES
An afflicted creature loses control of its bowels and
Wand, rare (requires attunement), major
bladder. Due to water loss, its ration requirements
triple. The disease may be transmitted orofaecally. This wand has 7 charges. While holding it, you can use
Handling food or treating wounds without hand an action to expend 1 of its charges to target a creature
washing after exposure to infected cases, as well as within 60 feet, suppressing that creature's voice for 1
consuming contaminated food or water may require a minute. While its voice is suppressed, the creature's
successful DC 15 Constitution saving throw to avoid voice makes no sound and all spells and abilities
infection. attempted with a verbal component fail.
The creature hears its own voice as normal even if it
is suppressed. At the end of each of its turns, it makes
WAND OF FLATULENCE a DC 15 Wisdom (Insight) check. On a success, it
Wand, rare (requires attunement), minor realises its voice is suppressed. It has advantage on this
This wand has a bloated, craggy core that is rubbery, check if it observes the effects of its suppressed voice,
soft and squeezable. It emits a cloying scent of rotten such as a failed spell or a person unresponsive to its
eggs. It has 11 charges for the following properties. words. Once it realises its voice is suppressed, at the
Prime. While holding the wand, you can use an end of each of its turns, it makes a DC 15 Charisma
action to expend 1 of its charges to emit an invisible saving throw, ending the effect early on a successful
ray from its tip toward a creature you can see within 60 save.
feet of you. Make a ranged attack roll against that The wand regains 1d6 + 1 expended charges daily at·
creature using your spell attack bonus or ranged attack dawn. If you expend the wand's last charge, roll a d20.
bonus. On a hit, the target is linked to the wand for 1 On a 1, the wand crumbles into dust and is destroyed.
minute.
Discharge. While holding the wand, you can use a
bonus action to expend 1 of its charges and squeeze the
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