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Items For Social Encounters (5e)

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100% found this document useful (3 votes)
345 views20 pages

Items For Social Encounters (5e)

Uploaded by

Pyramid Gambling
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Not for resale. Permission granted to print or photocopy this document for personal use only.

ITEMS FOR SOCIAL ENCOUNTERS 1


CREDITS Ritual Bead: Bead, inscribed "Sa-ra" (1874–76) (Wikimedia
Commons, The Cesnola Collection, CC0 1.0)
Design: RCXCHAN https://commons.wikimedia.org/wiki/File:Bead,_inscribed_%22S
Version: 1.1 last updated February 3, 2018 a-ra%22_MET_74514525.jpg
Screaming Shot: RCXChan
Art Terpsichorean Tiara: RCXChan
Cover: Romanian portrait (Pxhere/597077, CC0) Twin's Ring: Gimmel Ring (1828) (Wikimedia Commons, William
Background: Paper (Pixabay/1074136, Chris Fiedler, CC0) Hone, CC-PD-Mark)
modified https://commons.wikimedia.org/wiki/File:2_gimmel_rings.png
Backwards Boots: RCXChan Wand of Aperiency: RCXChan
Coin Purse of Awakening: Man's Coin Purse (1600s) (Wikimedia
Commons, LACMA, Public Domain) Typefaces
Comb of Awakening: Caeser Bruce silver comb (1984)
(Wikimedia Commons, Uyvsdi, PD-self) Convergence by Nicolas Silva
Convivial Chalice: Chalice (1390) (Wikimedia Commons, Schwartzenberg & John Vargas Beltrán (SIL OFL), Nodesto Caps
Lambert Collection, CC BY 3.0) Condensed by Solbera (CC-BY-SA-4.0), Liberation Sans by Ascender Corp. (SIL
Diplomat's Barbs: RCXChan OFL), Liberation Serif by Ascender Corp. (SIL OFL), Libre
Duck of Many Things: Celadon water dropper (2009)
Baskerville by Impallari Type (SIL OFL), TeX Gyre Bonum
(Wikimedia Commons, Unknown, CC-PD-Mark)
Epaulettes of Moralizing: Royal Navy Vice Admiral's by GUST e-foundry (GUST Font License)
Epaulettes (2015) (Wikimedia Commons, MIlitarystoryarchive,
CC-BY-SA-4.0) FEEDBACK & SUGGESTIONS
Farmer's Friend: RCXChan Please share your thoughts and recommendations at DM's
Avarice Golem: Berlín. Halcón de bronce. Italia, s. XII. (2014) Guild or www.facebook.com/RCXCH/
(Wikimedia Commons, Miguel Hermoso Cuesta, CC-BY-SA-4.0)
Guile Golem: Angel (Pexels/ 138964, Anthony, CC0) SELECTED BIBLIOGRAPHY
Malice Golem: Crystal Ball (publicdomainpictures/197976, Wizards RPG Team (2014). Dungeon Master's Guide 5th edition.
George Hodan, CC0) (Wizards of the Coast), ISBN 978-0786965625.
Gourmand's Plate: Plate from India, Bidar, 17th century Wizards RPG Team (2017). Xanathar's Guide to Everything.
(Wikimedia Commons, Hiart, CC0 1.0) (Wizards of the Coast), ISBN 978-0786966110.
Halter of Loose Lips: RCXChan
Headpiece of Perfumes: Grabkammer der Bildhauer Nebamun DISCLAIMER
und Ipuki, Szene: Porträt der Gattin (2002) (Wikimedia These magic items are proudly 38.75% cruelty free and were
Commons, The Yorck Project, Public Domain) not tested on animals, except where required by law or when
Inn in a Bottle: RCXChan the animals insisted.
Mechanical Crooked Scales: Pharmacy Scales
(Maxpixel/1608039, CC0) CHANGELOG
Mimic Spellbook: RCXChan
1.0 02/02/18 Release
Patron's Music Box: Pxhere/680014, CC0
Potion of Abduction: Pxhere/975833, CC0
Potion of Catnip: Pxhere/504427, CC0
LEGAL INFORMATION
Potion of Equivocation: Aule Metele (2010), alterations made This work contains material that is copyright Wizards of the
(Wikimedia Commons, corneliagraco, CC-BY-2.0) Coast and/or other authors. Such material is used with
Potion of Headswapping: RCXChan permission under the Community Content Agreement for
Potion of the Queen: RCXChan Dungeon Masters Guild.
Proprioception Stone: Geyserite with cinnabar (2007) All other original material in this work is copyright 2018 by
(Wikimedia Commons, David Dyet, PD-self) RCXCHAN and published under the Community Content
Puzzle Lock: Cadeado (2007) (Flickr, Carlos Luz, CC BY 2.0) Agreement for Dungeon Masters Guild.

Not for resale. Permission granted to print or photocopy this document for personal use only. ITEMS FOR SOCIAL ENCOUNTERS 2
TABLE OF CONTENTS

Backwards Boots Wondrous item, common, minor 4


Bite Valved Bladder Adventuring gear 4
Chalet in a Chalice Potion, very rare, minor 4
Coin Purse of Awakening Wondrous item, rare, minor 4
Comb of Awakening Wondrous item, rare, major 5
Convivial Chalice Wondrous item, common, minor 5
Diplomat's Barbs, +1, +2 or +3 Weapon (any ammunition), rarity varies, minor 6
Duck of Many Things Wondrous item, common, minor 6
Elixir of Common Mind Potion, uncommon, minor 6
Empathic Vellum Wondrous item, common, minor 6
Epaulettes of Moralizing Wondrous item, common, minor 7
Farmer's Friend Wondrous item, uncommon, minor 7
Figurine of Perfidious Power Wondrous item, rarity varies, major, cursed 7
Fully Retractable Ladder Wondrous item, uncommon, minor 9
Gourmand's Plate Wondrous item, uncommon, major 10
Grandmaster's Legacy Wondrous item, uncommon, major, cursed 10
Halter of Loose Lips Wondrous item, uncommon, minor 10
Headpiece of Perfumes Wondrous item, common, minor 11
Inn in a Bottle Potion, uncommon, minor 11
Instrument of the Abecedarian Wondrous item, common, minor 11
Instrument of the Lay Virtuoso Wondrous item, rare (requires attunement*), major 11
Mechanical Crooked Scales Adventuring gear 12
Mimic Spellbook Monster/Treasure 12
Patron's Music Box Wondrous item, common, minor 13
Potion of Abduction Potion, very rare, minor 13
Potion of Catnip Potion, rarity varies, minor 14
Potion of Comfort Potion, uncommon, minor 14
Potion of Equivocation Potion, common, minor 14
Potion of Head Swapping Potion, uncommon, minor 15
Potion of Mimicry Potion, uncommon, minor 15
Potion of the Queen Potion, uncommon, minor 15
Potion of Trebuchets Potion, rare, minor 15
Pouch of Party Favors Wondrous item, uncommon, minor 16
Proprioception Stone Wondrous item, common (attuned), minor 16
Puzzle Lock Adventuring gear 16
Replenishing Case of Enunciation Wondrous item, rarity varies, major 16
Ridiculous Armor, +1, +2 , or +3 Armor (light, medium, or heavy), rarity varies, major 17
Ring of Paranoia Ring, uncommon, minor, cursed 17
Ritual Bead Wondrous item, uncommon, minor 17
Scales of Deceit Wondrous item, uncommon (attuned), minor 17
Screaming Shot, +1, +2 or +3 Weapon (any ammunition), rarity varies, minor 18
Terpsichorean Tiara Wondrous item, uncommon, major 18
Thrown Voices, +1, +2 or +3 Weapon (dart), rarity varies, minor 18
Torm's Glare Wondrous item, common, minor 18
Turncoat's Shield Armor (shield), uncommon (requires attunement), minor 18
Twin's Ring Wondrous item, uncommon (requires attunement), major 19
Vigilant Eyes Wondrous item, common, minor 19
Voice Catcher Wondrous item, rare, minor 19
Wand of Aperiency Wand, very rare (requires attunement), major 19
Wand of Flatulence Wand, rare (requires attunement), minor 20
Wand of Stilled Voices Wand, rare (requires attunement), major 20

Not for resale. Permission granted to print or photocopy this document for personal use only. ITEMS FOR SOCIAL ENCOUNTERS 3
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.

BACKWARDS BOOTS AWAKENED COIN


Tiny construct, neutral
Wondrous item, common, minor
These steel-capped leather boots look sturdily Armor Class 11
constructed, but otherwise ordinary. While you are Hit Points 20 (8d4)
wearing the backwards boots, you leave tracks that Speed 0 ft., fly 20ft. (hover)
appear to be going in the opposite direction. You may STR DEX CON INT WIS CHA
choose up to 6 other willing creatures to share this 1 (-5) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
effect while they are within 30 feet of the boots.
Skills History +2
Damage Immunities poison
BITE VALVED BLADDER Damage Resistances necrotic, thunder; bludgeoning,
piercing, and slashing from nonmagical weapons
Adventuring gear Condition Immunities paralyzed, petrified, poisoned
This gear comprises a watertight bladder with capacity Senses passive Perception 10
for 1 potion, connected by a 3 foot tube to a valved Languages any three languages
Challenge 1/8 (25 XP)
that can be opened by biting down on it. The bladder
has a strap that can attach it to your back or belt.
You can spend one action to fill the bladder with 1 Antimagic Susceptibility. The coin is incapacitated
potion. While the bladder is on your person, you can while in the area of an antimagic field. If targeted by
use a bonus action to bite the valve and consume the dispel magic, the coin must succeed on a Constitution
saving throw against the caster's spell save DC or fall
potion through suction. unconscious for 1 minute.

False Appearance. While the coin remains motionless, it


CHALET IN A CHALICE is indistinguishable from a normal coin.
Potion, very rare, minor
When you drink this potion, you gain all the effects of ACTIONS
a long rest. Drinking it gives you the sensation of crisp Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target.
sheets against your skin and satiates your hunger, as if Hit: 1 bludgeoning damage.
from a hearty meal.

Not for resale. Permission granted to print or photocopy this document for personal use only. ITEMS FOR SOCIAL ENCOUNTERS 4
discretion, the awakened hair may have any number of
the following personality traits.

d20 Personality Traits


1 Bigoted 11 Loyal
2 Brave 12 Neurotic
3 Cowardly 13 Playful
4 Cruel 14 Shy
5 Cynical 15 Spiritual
6 Flamboyant 16 Tidy
7 Friendly 17 Righteous
COMB OF AWAKENING 8 Grim 18 Romantic
Wondrous item, rare, major 9 Inquisitive 19 Rude
This ornate silver comb is strangely warm. After 10 Kind 20 Vengeful
spending a minute brushing your hair, all the hair on
your head collectively becomes one sentient creature, d20 Sample Names
with the statistics listed below. At the DM's discretion, 1 Crown 11 Sheen
it may have randomly rolled mental statistics. After it 2 Dazzle 12 Shimmer
awakens hair, the comb becomes magically inert for 1 3 Fine 13 Silk
year. 4 Flow 14 Lustre
5 Fox 15 Mane
6 Frizz 16 Matte
7 Gleam 17 Marvel
AWAKENED HAIR 8 Gloss 18 Pretty
Tiny monstrosity, unaligned
9 Grace 19 Wave
Armor Class special 10 Sharp 20 Wire
Hit Points special
Speed 0 ft.

STR DEX CON INT WIS CHA


4 (-3) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses blindsight 5 ft. (blind beyond this radius), passive


Perception 10
Languages telepathy 0 ft., understands the languages of
its creator, but can't speak
Challenge 0 (10 XP)

Antimagic Susceptibility. The hair is incapacitated


while in the area of an antimagic field. If targeted by
dispel magic, the hair must succeed on a Constitution
saving throw against the caster's spell save DC or fall
unconscious for 1 minute.
CONVIVIAL CHALICE
Awakened. Hair on the head longer than 1/8" is part of
the awakened hair, and as long as some of this remains,
Wondrous item, common, minor
the awakened hair is alive with continuity of This pewter drinking goblet is patterned with scenes of
consciousness. If all facial hair is below this length, the revelry. If a drink is shared from the chalice, when the
awakened hair dies and remains until dead reawakened
or resurrected.
last drop is finished, every creature that shared the
drink makes a DC 17 Wisdom saving throw. Each
Body part. The awakened hair remains part of the creature that fails is charmed for 1 minute by every
creature on whose head it grows, sharing its hit points other creature that shared the drink. The charmed
and armor class. It does not occupy a discrete position in condition ends against a creature that does something
combat. Its reach is equal to its length.
harmful to the charmed creature, or has companions
that do so.
The awakened hair has its own personality and
motivations. It may name itself after some of its
preferred attributes, such as on the table below.
Typically, hair is vain and capricious. It does not feel
pain and may have little empathy. At the DM's

Not for resale. Permission granted to print or photocopy this document for personal use only. ITEMS FOR SOCIAL ENCOUNTERS 5
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.

ELIXIR OF COMMON MIND


Potion, uncommon, minor
When you drink this potion, you feel compelled to
shared it with the nearest creature (That creature is
under no special compulsion to accept it). You may
choose to make a DC 10 Wisdom saving throw to
resist the compulsion to share.
Up to five creatures may share the effects of one
potion and a trace amount ingested orally is sufficient
for a dose.
DIPLOMAT'S BARBS, +1, +2 OR +3 Once multiple creatures drink this potion, each
Weapon (any ammunition), uncommon (+1), rare creature gains the effect of the detect thoughts spell
(+2), or very rare (+3), minor (DC 17), except the target must be a creature affected
by the same dose of elixir. Creatures may choose to
This ammunition's steel bodkin head is inlaid with
willingly forgo their save against the detect thoughts
polished quartz. As you fire the ammunition, you may
spell.
whisper a message. If hit, the target (and only the
This syrupy solution is effervescent and the bubbles
target) hears the message and can reply in a whisper
coalesce as they slowly rise through the conical bottle.
that only you can hear.
While developed for use among academics, elixirs are
You have a bonus to attack and damage rolls made
notoriously popular for lovers, interrogations and
with this piece of magic ammunition. The bonus is
lovers' interrogations.
determined by the rarity of the ammunition. Once it
hits a target, the ammunition is no longer magical.
A full quiver typically holds 20 barbs. EMPATHIC VELLUM
Wondrous item, common, minor
This 1 foot square sheet of uterine vellum has been
flawlessly prepared. As you write on it, you feel your
emotions drawn out and heightened. You may make
imbue each line you write with a distinct emotional
state. When your words are read, the reader must
succeed on a DC 15 Charisma saving throw or
experience the imprinted emotions as they read. They
may choose to willingly forgo this saving throw. While
the recorded emotional states may include powerful
negative states such as grief, confusion or hate, these
DUCK OF MANY THINGS are experienced with a layer of distance and ordinarily
do not inflict damage or spell-like effects.
Wondrous item, common, minor
The magic that reads emotion is expended within an
This pocket-sized duck figurine is made of glazed hour of the vellum first being written on. The magic
stone. While holding the duck, you can use a bonus that reproduces recorded emotions lasts until the ink
action to make a quacking sound, activating its stored fades, or the item is targeted by dispel magic.

Not for resale. Permission granted to print or photocopy this document for personal use only. ITEMS FOR SOCIAL ENCOUNTERS 6
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

FIGURINE OF PERFIDIOUS POWER


Wondrous item, rarity by figurine, major, cursed
A figurine of perfidious power is a tiny statuette of a
creature.
If you attempt to learn the figurine's properties
through experimentation or a short rest, make a hidden
DC25 Intelligence (Arcana) skill check. If successful,
it is identified. Otherwise, it appears to have the
properties of a Figurine of Wondrous Power (Dungeon
Master's Guide, pp.169-170).
As a statuette, the figurine is a magically animated
golem that does not move while observed. If you use
an action to disturb the golem, such as toppling it over
or dropping it on the ground, the golem becomes a
living creature. If the space where the creature would
appear is too small for it, the golem imperceptibly
Not for resale. Permission granted to print or photocopy this document for personal use only. ITEMS FOR SOCIAL ENCOUNTERS 7
changes its trajectory to the closest suitable space, or if
unable, it does not become a creature.
While it is a creature, the figurine is friendly to you AVARICE GOLEM
Tiny construct, chaotic neutral
and your companions, understands your languages and
obeys your spoken commands. If you issue no Armor Class 14
commands, the creature defends itself but takes no Hit Points 1 (1d4 - 1)
other actions. See the Monster Manual for the Speed 10 ft., fly 50ft.
creature's statistics. The creature exists for a duration
STR DEX CON INT WIS CHA
specific to each figurine. At the end of the duration, the 6 (-2) 15 (+2) 8 (-1) 1 (-5) 12 (+1) 1 (-5)
creature reverts to its golem form. It reverts to a golem
early if it drops to 0 hit points or if you use an action to Skills Sleight of hand +4, Stealth +4
speak a command word while touching it. When the Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
figurine becomes a golem again, its property can't be frightened, paralyzed, petrified, poisoned
used again until a certain amount of time has passed, Senses blindsight 60ft. (blind beyond this radius),
as specified in the figurine's description. passive Perception 11
Ebon Raven (Uncommon). This figurine can Languages ―
become a jet black raven (Monster Manual, p.335) for Challenge 0 (10 XP)
up to 12 hours. Once it has been used, it can't be used
again until 2 days have passed. While in raven form, Antimagic Susceptibility. The golem is incapacitated
the figurine allows you to cast the animal messenger while in the area of an antimagic field. If targeted by
spell on it at will. In its statuette form, this figurine is dispel magic, the golem must succeed on a Constitution
saving throw against the caster's spell save DC or fall
an Avarice Golem. unconscious for 1 minute.
Avarice Golem. This ebony statuette acts inanimate
if it believes it can be observed. Otherwise, it seeks out False Appearance. While the golem remains
shiny objects such as coins, gems and jewelry. It motionless, it appears as an ebony statuette of a raven.
attempts to hide its prizes in a "nest" of its making,
such as within the inner lining of a jacket, a deep ACTIONS
pocket of a backpack or an unresponsive space within Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target.
a bag of holding. If the golem is defeated, the figurine Hit: 1 piercing damage.
can still be activated, but it is inert in statuette form.

Gauzegilded Pixie (Rare). For up to 24 hours, this


figurine can become a pixie (Monster Manual, p.253)
clad in shimmering woven gold thread. While it is
friendly to you, it is playful and conflict-averse and
may not obey your commands to the letter. Once it has
been used, it can't be used again until 7 days have
passed. In its statuette form, this figurine is a Guile
Golem.
Guile Golem. This gilded wooden statuette acts
inanimate if it believes it can be observed. Otherwise,
it tries to secretly play pranks on all around it. It
refrains from doing serious harm, though is not above
physical comedy. If the golem is defeated, the figurine
can still be activated, but it is inert in statuette form.

Not for resale. Permission granted to print or photocopy this document for personal use only. ITEMS FOR SOCIAL ENCOUNTERS 8
GUILE GOLEM MALICE GOLEM
Tiny construct, chaotic good Tiny construct, chaotic evil

Armor Class 15 Armor Class 19


Hit Points 1 (1d4 - 1) Hit Points 22 (9d4)
Speed 10ft., fly 30 ft Speed 0ft., fly 50 ft (hover)

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)

Antimagic Susceptibility. The golem is incapacitated


while in the area of an antimagic field. If targeted by Antimagic Susceptibility. The golem is incapacitated
dispel magic, the golem must succeed on a Constitution while in the area of an antimagic field. If targeted by
saving throw against the caster's spell save DC or fall dispel magic, the golem must succeed on a Constitution
unconscious for 1 minute. saving throw against the caster's spell save DC or fall
unconscious for 1 minute.
False Appearance. While the golem remains
motionless, it appears as a gilded statuette of a pixie. False Appearance. While the golem remains
motionless, it appears as a crystal ball.
Innate Spellcasting. The golem's innate spellcasting
ability is Charisma (spell save DC 12). It can innately Innate Spellcasting. The golem's innate spellcasting
cast the following spells, requiring only its gold dust as a ability is Wisdom (spell save DC 12). It can innately cast
component: the following spells, requiring no spell components:

At will: druidcraft At will: create bonfire, mage hand, prestidigitation


1/day each: dancing lights, detect thoughts, fly, mage 1/day each: confusion, pyrotechnics, shatter, soul cage
hand, minor illusion, phantasmal force, prestidigitation (using itself as the cage)

ACTIONS Spherical. The golem can't wear or carry anything.


Superior Invisibility. The golem magically turns invisible
Variable Illumination. The golem sheds bright light in a
until its concentration ends (as if concentrating on a
5-to 20-foot radius and dim light for an additional number
spell). Any equipment the golem wears or carries is
of feet equal to the chosen radius. The golem can alter
invisible with it.
the radius as a bonus action.

Vitreous Will-o'-Wisp (Rare). This glass ball pulses ACTIONS


Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
with eerie dim light. For up to 24 hours, this figurine
creature.
can become a will-o'-wisp (Monster Manual, p.301). Hit: 9 (2d8) lightning damage.
Once it has been used, it can't be used again until 7
days have passed. In its statuette form, this figurine is Invisibility. The will-o'-wisp and its light magically
an Malice Golem. become invisible until it attacks or casts a spell, or until
its concentration ends (as if concentrating on a spell).
Malice Golem. This crystal ball statuette acts
inanimate if it believes it can be observed. Otherwise,
it tries to secretly inflict harm on all around it. If the FULLY RETRACTABLE LADDER
golem is defeated, the figurine can still be activated,
but it is inert in statuette form. Wondrous item, uncommon, minor
Speaking its activation word allows this ladder to
magically retract and extend in 3 dimensions. It weighs
25lbs per 10 feet and changes weight based on its
current dimensions. It may be as small as an inch cube,
or as large as 6" by 2' by 50'.

Not for resale. Permission granted to print or photocopy this document for personal use only. ITEMS FOR SOCIAL ENCOUNTERS 9
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.

d20 Artisan's Tools


1 Alchemist’s supplies HALTER OF LOOSE LIPS
2 Brewer’s supplies Wondrous item, uncommon, minor
3 Calligrapher's Supplies This plain hemp cord is worn tied high around the
4 Carpenter’s tools neck. It has 3 charges. It regains 1d3 expended charges
5 Cartographer’s tools daily at dawn.
6 Cobbler’s tools If you have just spoken to a creature, you can use a
7 Cook’s utensils bonus action to press the halter to your throat and
8 Glassblower’s tools expend a charge targeting that creature. That creature
9 Jeweler’s tools makes a DC15 Wisdom (Insight) check. If it fails, it is
10 Leatherworker’s tools unable to recall what it just heard you say, thinking it
11 Mason’s tools heard you cough, swallow or clear your throat. A
12 Painter’s supplies creature that succeeds on its check hears as normal and
13 Potter’s tools makes a Wisdom (Insight) check contested by your
14 Smith’s tools Dexterity (Sleight of Hand) or Charisma (Deception)
15 Tinker’s tools (your choice). If it succeeds, it knows you tried to
16 Weaver’s tools deceive it with a magic item.
17 Woodcarver’s tools The halter may not mask more than 50 words per use
18-20 Reroll or words that have already been verbally replied to, nor
may it mask words spoken more than 5 rounds (30
While wearing these gloves, you gain a bonus of +5 seconds) ago. It has no effect on verbal spell
to any ability checks you make using the craftsperson's components or magical activations. Creatures immune
preferred tools, replacing any other bonus. When the to being charmed are unaffected by the halter.

Not for resale. Permission granted to print or photocopy this document for personal use only. ITEMS FOR SOCIAL ENCOUNTERS 10
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

HEADPIECE OF PERFUMES INSTRUMENT OF THE LAY VIRTUOSO


Wondrous item, common, minor Wondrous item, rare (requires attunement, special
The headpiece is a melting wax cone worn atop the conditions), major
head. When activated, it constantly emanates a scent of This instrument is of an exquisite elven design,
your choosing, detectable within a 10 foot radius. You enchanted with bardic magics and intended for the use
may generate any scent you know and remember. The of priests of Corellon Larethian. When unattuned, it
accuracy of the scent depends on how well you could resembles a small wooden vase with strings stretched
perceive it. Creatures smelling this scent can establish over its length. It is constructed with flowing lines,
that the scent is artificial with a successful Wisdom maple inlaid with silver and blue trim.
(Perception) check opposed by your Wisdom In order to attune with this instrument, you must not
(Perception) check, applying the keen senses ability as have any bard levels and you must be proficient with
appropriate. You can activate or deactivate the an instrument. When you attune, the instrument
headpiece with a bonus action. You may change the magically takes the form of one with which you are
scent produced each time the headpiece is turned on. proficient. If you are proficient with multiple
instruments, you can use an action to change the form
of the instrument once per short rest. The following
table lists the spells common to all instruments, as well
as the spells specific to each one.
You can use an action to play the instrument to
attempt to cast one of its spells, successfully doing so
on a DC 13 Charisma (Performance) check. The
casting time is set to the 1 round you are playing the
instrument. Once the instrument has been used to
successfully cast a spell, it can't be used to cast that
spell again until the next dawn. The spells use
Charisma as your spellcasting ability to determine
INN IN A BOTTLE spell save DC.
Potion, uncommon, minor
When you drink this potion, you gain all the effects of
a short rest. This potion's liquid resembles the taste and
color of cheap mead. Drinking it fills your ears with
the distant murmur of merry voices and clinking
goblets.

INSTRUMENT OF THE ABECEDARIAN


Wondrous item, common, minor
This instrument is brightly painted and adorned with
musical reference tables. It is fitted with mechanical
and magical aids to make playing it easier for a novice.
While playing this instrument, you gain proficiency
with it.

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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

Armor Class 14 (17 with mage armor)


Hit Points 75 (30d6 - 30)
Speed 0 ft., fly 20ft. (hover)

STR DEX CON INT WIS CHA


PATRON'S MUSIC BOX
6 (-2) 18 (+4) 9 (-1) 18 (+4) 8 (-1) 7 (-2)
Wondrous item, common, minor
Saving Throws lnt +7, Wis +2
Skills Arcana +7, Deception +1
This delicately filigreed pine box has a clasped hinged
Damage Vulnerabilities fire lid. When opened, the sounds of a music performance
Damage Immunities poison, psychic arise from the box as if the performers were 10 feet
Condition Immunities blinded, charmed, deafened, away.
frightened, paralyzed, petrified, poisoned The music box is linked with a renowned
Senses blindsight 60ft. (blind beyond this radius),
passive Perception 9 performance venue, such as Vani's Songspire in
Languages understands any four languages, but can't Iriaebor. The box plays performances live from the
speak stage of the linked venue, complete with the unspecific
Challenge 5 (1,800 XP) ambient noises of beverages, chatter and applause. If
the stage is empty, the box will reproduce a
Antimagic Susceptibility. The spellbook is performance from earlier in the day. The linked
incapacitated while in the area of an antimagic field. If transmission of sound is one way. After one hour of
targeted by dispel magic, the spellbook must succeed on cumulative use in one day, the box goes silent until the
a Constitution saving throw against the caster's spell next dawn.
save DC or fall unconscious for 1 minute.

False Appearance. While the spellbook remains


motionless, it is indistinguishable from a normal
spellbook.

Self Scribing. The spellbook can use a free action to


cause ink to appear and disappear from its pages. It may
draw gesticulations and symbols to fulfil the verbal,
somatic and material components of spells. It may scribe
spells without cost, but must still spend the time.

Spellcasting. The spellbook is a 5th-level spellcaster. Its


spellcasting ability is Intelligence (spell save DC 15, +7 to
hit with spell attacks). The spellbook has the following POTION OF ABDUCTION
wizard spells prepared: Potion, very rare, minor
Cantrips (at will): fire bolt, mage hand, message, minor This poison kit fits into a screw capped vial and
illusion consists of multiple magical consumables that activate
1st level (4 slots): absorb elements, mage armor, magic each other sequentially. The vial contains a colorless
missile, shield tasteless water-soluble poison that acts on its victim
2nd level (3 slots): heat metal, mirror image, misty step
3rd level (2 slots): counterspell, thunderstep
1d6 rounds after being ingested, prompting the saving
throws listed. The poison is effective on small or
ACTIONS medium humanoids.
Multiattack. The spellbook makes three attacks with its On a successful DC 21 Constitution saving throw,
parchment slash. the creature is stunned for 1 round. If it fails, it falls
unconscious for 1 hour.
Parchment Slash. Melee Weapon Attack: +7 to hit, The creature must make a DC 21 Charisma saving
reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage. throw or the mislead spell is cast, as if the creature cast
it. It does not need to maintain concentration. If the
creature is unconscious, it dreams it is awake and the
illusion takes on its dream actions.
The creature must make a DC 21 Strength saving
throw or it is displaced 5 feet in a random direction. If
mislead was cast, the illusory double appears in the
creature's original location.

Not for resale. Permission granted to print or photocopy this document for personal use only. ITEMS FOR SOCIAL ENCOUNTERS 13
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

This liquid resembles milky sap with pink and purple


flecks.

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:
Not for resale. Permission granted to print or photocopy this document for personal use only. ITEMS FOR SOCIAL ENCOUNTERS 16
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.

If the ammunition can be of any type, roll a d6 to


determine its type:

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,

Not for resale. Permission granted to print or photocopy this document for personal use only. ITEMS FOR SOCIAL ENCOUNTERS 17
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.

SCREAMING SHOT, +1, +2 OR +3 THROWN VOICES, +1, +2 OR +3


Weapon (any ammunition), uncommon (+1), rare Weapon (dart), uncommon (+1), rare (+2), or very
(+2), or very rare (+3), minor rare (+3), minor
This ammunition is inset with unfinished rhodochrosite This dart is engraved with oracular runes. As you
and radiates the sound of a full throated yell, as though throw the ammunition, you may speak a message.
from a great distance. As you fire the shot, you may Your voice is silenced at your location and is
speak a single word. From the time the shot is fired replicated at the location and time where and when the
until the time it lands (up to 1 minute), the shot repeats dart hits. This may include the ground.
the word in a bloodcurdling scream. Any creature You have a bonus to attack and damage rolls made
within 10 feet of the shot's trajectory (including you with this piece of magic ammunition. The bonus is
and the target) must make a DC 15 Constitution saving determined by the rarity of the ammunition. Once it
throw or be deafened for 1d3 rounds. hits a target, the ammunition is no longer magical.
You have a bonus to attack and damage rolls made A full case typically holds 20 darts.
with this piece of magic ammunition. The bonus is
determined by the rarity of the ammunition. Once it TORM'S GLARE
hits a target, the ammunition is no longer magical.
A full case typically holds 20 shots. Wondrous item, common, minor
This painted pendant is a holy symbol of Torm. While
you are wearing it, if another creature wilfully lies to
you, it sees an illusion of your eyes taking on a fiery
glow. Creatures other than the liar do not notice a
change in your appearance, but may respond to its
reactions with Wisdom (Insight) checks as normal.

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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