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Homebrew Items

From Legends of Kern

Homebrew Items are a class of custom items added to the game. The majority of them are intended for very late-game play.

Name Description
Common Most items fall into this category. Most non-magical items, most weapons, forms of armor, and most food are Common.
Uncommon Common items that have achieved uncommon status either by becoming too good to be common or by their increasing scarcity, whether manufactured or not.
Rare Includes items that were either Common or Uncommon beforehand and became more scarce, as well as roughly the simple majority of magical items.
Epic Scarce items that are magical, gimmicky, created by a magical being, or some combination thereof.
Wondrous Some of the best items in the game, homebrew and base. The vast majority of Wondrous items are magical, with the exception of certain advanced machinery and automation.
Legendary If an item has this tag, it typically means there is basically only one per universe. Legendary items usually serve as plot devices due to their unparalleled power and consequent demand by players and NPCs alike, so many powerful organizations and individuals have made it their calling to stockpile or guard these types of items from falling into the wrong hands.  

Uncommon Items

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Folding Shovel

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Melee weapon, Uncommon

A sleek, black folding shovel that a mad lad would use as a melee weapon. It deals significantly more damage when you are airborne using it.

Airborne Attacks. When you are on the ground or jumping only a short distance, this weapon deals 1d4-2 bludgeoning damage, but no less than one. When you are airborne, however, either by falling, being thrown, launched, jumping off of a tall surface, or jumping a significant height (Such as by the Jump spell), this item instead deals 3d10 bludgeoning damage.

Improved Critical Hits. The number you need to roll to score a Critical Hit is reduced by 1 when you are using this weapon. On a Critical Hit, you deal an additional 30 points of bludgeoning damage, for a total of 60.

Frying Pan

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Melee weapon, Uncommon

A cast-iron frying pan ergonomically crafted to be more in lieu of combat than cooking. You could still fry a mean steak on this bad boy, though. Hundreds, if not thousands of these were made a few dozen years ago on the orders of a king who thought they would be funny.

This weapon, which is most similar to a light hammer, receives a +1 bonus to attack and damage rolls.

Improved Critical Hits. The number you need to roll to score a Critical Hit is reduced by 1 when you are using this weapon. On a Critical Hit, you deal an additional 16 points of bludgeoning damage, for a total of 24.

Pineapple of Combustion

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Magical item, explosive, Uncommon

As a bonus action, you can throw this incendiary pineapple during your turn. It explodes in a 20-foot radius, dealing 2d6 Fire damage to all creatures ending their turn within the pineapple’s radius.

Rare Items

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Arcadian Amulet

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Magical item, amulet, requires attunement, Rare

A magnificent red gem presumably from or connected to the outer plane realm of Arcadia. It provides a cathartic and calming aura whenever you look at or touch it, like looking at a campfire.

Calm Aura. You gain an advantage on all Charisma rolls that have to do with de-escalating or calming down a situation. Additionally, any time an enemy attempts to land a first strike on you, they receive a disadvantage.

Blindfold

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Magical item, accessory, requires attunement, Rare

A simple, red and white blindfold that once belonged to a powerful monk.

Duelist. While wearing this item, you are Blinded. Any attacks you make will automatically hit your target, given that you are in range, but any attacks they make towards the wearer, given that they are in range, will also always hit.

Boogie Bomb

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Magical item, consumable, Rare

A small, disco ball-stylized grenade.

You can use an action to pull the pin on the grenade. At the end of your next turn, the boogie bomb explodes in a 30-foot radius. Every creature in its’ radius whose Intelligence is 3 or higher must make a DC 20 Dexterity saving throw or spend 10 seconds (or two rounds of in-game combat) dancing exuberantly, unable to do anything besides moving at half their base walking speed.

If an affected creature takes damage from any source, the effect ends on that creature. Creatures that are immune to being Charmed are also immune to this effect.

Shortsword of Polymorph

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Magical item, shortsword, requires attunement, Rare

This golden, vibrantly-shining shortsword is brimming with magical energy. It has a +3 bonus to attack and damage rolls.

Each time you make a successful melee attack against a creature, roll 1d6. On a 6, you can use your reaction to instantly transform them into a harmless creature no larger than their current size of your choice.

Epic Items

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Coin Gun

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Rifle, Epic

A weapon that launches coins in three round bursts at a very high velocity. The more expensive the coin, the more damage per hit. It appears to have been crafted with a very high level of skill.

Pay Day. This weapon fires coins in 3-round bursts with a +2 to hit.

Copper: 1d4+1

Silver: 1 d6+2

Gold: 1d12+4

Platinum: 1d20+8

Cook The Books. In order for this weapon to consume coins as ammo, the coins cannot be tampered with to the point where they could not also be used as legal currency, as per the magic the gun was created to obey. However, like all other ammo, the coins can be enchanted to increase damage or be granted special properties as long as it would otherwise not disturb the item’s ability to be used as legal tender.

Cross Necklace

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Magical item, accessory, requires attunement, Epic

A magnificent golden cross necklace that shines beautifully in any light. It is an artifact from a lost time.

Compel. Any Evil-aligned creatures that you are within 60 feet of that are not immune to the Frightened condition immediately receive it upon viewing or becoming aware of this item.

Healing Factor. As long as you have at least 1 hit point, you regain 1d8 hit points at the start of each of your turns.  

Laser Whip

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Magical item, whip, requires attunement, Epic

A hilt to a whip that, upon pressing a button on the top side, transforms into a beautiful cascade of bright light protruding from its handle. When it cracks, it can travel up to five times the length of an ordinary whip, or about 50 feet. However, it can't grapple onto things or move objects, as it is made of light.

In addition to receiving a +1 bonus to damage rolls, this whip’s attack range is 50 feet.

Laser Cracks. Each time you make an attack roll with this weapon, you can choose to use your Dexterity ability score as the result of the roll. Additionally, this weapon deals Radiant damage instead of the usual slashing damage.

Lich Ring

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Magical item, accessory, requires attunement, Epic

A dark and rather nefarious looking ring. When wearing it, your wounds seem to close faster and you seem to regain your strength quicker when resting.

Healing Factor. As long as you have at least 1 hit point, you regain 2d6 hit points at the start of each of your turns. When this ring is worn, simple lacerations and 1st through 3rd degree burns will close and your flesh will regrow like bacteria in a matter of hours. More complicated problems, like anything up to and including losing a limb, will take a significantly longer amount of time of the DM's discretion.

Evil Pact. This ring causes you to have horrifying night terrors. They become more obscene and more unholy the longer they use it.

Magic Mirror

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Magical item, object, Epic

An ornate mirror about the size of a dinner plate. Once per long rest, you can cast the Plane Shift spell.

Mayday

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Magical item, instrument, requires attunement by a Bard, Epic

A white, explorer style electric guitar that has been enchanted to provide amplification and effects wherever it is played, activated via a switch on the guitar’s body. If the holder is a Bard, it can be used as a focus for spells, and can also attack in its’ own right. If used as a melee weapon, the guitar deals 1d6+1.

Power Chords. This item has seven charges, and regains 1d6+1 each day at dawn. If the holder is a Bard and can play the guitar, you can strum loud chords on it, dealing 4d8 Force damage to any creatures within 60 feet of you that fail a Constitution saving throw (using your spell save DC), or half as much on a successful one. Any creatures that fail this saving throw are knocked back 15 feet. On a critical failure, fly back 25 feet and land prone.

Sweep Arpeggio. The holder can also break into solo, performing advanced guitar techniques, blasting up to six targets with a line spell generated by the magic. Six magic missile-styled projectiles shoot out from the head of the guitar, each dealing 1d6+1 Force damage. This ability can be used three times per long rest.

Nightfall

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Magical item, hand crossbow, requires attunement, Epic

Evil's Bane. Your base walking speed is doubled if you are moving towards an Evil-aligned creature.

Maim. When you successfully hit any Large-sized or smaller creature that is positioned within five feet or closer to a wall, they must succeed on a DC 24 Dexterity saving throw or become stapled to it by this weapon's bolt. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature that is not affected by difficult terrain is also immune to this effect.

Thorned Vest

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Magical item, accessory, requires attunement, Epic

A vest made of vines and foliage with sharp thorns protruding outward from it that increases your armor class by 1. Enemies will be more likely to target you while you are wearing this item.

Brambles. When you are the target of a melee attack whose range is 5 feet, roll a d6. On a 1-5, you take normal damage from the source, and reflect half of it back at the attacker as though it originated from you. On a 6, you take no damage from the attack and reflect its damage roll as though it had originated from you.

Wondrous Items

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Attunement Tattoo

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Magical item, tattoo ink, Wondrous

A special type of tattoo ink that can be applied by an Artificer, Wizard, or Warlock to one willing creature. The tattoo can be any design of any size, but it must include a list of specific runes and symbols somewhere in the design. The specifications for the runes may be found with the ink or separately.

Applying the tattoo takes 8 hours. When it is finished, it takes 48 hours for it to heal before it becomes active. Once it is active, you may attune to one more additional magical item.

Bolt Strike

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Magical item, heavy crossbow, requires attunement, Wondrous

A large, scoped, two-handed crossbow that receives a +1 to hit and damage rolls that fires long, very sharp, special bolts designed to cleave its’ targets’ armor.

Liquidation. Each time you successfully deal damage with this weapon, the target’s armor class is reduced by 1 point, to a maximum of 10 points. Additionally, if the target is Large-sized or larger, this weapon deals 10% of their maximum HP as bonus damage, rounded down.

Catalase

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Melee weapon, sword, requires attunement, Wondrous

Known colloquially as “The Handheld Guillotine,” this legendary, almost Egyptian-styled curved sword deals 1d10 slashing damage with a +2 to hit and damage.

Decapitate. When you attack a creature that has at least one head with this weapon and score a Critical Hit, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d10 slashing damage from the hit.

Adrenaline Surge. If you reduce a creature’s hit points to 0 using this weapon, your attack counter is reset and you get to take another action.

Gauntlet of Giant Power

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Magical item, gauntlet, requires attunement, Wondrous

A leather gauntlet, broken in just right, with a bright red-orange gem on the top behind the knuckles, inside of which a small fire that generates heat burns endlessly.

Giant Strength. Each time you successfully deal melee damage while attuned to this item, you deal bonus damage equal to 10% of your hit point maximum, rounded down. The damage type is the same as the attack it benefits.

Lobster Finger Puppet

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Magical item, accessory, requires attunement, Wondrous

A small, bright red finger puppet of a lobster made of soft felt and googly eyes. It is enchanted to be completely indestructible.

Frenzy. You can make one additional melee attack during your turn. This effect does not stack with the Haste spell or any other effect that provides you with more actions.

“This is no time for a puppet show.” –Old proverb

Marvelous Suit

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Magical item, accessory, requires attunement, Wondrous

Once attuned to the magic of the suit, you are granted the following properties:

  • Your Strength, Dexterity, and Constitution ability scores increase by 2 as long as you are wearing the suit, to a maximum of 24.
  • You gain the following damage resistances: Cold, Fire, Lightning, bludgeoning, piercing, and slashing damage from nonmagical sources .
  • Your base walking speed increases by 30 feet.

Mirror Shield

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Magical item, shield, requires attunement, Wondrous

A large, smooth shield with a golden yellow hue. Its surface is crafted from a scale of a Tarrasque’s reflective carapace that was dug up as a fossil from thousands of years ago.

Magical Reflection. Your armor class increases by 2 while you are attuned to this item and holding it. Any time you are holding this shield, can see your attacker, and are the target of a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, you are unaffected. On a 6, the effect is reflected back at the caster as though it originated from you, turning the caster into the target.

Owl Finger Puppet

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Magical item, accessory, requires attunement, Wondrous

A small, brown owl finger puppet with yellow marbles for eyes to be worn on your finger. It is enchanted to be magically indestructible.

Dualcast. If you are attuned to this item and you use an action to cast a spell, you can choose to cast any two spells during your action instead of only one (except for Time Stop and/or Wish). The spells do not have to target the same creature, and you can specify for both spells to occur one after the other or simultaneously.

Phantasmal Bow

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Magical item, longbow, requires attunement, Wondrous

An intricately designed black longbow with blue highlights. It can shoot arrows around corners.

Spectral Shots. This bow gains a +2 to hit and damage rolls. The arrow fired by this weapon can make up to a single 90 degree turn at any point in its trajectory.

Extraplanar Weapon. This weapon cannot use any other arrows except those it magically produces at the wielder's will.

Ring of Blood

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Magical item, accessory, requires attunement, Epic

Siphon Hit Points. Each time you successfully deal melee damage while attuned to this item, you gain hit points equal to half the amount of damage dealt, rounded down.

Polite. You cannot enter any domicile without first being invited in.

Silhouettes

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Magical item, daggers, requires attunement, Wondrous

A set of two elegant, translucent orange daggers with elaborately carved dark green pommels and grips. Their blades come to an isosceles point like an angel blade and casts a dim, faint glow. You gain a +2 bonus to attack and damage rolls made with these weapons, which deal Force damage instead of piercing or slashing.

The daggers operate via a command word. Once it is known, the wielder simply has to speak it, and the attunement is complete. If you are attuned to these weapons, you are granted the following benefits:

  • If your total for an attack roll doesn’t beat the targeted creature’s armor class, you can instead choose to use your Dexterity ability score in the place of the result rolled on the die instead.
  • The daggers can be thrown at a range of 20/60 feet and can hit multiple targets if they are standing in a line. After throwing either of them, you can use a bonus action to call one or both of them back to your hands telepathically as long as they are on the same plane of existence as you, which may allow them to pass through the same creature(s) once again.
  • You can use an action to cast the Dimension Door spell once per long rest.

Legendary Items

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Binkles’ Belt of Immutable Strength

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Magical item, belt, Legendary

This magical belt fits to your exact physique and contains a wide, bronze buckle with five slots that can be fitted with elemental crystals of strength to increase the wearer’s Strength ability score.

When you wear the belt, your Strength ability score becomes 19 if it is lower than 19. If your Strength score is already greater than or equal to the bonus granted by this item, the belt has no effect on you. Otherwise, each gem added to the belt increases your Strength ability score by 2. The Hill Gem, Frost Gem, Fire Gem, Cloud Gem, and Thunder Gem can each be added to the belt, granting a maximum Strength ability score of 29.

Additionally, if you are the target of any spell or magical effect that would reduce your Strength score, it instead has no effect.

Codex of the Clearnet

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Magical item, artifact, Legendary

A magical, floating codex which contains the entire internet, taking the appearance of a perfectly spherical glass orb about 30” in circumference. It projects web pages and screens from the internet such that they can be seen on all surfaces no matter which direction a viewer is looking at it.

Cosmololocon

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Magical Item, artifact, requires attunement by an Artificer, Bard, Sorcerer, Warlock, or Wizard, Legendary

This item is a sentient concentration of raw magical energy about the size of a grapefruit. It permanently casts a warm, reddish-pink glow that radiates through most clothing or similar medium and vibrates softly while not being held. In theory, a skilled artificer could install it onto a necklace, ring, gauntlet, or casting focus. It was created by Werb as his “ultimate magic item” to entice the spellcasters of the universe with wielding it. To attune to this item, your character has to tell it a joke that will make it laugh. If you succeed, the orb lets you attune to it in whatever way is most convenient.

While attuned to the orb, you gain the following properties:

  • Your Charisma ability score increases by 4, to a maximum of 24.
  • You gain a +2 bonus to your spell save DC and spell attack modifier.
  • You gain a flying speed equal to your base walking speed, and you are no longer affected by difficult terrain while flying.
  • If you have at least 1 hit point, you regain 1d10 hit points at the start of each of your turns.
  • You gain Truesight out to 30 feet.
  • The Cosmololocon contains 12 charges, and it regains 1d6+6 charges each day at high noon. You can expend charges to cast the following spells, requiring only verbal or somatic components when necessary: Demiplane (3 charges), Time Stop (6 charges), True Polymorph (6 charges), and Wish (12 charges).
  • Once per long rest, you can use a bonus action to expend 6 charges and instantly refresh all of your spell slots back to full.
  • Your voice magically echoes with a deep, loud reverberance in any room or environment.

Dualcast. If you are attuned to this item and use an action to cast a spell, you can choose to cast any two spells during your action instead of only one (except for Time Stop and/or Wish). The spells do not have to target the same creature, and you can specify for both spells to occur one after the other or simultaneously.

Fly of Despair. If you are attuned to the orb, you can expend 2 charges to attempt to banish one creature you can see within 60 feet of you to the Fly of Despair. That creature has to succeed on a Charisma saving throw or be instantly teleported to the demiplane, where they remain for 1 minute, falling through a ravenous void showcasing all of their deepest inner fears. An affected creature exits the Fly of Despair Prone and Frightened for 1 minute. An affected creature can make a Wisdom saving throw at the end of each of their turns, ending the effect on a success.

Siphon Mana. You can use an action to make eye contact with one creature you can see. That creature has to succeed on a Charisma saving throw or take 1d6 Psychic damage, or half as much on a success, and they become immune to this effect for 24 hours. You instantly gain a number of charges equal to the Psychic damage done by this move.

Sentience. The Cosmololocon has the following ability scores: Intelligence 14, Wisdom 16, and Charisma 20. Its’ personality and alignment are up to the DM.  

Darkheart

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Magical Item, greatsword, requires attunement, Legendary

A sentient, double-edged, slightly translucent, pitch-black greatsword. On its’ hilt is a wide, similarly silhouette colored iris with a faint, red catlike slit for a pupil. It has a +4 bonus to attack and damage rolls. It looks like a three-dimensional shadow. Unlike other greatswords, the Darkheart does not have the Heavy property.  

The One Dangerous Game. Upon touching the Darkheart, it will challenge you to a staring contest, the outcome of which is determined by a Wisdom saving throw. The DC is decided secretly by the DM. If you win, the sword rejects you and gifts you one Inspiration point, and you can either walk away or try again in 24 hours. If you lose, you become the sword’s champion. If your attunement slots are full, the DM decides which item you must break attunement with to accommodate the sword. Your alignment shifts to Evil, and you are granted the following abilities:

  • You are considered proficient with the Darkheart while attuned to it.
  • You are no longer capable of nor need sleep, and you now go extremely long periods of time without needing to blink.
  • You receive premonitions of danger and, unless you are incapacitated, cannot be surprised.
  • You cannot be disarmed of the Darkheart for any reason. You can use a bonus action to summon it or make it disappear, during which time you can’t attack with it or cast any of its’ spells.
  • Each time you make a weapon attack with the Darkheart, which does Necrotic damage instead of piercing or slashing, you regain hit points equal to the Necrotic damage dealt.
  • Spellcasting. The Darkheart contains 50 charges, and regains 4d6+2 charges each day at sunset. While you are holding the sword, you can cast the following spells, requiring no material components: Hold Person (2 charges, +1 for every level above 2nd), Slow (3 charges), Thunder Step (3 charges, +1 for every level above 3rd), Dominate Person (5 charges, +1 for every level above 5th), Harm (6 charges), Eyebite (6 charges), Finger of Death (7 charges), Power Word: Stun (8 charges), Dark Star (8 charges), Dominate Monster (8 charges, +1 for every level above 8th), Feeblemind (8 charges), and Blade of Disaster (9 charges), and Power Word: Kill (9 charges). If you cast any of the above spells that require concentration, the Darkheart concentrates on it so you don’t have to. All of the spells use your spell save DC and spell attack bonus. If your character doesn’t normally have spells, your spell save DC becomes 20, and your spell attack modifier +10.
  • Additionally, the following spells can be cast without expending charges: Jump, Darkness, Detect Thoughts, Invisibility, and Speak with Dead.

Dark Wish. Once every in-game month, you can use an action to cast the Wish spell, although it may come at a cost: After the immediate casting of your wish, roll a d20. On a 1, the sword casts Feeblemind on you, which you automatically fail the save for, even if you stipulate for that not to happen in your initial wish. If this happens, the Darkheart takes control of your character and you become an NPC under the control of the DM.

Each time you use the Darkheart to cast Wish, the d20 roll that decides whether or not it assumes control of you increases by 1. So on your second wish, a roll of 2 or fewer will enthrall you, and so on.

Ending Attunement. A Wish spell that did not originate from you can be used to unmake the Darkheart if it is within 5 feet of the caster.  Alternatively, a prophesized battle with the wielder of the Darkheart’s sister, the Illumina, may result in it being destroyed; if either of these scenarios happen, you die. Dying while attuned to the Darkheart and being later revived, such as by the Revivify, Resurrection, or True Resurrection spells does not end attunement. The Darkheart may decide to break its attunement with you while you are dead, depending on how likely it believes you will be revived.

Sentience. The Darkheart is a sentient Chaotic Evil weapon with an Intelligence of 24, Wisdom of 10, and a Charisma of 20. It has hearing and Darkvision out to 120 feet. The Darkheart’s voice is a deep, guttural, echoing cacophony of many voices, speaking the same words and sentences as one to form individual speech. Occasionally, only one voice will appear instead of the nearly incomprehensible rumble of thousands of wretched souls. The same voice alone is not usually heard more than once.

Personality. The only things the Darkheart loves are manipulation and cunning. It longs to cause chaos and see adventuring parties torn asunder, regardless of who their enemies are. The sword’s exact origins are not clear, and there is no feasible way to get it to own up to its’ backstory. Whenever the Darkheart is not in attunement with a creature, it becomes agitated and desperate for a champion, which it posits as a symbiotic relationship.

“Disintegration” Ray

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Magical item, handgun, requires attunement, Legendary

A retro-futuristic ray gun created by Vinnie Sorceil that shoots a single, concentrated bolt of energy at a target. On a hit, the target struck by this weapon’s bolt appears to disintegrate; in reality, it is sent to the Ethereal Plane, where it remains for an amount of time that is up to the DM. While there, the target can follow the players if it decides it wants to, appearing out of thin air whenever the DM decides its’ time in that plane is up.

The bonus for rolling to hit with this weapon is your Proficiency Bonus + your Dexterity modifier.

Epic Hat

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Magical Item, hat, requires attunement by a Bard, Paladin, Sorcerer, or Warlock, Legendary

This hat is capable of transmogrifying itself into one of six different forms, each once per day. The hat retains its form until you willingly change it by using a bonus action. The different forms are Trucker hat, Bowler hat, Pinwheel hat, Soda Drink hat, Cheese hat, and Ten Gallon hat, each of which providing you additional features depending on which form the hat assumes.

Every creature that sees or otherwise perceives this hat likes it. Certain creatures like the hat more than the average person does. No one dislikes the hat.

Once attuned to the hat, you are granted the following abilities:

  • Your Charisma ability score increases by 2, to a maximum of 30.
  • You can choose to use Bardic inspiration without consuming a Bardic inspiration die each time you finish a long rest.
  • You are granted one additional action on each of your turns during combat.
  • You can use a bonus action to transmogrify the hat into one of its’ other forms: the Trucker Hat, Bowler Hat, Pinwheel Hat, Soda Drink Hat, Cheese Hat, and Ten Gallon Hat, each of which providing you with further abilities detailed below.

Trucker Hat. You gain the following properties:

  • Your base walking speed triples.
  • You gain the effects of the Freedom of Movement and Flame Stride spells.
  • Your movement during combat doesn’t provoke opportunity attacks.

Bowler Hat. You gain an advantage on all Charisma checks and saving throws.

Pinwheel Hat. You gain the following properties:

  • You gain a flying speed equal to your walking speed.
  • All of your cantrips that have a normal casting time of 1 action can be cast as a bonus action.
  • Your spell attack modifier increases by 3.

Soda Drink Hat. You can use an action to store up to 2 potions on either side of this hat. They can be different potions. While they are stored in this way, you can drink from the hat’s apparatus to obtain the potion’s effects passively for as long as they remain in the hat. The hat’s magic does not deplete the potions. Once you transmogrify the hat into another form, the potions are not stored in the hat and fall out.

Cheese Hat. You gain the following properties:

  • Your armor class increases by 3.
  • While wearing the cheese hat and as long as you have at least 1 hit point, you regain 1d10+your Constitution modifier hit points at the start of each your turns.
  • If you take damage that reduces you to 0 hit points, the Cheese Hat revives you and you are instead set to 1 hit point.

Ten Gallon Hat. While not in combat, this hat uses an illusion to make itself appear as though it is as tall as the room you are standing in. If the hat is worn outside, it stretches up endlessly into the sky until fading out of the eye’s perception. The taller the hat is, the more well-liked it is by NPCs who can see it and are aware of it. Additionally, while wearing the hat in this form, you automatically fail Stealth checks.

Fixed Dice

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Magical item, magic weapon, requires attunement, Legendary

A dubious set of four d6 dice along with a small, pitch-black, velvet-lined carrying case. They are a deep, slightly translucent purple with raised numbering and gold borders. Each time the dice are rolled, they magically enlarge before hitting the ground and display their total in a holographic number that appears in the air above them. After the number fades, they magically teleport back into the carrying case.

If you have the dice, you can use an action to pull them out of the case and roll them, targeting one creature within 45 feet of you. That creature has to beat a DC 17 Charisma saving throw or suffer an instantaneous burst of randomly determined Psychic damage. Otherwise, on a success, nothing happens. If a damage roll with the dice deals greater than or equal to 100 damage and reduces its’ target to 0 hit points, their head explodes.

Roll the Bones. To calculate the amount of damage this weapon deals, roll 4 d6 and multiply the total of each die together. For example, if you rolled a  2, 3, 3, and 4, those numbers would multiply together to deal 2 × 3 × 3 × 4 = 72 Psychic damage.

Free Parking. If you match two dice when making an attack with this weapon, you gain an additional action. This action can only be used to roll the dice again. If you match three dice, you gain two of these actions instead of one, and three if you match all four dice.

Jackpot. If the total amount of damage you roll for one attack with the dice is greater than or equal to 400, every hostile creature within 60 feet of the target has to make the saving throw. On a failure, the dice are rolled for each creature, and this perk activates again if any roll against another target totals 400 or greater.

Snake Eyes. If you roll at least two 1’s when making an attack with this weapon, you do not receive Free Parking or Jackpot. Make a Charisma saving throw (DC 17). On a failure, make an attack against yourself by rolling the dice. If you roll greater than 100 damage and your head explodes, you die. If this happens, only a True Resurrection or Wish spell is capable of reviving you.

Powerball. If you roll all 6’s with this attack, the DM agrees to buy you Little Caesar’s, the creature you are targeting instantly dies, is deleted from the homebrew, and all NPCs forget that character ever existed.

Ghoulish PDA

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Magical item, artifact, Legendary

This PDA allows you to contact the law office of Ted Butterworth, a devil lawyer that can litigate magical legal contracts for the players. Most of these contracts will come with a collateral cost, such as by a magic item or gold, but they may sometimes take on abstract or parabolic features.

When litigating a contract with your lawyer, be as specific as you can. This ability can only be used once per in-game year. You can think of your contract as though it is a minor Wish spell. For example, the players could obtain a magical restraining order on certain NPC’s, or impose legal sanctions on one of the Outer Planes, and so on.

Glove of Power

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Magical Item, gauntlet, requires attunement, Legendary

This glove goes by many names throughout the universe. It is a left-handed, silver and black gauntlet with a keyboard on it containing numbers and strange symbols not found in any known alphabet or spellbook. On its’ top is a sleek touch screen that rests just below the knuckles.

In front of the touch screen situated on top of the knuckles are an array of four purplish gemstones that enable its’ magic and power the spells it has access to. Because of its’ insanely advanced user-interface, few can actually harness its’ true power and even fewer understand how it works. It seems both foreign and futuristic.

To attune to this gauntlet, your character must have an Intelligence ability score of 18 or higher and spend at least 48 hours over a period of 6 days or fewer studying its’ massive instruction booklet, which may be found with the glove or separately. If you meet only one or neither of these requirements and try to use the glove’s powers, the DM decides how it functions, and the resulting effect could be completely unpredictable and catastrophic.

Once attuned to the glove, you are granted the following abilities:

  • Your Strength and Dexterity ability scores each become 20. If either of your ability score totals for these are already higher than 20, this trait has no effect on you.
  • You gain powerful, latent telekinesis controlled by the glove that uses your Strength and Dexterity ability scores (See: Telekinesis). You lose this ability while sleeping or if you become Paralyzed or Incapacitated, or if you otherwise are not able to use your left hand.  
  • You gain a flying speed equal to double your normal walking speed and you can automatically ignore difficult terrain while flying.
  • Melee attacks made with the glove or projectiles you throw using its’ telekinesis deal an additional 4d6 Force damage.
  • The glove contains 20 charges. Each day at dawn, it regains 2d10+10 charges. Out of your left hand, you can cast the following spells at will, requiring only somatic components specific to each spell the glove can cast: Disintegrate (4 charges), Chain Lightning (4 charges), Reverse Gravity (4 charges), Control Weather, (4 charges), Earthquake (4 charges), and Hyper Beam (8 charges). If your character doesn’t normally have spells, the glove’s spell save DC is 18 and its’ spell attack modifier is +10.

Cut and Paste. The Glove of Power gives you a ‘clipboard’ that functions with real matter and lifeforms the same way a clipboard on a computer interface works. You can use an action to expend 4 charges from the glove and describe your selection and cut to the DM. The size of your selection can’t exceed more than 150 feet in any direction, and if it includes living creatures, they have to beat a DC 16 Constitution saving throw or be cut from reality and put into your clipboard, where they remain until you paste them. A cut creature is incapacitated and paralyzed while inside the clipboard. You cannot have more than one cut on your clipboard, and you cannot cut anything else if you have a prior cut on your clipboard. If your clipboard contains anything, you can use a bonus action to paste it back into reality in the exact position you specify. Objects that are cut while in motion resume their motion once pasted. Additionally, you can swap matter you select with matter you have cut by selecting it and then pasting while selected.

The glove is an extraordinarily dangerous item that has world-rending effects should it quite literally fall into the wrong hand.

Ilexian Gradient

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Magical item, greatsword, Legendary

A legendary, sentient, hyperintelligent longsword with an eye on its hilt. It will not tell anybody its origins. It claims to have a very long and complicated history that spans through many empires, some in which it was revered as a priceless, curious artifact, some in which it was given rights and dignity much like a person, and some in which it was ignored mostly by humans and slept for years at a time. It is believed to be thousands of years old, and for decades, it was lost deep within the Feywild.

Sentience. This sword speaks with a non-accented male voice in a sarcastic, sardonic, but fiercely intelligent voice that may occasionally cooperate with its owner. It is extremely smart even by extraplanar standards, but the manner in which it applies its knowledge is inconsistent. It can read up to fifty books in a matter of a few minutes, perfectly retaining all of their contents as though they were read individually. It is aligned True Neutral. It has an Intelligence of 27, Wisdom of 13, and Charisma of 7.

Illumina

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Magical Item, greatsword, requires attunement by a Good-aligned creature with martial weapons proficiency, Legendary

The Illumina is a brilliant, bright beacon of hope that sheds bright light in a 60-foot radius. It is an elegant, opaque, slightly purplish crystalline greatsword with a +4 bonus to attack and damage rolls.

In order to attune to the sword, your character must be Good-aligned and make a truthful vow to find and destroy its’ brother, the Darkheart, at all costs. If your character meets one or neither of these requirements, the sword will remain where it is found and refuse to let itself be wielded by you.

Properties. If you are attuned to the Illumina, you gain the following benefits:

  • Your Charisma ability score increases by 4, to a maximum of 30.
  • Weapon attacks made with the Illumina deal Force damage instead of piercing or slashing, and it ignores resistances or immunities to Force damage.
  • While you are holding the sword, you cannot be Charmed or Frightened, and you can innately sense any creature’s alignment. Additionally, your base walking speed doubles if you are moving towards any Evil-aligned creature you or the sword are aware of.
  • Evil-aligned creatures take an additional 1d6 Force damage from weapon attacks made with the Illumina.
  • While you are holding the Illumina, you cannot be disarmed of it for any reason. Additionally, at the start of each of your turns during combat, you gain 1d10 hit points as long as you have at least 1 hit point.
  • The Illumina contains 50 charges, and it gains 4d6+2 charges each day at dawn. While you are holding the sword, you can cast the following spells, requiring no material components: Command (1 charge, +1 charge for each level beyond 1st), Misty Step (2 charges), Haste (3 charges), Revivify (3 charges), Freedom of Movement (4 charges), Hold Monster (5 charges, +1 charge for each level beyond 5th), True Seeing (6 charges), Wind Walk (6 charges), Crown of Stars (7 charges), Divine Word (7 charges), Sequester (7 charges), Blade of Disaster (9 charges), Power Word: Heal (9 charges), and Prismatic Wall (9 charges). If you cast any of the above spells that require concentration, the Illumina concentrates on it so you don’t have to. All of the spells use your spell save DC and spell attack bonus. If your character doesn’t normally have spells, your spell save DC becomes 20, and your spell attack modifier +10.
  • Additionally, the following spells can be cast without expending charges: Identify, Sanctuary, See Invisibility, and Daylight.
  • If you are reduced to 0 hit points while wielding the Illumina, you instantly revive with 2d6+6 hit points. This trait can only activate once per long rest.

Disintegrate Armor. Once per short rest, you can use an action to make the Illumina swell with glowing, luminescent power. Any hostile creature within 30 feet of you has to succeed on a DC 18 Wisdom saving throw or become Blinded for 1 minute. An affected creature can repeat this saving throw at the end of each of their turns, ending the effect on a success.

After using this feature, your next successful attack roll made with the sword reduces your target’s armor class by an amount equal to your proficiency bonus plus your Charisma modifier. Once a creature is affected by this ability, their armor class cannot be reduced by this ability any further.

Ending Attunement. If your alignment becomes anything other than Good, the Illumina breaks its’ attunement with you and disappears in a flash of hazy, white light. The sword will warn you if it feels you are turning to the dark side.

Sentience. The Illumina is a sentient Lawful Good weapon with an Intelligence of 16, Wisdom of 25, and Charisma of 20. It has hearing and Darkvision out to 120 feet. It is proficient in Insight (+13). It has a beautiful, feminine aria of a voice that flows smoothly, melodically, and telepathically into the minds of you and your allies.

Personality. The Illumina abhors all evil acts. It values teamwork, honesty, acts of compassion, and dignity. It especially loves being used to slay demons, devils, and all manner of fiends. It does not know who or what created it, but it does know the origins of the Darkheart.

Jeeves’ Towel

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Magical item, towel, requires attunement, Legendary

The Butler’s trademark towel the entity could be seen carrying everywhere.

Towel. As an action, you can throw this towel at one or two Medium-sized or smaller creatures that are standing within 5 feet of each other. Any targeted creature(s) must beat a DC 19 Dexterity saving throw or the towel magically latches around their head or other part of their body. While grappled with the towel, you decide where it moves while carrying them. Any grappled creature(s) may repeat this saving throw at the end of their turn, ending the effect on a success.

The towel is an object that can magically expand itself to be about 3 by 5 feet after leaving your hand. It has an armor class of 26 and has a flying speed of 200 feet. While the towel is away from you, you can call it back as a bonus action at the end of your turn, but only if it isn’t carrying anything and is on the same plane of existence as you.

Might of Mars

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Magical item, gauntlet, requires attunement, Legendary

A beautifully-crafted, hardy bronze gauntlet. Adorning it are many rows of intricately designed bits of bronze and rare metals, making studs at the knuckles. On the palm is a very detailed and craftsman-like concentric circle. It looks extremely powerful and sturdy.

To attune to this item, you must make a DC 25 Constitution check. On a failure, nothing happens; on a success, the gauntlet successfully becomes attuned to you.

Ancient Resilience. Your hit point maximum increases by 50%.

Juggernaut. Your armor class increases by 2.

Otherworldly Item. This item is almost indestructible. It is completely fireproof, cannot be frozen, and can withstand up to 100,000 pounds of pressure from any direction. Any creature attempting to pull it off of the wearer must succeed on a DC 30 Strength check.

Reborn Sword of Kas

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Magical item, longsword, requires attunement, Legendary

A simple yet elegant red saber with a gold hilt. Its’ blade is a flash of semisolid, reflective red energy that pulses faster the quicker the weapon is swung.

Blade of Magic. If you have spell slots and are attuned to this weapon, add the combined total of all of your current spell slots to damage rolls made with this weapon.  

Assimilation. If you are attuned to this sword and have at least 1 hit point, you regain 1d10 hit points at the beginning of your turn. If you take Necrotic or Poison damage at any point during a battle, this effect is suspended until the beginning of the turn following your next

Trident of Levi

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Magical item, trident, requires attunement, Legendary

An elegant, moderately-sentient golden trident with a +3 bonus to attack and damage rolls that emanates a holy feeling about it. On the base of the fork part, from which the prongs diverge, is the glyph of a lightning bolt.

To attune to this item, the trident must dub you “worthy”. If you are not worthy, the trident cannot be lifted or moved from the ground by any means at all.

Flying Weapon. You gain an advantage on attack rolls made with this weapon that rely upon throwing it, and you may telekinetically summon it back to your hand with a bonus action from any distance as long as it is on the same plane of existence as you.

Holy Surge. You can cast the Chain Lightning spell at will. The spell is evoked from the tips of the trident.

Atmospheric Wrath. On a 19 or 20 attack roll, you can cast Lightning Bolt at 7th level at one target within range that you can see. If you choose the target you threw the spear at, they take an additional 2d6 Lightning damage. If you have no spell save DC, the check is equal to 10 + your proficiency bonus + your Strength or Dexterity modifier.  

Exorcise. Any Evil-aligned creature that takes damage from weapon attacks made with the trident or the Chain Lightning spell take an addition 1d8 bonus Lightning damage. If the target is an undead, fiend, devil, or demon, this bonus damage increases by another 1d8.

Moderate Sentience. The Trident of Levi is moderately-sentient, the purpose of which is only for deciding if a potential wielder is worthy, so it cannot verbally or telepathically communicate anything to anyone. It is aligned Neutral Good. It has an Intelligence of 2, Wisdom of 25, and Charisma of 2.

Tracksuit of Cunning

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✩ This section is a work-in-progress ✩

Magical Item, Accessory, requires attunement, Legendary

A pitch-black, heavily-stylized 80’s tracksuit with vertical red stripes leading down each side. Its’ magic only functions when both pieces are worn together. If the wearer also dons a gold chain of any kind, the suit gains other bonuses as well. It magically expands or shrinks itself to fit any creature from Tiny to Large.

While wearing the suit, you gain the following benefits:

  • Each of your ability scores increase by 1, to a maximum of 30.
  • You gain a +3 bonus to Initiative, attack, and damage rolls.
  • You become resistant to Cold, Fire, and Lightning damage.
  • Your base walking speed increases by 30 feet, and your movement doesn’t provoke attacks of opportunity.

If you also wear a gold chain with the tracksuit, you gain the following benefits:

  • You gain proficiency in the Persuasion skill. If you are already proficient in Persuasion, you gain expertise.
  • Your Charisma ability score increases by 1.
  • Once per long rest, you can cast the Glibness spell.

Unholy Fiddle

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Magical item, artifact, requires attunement by a Bard, Legendary

An indestructible, tiny golden fiddle approximately the size of a keychain. It permanently smells of brimstone.

This item contains a maximum of 6 charges. Each time you finish a long rest, it regains 1d4 charges. The charges can be expended to modify the effects of any sound-based techniques in your kit.  

Amplify (2 Charges). Amplifies the effect of any spell or effect that has a single target by rolling double the normal amount of dice. For instance, if the spell normally deals 2d10, roll 4d10 instead.

Echo (2 Charges). Any sound-based spell or technique you use with this effect can now target up to three other creatures at the same time.

Cacophony (4 Charges). From your instrument, sound-omitting object, or band of demons, you unleash a sound so loud that it originates from that point as a shockwave audible out to a 20-mile radius. All Large-sized or smaller creatures within a 20-foot radius of you, including allies and yourself if the shockwave didn’t originate from you, must make a DC 20 Strength saving throw or be shoved 10 feet away from you by the shockwave, falling prone when you and/or they land. Additionally, any creatures within 60 feet of you, including you if the shockwave didn’t originate from you, must make a DC 16 Constitution saving throw. On a failure, they take 48 (10d8+8) Thunder damage become deaf for 1d4 days, or half as much on a success and not becoming deaf. An affected creature can repeat this saving throw at the end of its turns to end the deafness.

Fortune Cookies

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We needed another random item, so why not? Appearing as ordinary fortune cookies, these magic items contain fortune slips that have several different effects on the player who cracks open the cookie and reads the fortune. Printed on the small strips of paper are a stanza of poetry that commences its magic when the final word is read by the person who drew it. For bookkeeping purposes, the slips on which the fortunes are printed are treated as magic items.

If there are multiple Fortune Cookies in your possession, like with the Deck of Many Things, declare how many Fortunes you intend to read as well as the order each player opens them. When a Fortune Cookie is opened, roll a d20, and then consult the following table.

  1. Do not add any modifiers.
  2. Read the stanza to the player and then describe what happens.
  3. The same fortune cannot be drawn twice in the same in-game month. Re-roll duplicates.
Roll Fortune Effect
20 Nigh ultimate power,

But for good? Or for evil?

Be sure to wield it wisely;

For The Fates have lost a Needle.

Needle. You are given the power to undo any event that has occurred within a century by consulting with The Fates at any point between the time you draw this fortune and when you die.

When you choose to use this fortune’s magic, you blink and are magically transported into the home of The Fates, where you are able to discuss with them what you want to do. The deed is done in any way that alters reality the least. Be as specific as you can.

When you open your eyes, you return to the place in which you were previously, unless your bargain would have undone that.

19 Aiding you from a tough situation,

A Wish spell seems right.

Close your eyes, and count to five;

Helping you is the Starlight.

Starlight. You are granted the ability to cast the Wish spell one time. When you have the fortune slip on which the glyphs for this fortune’s magic are printed, you can use its magic at any point from the time you draw it until you die, in which case the glyphs disappear from the slip of paper one by one.
18 I cascade from heaven,

My voice beams harmonics;

As you rise from beyond,

And ascend like a Fenix.

Fenix. If you have this fortune on your person, and you consecutively roll three death failures while KO’d or instantly die, an Archangel wielding a burning sword descends from the heavens and brings you back to life with full hit points and spell slots. This fortune activates even if your character is slain by an Avatar of Death, a Disintegrate spell, or similar.

Evil-aligned creatures that can see and are in range of the angel have to beat a DC 27 Wisdom check or flee in terror. If the angel comes into contact with any evil creatures that are near your body, it can attack with its sword or transform into its Seraph form.

If you are Evil-aligned and you are resurrected by this fortune, your alignment shifts to Good.

17 Like wisdom beyond your years,

You feel a little funny.

Your body becomes much stronger,

As you drink the milk and Honey.

Honey. You gain a permanent +1 bonus to Initiative rolls and experience points equal to the amount needed for you to reach your next level. If you are 20th level or higher, you instead get a really cool hat, which is decided by the DM.
16 You become affluent in something,

An ability score of your call.

Increase one of them by up to three,

Enjoy your uphill Snowball.

Snowball. You gain an Ability Score improvement. Choose one option from the following:
  1. One score increases by 3.
  2. One score increases by 2 and another increases by 1.
  3. Three scores increase by 1.

This number can exceed 24.

15 Applied to your items will be arcana

Quite substantial;

The Fates grant you this power,

By giving you an Anvil.

Anvil. You gain the ability to magically enchant something 1d4 times. This could be any simple object, food, drink, or weapon. Your enchantment can make the object do whatever you want, as long as you communicate it with the DM, who ultimately decides exactly what your enchantment does. Be as specific as you can. This fortune also comes with the knowledge on how to apply it to your object (e.g. you don’t have to read runes or books or possess artificer’s tools.) Once enchanted, the item attains the Magical Item property.

Unless the scope of your enchantment makes it impossible or the DM decides otherwise, your enchantment never wears off of the object, and will stay on until it is destroyed.

14 An artifact of magic,

Or weapon of great toughness,

Is granted to your person,

As destiny you Covet.

Covet. A wondrous item, rare artifact, or homebrew item, with which you are proficient, that is rightfully yours and useful to your character of the DM’s choice appears in your lap, next to you, or in your hands.

You additionally gain a permanent +1 bonus to Initiative rolls.

13 Like years of good practice,

And a willingness to care;

I develop your talents so you

Can perform them with Flair.

Flair. You become extraordinarily talented in a random skill of the DM’s choice, as though you had been practicing and demonstrating it since you were very young, to the point where it has become second nature to you.
12 There are all kinds of scenarios

You are free to reinterpret;

By now throwing your voice

And painting a new Portrait.

Portrait. Your Charisma ability score increases by 2, and you gain proficiency in the Performance skill. If you are already proficient in Performance, you gain mastery.

If your character has a mouth and can speak, you gain the ability to perfectly throw your voice. You can verbally impersonate any voice, accent, person, or sound (within reason) that you have heard at least once before.

Your ability to mimic voices and throw your own voice is the sole result of an improvement of your character’s skill, meaning it isn’t the result of any illusion spells or actual magic, and as such, will not proc a Detect Magic spell.

11 Attaining great healing and several forms of riches,

This fortune may save you

And help preserve your Visage.

Visage. Between now and any point until you die, you can choose to use this fortune’s magic to restore yourself and up to four other creatures to full health and regaining all spell slots. Any physical ailments like missing limbs, broken bones, sprains, blindness, deafness, poison, paralysis, and/or lycanthropy (etc.) are cured.

You also gain a permanent +1 bonus to Initiative rolls made by your character.

10 So now, Styrwent comes,

Inverting order’s nature

The god of Chaos is fired up

And hungry for a Wager.

Wager. Dis appears before you in spirit, offering you a wager. You are free to decline, but you can choose one of the following to bet against him:
  1. Increase one of your ability scores by 1d4+1. This number can exceed 24.
  2. You obtain a wondrous, magical, or mythical item of your choice.
  3. You are given the ability to cast the Wish Spell 1d4+1 times.

Flip a coin and call the side. If your called side wins, Dis gives you what you wagered for. If you lose:

  1. Decrease one of your ability scores by 1d4+1.
  2. Dis takes a magical, mythical, or wondrous item on your person of the DM’s choice.
  3. You take a -3 on all saving throws until you find a cure for this curse. (As though you pulled Euryale from the Deck of Many Things.)
9 Beyond your wildest dreams,

It’s vanity and cosmetic;

The crowds you draw from your mere presence

Are nothing short of Epic.

Epic. You become a celebrity and are swarmed by tens of thousands of adoring fans from all over the world and outer planes at different moments, as well as stalking paparazzi. Television programs and crude websites begin appearing chronicling information about you and your adventure to higher degrees of detail than even you knew yourself.
8 A hunter fast approaches

And he should be soon to arrive;

To collect a bounty upon your head,

He longs to see you Writhe.

Writhe. A powerful bounty hunter of the DM’s choice appears at some point in the future with the intention of collecting a fabulously exorbitant bounty that has been put on your head.

The bounty hunter may also provide proof that it is a real bounty, such as by a contract, a website, etc., demonstrating it isn’t just an intimidation tactic on behalf of any of your enemies.

7 No longer will you talk your way

Out of circumstances dire.

Your adversaries will henceforth know

That you, my friend, are a Liar.

Liar. Any time you tell any kind of deliberate lie, your nose grows longer by up to 2 entire feet, increasing with the number of lies told in a short time and the severity thereof. If speaking is sure to result in your character telling a lie, you can choose not to speak. Only the magic of the Fates or a deity can undo the magic of this fortune. Your nose remains elongated for a maximum of 20 minutes after telling a lie.

If your character doesn’t have or doesn’t need a nose, a substantially similar effect of the DM’s choice occurs instead.

If you experience nose-lengthening that lasts longer than four hours, reconsider your life choices!

6 You thought your life was a tragedy;

But you now realize it’s a comedy.

It dawns on you, once and for all

That we live in a Society.

Society. You become the subject of intense ridicule, laughter, and satire in every town and city you enter from now on and will take disadvantage rolls on things like Charisma and Persuasion, etc., accordingly.

Additionally, everyone knows who you are as soon as they see you enter a town or you appear on television or the internet.  

5 No longer can you resist

In the future as well as the present,

Lycanthropy in all its terror

As you worship the sky’s Crescent.

Crescent. You become Lycanthropic. If this fortune was drawn at night, you transform into a werewolf.
4 Eyes are your soul’s window,

You had better watch your back.

This fortune will give a head start,

So cease your Rubberneck.

Rubberneck. You become magically blind for 1d8+4 days. If your character has Blindsight, you are immune to this fortune.
3 Take a trip to Acheron!

Your prize fight awaits;

Face a Larger or larger foe,

And be summoned to the Cage!

Cage. You are immediately summoned to a caged octagon in Acheron, wherein you battle one-on-one with a Large-sized or larger creature of the DM’s choice while a large crowd of aberrations, aliens, monsters, and some humans jeer and place bets. The creature is of a challenge rating that would give you a very hard, but not unwinnable battle.

If you win, you are released back into the place in which you had been before, gaining any XP and drops that the creature would normally yield, as well as a prize for winning the fight, which the DM determines.

If you lose, you awaken in the infirmary in Acheron and lose all your possessions, including magical items, which can be reclaimed by traveling to Acheron again and attempting to win them back.

2 Your eyes begin to deceive you,

As time starts to obfuscate.

Reality slows down, and

Your senses dull and Inebriate.

Inebriate. Time slows down for you for 3d4+3 days, as though you had the Slow spell casted on you. Your voice as though it were being played through a slowed-down tape recorder.
1 With some unlucky creatures,

The Fates, they need a laugh.

Here begins your arduous search

For the needle in a Haystack.

Haystack. You and another character in your party of the DM’s choice trade bodies. If either of you die during this state, the effect ends and you switch back to your regular bodies, given that it is still intact.

This spell’s effect can be ended with the magic of a deity, the Fates, or a Wish spell. Whether or not your characters are aware of how many days the spell will be in duration is up to the DM.