An Ornate Heavenly Blue Steal Dagger so clean it will reflect your look. This is a dagger with a plus 5 to hit but only deals 1d4-2 piercing. It also has 5 charges that can cast any of the following spells and charges recharge once per 48 hours.
Sky Banishment: Stab a willing creature and send them to the sky realm. A demi plane of clouds between the celestial and human realms. While a creature is in this blade they must make a wisdom save of 14 every 12 hours. Upon failure they take 1d12 radiant damage. Every time one fails this save the radiant damage increases by 1d12.
Light Cantrip
All of these are common daggers with finesse and +5 to hit. They all also have hunter runes on them with magic that will shatter after striking something.
Dreamer's: Whatever is striked will become what it dreams itself to be for 1 minute (level 20 full hp, slots, and resource). Upon the minute finishing make a constitution save, upon an 11 or higher no down sides will be had but on a 10-2 you feel hazy and do not recall any of the minute. On a 1 you become enthralled to the hollownest. When using this rune dagger you gain the ability to pass one save or ignore a single resistance.
Falling: If striking with a nat 20 you will instantly level up, killing what is hit, and gain 1 constant feature from what you killed with the rune. On any other strike the target will become undead and 1/2 its hit points, additionally they will be enthralled by the nearest undead lord.
Hive Poison / Thorn: Force a con save of 18. Upon success 2d8 poison damage + 1d6 necrotic, upon failure 8d8 poison damage + 6d6 necrotic damage split over 2 turns.
Valkyrie Boots: Studded silver and leather boots with wings on the sides. Once per long rest, you can concentrate for 1 turn and the following turn triple your movement speed.
The pale ore is a soft white metal. When enhancing a weapon it adds 1d4 true and 1d4 psychic damage as energy from the pale king flies through the blade. Nails of different levels are unique forged short swords from the under common enhanced to varying degrees with pale ore.
Also known as a bracer of component transmutation, this metal bracer with an alchemy ring on the side.
This item can consume coins and components to create 'bracer value'. The amount of value created is equal to the value of coin and component in gold. For example if something of 5 g is consumed then 5 bracer value is created.
Brace value can be used in place of material components. When using it to do so, the bracer value is reduced by the gold value of the material component needed for a spell.
This bracer will cost 10 gold. This requires attunement.
A mossy book of 500 pages written in Primordial with runes that change on the bottom. When opening the book it will flip through pages and eventually stop on one. Roll 5d100 to see what page it stops on. It will have various results based on the page number. If you roll below 100 you can reroll a 1d100.
Prime Numbers excluding 2.
2. - Makes the holder evil and they gain 2 major magical features as they learn immense darkness.
Odds other than prime numbers. - Evil aligned characters take 28d6 radiant damage after reading the page of an evil deed.
Even numbers other than 2. - Good aligned characters take 28d6 necrotic damage after reading the page of a good deed.
If the character does not understand the premise of the book or how it works, roll 1d20. Upon a 10 or below the character will take the effect of the page regardless of alignment unless a prime number.
that may or may not ruin your day.
The Bag of Not That. A bag of holding that is connecting to many other 'bags of not that', all the bags are connected. Whenever you reach in and try to pull something out it is never the item you want but it will be close and dang it tries.
Wilhelm's Amulet. The small item can cast 'featherfall' at any time but it does the wilhelm scream loudly audibly within 500 ft.
Occasional Shield. It is a small shield that floats around you. On a reaction, roll a d20 on a 17 or higher it adds 3 to your AC.
Staff of Absolute Destruction. The staff once a day can target you and one other creature or item with disintegration.
Detection Glow Stick. A rod that glows when it detects magic. Trick is it always glows because it detect its own magic.
Leomund Ring: Can create a chest which can be transported in and out of the ethereal plane.
Portable Hole...
This dagger once a shape changer is capable of granting one creature who attunes to it 3 boons.
Initiative is always 18
can speak to it
can identify other shape shifters when hitting them
This ornate ruby ring is cursed with a war spirit. This makes the wearer thirsty for war. It also grants the spell war fire but does not require components. It also grants a +1 AC and +1 to all attacks and damage rolls.
When sold by merchants they usually come in a pack of 8, 2 of which are roulettes. The remainder roll 1d10 for which of the others are in the pack.
Wisp Sticks are plants from the underdark (very expensive) that are rolled into cigars or some method of smoking.
Third Eye Sticks: When consumed, an eye grows from your forehead causing you 1d10 psychic. In return, you gain the ability to see invisible creatures & objects as if they were visible. You can also see into the ethereal plane along side creatures and objects that are ghostly or translucent. After you have minor hallucinations for 1d4 hours.
Cupid: When consumed, you will be charmed by the next creature you look at. The charm save is 15.
Miasma: When consumed, for 1 hour you gain 2 uses for the spell stinking cloud as a breath weapon and takes no components or concentration. At the end make a con save of 15. Upon failure, 1d6 nec and 1d4 poison or half on success.
Ghost: When consumed, for 1d4 hours gain adv. on all stealth checks. You gain cunning action if you are not a rogue. Standing still allows you to hide in plain sight. During the effects you lose 2 to initiative and attack rolls.
Wrath Sticks: These raspberry and cinnamon flavored sticks grant rage for 1 minute but after 1 count of exhaustion.
Moxie Sticks: After consumed, you become immune to fear and charm for 1 hour. You also gain advantage on persuasion and intimidation. You gain 1d20 temporary hit points. After this end you can disadvantage on all charisma rolls until the next rest.
Flare Sticks: When consumed, grants 3 uses of adding 1d10 fire damage to any attacks. You have 1 hour to use these benefits. During this you also gain resistance to fire. After this you have disadvantage on con saves and feel heartburn.
Glory Sticks: Consumption of this orange cream flavored cigar puts you under the effects of the heroism spell without concentration. You also gain the ability to deal an additional 1d8 radiant damage to all attacks for 10 minutes. After the heroism effects end one of the following will happen.
If your alignment is good: You gain bless for 1d4 minutes.
If your alignment is neutral: You gain bane for 1d4 minutes.
If your alignment is evil: You are banished for 1d4 minutes.
Zen Sticks: After consumption, you are immediately under the effects of calm emotions and calm mind for 10 minutes. You gain the use of guidance 3 times. After the duration make a wisdom save of 15. On a fail, be put under the effects of hold person for 1d4 minutes. It taste like an earthy matcha.
Sparks Sticks: After consumption, temporarily gain the cantrip "shocking grasp". You also gain 3 uses of lightning bolt. At the end make a con save of 15. On a fail be paralyzed for 1d6 minutes. It tastes like sour kumquats.
Quill Sticks: After consumptions, grow a layer of needles visible if you are not wearing armor. These cause you to take 1d10 piercing damage when they grow. Targets take 1d4 poison and piercing when targets hit you and you are not wearing armor. You may release these needles early dealing 3d8 piercing damage to targets within 10 ft. This tastes like almond bark and macadamia.
Roulette Stick: One in every wisp stick box (if they are sold). These are very rare. When consuming roll 1d12. On a 1-11 gain an effect from one of the other sticks. On a 12 roll on the wild magic table.