TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
   
  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  1 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
   
  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  2 
   
   
   
  CREDITS 
  Design: RCXCHAN 
  Version: 1.1 last updated February 3, 2018 
  Art 
  Cover: Romanian portrait (Pxhere/597077, CC0) 
  Background: Paper (Pixabay/1074136, Chris Fiedler, CC0) 
  modified 
  Backwards Boots: RCXChan 
  Coin Purse of Awakening: Man's Coin Purse (1600s) (Wikimedia 
  Commons, LACMA, Public Domain) 
  Comb of Awakening: Caeser Bruce silver comb (1984) 
  (Wikimedia Commons, Uyvsdi, PD-self) 
  Convivial Chalice: Chalice (1390) (Wikimedia Commons, 
  Lambert Collection, CC BY 3.0) 
  Diplomat's Barbs: RCXChan 
  Duck of Many Things: Celadon water dropper (2009) 
  (Wikimedia Commons, Unknown, CC-PD-Mark) 
  Epaulettes of Moralizing: Royal Navy Vice Admiral's 
  Epaulettes (2015) (Wikimedia Commons, MIlitarystoryarchive, 
  CC-BY-SA-4.0) 
  Farmer's Friend: RCXChan 
  Avarice Golem: Berlín. Halcón de bronce. Italia, s. XII. (2014) 
  (Wikimedia Commons, Miguel Hermoso Cuesta, CC-BY-SA-4.0) 
  Guile Golem: Angel (Pexels/ 138964, Anthony, CC0) 
  Malice Golem: Crystal Ball (publicdomainpictures/197976, 
  George Hodan, CC0) 
  Gourmand's Plate: Plate from India, Bidar, 17th century 
  (Wikimedia Commons, Hiart, CC0 1.0) 
  Halter of Loose Lips: RCXChan 
  Headpiece of Perfumes: Grabkammer der Bildhauer Nebamun 
  und Ipuki, Szene: Porträt der Gattin (2002) (Wikimedia 
  Commons, The Yorck Project, Public Domain) 
  Inn in a Bottle: RCXChan 
  Mechanical Crooked Scales: Pharmacy Scales 
  (Maxpixel/1608039, CC0) 
  Mimic Spellbook: RCXChan 
  Patron's Music Box: Pxhere/680014, CC0 
  Potion of Abduction:  Pxhere/975833, CC0 
  Potion of Catnip: Pxhere/504427, CC0 
  Potion of Equivocation: Aule Metele (2010), alterations made 
  (Wikimedia Commons, corneliagraco, CC-BY-2.0) 
  Potion of Headswapping: RCXChan 
  Potion of the Queen: RCXChan 
  Proprioception Stone: Geyserite with cinnabar (2007) 
  (Wikimedia Commons, David Dyet, PD-self) 
  Puzzle Lock: Cadeado (2007) (Flickr, Carlos Luz, CC BY 2.0) 
  Ritual Bead: Bead, inscribed "Sa-ra" (1874–76) (Wikimedia 
  Commons, The Cesnola Collection, CC0 1.0) 
  https://commons.wikimedia.org/wiki/File:Bead,_inscribed_%22S
  a-ra%22_MET_74514525.jpg 
  Screaming Shot: RCXChan 
  Terpsichorean Tiara: RCXChan 
  Twin's Ring: Gimmel Ring (1828) (Wikimedia Commons, William 
  Hone, CC-PD-Mark) 
  https://commons.wikimedia.org/wiki/File:2_gimmel_rings.png 
  Wand of Aperiency: RCXChan 
  Typefaces 
   
  Convergence by Nicolas Silva 
  Schwartzenberg & John Vargas Beltrán (SIL OFL), Nodesto Caps 
  Condensed by Solbera (CC-BY-SA-4.0), Liberation Sans by Ascender Corp. (SIL 
  OFL), Liberation Serif by Ascender Corp. (SIL OFL), Libre 
  Baskerville by Impallari Type (SIL OFL), TeX Gyre Bonum 
  by GUST e-foundry (GUST Font License) 
  FEEDBACK & SUGGESTIONS 
  Please share your thoughts and recommendations at DM's 
  Guild or www.facebook.com/RCXCH/ 
  SELECTED BIBLIOGRAPHY 
  Wizards RPG Team (2014). Dungeon Master's Guide 5th edition. 
  (Wizards of the Coast), ISBN 978-0786965625. 
  Wizards RPG Team (2017). Xanathar's Guide to Everything. 
  (Wizards of the Coast), ISBN 978-0786966110. 
  DISCLAIMER 
  These magic items are proudly 38.75% cruelty free and were 
  not tested on animals, except where required by law or when 
  the animals insisted. 
  CHANGELOG 
  1.0 02/02/18 Release 
  LEGAL INFORMATION 
  This work contains material that is copyright Wizards of the 
  Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for 
  Dungeon Masters Guild. 
  All other original material in this work is copyright 2018 by 
  RCXCHAN and published under the Community Content 
  Agreement for Dungeon Masters Guild.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
   
  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  3 
  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 
   
   
   
  
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  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  4 
   
   
  BACKWARDS BOOTS 
  Wondrous item, common, minor 
  These steel-capped leather boots look sturdily 
  constructed, but otherwise ordinary. While you are 
  wearing the backwards boots, you leave tracks that 
  appear to be going in the opposite direction. You may 
  choose up to 6 other willing creatures to share this 
  effect while they are within 30 feet of the boots. 
   
  BITE VALVED BLADDER 
  Adventuring gear 
  This gear comprises a watertight bladder with capacity 
  for 1 potion, connected by a 3 foot tube to a valved 
  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 
  potion. While the bladder is on your person, you can 
  use a bonus action to bite the valve and consume the 
  potion through suction. 
   
  CHALET IN A CHALICE 
  Potion, very rare, minor 
  When you drink this potion, you gain all the effects of 
  a long rest. Drinking it gives you the sensation of crisp 
  sheets against your skin and satiates your hunger, as if 
  from a hearty meal. 
   
   
  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. 
   
   
   
   
  AWAKENED COIN 
  Tiny construct, neutral 
   
  Armor Class 11 
  Hit Points 20 (8d4) 
  Speed 0 ft., fly 20ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  1 (-5) 
  12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 
   
  Skills History +2 
  Damage Immunities poison 
  Damage Resistances necrotic, thunder; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Condition Immunities paralyzed, petrified, poisoned 
  Senses passive Perception 10 
  Languages any three languages 
  Challenge 1/8 (25 XP) 
   
   
  Antimagic Susceptibility. The coin is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the coin must succeed on a Constitution 
  saving throw against the caster's spell save DC or fall 
  unconscious for 1 minute. 
   
  False Appearance. While the coin remains motionless, it 
  is indistinguishable from a normal coin. 
   
  ACTIONS  
   
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. 
  Hit: 1 bludgeoning damage. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
   
  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  5 
   
   
  COMB OF AWAKENING 
  Wondrous item, rare, major 
  This ornate silver comb is strangely warm. After 
  spending a minute brushing your hair, all the hair on 
  your head collectively becomes one sentient creature, 
  with the statistics listed below. At the DM's discretion, 
  it may have randomly rolled mental statistics. After it 
  awakens hair, the comb becomes magically inert for 1 
  year. 
   
   
   
     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 
  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 
  8 
  Grim 
  18 
  Romantic 
  9 
  Inquisitive 
  19 
  Rude 
  10 
  Kind 
  20 
  Vengeful 
   
  d20 Sample Names 
  1 
  Crown 
  11 
  Sheen 
  2 
  Dazzle 
  12 
  Shimmer 
  3 
  Fine 
  13 
  Silk 
  4 
  Flow 
  14 
  Lustre 
  5 
  Fox 
  15 
  Mane 
  6 
  Frizz 
  16 
  Matte 
  7 
  Gleam 
  17 
  Marvel 
  8 
  Gloss 
  18 
  Pretty 
  9 
  Grace 
  19 
  Wave 
  10 
  Sharp 
  20 
  Wire 
   
   
  CONVIVIAL CHALICE 
  Wondrous item, common, minor 
  This pewter drinking goblet is patterned with scenes of 
  revelry. If a drink is shared from the chalice, when the 
  last drop is finished, every creature that shared the 
  drink makes a DC 17 Wisdom saving throw. Each 
  creature that fails is charmed for 1 minute by every 
  other creature that shared the drink. The charmed 
  condition ends against a creature that does something 
  harmful to the charmed creature, or has companions 
  that do so. 
   
  AWAKENED HAIR 
  Tiny monstrosity, unaligned 
   
  Armor Class special 
  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. 
   
  Awakened. Hair on the head longer than 1/8" is part of 
  the awakened hair, and as long as some of this remains, 
  the awakened hair is alive with continuity of 
  consciousness. If all facial hair is below this length, the 
  awakened hair dies and remains until dead reawakened 
  or resurrected. 
   
  Body part. The awakened hair remains part of the 
  creature on whose head it grows, sharing its hit points 
  and armor class. It does not occupy a discrete position in 
  combat. Its reach is equal to its length. 
   
   
   
   
  
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  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  6 
   
  DIPLOMAT'S BARBS, +1, +2 OR +3 
  Weapon (any ammunition), uncommon (+1), rare 
  (+2), or very rare (+3), minor 
  This ammunition's steel bodkin head is inlaid with 
  polished quartz. As you fire the ammunition, you may 
  whisper a message. If hit, the target (and only the 
  target) hears the message and can reply in a whisper 
  that only you can hear. 
     You have a bonus to attack and damage rolls made 
  with this piece of magic ammunition. The bonus is 
  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. 
   
   
  DUCK OF MANY THINGS 
  Wondrous item, common, minor 
  This pocket-sized duck figurine is made of glazed 
  stone. While holding the duck, you can use a bonus 
  action to make a quacking sound, activating its stored 
  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. 
     Once multiple creatures drink this potion, each 
  creature gains the effect of the detect thoughts spell 
  (DC 17), except the target must be a creature affected 
  by the same dose of elixir. Creatures may choose to 
  willingly forgo their save against the detect thoughts 
  spell. 
     This syrupy solution is effervescent and the bubbles 
  coalesce as they slowly rise through the conical bottle. 
  While developed for use among academics, elixirs are 
  notoriously popular for lovers, interrogations and 
  lovers' interrogations. 
   
  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 
  are experienced with a layer of distance and ordinarily 
  do not inflict damage or spell-like effects. 
     The magic that reads emotion is expended within an 
  hour of the vellum first being written on. The magic 
  that reproduces recorded emotions lasts until the ink 
  fades, or the item is targeted by dispel magic. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
   
  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  7 
   
   
   
  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 
  projections of specific creatures on another plane and 
  the same two will appear each activation if they are 
  able. The creatures attempt to advise the wearer of 
  what they believe is the wearer's best course of action 
  according their own ethe. If the usual creature is 
  unavailable when the epaulettes activate, another 
  creature of the same type will replace it. 
  The creatures types may be determined on the table 
  below, by rolling 1d6 twice and rerolling duplicates. 
   
  d6 
  Creature 
  Alignment 
  1 
  Archon 
  Lawful good 
  2 
  Noble Eladrin 
  Chaotic good 
  3 
  Decaton 
  Lawful neutral 
  4 
  Gray Slaad 
  Chaotic neutral 
  5 
  Chain Devil 
  Lawful evil 
  6 
  Glabrezu 
  Chaotic evil 
   
   
  FARMER'S FRIEND 
  Wondrous item, uncommon, minor 
  This rustic earthenware pot with a dull brass latch 
  emits agricultural smells and weighs 25 pounds 
  whether full or empty. 
     You can use an action and name one substance from 
  the table below to cause the pot to produce the chosen 
  substance. Afterward, you can unlatch the lid as an 
  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 
  it is empty until the next dawn. 
   
  Substances Available 
  Bat guano 
  Bone meal 
  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 
  
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  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  8 
  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 
  and your companions, understands your languages and 
  obeys your spoken commands. If you issue no 
  commands, the creature defends itself but takes no 
  other actions. See the Monster Manual for the 
  creature's statistics. The creature exists for a duration 
  specific to each figurine. At the end of the duration, the 
  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 
  speak a command word while touching it. When the 
  figurine becomes a golem again, its property can't be 
  used again until a certain amount of time has passed, 
  as specified in the figurine's description. 
     Ebon Raven (Uncommon). This figurine can 
  become a jet black raven (Monster Manual, p.335) for 
  up to 12 hours. Once it has been used, it can't be used 
  again until 2 days have passed. While in raven form, 
  the figurine allows you to cast the animal messenger 
  spell on it at will. In its statuette form, this figurine is 
  an Avarice Golem. 
     Avarice Golem. This ebony statuette acts inanimate 
  if it believes it can be observed. Otherwise, it seeks out 
  shiny objects such as coins, gems and jewelry. It 
  attempts to hide its prizes in a "nest" of its making, 
  such as within the inner lining of a jacket, a deep 
  pocket of a backpack or an unresponsive space within 
  a bag of holding. If the golem is defeated, the figurine 
  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. 
   
   
  AVARICE GOLEM 
  Tiny construct, chaotic neutral 
   
  Armor Class 14 
  Hit Points 1 (1d4 - 1) 
  Speed 10 ft., fly 50ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  15 (+2) 8 (-1) 
  1 (-5) 
  12 (+1) 1 (-5) 
   
  Skills Sleight of hand +4, Stealth +4 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60ft. (blind beyond this radius), 
  passive Perception 11 
  Languages ― 
  Challenge 0 (10 XP) 
   
   
  Antimagic Susceptibility. The golem is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the golem must succeed on a Constitution 
  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 an ebony statuette of a raven. 
    
  ACTIONS  
   
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. 
  Hit: 1 piercing damage. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
   
  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  9 
   
   
     Vitreous Will-o'-Wisp (Rare). This glass ball pulses 
  with eerie dim light. For up to 24 hours, this figurine 
  can become a will-o'-wisp (Monster Manual, p.301). 
  Once it has been used, it can't be used again until 7 
  days have passed. In its statuette form, this figurine is 
  an Malice Golem. 
     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 
  golem is defeated, the figurine can still be activated, 
  but it is inert in statuette form. 
   
   
   
  FULLY RETRACTABLE LADDER 
  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'. 
  MALICE GOLEM 
  Tiny construct, chaotic evil 
   
  Armor Class 19 
  Hit Points 22 (9d4) 
  Speed 0ft., fly 50 ft (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  1 (-5) 
  28 (+9) 8 (-1) 
  1 (-5) 
  10 (+0) 1 (-5) 
   
  Skills Sleight of hand +11, Stealth +11 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60ft. (blind beyond this radius), 
  passive Perception 10 
  Languages ― 
  Challenge 1 (200 XP) 
   
   
  Antimagic Susceptibility. The golem is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the golem must succeed on a Constitution 
  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 crystal ball. 
    
  Innate Spellcasting. The golem's innate spellcasting 
  ability is Wisdom (spell save DC 12). It can innately cast 
  the following spells, requiring no spell components: 
   
  At will: create bonfire, mage hand, prestidigitation 
  1/day each: confusion, pyrotechnics, shatter, soul cage 
  (using itself as the cage) 
   
  Spherical. The golem can't wear or carry anything. 
   
  Variable Illumination. The golem sheds bright light in a 
  5-to 20-foot radius and dim light for an additional number 
  of feet equal to the chosen radius. The golem can alter 
  the radius as a bonus action. 
   
  ACTIONS  
   
  Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. 
  Hit: 9 (2d8) lightning damage. 
   
  Invisibility. The will-o'-wisp and its light magically 
  become invisible until it attacks or casts a spell, or until 
  its concentration ends (as if concentrating on a spell). 
   
   
   
   
  GUILE GOLEM 
  Tiny construct, chaotic good 
   
  Armor Class 15 
  Hit Points 1 (1d4 - 1) 
  Speed 10ft., fly 30 ft 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  2 (-4) 
  20 (+5) 8 (-1) 
  1 (-5) 
  10 (+0) 15 (+2) 
   
  Skills Deception +4, Sleight of hand +7, Stealth +7 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60ft. (blind beyond this radius), 
  passive Perception 10 
  Languages ― 
  Challenge 0 (10 XP) 
   
   
  Antimagic Susceptibility. The golem is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the golem must succeed on a Constitution 
  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. 
    
  Innate Spellcasting. The golem's innate spellcasting 
  ability is Charisma (spell save DC 12). It can innately 
  cast the following spells, requiring only its gold dust as a 
  component: 
   
  At will: druidcraft 
  1/day each: dancing lights, detect thoughts, fly, mage 
  hand, minor illusion, phantasmal force, prestidigitation 
   
  ACTIONS  
   
  Superior Invisibility. The golem magically turns invisible 
  until its concentration ends (as if concentrating on a 
  spell). Any equipment the golem wears or carries is 
  invisible with it. 
   
   
   
   
  
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  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  10 
   
   
  GOURMAND'S PLATE 
  Wondrous item, uncommon, major 
  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 
  2 
  Brewer’s supplies 
  3 
  Calligrapher's Supplies 
  4 
  Carpenter’s tools 
  5 
  Cartographer’s tools 
  6 
  Cobbler’s tools 
  7 
  Cook’s utensils 
  8 
  Glassblower’s tools 
  9 
  Jeweler’s tools 
  10 
  Leatherworker’s tools 
  11 
  Mason’s tools 
  12 
  Painter’s supplies 
  13 
  Potter’s tools 
  14 
  Smith’s tools 
  15 
  Tinker’s tools 
  16 
  Weaver’s tools 
  17 
  Woodcarver’s tools 
  18-20 
  Reroll 
   
     While wearing these gloves, you gain a bonus of +5 
  to any ability checks you make using the craftsperson's 
  preferred tools, replacing any other bonus. When the 
  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 
  your Strength (Athletics) or Dexterity (Acrobatics) 
  check; or if the gloves are destroyed. 
   
   
  HALTER OF LOOSE LIPS 
  Wondrous item, uncommon, minor 
  This plain hemp cord is worn tied high around the 
  neck. It has 3 charges. It regains 1d3 expended charges 
  daily at dawn. 
     If you have just spoken to a creature, you can use a 
  bonus action to press the halter to your throat and 
  expend a charge targeting that creature. That creature 
  makes a DC15 Wisdom (Insight) check. If it fails, it is 
  unable to recall what it just heard you say, thinking it 
  heard you cough, swallow or clear your throat. A 
  creature that succeeds on its check hears as normal and 
  makes a Wisdom (Insight) check contested by your 
  Dexterity (Sleight of Hand) or Charisma (Deception) 
  (your choice). If it succeeds, it knows you tried to 
  deceive it with a magic item. 
     The halter may not mask more than 50 words per use 
  or words that have already been verbally replied to, nor 
  may it mask words spoken more than 5 rounds (30 
  seconds) ago. It has no effect on verbal spell 
  components or magical activations. Creatures immune 
  to being charmed are unaffected by the halter. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
   
  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  11 
   
   
  HEADPIECE OF PERFUMES 
  Wondrous item, common, minor 
  The headpiece is a melting wax cone worn atop the 
  head. When activated, it constantly emanates a scent of 
  your choosing, detectable within a 10 foot radius. You 
  may generate any scent you know and remember. The 
  accuracy of the scent depends on how well you could 
  perceive it. Creatures smelling this scent can establish 
  that the scent is artificial with a successful Wisdom 
  (Perception) check opposed by your Wisdom 
  (Perception) check, applying the keen senses ability as 
  appropriate. You can activate or deactivate the 
  headpiece with a bonus action. You may change the 
  scent produced each time the headpiece is turned on. 
   
   
  INN IN A BOTTLE 
  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. 
     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 
   
  INSTRUMENT OF THE LAY VIRTUOSO 
  Wondrous item, rare (requires attunement, special 
  conditions), major 
  This instrument is of an exquisite elven design, 
  enchanted with bardic magics and intended for the use 
  of priests of Corellon Larethian. When unattuned, it 
  resembles a small wooden vase with strings stretched 
  over its length. It is constructed with flowing lines, 
  maple inlaid with silver and blue trim. 
     In order to attune with this instrument, you must not 
  have any bard levels and you must be proficient with 
  an instrument. When you attune, the instrument 
  magically takes the form of one with which you are 
  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 
  spell save DC. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
   
  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  12 
   
  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 
   
   
  MECHANICAL CROOKED SCALES 
  Adventuring gear 
  The crooked scales appear to be ordinary brass 
  weighing scales. The patterned bezel at its base 
  conceals a switch that activates an adjustable 
  mechanism. When inactive, the scales give accurate 
  measurements. When the mechanism is activated, the 
  scales to appear to be balanced when one side is 75%, 
  80%, 85%, 90% or 95% the weight of the other. 
     You may use a bonus action to flick the switch to 
  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.  
   
   
  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 
  wizard, steal their spellbook and flee. 
     Choose any number of spells to be inscribed in the 
  spellbook. These constitute its available spells. A 
  sample set of spells is provided in the statblock. 
  Different spells may change its challenge rating.  
     If the spellbook falls unconscious, it must succeed on 
  a DC 10 Constitution saving throw or become a 
  normal inert spellbook. If the spellbook is defeated in 
  combat, depending on the type of damage it sustained, 
  some or all of its pages may be unreadable. 
   
  
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  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  13 
   
   
   
   
  PATRON'S MUSIC BOX 
  Wondrous item, common, minor 
  This delicately filigreed pine box has a clasped hinged 
  lid. When opened, the sounds of a music performance 
  arise from the box as if the performers were 10 feet 
  away. 
     The music box is linked with a renowned 
  performance venue, such as Vani's Songspire in 
  Iriaebor. The box plays performances live from the 
  stage of the linked venue, complete with the unspecific 
  ambient noises of beverages, chatter and applause. If 
  the stage is empty, the box will reproduce a 
  performance from earlier in the day. The linked 
  transmission of sound is one way. After one hour of 
  cumulative use in one day, the box goes silent until the 
  next dawn. 
   
   
  POTION OF ABDUCTION 
  Potion, very rare, minor 
  This poison kit fits into a screw capped vial and 
  consists of multiple magical consumables that activate 
  each other sequentially. The vial contains a colorless 
  tasteless water-soluble poison that acts on its victim 
  1d6 rounds after being ingested, prompting the saving 
  throws listed. The poison is effective on small or 
  medium humanoids. 
     On a successful DC 21 Constitution saving throw, 
  the creature is stunned for 1 round. If it fails, it falls 
  unconscious for 1 hour. 
     The creature must make a DC 21 Charisma saving 
  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. 
   
  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 
  6 (-2) 
  18 (+4) 9 (-1) 
  18 (+4) 8 (-1) 
  7 (-2) 
   
  Saving Throws lnt +7, Wis +2 
  Skills Arcana +7, Deception +1 
  Damage Vulnerabilities fire 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60ft. (blind beyond this radius), 
  passive Perception 9 
  Languages understands any four languages, but can't 
  speak 
  Challenge 5 (1,800 XP) 
   
   
  Antimagic Susceptibility. The spellbook is 
  incapacitated while in the area of an antimagic field. If 
  targeted by dispel magic, the spellbook must succeed on 
  a Constitution saving throw against the caster's spell 
  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 
  wizard spells prepared: 
   
  Cantrips (at will): fire bolt, mage hand, message, minor 
  illusion 
  1st level (4 slots): absorb elements, mage armor, magic 
  missile, shield 
  2nd level (3 slots): heat metal, mirror image, misty step 
  3rd level (2 slots): counterspell, thunderstep 
   
  ACTIONS  
   
  Multiattack. The spellbook makes three attacks with its 
  parchment slash. 
   
  Parchment Slash. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage. 
   
   
   
   
  
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  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  14 
   
  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 
  DC 13 Wisdom saving throw or be frightened by you 
  for 1d12 rounds. An attracted or repulsed creature that 
  comes into contact with you must make a DC 13 
  Constitution saving throw or be stunned until the end 
  of its next turn. Creatures charmed by this effect often 
  enter a euphoric state on exposure and may become 
  playful or affectionate. 
     The principal extract used in the potion determines 
  which creatures are attracted or repulsed, as shown in 
  the following table: 
   
  Extract 
  Attracted 
  Repulsed 
  Rarity 
  Silver Vine 
  Felines (Cats, 
  Lions, Panthers, 
  Tigers, etc.) 
  Insectoids (Ankheg, 
  Carrion Crawler, 
  Swarm of Insects, etc.) 
  Uncommon 
  Garlic 
  Pollinators (Pixie, 
  Sprite, Swarm of 
  Insects, etc.) 
  Fungi, Myconids, 
  Vampires 
  Rare 
  Luiren 
  Yeast 
  Halflings 
  Ettins, Giants 
  Rare 
  Nether 
  Papaverine 
  Abyssals, 
  Infernals 
  Celestials 
  Very Rare 
  Vital 
  Essence 
  Humanoids 
  Undead 
  Very Rare 
   
     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 
  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 EQUIVOCATION 
  Potion, common, minor 
  When you drink this potion, you become aware of an 
  internal second voice. The second voice is yours in 
  sound and thought. 
     When you drink this potion, you may target any 
  number of creatures within 50 feet. Each targeted 
  creature makes a Wisdom (Insight) check contested by 
  your Charisma (Deception) check. If it is successful, it 
  hears your words as normal. If it is unsuccessful, you 
  may choose for it to be unable to hear the words you 
  speak. Instead, it hears the words of your internal 
  second voice as if you spoke them aloud. You control 
  the speech of your internal second voice. 
     This potion's glass bottle is made of two curved 
  segments. The colour and level of the liquid within 
  appear subtly different when viewed from the 
  opposing faces. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
   
  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  15 
   
  POTION OF HEAD SWAPPING 
  Potion, uncommon, minor 
  Within a minute of a creature drinking half this potion, 
  a second creature must finish it, otherwise it has no 
  effect. When the second creature drinks, the two 
  drinkers simultaneously have their heads teleported 
  atop each other's necks. They have senses from and 
  control over their own original heads and original 
  bodies from the neck down. The two creatures gain 
  telepathy 120 feet and may share other sensory 
  information telepathically if they choose. If one of the 
  creatures withholds sensory information, the other is 
  blinded unless its head can see its body. 
     When the potion's effects end, the heads are 
  teleported back to their original owners. These effects 
  last until 1 hour after the second creature drank the 
  potion. These effects end prematurely if the two 
  drinkers make sustained eye contact  for one round. 
   
  POTION OF MIMICRY 
  Potion, uncommon, minor 
  When you drink this potion, you gain the effects of the 
  tongues spell for 1 hour. In addition to the normal spell 
  effects, when you speak (in a language you know or 
  otherwise), each listener perceives your voice as taking 
  on the accent or idioms particular to the region, class 
  or culture they identify with. 
   
   
  POTION OF THE QUEEN 
  Potion, uncommon, minor 
  When you drink this potion, you feel your skin crawl 
  as your mind fills with jittery compulsions. For one 
  hour after drinking this potion, you continually exude 
  pheromones, starting with attraction. You can spend an 
  action to switch pheromones from attraction to alarm, 
  or vice versa. Once you switch pheromones, you 
  cannot switch back on your next turn. 
     Attraction. Each minute you attract 1d6 Swarms of 
  Insects that appear within 30 feet of you (provided 
  there are insects that can reach you). You may have up 
  to 6 attracted swarms at one time. You may choose 
  where the attracted swarms move while they are within 
  30 feet of you (only while this pheromone is active). 
     Alarm. All Swarms of Insects within 30 feet of you 
  become hostile to any creature other than a Swarm of 
  Insects and you. They will typically attack the closest 
  hostile creature. 
     When the pheromones stop, the swarms disperse. 
  The Swarms of Insects may be constituted of ants, 
  termites, bees or wasps. 
     This potion is a suspension of bright chitinous pieces 
  within a black liquid, smelly soapy and sour.  
   
  POTION OF TREBUCHETS 
  Potion, rare, minor 
  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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  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  16 
  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 
  feather fall effect. The force affecting each creature 
  propels 200 lbs over 1000 feet. 
     When disturbed, this oaky fluid sloshes at the sides 
  of its bottle with a vigour disproportionate to the 
  inciting force. 
   
  POUCH OF PARTY FAVORS 
  Wondrous item, uncommon, minor 
  This silk sack is festooned with bright ribbons and 
  feels as though it contains amorphous cotton fluff. It 
  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. 
  The sack regains 2d10 charges daily at dawn. If you 
  expend its last charge, roll a d20. On a 1, the sack's 
  enchantment fails permanently and it subsequently 
  produces apology notes instead of gifts. 
   
  d10 Gift 
  1 
  3x2" framed caricature of the giver and recipient 
  2 
  Blooming cactus in a 2" diameter pot 
  3 
  Bottle of crystallised confectionary 
  4 
  Earthenware salt and pepper shakers 
  5 
  Gilt edged three piece tea set 
  6 
  Heart shaped perfumed soap 
  7 
  Lemon scented tea light seated in a fat porcelain 
  mallard 
  8 
  Sack of rock hard fruit cake 
  9 
  Two sided silver letter opener and bottle opener 
  10 
  Ugly pewter statue of a gnomish baby 
   
   
  PROPRIOCEPTION STONE 
  Wondrous item, common (attuned), minor 
  This palm-sized sedimentary rock is grainy to the 
  touch and feels soothing as you hold it. If you are 
  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 
  in which direction the stone is located in relation to 
  you. You gain blindsight out to a range of 500 feet, but 
  the proprioception stone is the only thing you can see 
  with this instance of blindsight. 
   
   
  PUZZLE LOCK 
  Adventuring gear 
  This lock has a hidden mechanism. In the position of a 
  normal lock's mechanism is a decoy lock. A key that 
  fits the decoy lock is provided with the lock. Without 
  the key, a creature proficient with thieves' tools can 
  pick the decoy lock with a successful DC 15 Dexterity 
  check, though this has no effect. 
     A creature can identify the secret mechanism with a 
  successful DC 15 Intelligence (Investigation) or 
  Wisdom (Perception) check. Once identified, a 
  creature can solve the puzzle and open the true lock 
  with a successful DC 15 Intelligence (Arcana) check.  
   
  REPLENISHING CASE OF ENUNCIATION 
  Wondrous item, uncommon (+1), rare (+2), or very 
  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.  
   
   
   
   
   
  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
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  d6 
  Ammunition Created 
  1-2 
  Diplomat's Barbs (any ammunition) (n) 
  3-4 
  Screaming Shot (any ammunition) (n) 
  5-6 
  Thrown Voices (darts) (20) 
   
  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) 
   
  The ammunition is enchanted according to the case's 
  rarity. 
   
  RIDICULOUS ARMOR, +1, +2 , OR +3 
  Armor (light, medium, or heavy), rare (+1), very rare 
  (+2), or legendary(+3), major 
  This armor, while desirable due to its magical 
  enhancement, leaves something to be desired on the 
  wearablity axis. The following table has some 
  suggestions. 
     You have a bonus to AC while wearing this armor. 
  The bonus is determined by its rarity. 
   
  d20 Fashion faux pas 
  1 
  Absurd proportions 
  2 
  Accentuates body odor 
  3 
  Accommodates a pot belly 
  4 
  Amplifies abdominal sounds 
  5 
  Anatomical cuirass has 3 nipples 
  6 
  Bizarrely bulbous 
  7 
  Conspicuous tailflaps 
  8 
  Embossed with bad poetry 
  9 
  Engraved with rude symbols 
  10 
  Flared at an unusual level 
  11 
  Garish colouring 
  12 
  Gorget covers half of face 
  13 
  Insignia of a hated organization 
  14 
  Itchy even as an outer layer 
  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, 
  choosing the same or separate targets. You can't be 
  surprised while you are conscious. On the first round 
  of combat, you must use your bonus action to make a 
  Wisdom (Insight) and Wisdom (Perception) skill 
  check. 
   
   
  RITUAL BEAD 
  Wondrous item, uncommon, minor 
  This clay bead is warm to the touch when charged and 
  cool when uncharged. When uncharged, you can store 
  a ritual spell in the bead, touching it and spending the 
  normal time and components. When charged, you can 
  use an action to touch the bead and expend the charge. 
  You make a DC 5 Intelligence (Arcana) check (or DC 
  10 if you were not the caster who charged the bead). If 
  you succeed, the stored spell is cast with the DC or 
  level of the original caster. You choose the target and 
  parameters. If you fail, the bead breaks and the spell is 
  lost. 
   
  SCALES OF DECEIT 
  Wondrous item, uncommon (attuned), minor 
  These scales appear plain and ordinary, balancing 
  accurately when inactive. When activated, the scales 
  magically appear balanced regardless of relative 
  weights. 
     If you are attuned to the scales, you can use a bonus 
  action to issue a mental command for the scales to 
  activate or inactivate. 
     The magically active components of the scales have 
  been shielded by metal. If detect magic is used, the 
  transmutation aura is very faint and only detectable on 
  a successful hidden DC 15 Intelligence (Arcana) skill 
  check. 
    Should its nature be known, such an item is 
  contraband in civilized areas.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
   
  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
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  SCREAMING SHOT, +1, +2 OR +3 
  Weapon (any ammunition), uncommon (+1), rare 
  (+2), or very rare (+3), minor 
  This ammunition is inset with unfinished rhodochrosite 
  and radiates the sound of a full throated yell, as though 
  from a great distance. As you fire the shot, you may 
  speak a single word. From the time the shot is fired 
  until the time it lands (up to 1 minute), the shot repeats 
  the word in a bloodcurdling scream. Any creature 
  within 10 feet of the shot's trajectory (including you 
  and the target) must make a DC 15 Constitution saving 
  throw or be deafened for 1d3 rounds. 
     You have a bonus to attack and damage rolls made 
  with this piece of magic ammunition. The bonus is 
  determined by the rarity of the ammunition. Once it 
  hits a target, the ammunition is no longer magical. 
     A full case typically holds 20 shots. 
   
   
  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. 
   
  THROWN VOICES, +1, +2 OR +3 
  Weapon (dart), uncommon (+1), rare (+2), or very 
  rare (+3), minor 
  This dart is engraved with oracular runes. As you 
  throw the ammunition, you may speak a message. 
  Your voice is silenced at your location and is 
  replicated at the location and time where and when the 
  dart hits. This may include the ground. 
     You have a bonus to attack and damage rolls made 
  with this piece of magic ammunition. The bonus is 
  determined by the rarity of the ammunition. Once it 
  hits a target, the ammunition is no longer magical. 
     A full case typically holds 20 darts. 
   
  TORM'S GLARE 
  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. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
   
  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
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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. 
   
  VIGILANT EYES 
  Wondrous item, common, minor 
  If you are holding the vigilant eyes, whenever you 
  close your eyes the vigilant eyes create the illusion that 
  your eyes are open. The illusory eyes match the 
  appearance and behaviour of your eyes beneath closed 
  lids and 70 minutes after you fall asleep, your illusory 
  eyes dash back and forth with frantic activity. A 
  creature may recognise the eyes as an illusion with a 
  successful DC 15 Wisdom (Insight) check. 
     The vigilant eyes are glassy spheres. The painted 
  irises match the creature that most recently touched the 
  eyes. 
   
  VOICE CATCHER 
  Wondrous item, rare, minor 
  This amulet is a holy symbol of Deneir. While you are 
  wearing it, you can use an action to record sound for 1 
  minute. Once recorded, you can use an action to replay 
  the sound. If sound has been recorded, making a new 
  recording with override the last. 
     On a successful DC 13 Intelligence (Arcana) check, 
  you can permanently store a recording in a gem worth 
  at least 100gp. On failure, the gem is destroyed. A gem 
  with a recording stored replays its recording when it is 
  touched and can be used independently of the voice 
  catcher. 
   
   
  WAND OF APERIENCY 
  Wand, very rare (requires attunement), major 
  This wand has a smooth brown enamelled surface with 
  globular irregularities. It has 7 charges for the 
  following properties.  
     Ray. While holding the wand, you can use an action 
  to expend 1 of its charges, causing the wand to make 
  the sound of flatulence, firing an invisible ray from its 
  tip toward a creature you can see within 60 feet of you. 
  Make a ranged attack roll against that creature using 
  your spell attack bonus or ranged attack bonus. On a 
  hit, the target is afflicted with the disease volatile 
  incontinence. 
     Cone. While holding the wand, you can use an action 
  to expend 3 of its charges. A putrid wind and the sound 
  of a trumpet blast sputter violently from the wand in a 
  30 foot cone. Each creature within the cone must 
  succeed on a DC 15 Strength saving throw or take 4d6 
  thunder damage and fall prone. Each creature within 
  the cone must succeed on a DC 15 Constitution saving 
  throw or become afflicted with the disease volatile 
  incontinence. 
     The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the wand's last charge, roll a d20. 
  On a 1, the wand shudders, turns to a foul gas and is 
  destroyed. 
     A creature afflicted by volatile incontinence rolls a 
  d6 at the start of its turn and suffers the following 
  effects: 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
   
  I T E M S  F O R  S O C I A L  E N C O U N T E R S  
  20 
   
  d6 
  Disease Symptom 
  1 
  Disadvantage on Constitution saving throws and 
  skill checks until it takes a short rest 
  2 
  Poisoned until it takes a short rest 
  3 
  Disadvantage on Wisdom saving throws and 
  skill checks until it takes a short rest 
  4 
  Stunned until the start of its next turn 
  5 
  Disadvantage on Charisma saving throws and 
  skill checks until it takes a short rest 
  6 
  Breaks concentration 
   
     At the end of each of its turns, an afflicted creature 
  must make a DC 15 Constitution saving throw. After 
  failing three of these saving throws, the disease's 
  effects last for 3 days, and the creature stops making 
  these saves. After succeeding on three of these saving 
  throws, the creature recovers from the disease. 
     An afflicted creature loses control of its bowels and 
  bladder. Due to water loss, its ration requirements 
  triple. The disease may be transmitted orofaecally. 
  Handling food or treating wounds without hand 
  washing after exposure to infected cases, as well as 
  consuming contaminated food or water may require a 
  successful DC 15 Constitution saving throw to avoid 
  infection. 
   
  WAND OF FLATULENCE 
  Wand, rare (requires attunement), minor 
  This wand has a bloated, craggy core that is rubbery, 
  soft and squeezable. It emits a cloying scent of rotten 
  eggs. It has 11 charges for the following properties.  
     Prime. While holding the wand, you can use an 
  action to expend 1 of its charges to emit an invisible 
  ray from its tip toward a creature you can see within 60 
  feet of you. Make a ranged attack roll against that 
  creature using your spell attack bonus or ranged attack 
  bonus. On a hit, the target is linked to the wand for 1 
  minute. 
     Discharge. While holding the wand, you can use a 
  bonus action to expend 1 of its charges and squeeze the 
  wand. When it is squeezed, each creature linked with 
  the wand must succeed on  a DC 15 Constitution 
  saving throw or immediately produce audible, odorous 
  flatus. If it is unable to do so, (for example, it is 
  undead or a construct) the scent and sound are created 
  at its location as an illusion. Whenever a creature farts 
  or is subject to the flatulent illusion, it makes a DC 10 
  Constitution saving throw to maintain concentration. 
  At the DM's discretion, if certain actions (particularly 
  related to Charisma) are interrupted, they may incur 
  disadvantage or may even fail outright. 
     The wand regains 1d10 + 1 expended charges daily 
  at dawn. If you expend the wand's last charge, roll a 
  d20. On a 1, the wand becomes permanently damaged: 
  whenever the prime action is used, the target is 
  changed to the wielder (no save). 
   
  WAND OF STILLED VOICES 
  Wand, rare (requires attunement), major 
  This wand has 7 charges. While holding it, you can use 
  an action to expend 1 of its charges to target a creature 
  within 60 feet, suppressing that creature's voice for 1 
  minute. While its voice is suppressed, the creature's 
  voice makes no sound and all spells and abilities 
  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 
  a DC 15 Wisdom (Insight) check. On a success, it 
  realises its voice is suppressed. It has advantage on this 
  check if it observes the effects of its suppressed voice, 
  such as a failed spell or a person unresponsive to its 
  words. Once it realises its voice is suppressed, at the 
  end of each of its turns, it makes a DC 15 Charisma 
  saving throw, ending the effect early on a successful 
  save. 
     The wand regains 1d6 + 1 expended charges daily at· 
  dawn. If you expend the wand's last charge, roll a d20. 
  On a 1, the wand crumbles into dust and is destroyed. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/RCXCHAN/Items for Social Encounters.pdf