TEXT:  
  Trinkets, Treasures, and Weapons 
  Trinkets, Treasures, and Weapons 
   
  A collection of magic items, odd trinkets, and flavorful drinks to enrich any campaign or adventure 
   
  Credits
   
  Design: 
   
  Page Bonifaci 
   
  Cover Art:  
  Alexander Litovchenko’s "Ivan the 
  Terrible shows his treasures to the 
  English ambassador Horsey" 
   
  Back Cover Art: 
  Alexander Litovchenko’s "Ivan the 
  Terrible shows his treasures to the 
  English ambassador Horsey" 
   
  Interior Art: 
   
  Some artwork © 2015 Dean Spencer,  
  used with permission. All rights 
  reserved. 
   
  “Concept-art done for Sintel , 3rd 
  open-movie of the Blender 
  Foundation.” by “David Revoy / 
  Blender Foundation”, used under CC 
  BY 
   
   
  A Note on Prices 
  Sample prices are provided for the items 
  within. These are recommendations, intended 
  to help you compare between items.  
   
  Prices should roughly fit in with the prices 
  given in the Discerning Merchant’s Price 
  Guide, available from the DMsGuild. 
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
  Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of 
  Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
  Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
   
   
   
  Trinkets, Treasures, and Weapons 
  Contents 
   
   
   
   
  Trinkets 
  3 
  Drinks 
  5 
  Beer 
  5 
  Wine and Mead 
  5 
  Spirits and Liqueurs 
  5 
  Cocktails 
  5 
  Tea 
  5 
  Magic Items 
  6 
  Arcane Marker 
  6 
  Armor of the Storm 
  6 
  Blade of the Weave 
  6 
  Brooch of Safe Mind 
  6 
  Dwarven Grudge-Skull 
  6 
  Earring of the Dandy 
  6 
  Estoc of the Marquis 
  6 
  Fire’s Eye Stone 
  7 
  Firestarter Ring 
  7 
  Gehennan Steel Weapon 
  7 
  Gourmand’s Secret 
  7 
  Glowglobe 
  7 
  Greenthumb Ring 
  7 
  Greenkeeper’s Brooch 
  7 
  Greenkeeper’s Glaive 
  7 
  Highbark Armor 
  8 
  Jungle War Mask 
  8 
  Lantern of the Damned 
  8 
  Magister’s Goblet 
  8 
  Mirror of the Watchful Eye 
  8 
  Portable Passage 
  8 
  Potion of Cure Disease 
  9 
  Potion of Disease Resistance 
  9 
  Ratcatcher’s Bane (Black Bag of Tricks) 9 
  Reliquary of Saint Istus 
  9 
  Scepter of the Dusk Unicorn 
  9 
  Sibling Weapon 
  10 
  Spear of Bloody Victory 
  10 
  Staff of the Apothecary 
  10 
  Stink Paste 
  10 
  Stormbringer’s Harp 
  10 
  Tanglefoot Flask 
  11 
  Trollskin Cape 
  11 
  Wand of the Shaman 
  11 
  Waverider’s Ring 
  11 
  Warleader’s Helm 
  12 
  Warleader’s Banner 
  12 
  Warmage’s Clasp 
  12 
   
   
  
   
  Trinkets, Treasures, and Weapons 
  Trinkets 
   
  1 
  An iridescent scale that changes color with 
  the tides 
  2 
  A small length of ships rope, tightly 
  knotted 
  3 
  A single, blue, seagull wing 
  4 
  A metal charm in the shape of a fish 
  skeleton 
  5 
  A small bird skull that chirps when 
  submerged in water 
  6 
  A simple silver ring, broken into two halves 
  7 
  A blooming stalk of foxglove, which never 
  wilts 
  8 
  A glass jar with a mummified humanoid 
  finger 
  9 
  A seashell that, when held to the ear, 
  sounds like the creaking rigging of a ship 
  10 
  A wrought-iron flower 
  11 
  A broken piece of slate, with the corner of 
  a map carved into it 
  12 
  A lock of dark hair 
  13 
  Three amber beads, which cannot be 
  pulled more than a couple inches apart 
  14 
  A maple leaf carved from soapstone 
  15 
  A glass pebble that is always cold as ice 
  16 
  A cast bronze acorn  
  17 
  A fine belt buckle carved from blackthorn 
  wood 
  18 
  A small copper mirror that glows slightly 
  from within 
  19 
  A letter of marque, bearing the seal of an 
  unknown kingdom 
  20 
  A small box of exotic spices 
  21 
  A tiny (1” long) cruciform dagger 
  22 
  A pot of crimson pigment, which never 
  seems to run low 
  23 
  A normal looking coin, that when flipped 
  shows one of three faces  
  24 
  A scrimshaw carving of a Dragon Turtle 
  25 
  A sewing needle carved from the antler of 
  a great Elk 
  26 
  A braided segment of Dwarf beard, with 
  golden rings woven in 
  27 
  A crystal grasshopper 
  28 
  A deck of cards bearing a holy symbol on 
  the card backs 
  29 
  A feather from a white owlbear. 
  30 
  A dire wolf fang 
  31 
  A leather necklace with cracked iron beads 
  32 
  A tarnished silver coin marked “Seafire 
  Gentleman’s Club” 
  33 
  A letter-opener carved from the jawbone 
  of an unknown beast 
  34 
  A small brass coffer with an onyx inlay 
  35 
  The ragged corner of an old map, the only 
  thing visible is “here there be dragons” 
  36 
  A glass bead with a small candle flame 
  frozen inside 
  37 
  A fine silver carving knife 
  38 
  A leather tag with the text “If found, 
  return to Thog” written in Orcish 
  39 
  An ironwood cylinder that has something 
  rolling around inside but cannot be 
  opened 
  40 
  A tiny book of poetry, the text requires a 
  magnifying glass to read 
  41 
  A pitch pipe that makes no sound 
  42 
  A wooden prosthetic hand 
  43 
  A paper rose 
  44 
  A feather that weighs 10lbs on any scale 
  but is always light as a feather when held. 
  45 
  A stick of rosemary embedded in pale 
  amber 
  46 
  A wooden pipe that colors the smoke 
  coming from it purple 
  47 
  An earhorn from which you can always 
  hear whispering. The whispers are not in 
  any language you know. 
  
   
   
   
  Trinkets, Treasures, and Weapons 
  48 
  A glass ball of white sand 
  49 
  A stuffed animal in the shape of a Dragon 
  Turtle 
  50 
  A cockatrice feather quill 
  51 
  A 6” piece of fulgurite 
  52 
  The broken tip of a silvered sword 
  53 
  A monstrous tongue preserved inside an 
  amber jar 
  54 
  Half of a crystal shot glass 
  55 
  A glass box with a jeweled dragonfly 
  pinned within 
  56 
  Spectacles with lenses of opaque glass 
  57 
  A broken arrowhead crusted with blood 
  58 
  A willow twig that always has one leaf 
  59 
  A list of potion ingredients, but no 
  indication of how to combine them 
  60 
  A knotted silver cord 
  61 
  A wooden box that continually grows small 
  edible mushrooms 
  62 
  A marble ear 
  63 
  A ruby inside of which is suspended a 
  single drop of blood 
  64 
  A polished jade scorpion stinger 
  65 
  A piece of wood that has been struck by 
  lightning 
  66 
  Fused sand in the shape of an egg 
  67 
  A sealed glass phial with three teeth inside 
  68 
  A lace gorget stained red with blood 
  69 
  A golden locket with a portrait of an elven 
  man 
  70 
  A chunk of amber with a butterfly inside 
  71 
  A single iron scale from a Gorgon 
  72 
  A brass card with an unknown arcane sigil 
  73 
  A living oak leaf that doesn’t deteriorate 
  74 
  A silver oak leaf pendant that is warm to 
  the touch 
  75 
  A wrought iron finger 
  76 
  A single eyeball carved from ebony 
  77 
  A fine chain made of a yellow metal that 
  isn’t gold or brass 
  78 
  A shattered lock made from black metal 
  79 
  A small bronze bust of an unknown queen 
  81 
  An opal with a tiny humanoid figure inside 
  82 
  A small cup that can hold twice its 
  apparent volume in liquid 
  83 
  An enameled pin with an unknown crest 
  84 
  A pouch of 37 tin coins, stamped with an 
  unknown crest 
  85 
  A green marble made from meteoric glass 
  86 
  An apple made of blown glass 
  87 
  A 3” invisible sphere, smooth to the touch 
  88 
  A stained-glass pixie wing 
  89 
  A mithril hat pin 
  90 
  Four whiskers from a large beast 
  91 
  A nose piercing carved from the horn of a 
  dire bear 
  92 
  A set of three ivory juggling balls 
  93 
  A fishing hook knapped from obsidian 
  94 
  An old wooden stake stained with blood 
  95 
  A brass plumb bob 
  96 
  An un-opened geode 
  97 
  A finely made ink pen carved from a pure 
  white wood 
  98 
  A scrimshaw carving of a kraken 
  99 
  A stone necklace with an unknown rune 
  carved into it 
  100 A necklace made from the broken tip of a 
  sword 
   
   
   
  
   
  Trinkets, Treasures, and Weapons 
  Drinks
  Balduran’s Best: A smooth amber ale, a 
  favorite of Baldur’s Gate. 
  Black Dog Lager: A black lager, and the 
  eponymous breweries best selling beer. 
  Black Sails: A salted black porter, very popular 
  with longshoremen. 
  Deepwater stout: Smooth dark beer. 
  Dun Water:  This cloudy beer is refreshing on 
  the palate. 
  Fishwives Favorite: A bitter blonde lager 
  brewed in Twin Songs. 
  Mistshore Lager: Very cheap beer, nearly 
  flavorless. 
  Golden Dawn Orange: Orange and red-currant 
  lager brewed in the Calishite style. 
  Goodberry Shandy: A light and extremely 
  refreshing beer. 
  Porter’s Piss: Rudely named strong beer. 
  Porter’s Porter: A strong dark beer, favored by 
  laborers. 
  Piergeiron Porter: A limited-run beer from 
  Waterdeep’s Guild of Vintner’s, Distiller’s, and 
  Brewer’s. 
  Ricket’s Rickshaw Stout: A heavy yeasty beer 
  popular with rickshaw pullers. 
  Rigan’s: A terrible neighborhood brew. 
  Red Field Ale: A smooth Amber Ale from the 
  Sword Coast. 
  Winterwolf Ale: A sharp ale brewed with 
  spruce needles. 
  Weissen Warg: A Damaran-style wheat beer. 
   
  Snobeedle Vintage: Expensive (and very 
  sweet) mead brewed by Halflings. 
  Dancing Efreet Calimshan Red: Spiced red 
  wine, very expensive. 
  Saravva: A thin rose-colored wine from Amn. 
  Silverleaf White: An almost clear white wine 
  brewed by Elves. Has a subtle almond flavor. 
  Coldharbour Lightning: A harsh fortified wine 
  popular with stevedores and other 
  dockworkers. 
  Captain’s Hat: Cheap rum available in most 
  port cities. Favored spirit of the poor and 
  desperate. 
  Thundersail: Simple drinkable brandy popular 
  with sailors. 
  Old Harrin’s: An elderberry cordial. 
  Robilar Brandy: Named for the controversial 
  hero and general, this brandy is smooth and 
  very strong. 
  Whitemountain: A harsh gin that is more 
  popular as a cleaning product than a drink. 
  Shear Shist: Common name for several 
  Dwarven whiskeys popular with miners. 
   
  Aghairon’s Twist: A bitter Gin-based cocktail 
  Dragonsfire: A harsh shot made from spiced 
  rum, gin, and hot pepper seeds. 
  Patriar's Folly: A jigger of harsh gin, over which 
  is layered a cloying elderflower liquor, with a 
  copper piece dropped at the bottom of the 
  glass. Created in Baldur’s Gate. 
   
  Count Coldheart: A black tea blended in 
  Arrabar. Has hints of citrus and jasmine. 
  Earth Dragon’s Eye: An exotic Shou green tea. 
  Kryptgarden Tisane: A musky mint tea. 
  Kazari Butter Tea: An acquired taste, this tea is 
  acrid yet invigorating, served with Yak’s milk. 
  Pale Jade: A lighter green, from the southern 
  lands of Kara-Tur. 
  Sbiten: A Rashemi beverage, brewed with 
  spices, honey, and fruit wine. Served hot in 
  winter and cold in summer. 
  Vauge: A hearty tisane from the Dwarven city 
  of Earthart in East Rift. Has a bright yet earthy 
  taste. 
  White Gold: An herbal tea with a clean lemony 
  scent, made with lemon balm and white pine 
  needles. 
  
   
   
   
  Trinkets, Treasures, and Weapons 
  Magic Items 
  Wondrous Item, Minor, Common, 60gp 
   
  This six-inch long amber rod can be used to 
  draw glowing lines upon surfaces or the air. 
  Any marks made with the item disappear after 
  1 hour. 
   
  Armor (light, medium, or heavy), Major, Very 
  Rare (requires attunement), 7200gp 
   
  While wearing this armor, you gain a +1 bonus 
  to AC, and you have resistance to lightning.  
   
  This armor has 3 charges and regains 1d3 
  expended charges at dawn. While wearing it, 
  you can expend 1 charge to cast Shocking 
  Grasp or Thunderwave (DC 14) as an action. 
   
  Weapon (Longsword), Minor, Uncommon 
  (requires attunement), 250gp 
   
  Whenever you cast a spell this weapon gains 
  charges equal to that spell's level. You can use 
  a bonus action to expend 7 charges and make 
  this a +1 weapon for 10 minutes. All charges 
  are lost during a long rest.  
   
  Wondrous Item, Minor, Rare, Consumable, 
  900gp 
   
  When you receive the Charmed, Frightened, 
  or Paralyzed condition as the result of a spell, 
  this brooch will immediately break, and 
  prevent you from being inflicted with that 
  condition. 
   
   
  Wondrous Item, Minor, Uncommon, 250gp 
   
  This ornately carved skull whispers obscene 
  things in Dwarvish whenever it comes within 
  30ft of an Elf or Goblin. 
   
  Wondrous Item, Minor, Uncommon, 250gp 
   
  With a snap of your finger (as an action), your 
  clothing is immediately cleaned and smells of 
  perfume for 1 hour. 
   
  Weapon (Longsword), Major, Rare (requires 
  attunement), 3500gp 
   
  This sword is a magic weapon. When you 
  critical hit with this weapon you may cast the 
  Command spell (DC 14) against the struck 
  target with the word "grovel”. This ability may 
  not be used again until you complete a short 
  rest. 
   
  
   
  Trinkets, Treasures, and Weapons 
  Wondrous Item, Minor, Uncommon, 
  Consumable, 120gp 
   
  A small (1” diameter) red stone, warm to the 
  touch, resembling a cloudy agate. When 
  heated, such as in a campfire, the stone clears 
  and resembles an iridescent Fire Opal. 
   
  You can use an action to cast the scorching ray 
  spell with the stone. This requires a free hand 
  to brandish the stone. When you make the 
  spell's attacks, you do so with an attack bonus 
  of +4.  
   
  The stone may be used once, and afterwards 
  loses its magic and becomes a dull red stone 
  that is slightly warm to the touch. 
   
  Ring, Minor, Common, 75gp 
   
  As an action you may instantly light or snuff 
  out a candle, torch, campfire, or similar sized 
  flame. You cannot light/snuff anything larger 
  than a 5ft cube. 
   
  Weapon (any non-bludgeoning weapon), Rare, 
  2750 gp 
   
  This pitted and pock-marked metal is mined 
  from the realm of the Yugoloths. The fiendish 
  metal is toxic to all life.  
   
  You have a +1 bonus to attack and damage 
  rolls made with this magic weapon. 
   
  If you score a critical hit against a creature, it 
  must succeed on a DC 14 Constitution saving 
  throw or be poisoned for 1 minute. It may 
  repeat the save at the end of each of its turns. 
   
  Wondrous Item, Minor, Common, 50gp 
   
  The gourmand’s secret appears to be a finely 
  crafted silver fork, table knife, or spoon. It can 
  change shape into any of those three forms 
  with a command word. Anything consumed 
  using the fork will taste like another food of 
  the user’s choice.  
   
  Wondrous Item, Minor, Common, 50gp 
   
  A small sphere of cloudy glass. Tapping the 
  sphere against a hard object (such as a wall or 
  table) causes it to emanate light like a candle 
  for four hours. Once used, the globe cannot be 
  used again until it has spent at least 1 hour in 
  bright light (such as sunlight or the daylight 
  spell). 
   
  Ring, Minor, Common, 50gp 
   
  With a snap of your finger (as an action) you 
  instantly make a flower blossom, a seed pod 
  open, or a leaf bud bloom. 
   
  Wonderous Item, Major, Rare (requires 
  attunement), 350gp 
   
  A carved ebony brooch depicting a tree and 
  protective circle.  
   
  While wearing this item you have advantage 
  on saving throws against being poisoned, 
  paralyzed, or charmed.  
   
  
   
   
   
  Trinkets, Treasures, and Weapons 
  Simple Weapon (Spear), Uncommon (requires 
  attunement), 650gp 
   
  You have a +1 bonus to attack and damage 
  rolls made with this magic weapon. When you 
  hit an Undead or Aberration with it, that 
  target takes an additional 1d8 force damage. 
   
  As an action, you can cast the Spike Growth 
  spell (save DC 13). Once this power is used, it 
  can't be used again until the next dawn. 
  Armor (Light and Medium Armor, except Half-
  Plate or Chain Shirt), Rare, 3750gp 
   
  This armor is crafted from the bark of a sacred 
  tree of the High Forest. It is innately magical 
  and helps to disguise you in forests without 
  sacrificing protection. 
   
  If the armor normally imposes disadvantage 
  on Dexterity (Stealth) checks, the Highbark 
  version of the armor doesn't. 
   
  While you wear this armor, and are in a forest 
  or similar environment, Wisdom (Perception) 
  checks made to see you have disadvantage. 
  and you have advantage on Dexterity (Stealth) 
  checks made to hide. 
   
  Wonderous Item, Minor, Uncommon, 1100gp 
   
  This mask is shaped in the likeness of a 
  Triceratops and has 3 charges. While wearing 
  the mask you can, as an action, expend 1 
  charge and use the mask to gain the "enlarge" 
  effect of the enlarge/reduce spell for 1 hour 
  (no concentration required). The mask regains 
  all expended charges at dawn. 
  Wondrous Item, Major, Uncommon, 1300gp 
   
  This lantern is crafted from a fire-blackened 
  skull, held in wrought-iron bands. The eyes of 
  the skull glow red when it comes within 30ft of 
  an undead creature. 
   
  If the lantern is brandished as part of a Turn 
  Undead attempt, Undead creatures within 
  30ft have Disadvantage on their saving throw. 
   
  Wondrous Item, Minor, Uncommon, 80gp 
   
  This crystal wine glass will chill any wine 
  placed in it to the optimal temperature for 
  consumption. 
   
  Wondrous Item, Major, Rare, 3500gp 
   
  This item has two components: A large glass 
  eye and a pocket mirror. The mirror can show 
  what the eye currently sees. The eye is 
  directional and cannot move or change the 
  angle of view. It has normal vision 
   
  Wondrous Item, Major, Rare, 5000gp 
   
  This fine grey cloth is folded up to the 
  dimensions of a handkerchief. It unfolds into a 
  circular sheet 6 feet in diameter. 
   
  Similar to a portable hole this cloth can be 
  placed onto a solid surface, whereupon the 
  portable passage opens into a hole 10ft deep. 
  This is not an extradimensional space and is in 
  fact a chamber hidden somewhere in the 
  world (location determined by the DM). 
   
  You can use an action to close the portable 
  passage by taking hold of the edges of the 
  cloth and folding it up. This closes the passage, 
  
   
  Trinkets, Treasures, and Weapons 
  and the cloth can be folded by a creature on 
  either side of the passage. 
   
  Placing a portable passage inside an 
  extradimensional space created by a bag of 
  holding, Heward's handy haversack, or similar 
  item instantly transports everything inside the 
  item, including the portable passage, to its 
  hidden room. 
   
  Potion, Minor, Common,75gp 
   
  Each Potion of Cure Disease is brewed for a 
  single disease. When you drink this potion, 
  you are immediately cured of that disease. 
   
  More exotic diseases will be more rare and 
  costly. The price provided here is for common 
  diseases within your setting. 
   
  If discovered, roll on the table below to 
  determine which disease the potion was 
  brewed to cure. 
   
  d10 
  Disease 
  1-3 
  Cackle Fever 
  4-8 
  Sewer Plague 
  9-10 
  Sight Rot 
   
   
  Potion, Minor, Common, 100gp 
   
  When you drink this potion, for the next 24 
  hours you have advantage on Saving Throws 
  made to resist, or as a result of, disease. 
   
  Wondrous Item, Minor, Common, 250gp 
   
  A small black bag made from rat pelts. It 
  functions as a bag of tricks, except that only 
  two creatures may be summoned per day. 
   
  d8 
  Creature Summoned 
  1-6 
  Rat 
  7 
  Giant Rat 
  8 
  Rat Swarm 
   
  Wondrous Item, Major, Rare, 900gp 
   
  The mummified index finger of a disgraced 
  cleric. Once per day the reliquary can be used 
  to cast Zone of Truth (DC 14) centered on the 
  reliquary. 
   
  Weapon (Handaxe), Major, Rare (requires 
  attunement by a Warlock), 1000gp 
   
  Crafted from the horn of a slain unicorn, this 
  scepter has been sharpened into a blade, and 
  the handle wrapped with black hair. 
   
  This scepter can be wielded as a magic 
  handaxe that grants a +1 bonus to attack and 
  damage rolls made with it. It does not have 
  the Thrown property. The scepter can also be 
  used as an arcane focus. 
   
  While holding this rod, you gain a +1 bonus to 
  spell attack rolls and to the saving throw DCs 
  of your warlock spells. 
   
  When you cast a damage-dealing spell using 
  this item as your spellcasting focus, you gain a 
  +1d4 bonus to one necrotic damage roll of the 
  spell. 
   
  You can regain one warlock spell slot as an 
  action while holding the rod. You can't use this 
  property again until you finish a long rest. 
   
   
  
   
   
   
  Trinkets, Treasures, and Weapons 
  Weapon (any), Major, Rare (requires 
  attunement), 1000gp per pair 
   
  You have a +1 bonus to attack and damage 
  rolls made with this magic weapon. 
   
  Always found in pairs, these weapons are 
  magically bound together.  
   
  If the weapons are held by different creatures, 
  a wielder can always tell the direction to the 
  matched axe, the current hitpoint total of its 
  wielder, as well as if they are awake, asleep, or 
  have been knocked unconscious. If the wielder 
  of one weapon dies, and its matched weapon 
  is attuned to a different creature, that weapon 
  will immediately teleport to the location of its 
  counterpart. 
   
  If both weapons are attuned to the same 
  creature, they only count as one attuned item. 
   
  Simple Weapon (Spear), Uncommon (requires 
  attunement), 450gp 
   
  When you hit with a melee attack using this 
  magic weapon and reduce the target to 0 hit 
  points, you gain temporary hit points equal to 
  the target’s hit dice. 
   
  Simple Weapon (Quarterstaff), Major, Rare 
  (requires attunement by a Druid or Cleric), 
  2500gp 
   
  This staff is made from the twisted branch of a 
  willow tree, adorned with silver charms and 
  tiny jade gemstones. 
   
  This staff can be wielded as a magic 
  quarterstaff that grants a +1 bonus to attack 
  and damage rolls made with it. While holding 
  it, you have a +1 bonus to spell attack rolls. 
   
  Whenever you use a spell of 1st level or higher 
  to restore hit points to a creature, the 
  creature regains additional hit points equal to 
  the spell's level. E.G. If you cast Cure Wounds 
  using a 2nd level spell slot, the target regains 2 
  additional hit points. 
   
  The staff has 6 charges. While holding it, you 
  can use an action to expend 1 or more of its 
  charges to cast one of the following spells 
  from it, using your spell save DC and 
  spellcasting ability modifier: Detect Poison and 
  Disease (1 charge), Ray of Sickness (2 
  charges), Lesser Restoration (2 
  charges), Protection from Poison (2 charges). 
   
  The staff regains all expended charges daily at 
  dawn. 
   
  Wondrous Item, Minor, Common, Consumable, 
  50gp 
   
  The creation of many a young apprentice, 
  stink paste is a clear gel, which will instantly 
  sink into anything it is applied to other than 
  glass. Each jar of stink paste has enough 
  contents for 3 applications. 
   
  Affected objects will smell strongly like a 
  skunk, feces, or another similar terrible smell. 
  This effect lasts 1 hour. 
   
  
   
  Trinkets, Treasures, and Weapons 
  Wondrous Item, Major, Legendary (requires 
  attunement), 120,000gp 
   
  This large harp is shaped from the jaw of a 
  whale, strung with seal gut strings, and 
  covered with runes and scrimshaw carvings. 
  When played, these carvings appear will twist 
  and move, illustrating any ballads or legends 
  that are played upon it. 
   
  A creature that attempts to play the 
  instrument without being attuned to it must 
  succeed on a DC 18 Wisdom saving throw or 
  take 2d6 psychic damage and causing all 
  creatures within 10ft of the harp take 1d6 
  thunder damage. 
   
  You can use an action to play the harp and 
  cast one of its spells. Once the harp has been 
  used to cast a spell, it can't be used to cast 
  that spell again until the next dawn. The spells 
  use your spellcasting ability and spell save DC. 
   
  The Stormbringer’s harp can be used to cast 
  control weather, sleet storm, ice storm, and 
  storm of vengeance. 
   
  A bard can use the harp as a spellcasting 
  focus, substituting it for any material 
  component that does not list a cost. 
   
  Adventuring Gear, Alchemical, 25gp  
   
  This sticky, adhesive liquid rapidly hardens 
  when exposed to air. As an action, you can 
  throw this flask up to 20 feet, shattering it on 
  impact. Make a ranged attack against a 
  creature or object, treating the Tanglefoot 
  Flask as an improvised weapon. On a hit, the 
  target becomes restrained.  
   
  A creature can end the restrained condition by 
  using its action to scrape off most of the sticky 
  substance. After scraping off the substance, 
  their speed will be reduced by 10 until they 
  can properly wash off the remaining residue 
  with water or using a magical cleaning effect 
  like from Prestidigitation. 
   
  Wondrous Item, Minor, Uncommon 
   
  While wearing this Cape, any cold damage you 
  take is reduced by 5. 
   
  Wand, Major, Rare (Requires Attunement by a 
  Spellcaster), 2000gp 
   
  This wand has 4 charges. While holding it, you 
  can use a bonus action to expend 1 of its 
  charges to increase the Save DC of a spell you 
  cast by 1. 
   
  The wand regains 1d4 expended charges daily 
  at dawn. If you expend the wand's last charge, 
  roll a d20. On a 1, the wand crumbles into 
  ashes and is destroyed.  
   
  
   
   
   
  Trinkets, Treasures, and Weapons 
  Wondrous Item, Minor, Uncommon, 350gp 
   
  While you wear this ring, you can use a bonus 
  action to double your speed while swimming 
  for one round, and any creature that makes an 
  opportunity attack against you while 
  swimming has disadvantage on the attack roll.  
   
  Once activated, this ring cannot be used again 
  until you complete a long rest. 
   
  Wondrous Item, Minor, Uncommon, 75gp 
   
  While wearing this helmet, you can choose to 
  make your voice 3 times as loud.  
   
  Wondrous Item, Minor, Uncommon, 100gp 
   
  This heavily embroidered banner floats 10' 
  above the owner on command. The owner 
  may change the banner to depict a symbol, 
  animal, or plant of their choice after a long 
  rest. 
   
  You have advantage on Charisma (Persuasion) 
  checks made to command soldiers under your 
  authority. 
   
  Wondrous Item, Minor, Common (requires 
  attunement) 
   
  This silver cloak clasp will absorb up to 5 total 
  points of force damage. After absorbing 5 
  damage the clasp loses its magic and 
  tarnishes. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/DM's Guild/Trinkets, Treasures, and Weapons/1784582-Trinkets_Treasures_and_Weapons_-_Printer_Friendly.pdf