61. Ooblek Sword- a pile of green goo that is vaguely in the shape of a sword. If the player rolls a nat 20 the sword shatters, if they roll below a 17, the sword turns flaccid and does no damage. @theedegu
62. Dress of Posterior Enhancement- A dress that tailors itself to you in a nice color and a fashionable cut. It also makes your ass look fantastic. Dumb thicc. Advantage on all seduction-based charisma rolls bc of Dat Ass. @porqueonion
63. Dagger of Friendship- an obsidian blade fashioned to the hilt with a small animal skull. When moved, it leaves a trail of sparkles and rainbows in the air. The blade offers 1d4+1 piercing damage. It also heals the target for 1d4+1 damage. Surprise attacks heal for 1d12+1. @tasty-poptard
64. Bottle- a seemingly empty glass bottle, stoppered with a cork. If the cork is removed, every creature within a 15ft cone of the open top of the bottle must succeed on a DC 20 Dex saving throw or be sucked harmlessly into the bottle. The save must be repeated each round if a creature moves into the cone or starts its turn there. Stoppering the bottle ends the effect. An infinite number of creatures can be trapped in this way, and regardless of how many creatures are trapped in the bottle, it always appears empty. Trapped creatures are kept alive, in stasis, and require no food, water, sleep or air. The only way to free trapped creatures is to break the bottle (AC 10/HP 5), which releases all trapped creatures at once. @dualclock
65. Loganâs Lucky Marbles- a small silk sack containing 20 marbles, each of which contains a bit of magic. when a marble is fished out of the bag and thrown to the ground as an action, it breaks and summons one of 20 possible items from the list below. Roll a D20 to determine the item:
   1. Dagger with an ornate ivory hilt (worth 15 gp)
   2. Bullseye Lantern (Filled and Lit)
   5. Hempen Rope (50 ft, coiled)
   9. Pipe and a Tobacco Box (5 uses)
   10. 2 pearls worth 50 gp each
   11. Wooden ladder (15 feet long)
   12. A riding horse with saddle bags (see the Monster Manual for statistics)
   14. 4 potions of healing
   15. Rowboat (12 feet long)
   16. Spell scroll containing one spell of 1st to 3rd level (DMâs choice)
   17. 2 Cats (see the Monster Manual for statistics)
   18. Spool of Twine with a Needle
   19. Grappling Hook with 15 ft of hempen rope
   20. Wild Card (DMâs choice) @dualclock
66. Vial of Shit- itâs a vial of shit. Heals for 3d10 damage. The drinker has disadvantage on the next 7 checks/turns because theyâre distracted by the fact that they just drank shit. @lucas-miller-is-a-bitchboy
67. Fursuit- a brightly colored cloth suit designed to look like a large anthropomorphic dog. Gives the wearer +7 AC. The wearer also has disadvantage on all perception and charisma rolls bc they are wearing a fursuit. Submitted by Anonymous
68. Boots of Sick Kicks (aka the Boots of Iâll Kick My Own Ass)- a pair of radical leather boots that grant advantage and proficiency on any kick-based unarmed attack. They also grant an extra 1d4 of damage. However, anytime, anywhere, up to the DMâs choosing, the player takes an equal amount of force damage to the ass for every kick they successfully deliver. @notaaronsroomate
69. Romeoâs Rod- a golden wand that makes who/whatever itâs used on incredibly horny. More specifically, it makes them horny for the caster. Fun when used on villagers, bad when used on a bugbear. Gives caster advantage on CHA rolls against the person they used it on.
70. Ring of Protection- a small, silver ring. grants +1 AC. Also causes the DM to secretly roll a d20 to decide if the player is struck by lightning every time they step outside. Up to you whether this information is given to them up front or not. @notaaronsroommate
71. Parrot Brooch- a finely crafted, jewel-studded brooch in the shape of a bird. When worn, repeats bits of sound at random. Submitted by ??
72. Noblemanâs Guardian- an beautiful, ornate shield decorated with the face of a sleeping man. Has +1 AC. Until its wearer enters battle for the first time, this item does not appear to be cursed. The shield will then do anything in its power to not get hit and howl in pain if it does. It cannot otherwise speak. It cannot be unequipped. When the curse is removed, the soul is released and appears momentarily to thank the curse remover and explain how they got trapped (if you wish) before departing. The shield then functions as +2 or better depending on level. Submitted by ??
73. Cup of Limited Holding- a jade-encrusted aluminum goblet. When filled with liquid, it acts as a normal cup. But when filled beyond Ÿths, the liquid turns scalding hot and pours out of the bottom, into the userâs lap, dealing 1d4 heat damage. @spycrabsunited
74. Sack of Goat Eyes- a large sack made of a see-through material that feels like silk. Inside is what appears to be about 2 lb of goat eyes. When you take some out, the eyes replace themselves. No matter how many you take out, or if you even flip it inside out, eyes just keep coming. The eyes themselves are just goat eyes that never rot. @spycrabsunited
75. The Great Claw- a reskinned Great Sword. Looks like a massive crab claw with a handle stuck in it. Enchanted to cast a half power guiding bolt made of saltwater once a day. The user must make a wisdom saving throw every time the weapon is used (DC 7) or they are overwhelmed by the stench of fish, losing a round of combat, or failing the task attempted to be achieved by using it out of combat. @spycrabsunited
76. Jacksonâs Ranger Bow- An enchanted bow that doubles the effective range of each type of attack. Deals 2d6 piercings damage and 2d4 force damage. The user must make a wisdom saving throw after every shot (DC of 7) or they forget who they are for 5 minutes, now believing they are Ranger Jackson: a non-binary ranger who lost both of their legs (user promptly forgets how to walk), and talks in infernal. When spoken to, Jackson will ignore whatever said and talk about a hawk the size of an elephant. @spycrabsunited
77. Essence of Cherry Blossom- a small, pink-tinted glass bottle sealed with a golden wax heart. Inside, there is a pink liquid flecked with an opalescent material. When consumed, it makes the affected individual fall in love with the first person they see. The caster rolls a 1d4 to see how many hours the spell is in affect. The enchanted individual will follow the party around for that period. They are head-over-heels for the caster and refuses to leave their side. The only way to get rid of them is to physically restrain them in some way.
78. Bag of Sustenance- a brown paper bag that appears to be dripping. This bag contains a loose bowl of soup. When opened, the player must roll a DEX save to avoid being covered in soup. On a win, they donât get drenched, but they still have a bag of full soup.
79. Manâs Best Friend- a brass whistle in the shape of a dog. When blown, this whistle will summon every dog in the area. These dogs do not affiliate with any side of battle and do no damage. They just want to be everybodyâs friends. DM rolls a d100 to see how many dogs are summoned. Can be used once per long rest.
80. Claws of Climbing- enchanted iron gauntlets that stick like magnets to any surface the user wishes to climb. One use per long rest. Once the climbing starts, the claws will not want to stop. Regardless of the intended height, the gauntlets will continue climbing until the top of the structure is reached. They do not help the user get down.