On consumption, this bean makes your next spell or cantrip cast at full damage. However, you must also roll on the Wild Magic Surge table immediately after casting. This can be found in the PHB on page 104.

"Well, 'what could go wrong?' is a very popular phrase when it comes to using these. My answer? A lot."

Stings. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (3d4) piercing damage, or 4 (1d8) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

While in bee form, you cannot die. When your hit points in bee form are reduced to 0, you instantly is reverted to their normal form. Upon transforming back into your original form, you restores half of your hit points.

This band, made up of lots and lots of tiny bees, grants you +1 Dexterity and the ability to transform into a swarm of an absurd amount of bees for 20 minutes, once a day. You cannot change back until the duration runs out, and you keep the same mental stats, including languages.

"NO! PLEASE! NOT THE BEES!" were many people's last words at the time that the legendary adventurer, Edward Beesus, was doing his work. It is a ring covered in bees.

This armor, equivalent in stats to studded leather, provides two kinds of resistances at any given moment. However, after every rest, you must roll on the table below to determine the new resistances.

"I can't make up my mind, so I'll let my armor choose for me!" - Some very interesting dwarf, probably

If any creature speaks any mathematical equation or formula aloud, the abacus yells out the answer immediately.

This book is more creative than it is informative, however reading it cover to cover in a 2 hour period will grant you advantage when making attacks against Kobolds.

This book was written hundreds of years ago by Sir Rogenen "Kobold Hater" Terunomo to teach others the ways of genocide. He really hated kobolds.

"Reading this book, I feel like killing ALL of the kobolds!" says a young wizard, training in his academy.

This gives the wearer advantadge on all charisma saves when talking to nobility, reduces lightning damage to the bearer by 1, and chain lightning cannot bounce from them.

This armor is richly decorated and fashionable. It could function as well in a ballroom as the battlefield.

This blade, forged of the iron from hundreds of goblins' blood, acts as a typical longsword with no unique features, until it deals a killing blow, granting you max damage on hit for 10 minutes. If you kill three enemies in this time, you heal for all of the damage you deal for the rest of the day, but the damage boost ends.

"You killed HOW many goblins to make this blade?"

This hat, when worn, grants you a +1 to Charisma. However, when it is left alone with another hat, will mate and produce hybrid offspring.

This hat, while fairly stylish, seems to have some interesting behavior while no one is watching.

Wearing this hat allows a hook to be used or removed to create a new hook.

A twin of yourself appears in the nearest empty space. The twin has the same stats as you, and is under your control. The twin disappears permanently when either you or the twin end up having to roll death saves. However, keeping the twin up beyond 1 hour requires concentration from both you and the twin.

“There are two things in life for which we are never truly prepared: twins.”

This magic egg is both potentially dangerous and potentially very rewarding. If you eat it, you must make a DC 15 Constitution save or immediately die outright. If you succeed, your Wisdom and Intelligence immediately become scores of 20. If you already have a 20 in either Intelligence or Wisdom, you obtain a 25 in both. This egg will also go bad over time, and must be kept very carefully if you plan to save it for later.

It looks, feels, and tastes like an average egg.

This chest, much like a bag of holding, can hold a near-infinite amount of things, but uniquely can do so regardless of weight or volume, and can even contain bags of holding. It also has the ability to float along with a person, obeying telepathic commands.

"Aren't you going to say 'It's bigger on the inside than it is on the outside'?"

It deals a bonus 2 psychic damage with each hit. When you score a critical hit, you cast Compelled Duel through the strike on the creature hit. This critical hit also gives you advantage on all charisma checks for the next hour. Creatures immune to the charmed condition are immune to this first effect.

This is gaudy and covered in fine metals and gems. It is slightly larger than an average greatsword, but seems to grant the user much more confidence.

This quiver normally holds 20 arrows or bolts. You can use a bonus action to draw and transform the quiver into a short sword. If the quiver contained at least 10 arrows or bolts, then the short sword grants a +1 bonus to attack and damage rolls made with it, and knocks enemies back 10 feet.

A last resort for one not sure in their bowmanship

Liar's Chain Shirt Armor (Chain Shirt), uncommon (requires attunement) The chain shirt seems fairly average, but the wearer always seems a little on edge. The wearer cannot be magically compelled to speak the truth while wearing this armor and gains +2 to their Passive Perception.

Medusa's Rope Wondrous item, uncommon This hempen rope with beautiful details of colors and sigils seems heavier than it looks. This 50-foot coil of rope can be turned to stone with a command word, spoken as a bonus action. It cannot be turned back into rope.

Midas Potion Potion, rare Kept in small, warm, golden vials, this potion glows and radiates heat. This potion was made as a joke, but is still quite brutal. The potion is separated into 30 magical tiny golden vials, less than milliliter in each, and anything this potion touches becomes gold. Drinking or coming into contact with this potion requires a Constitution save of DC 15. On a failed save, the creature magically begins to turn to gold and is restrained. The creature is petrified until freed by the greater restoration spell or other magic.

Occam's Razor Blade Weapon (Shortsword), uncommon (requires attunement) This short blade may not do much to skin, but may leave the target paralyzed in stupidity This blade deals 1d6 slashing damage and 1d6 psychic damage, with an additional 1d6 psychic damage if the target has less than 10 Intelligence. Upon a critical hit, you reduces the enemy's Intelligence by 1 until their next long rest.

Orb of Quick Rest Wondrous item, rare This pocket-sized orb was created because someone was very tired of running out of spell slots. Saying the command word allows you to experience a short rest over only 30 seconds, rendering the item unusable until completing two long rests. Saying the command word three times allows you to take a long rest in only an hour, making the cooldown 5 long rests.

Protector of the Ugly Armor (Shield), uncommon This shield's creator wants to give all those uglies out there a chance. When worn, you gain AC equal to 1 + the inverse of your charisma modifier.

Psychic Papers Wondrous item, uncommon ”Here’s my papers, ma’am.” This notepad, containing a regenerating amount of pages, can transform a ripped-out page into any form of documentation, and does not appear as magic unless the viewer passes a Wisdom save of DC 18.

Pseudodragon Band Band Ring, uncommon No, there is no typo. This pale green ring summons a band of pseudodragons. Upon tapping the ring 3 times in quick succession, 3 pseudodragons, wielding musical instruments, begin to follow you around and play various types of music. You can choose to make one of these pseudodragons your familiar, permanently dismissing the others, or keep all three of them as a simple musical tool. If you choose to make one a familiar, it cannot be summoned or unsummoned at will. If you decided to keep the band's band, these creatures are able to be summoned once per day for 2 hours at a time.

Ring of Divine Intervention Ring, rare (requires attunement) Glowing bright, this warm, white ring fits quite snuggly, and the wearer feels a deep connection to the celestial plane and the gods. When worn, this ring provides a couple unique features. After every long rest, you may the DM roll 3 d20s and hide them. At any point throughout the day, you can ask the DM to replace any roll made by any creature with one of the dice. This is done in order of how the results were rolled. If you reach death saving throws while wearing this ring, the ring automatically stabilizes you, sacrificing the previous power of the ring. It can not be restored, and instead simply adds +1 Wisdom.