"Value!" Magic Trinkets

Ilmater as my witness, you've made it to Page Four of the Crazy Jarl's Catalog. You're back in the jewelry aisle now. Come with me on a wondrous adventure for fruity magical baubles that grant you great power... at a price you can afford!

Amulet of Decisive Protection

Wondrous item, rarity varies

This charm is shaped like a shield, with sockets for a number of small gemstones on its face. The number of gems in the amulet varies with the amulet's rarity (Uncommon: 1, Rare: 2, Very Rare: 3, Legendary: 4).

While wearing this amulet, you may choose to cause an attack that would hit you to miss instead. You may also choose to succeed on a saving throw you have failed.

After using either effect, one of the amulet's gems shatters. If the amulet runs out of gems, it loses its magical properties.

Personal Ballista Pendant

Wondrous item, uncommon (requires attunement)

The weighty charm on this pendant is forged of wrought iron and shaped like an oversized crossbow bolt.

Once per day, as part of a ranged weapon attack, you may declare you are using the pendant's magic before making your attack roll.

The projectile you fire grows to three times its normal size, adding two of its damage dice to the attack's damage. The attack roll for this attack is made at disadvantage against creatures of Medium size or smaller.

Defiant Skull Charm

Wondrous item, uncommon (requires attunement)

This charm is carved of marble in the shape of a human skull. Its eye sockets are set with two spectral flames that glow faintly.

The creature wearing this charm makes death saving throws at advantage.

Mimic-Tooth Necklace

Wondrous item, uncommon

This necklace is a simple rough cord with little adornment. From it hangs a number of brilliant two-inch-long fangs, all tarnished with what look like acid marks.

While wearing this necklace, you become aware if you are within 100 feet of any creatures pretending to be inanimate objects, such as Cloakers, Darkmantles, Gargoyles, or (obviously) Mimics.

As an action, you may rattle the teeth on the necklace, causing an unsettling scraping and clinking noise. Any creatures within 50 feet subject to the necklace's awareness must succeed on a DC 14 Wisdom saving throw or rustle and jostle involuntarily, giving away their position. Be aware that revealing a creature this way may provoke it to attack.

Ring of Actual Magical Missiles

Ring, uncommon (requires attunement)

This simple silver ring is set, not with a gem, but a bright white sphere of force.

The ring holds 10 charges and regains 1d10 charges every dawn. As an action, you may expend up to five charges to fire that many magic darts, as per the Magic Missile spell. If the ring has 0 charges, its force sphere goes out until dawn.

Image Credit: Dark Souls

Rings of Transposition

Rings, uncommon (requires attunement)

These twin rings are made of flawless, highly polished electrum. When you peer into the surface of one, you see the reflection from the other.

These rings come in a set of two and must be attuned to separate characters to function. While within 100 feet of each other, one character may activate their ring as a bonus action. The other becomes aware of this, and can immediately use their reaction to do the same.

If both characters activate their ring before the end of that turn, they instantly swap position, regardless of any objects or terrain in between them.

Woki-Toki Earring

Wondrous item, uncommon

This earring is made of balsa wood and depicts a tribal-stylized face with a large mouth and ears.

While wearing one of these earrings, you can hear anything spoken by a creature wearing another. You may "deafen" your earring at will, preventing it from receiving any sound.

Token of Median Outcomes

Wondrous item, uncommon (requires attunement)

This coin is made of iron. One face depicts a bored man of average looks, the other a scale measuring equal weights. Flipping the coin will always result in the opposite of the previous flip.

While attuned to the token, whenever you make a skill check, saving throw, or attack roll, roll 2d10 instead of a d20.

Wand of Illegal Tender

Wand, uncommon

This wand is a cylinder, seemingly forged of solid gold. However, the paint has chipped in several places, revealing low-quality iron underneath.

Once per day, you may wave this wand over up to ten coins, reciting the command phrase: "He who controls the fools' gold, controls the fools." They become indistinguishable from platinum pieces for one hour, after which they return to their original appearance.