| d20 | Result |
|---|---|
1 |
rusty dagger - You have the deafened condition on yourself for the next 24 hours |
2 |
Brightly colored short sword - While holding this short sword you are illuminated making it impossible to use the hide action. |
3 |
Off balanced glaive - a glaive that feels odd to hold all attacks made with this weapon are at disadvantage. |
4 |
Shadow claws - a pair of clawed weapons that randomly teleport you within 45 feet at the start of each of your turns. |
5 |
Thunderous maul - a large two handed hammer that deals 2d10 thunder damage on hit but also makes a loud clash of thunder when it hits something. |
6 |
Sharpened dagger - a +1 dagger |
7 |
Blood dipper scimitar - a scimitar that casts bane in a 60 foot radius targeting everyone but you |
8 |
Rusty sickle - a creature hit with this sickle is treated as if effected by the spells of enfeeblement |
9 |
Flaming short sword - a flame tongue short sword |
10 |
Glass spear - a spear made of glass deals triple damage but breaks upon hitting |
11 |
Ethereal sling - doesn't require pebbles and deals 1d8 of random elemental damage |
12 |
Scorched net - a creature bound by this net is immediately hit with the fireball spell at third level |
13 |
Leather whip - when this weapon is drawn to death dogs are summoned from a tear on either side of you |
14 |
Staff of power. All spells cast from this staff don't require verbal components |
15 |
Silent crossbow, firing this weapon when hidden doesn't reveal your position |
16 |
Nine lives stealer Pistol |
17 |
Dagger of certain death |
18 |
Black tented blowgun - any creature hit with this blowgun can't speak and takes 3d6 acid damage on hit. |
19 |
Impossibly sharp scimitar with a red tassel - Your next sneak attack is treated as a crit as long as you hit. |
20 |
Obsidian dagger - Silence is cast in a mile radius of you for a full hour anyone hit by your sneak attack inside this silence will take MAX sneak attack damage. |