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The Cup of Surprises

wondrous item, very rare

A metal cup that can be filled with any liquid. When someone drinks from the cup, they experience a random effect from a list of options. The effects last for one hour, unless otherwise stated. The cup can only be used once per day.

Camouflage

As an action, the person holding the cup can change its appearance to look identical to another cup or beverage container within sight.

Effects


d100Effect
01-03
The drinker becomes drunk, regardless of the type of liquid. They have disadvantage on ability checks and saving throws, and must succeed on a DC 15 Constitution saving throw or vomit.
04-06
The drinker gains the ability to breathe underwater, but loses the ability to breathe air. They must submerge themselves in water or suffocate.
07-09
The drinker becomes telepathic, but can only read the minds of animals. They can communicate with any beast within 30 feet, but cannot understand any other language.
10-12
The drinker becomes allergic to metal. They have disadvantage on attack rolls and saving throws while wearing or wielding metal items, and take piercing damage per round if they touch metal.
13-15
The drinker becomes cowardly. They have disadvantage on attack rolls and saving throws against creatures that are larger than them or have more hit points than them, and must succeed on a DC 15 Wisdom saving throw or flee from combat.
16-18
The drinker becomes magnetic, attracting or repelling metal objects. They can use a bonus action to pull or push any metal object within 10 feet that weighs less than 10 pounds. Any metal object that weighs more than 10 pounds pulls or pushes them instead.
19-21
The drinker becomes ethereal, able to pass through solid objects, but unable to interact with anything. They can move through other creatures and objects as if they were difficult terrain, but they take force damage if they end their turn inside an object. They cannot attack or cast spells that affect anything other than themselves.
22-24
The drinker gains proficiency in Dwarvish, but loses proficiency in Common. They can only speak and understand Dwarvish, and have a thick dwarven accent.
25-27
The drinker becomes colorblind. They can only see in shades of gray, and have disadvantage on any check that relies on color perception, such as identifying potions or plants.
28-30
The drinker sees everything in red. They have advantage on Perception checks that rely on sight, but they also become enraged by the sight of blood. They must succeed on a DC 15 Wisdom saving throw or attack the nearest bleeding creature until it dies or stops bleeding.
31-33
The drinker becomes extremely gassy. They burp and fart loudly and frequently, creating a foul odor and sound. They have disadvantage on Stealth and Persuasion checks, and must succeed on a DC 15 Constitution saving throw or be nauseated.
34-36
The drinker becomes hairy. They grow thick fur all over their body, except for their eyes, nose, and mouth. They have advantage on checks and saving throws against cold, but disadvantage on checks and saving throws against heat or fire. They also attract fleas and other vermin.
37-39
The drinker becomes musical. They can only speak in song, and must accompany themselves with a musical instrument if they have one. They have advantage on Performance checks, but disadvantage on Deception and Intimidation checks.
40-42
The drinker becomes sticky. They adhere to any surface or object they touch, and can only detach themselves with a DC 15 Strength check. They have advantage on checks and saving throws to avoid being grappled or knocked prone, but disadvantage on checks and saving throws to escape or resist being restrained or moved.
43-45
The drinker becomes bouncy. They bounce off any hard surface they hit, such as walls, floors, or ceilings. They have advantage on Acrobatics checks, but disadvantage on Stealth and Athletics checks. They also take half damage from falling, but must succeed on a DC 15 Dexterity saving throw or fall prone.
46-48
The drinker becomes forgetful. They lose their short-term memory, and can only remember things that happened more than an hour ago. They have disadvantage on Intelligence and Wisdom checks and saving throws, and must make a DC 15 Intelligence saving throw to recall any information they learned within the last hour.
49-51
The drinker becomes clumsy. They drop anything they are holding or wearing, and have disadvantage on attack rolls and Dexterity checks and saving throws. They must succeed on a DC 15 Dexterity saving throw or trip over their own feet whenever they move more than half their speed.
52-54
The drinker becomes hungry. They feel an insatiable appetite for any food or drink they see or smell, and must succeed on a DC 15 Wisdom saving throw or try to consume it. They also have disadvantage on Constitution checks and saving throws against poison or disease from eating spoiled or contaminated food.
55-57
The drinker becomes flirty. They feel an irresistible attraction to the first person or creature they see after drinking from the cup, regardless of their normal preferences or relationship. They must succeed on a DC 15 Charisma saving throw or try to seduce them with words and actions.
58-60
The drinker becomes silly. They find everything hilarious, and laugh uncontrollably at the slightest provocation. They have disadvantage on Insight and Perception checks, and must succeed on a DC 15 Wisdom saving throw or be incapacitated by laughter whenever they hear a joke or see something funny.
61-63
The drinker becomes a mime. They can only communicate with gestures and facial expressions, and cannot make any sound. They have advantage on Charisma checks to entertain or amuse others, but disadvantage on Charisma checks to persuade or intimidate others.
64-66
The drinker becomes a chicken. They transform into a chicken for the duration of the effect, retaining their mental faculties but losing their ability to speak or use their hands. They have a speed of 20 feet, a fly speed of 10 feet, and a peck attack that deals piercing damage. They also have advantage on Perception checks that rely on sight or hearing, but disadvantage on all other checks and saving throws.
67-69
The drinker becomes a balloon. They inflate like a balloon, becoming lighter and rounder. They have a speed of 10 feet, a fly speed of 20 feet, and a slam attack that deals bludgeoning damage. They also have advantage on checks and saving throws to avoid being grappled or restrained, but disadvantage on checks and saving throws to resist being moved by wind or other forces.
70-72
The drinker becomes a puppet. They lose control of their body, which is manipulated by an invisible force. They can still speak and think normally, but cannot move or act on their own. The force controlling them may make them do embarrassing or harmful things, such as dancing, singing, fighting, or stealing.
73-75
The drinker becomes a baby. They revert to their infant form, losing their memories and abilities. They have a speed of 5 feet, no attacks or skills, and an Armor Class of 10. They also have advantage on Charisma checks to charm or endear others, but disadvantage on all other checks and saving throws.
76-78
The drinker becomes a statue. They turn into a stone statue of themselves for the duration of the effect, becoming immobile and unresponsive. They are immune to poison, disease, and psychic damage, but vulnerable to bludgeoning damage.
79-81
The drinker becomes a ghost. They turn into an incorporeal spirit for the duration of the effect, becoming invisible and intangible. They have a speed of 30 feet, a fly speed of 30 feet, and no attacks or skills. They also have advantage on Stealth check
82-84
The drinker becomes a dragon. They transform into a young dragon of a random color for the duration of the effect, gaining its size, shape, abilities, and attacks. They also gain its personality traits and flaws, and must succeed on a DC 15 Wisdom saving throw or act according to its alignment and instincts.
85-87
The drinker becomes charismatic. They gain a +5 bonus to their Charisma score, and proficiency in all Charisma skills and checks, for the duration of the effect. They also gain a persuasive tongue that allows them to impose disadvantage on any saving throw made by a creature that can hear them speak.
88-90
The drinker becomes smart. They gain a +5 bonus to their Intelligence score, and proficiency in all Intelligence skills and checks, for the duration of the effect. They also gain a photographic memory that allows them to recall any information they have seen or heard.
91-93
The drinker becomes strong. They gain a +5 bonus to their Strength score, and proficiency in all Strength skills and checks, for the duration of the effect. They also gain a powerful grip that allows them to lift or break anything that weighs less than 1,000 pounds.
94-96
The drinker becomes fast. They gain a +5 bonus to their Dexterity score, and proficiency in all Dexterity skills and checks, for the duration of the effect. They also gain a quick reflex that allows them to take an additional reaction each round.
97-99
The drinker becomes wise. They gain a +5 bonus to their Wisdom score, and proficiency in all Wisdom skills and checks, for the duration of the effect. They also gain a sixth sense that allows them to sense the presence and location of any creature or object within 60 feet that is not behind total cover.
100
The drinker becomes lucky. They gain the ability to reroll any die roll they make, and choose which result to use, for the duration of the effect. They can only use this ability once per round.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
background image

The Cup of Surprises

wondrous item, very rare

A metal cup that can be filled with any liquid. When someone drinks from the cup, they experience a random effect from a list of options. The effects last for one hour, unless otherwise stated. The cup can only be used once per day.

Camouflage

As an action, the person holding the cup can change its appearance to look identical to another cup or beverage container within sight.

Effects


d100Effect
01-03
The drinker becomes drunk, regardless of the type of liquid. They have disadvantage on ability checks and saving throws, and must succeed on a DC 15 Constitution saving throw or vomit.
04-06
The drinker gains the ability to breathe underwater, but loses the ability to breathe air. They must submerge themselves in water or suffocate.
07-09
The drinker becomes telepathic, but can only read the minds of animals. They can communicate with any beast within 30 feet, but cannot understand any other language.
10-12
The drinker becomes allergic to metal. They have disadvantage on attack rolls and saving throws while wearing or wielding metal items, and take piercing damage per round if they touch metal.
13-15
The drinker becomes cowardly. They have disadvantage on attack rolls and saving throws against creatures that are larger than them or have more hit points than them, and must succeed on a DC 15 Wisdom saving throw or flee from combat.
16-18
The drinker becomes magnetic, attracting or repelling metal objects. They can use a bonus action to pull or push any metal object within 10 feet that weighs less than 10 pounds. Any metal object that weighs more than 10 pounds pulls or pushes them instead.
19-21
The drinker becomes ethereal, able to pass through solid objects, but unable to interact with anything. They can move through other creatures and objects as if they were difficult terrain, but they take force damage if they end their turn inside an object. They cannot attack or cast spells that affect anything other than themselves.
22-24
The drinker gains proficiency in Dwarvish, but loses proficiency in Common. They can only speak and understand Dwarvish, and have a thick dwarven accent.
25-27
The drinker becomes colorblind. They can only see in shades of gray, and have disadvantage on any check that relies on color perception, such as identifying potions or plants.
28-30
The drinker sees everything in red. They have advantage on Perception checks that rely on sight, but they also become enraged by the sight of blood. They must succeed on a DC 15 Wisdom saving throw or attack the nearest bleeding creature until it dies or stops bleeding.
31-33
The drinker becomes extremely gassy. They burp and fart loudly and frequently, creating a foul odor and sound. They have disadvantage on Stealth and Persuasion checks, and must succeed on a DC 15 Constitution saving throw or be nauseated.
34-36
The drinker becomes hairy. They grow thick fur all over their body, except for their eyes, nose, and mouth. They have advantage on checks and saving throws against cold, but disadvantage on checks and saving throws against heat or fire. They also attract fleas and other vermin.
37-39
The drinker becomes musical. They can only speak in song, and must accompany themselves with a musical instrument if they have one. They have advantage on Performance checks, but disadvantage on Deception and Intimidation checks.
40-42
The drinker becomes sticky. They adhere to any surface or object they touch, and can only detach themselves with a DC 15 Strength check. They have advantage on checks and saving throws to avoid being grappled or knocked prone, but disadvantage on checks and saving throws to escape or resist being restrained or moved.
43-45
The drinker becomes bouncy. They bounce off any hard surface they hit, such as walls, floors, or ceilings. They have advantage on Acrobatics checks, but disadvantage on Stealth and Athletics checks. They also take half damage from falling, but must succeed on a DC 15 Dexterity saving throw or fall prone.
46-48
The drinker becomes forgetful. They lose their short-term memory, and can only remember things that happened more than an hour ago. They have disadvantage on Intelligence and Wisdom checks and saving throws, and must make a DC 15 Intelligence saving throw to recall any information they learned within the last hour.
49-51
The drinker becomes clumsy. They drop anything they are holding or wearing, and have disadvantage on attack rolls and Dexterity checks and saving throws. They must succeed on a DC 15 Dexterity saving throw or trip over their own feet whenever they move more than half their speed.
52-54
The drinker becomes hungry. They feel an insatiable appetite for any food or drink they see or smell, and must succeed on a DC 15 Wisdom saving throw or try to consume it. They also have disadvantage on Constitution checks and saving throws against poison or disease from eating spoiled or contaminated food.
55-57
The drinker becomes flirty. They feel an irresistible attraction to the first person or creature they see after drinking from the cup, regardless of their normal preferences or relationship. They must succeed on a DC 15 Charisma saving throw or try to seduce them with words and actions.
58-60
The drinker becomes silly. They find everything hilarious, and laugh uncontrollably at the slightest provocation. They have disadvantage on Insight and Perception checks, and must succeed on a DC 15 Wisdom saving throw or be incapacitated by laughter whenever they hear a joke or see something funny.
61-63
The drinker becomes a mime. They can only communicate with gestures and facial expressions, and cannot make any sound. They have advantage on Charisma checks to entertain or amuse others, but disadvantage on Charisma checks to persuade or intimidate others.
64-66
The drinker becomes a chicken. They transform into a chicken for the duration of the effect, retaining their mental faculties but losing their ability to speak or use their hands. They have a speed of 20 feet, a fly speed of 10 feet, and a peck attack that deals piercing damage. They also have advantage on Perception checks that rely on sight or hearing, but disadvantage on all other checks and saving throws.
67-69
The drinker becomes a balloon. They inflate like a balloon, becoming lighter and rounder. They have a speed of 10 feet, a fly speed of 20 feet, and a slam attack that deals bludgeoning damage. They also have advantage on checks and saving throws to avoid being grappled or restrained, but disadvantage on checks and saving throws to resist being moved by wind or other forces.
70-72
The drinker becomes a puppet. They lose control of their body, which is manipulated by an invisible force. They can still speak and think normally, but cannot move or act on their own. The force controlling them may make them do embarrassing or harmful things, such as dancing, singing, fighting, or stealing.
73-75
The drinker becomes a baby. They revert to their infant form, losing their memories and abilities. They have a speed of 5 feet, no attacks or skills, and an Armor Class of 10. They also have advantage on Charisma checks to charm or endear others, but disadvantage on all other checks and saving throws.
76-78
The drinker becomes a statue. They turn into a stone statue of themselves for the duration of the effect, becoming immobile and unresponsive. They are immune to poison, disease, and psychic damage, but vulnerable to bludgeoning damage.
79-81
The drinker becomes a ghost. They turn into an incorporeal spirit for the duration of the effect, becoming invisible and intangible. They have a speed of 30 feet, a fly speed of 30 feet, and no attacks or skills. They also have advantage on Stealth check
82-84
The drinker becomes a dragon. They transform into a young dragon of a random color for the duration of the effect, gaining its size, shape, abilities, and attacks. They also gain its personality traits and flaws, and must succeed on a DC 15 Wisdom saving throw or act according to its alignment and instincts.
85-87
The drinker becomes charismatic. They gain a +5 bonus to their Charisma score, and proficiency in all Charisma skills and checks, for the duration of the effect. They also gain a persuasive tongue that allows them to impose disadvantage on any saving throw made by a creature that can hear them speak.
88-90
The drinker becomes smart. They gain a +5 bonus to their Intelligence score, and proficiency in all Intelligence skills and checks, for the duration of the effect. They also gain a photographic memory that allows them to recall any information they have seen or heard.
91-93
The drinker becomes strong. They gain a +5 bonus to their Strength score, and proficiency in all Strength skills and checks, for the duration of the effect. They also gain a powerful grip that allows them to lift or break anything that weighs less than 1,000 pounds.
94-96
The drinker becomes fast. They gain a +5 bonus to their Dexterity score, and proficiency in all Dexterity skills and checks, for the duration of the effect. They also gain a quick reflex that allows them to take an additional reaction each round.
97-99
The drinker becomes wise. They gain a +5 bonus to their Wisdom score, and proficiency in all Wisdom skills and checks, for the duration of the effect. They also gain a sixth sense that allows them to sense the presence and location of any creature or object within 60 feet that is not behind total cover.
100
The drinker becomes lucky. They gain the ability to reroll any die roll they make, and choose which result to use, for the duration of the effect. They can only use this ability once per round.

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