Item: Dice Ring: once per day, the wearer may choose an opponent’s dice roll to re-roll.
Tag: jewelry

Oh my gosh, please let this be a cobra slap bracelet.
Item: cobra slap bracelet; grants one’s punches the stats of a cobra bite.

Item: Hot Rod Stearrings; allow the wearer to roll 3d6 to exert directional control over the nearest Vehicle/Mount.

Item: Corn Brooch
- Once per day, the wearer can utter the command phrase “Corn me up good!”, magically creates 3d12 ears of corn, but the command must be spoken loudly and clearly.
- Corniness: grants the wearer the ability once per hour to tell jokes so incredibly corny they make people dumber for hearing them, dealing 1 Wisdom damage to all that hear (and comprehend the language the speaker used). However, the wearer loses three points of Charisma for the next hour, since that’s what happens when you go around telling jokes this bad. (Optionally, instead of limiting its use to once per hour, the DM can decide that anytime the player can come up with a sufficiently corny joke, they may make use of the effect.)

Item: Ring of the Hippo: wearer can hold their breath for 15 minutes and gains the hippopotamus’ Charge attack: If the hippopotamus moves at least 20 feet straight toward a target and
then hits it with a bite attack on the same turn, the target takes an
extra 6 (1d12) piercing damage. If the target is a creature, it must
succeed on a DC 15 Strength saving throw or be knocked prone.

Item: Man-o’-War Pendant: grants the wearer a venomous touch-attack that leaves painful red welts, plus a 2d4 chance of a swelling of the larynx that prevents talking for 1d4 hours.

Item: Ring Of Infinite Pepsi

Item: set of official Mr. T jewelry; +3 Strength and +3 on all Combat checks, except on creatures with an Intelligence of 4 or less because you pity the fool.

Item: Ring of Vintage Memes. When wearing this ring, even the tiredest, most worn-out old in-joke remains fresh and funny.

Item: Golden Time Gauntlet: punches travel 1d6 rounds backwards in time, undoing any actions they took in that time. Affected creatures do not realize what has happened, and return to the mental state they had during those rounds (i.e. intending to take those same actions)



