All rings, including the ones below, take up half a trinket slot unless stated otherwise.
Resistance Ring - 17 Currency - Common
Gain a resistance to a magic type based on the ring. The damage type you gain resistance to is dependent on the ring itself, it’s not changeable.
Sensory Ring - 35 Currency - Common
You can now roll perception and investigation to see and understand types of magic on objects and characters, as if those two skill checks can now do what the magic skill check arcana can do.
Boost Ring - 105 Currency - Uncommon
Gain +1 to a stat to a maximum of 10 based on the ring. The stat that you gain a +1 to is dependent on the ring itself, it’s not changeable.
Charged Ring - 110 Currency - Uncommon
When you are rolling for damage, add +5 to the total.
Regeneration Ring - 120 Currency - Uncommon
At the start of your turn regain 1 HP, this only works in combat. Outside of combat, you are able to regrow one missing limb or body part per hour.
Haste Ring - 290 Currency - Uncommon
Once per turn when you move, you can dash as a free action.
Sizeshifting Ring - 300 Currency - Rare
As an interaction you can choose to become one size larger or one size smaller. If you are a medium sized character, that means you can become either huge or small.
Becoming smaller grants a +2 to all dexterity skill checks and saving throws while also giving you a -2 to all strength skill checks and saving throws. Becoming larger does the opposite.
Summoner Ring - 340 Currency - Rare
All of your summoned minions have their speed and maximum hit points doubled, they also gain +2 to damage and AC.
Teleportation Ring - 350 Currency - Rare
As a quick action or reaction, you can either teleport somewhere within eyesight or swap with a willing character in eyesight.
Fortress Ring - 1510 Currency - Legendary
Your speed is cut in half and you cannot benefit from the dash action or similar effects, however your hit point maximum is doubled and you gain a +5 to AC.
If you unequip the ring, all effects reverse.
Magic Missile - 50 Currency Per Set Of 5 - Common
Little red hand sized missiles. They can only do damage when thrown and can’t be used as a melee weapon. They do not have a range, you can attempt to hit a target with them as long as they’re within eyesight. After they’re thrown, even if they miss their target, each missile fizzles into nothing.
Takes up a hand equipment slot. Can be used as a weapon and has following properties: 1d6 + STR/DEX Magical Force Damage, Average, Throwable
Hambophone - 70 Currency - Common
As a quick action you can speak into this microphone and give allies of your choice that can hear you overhealth equal to your charisma + your performance bonus.
Takes up a hand equipment slot.
Spell Tattoo - Cost Based On Spell - Rarity Based On Spell
A spell from the Magic Scrolls section of Magic Items is implanted into this tattoo. After you equip this tattoo as a trinket, you can cast that spell from the tattoo once per long rest.
Takes up a trinket slot.
Wild Seasoning - 90 Currency - Common, Cursed?
When you go to eat something, you can sprinkle this seasoning on the food. When the food has been fully eaten, a wild magic surge will happen. Refer to the table on the following link for how wild magic surges work and the full table of 100 wild magic effects.
https://docs.google.com/document/d/1upYKKifyWKP3x0eN_J98OL4GpW-sJ0MkuyudFPLD59A/eit?usp=sharing
Perishable, 100 Uses
Religious Doctrine - 90 Currency - Common
This item is a doctrine of rules that a god passed down to mortals, the rules themselves are determined by the DM and which god made them. Following these rules rewards you by allowing you to regain current health or mana points while not following them takes them away.
Takes up a trinket slot.
Arcane Battery - 100 Currency - Uncommon
If you have this item equipped, once per long rest as a free action you can regain mana points equal to a fourth of your maximum. If you don’t have a mana pool then this item does nothing.
Takes up a trinket slot.
Vow Tattoo - 250 Currency - Uncommon, Cursed
When you equip this item, you gain the a new special action: Vow
As an interaction, you can attempt to make a bargain with yourself. You can gain a reasonable buff that the DM must approve of in exchange for something you possess. The transaction activates immediately and will remain as permanent curses on you, only being able to remove them with a curse removal effect.
Takes up a trinket slot.
Holy Talisman - 750 Currency - Rare
While this talisman is equipped, all poisons, diseases, and curses are negated. However, if the effect comes from something beyond Tier 5 Spellmaking power, this talisman only reduces the effect.
Takes up a trinket slot.
Supreme Reliquary - 1200 Currency - Legendary
As an activity during a short rest you can attempt to contact a powerful being that you are aware of. You must know their name and generally what they look like. You roll a prayer skill check and that determines if you manage to make contact in this short rest and if it’s with the correct being.
Inspirational Talisman - 77711 Currency - Fabled
When you go to take a long rest, if you have this talisman on you when you sleep you will gain a point of inspiration when you wake up.
Bottomless Bag - 120 Currency - Uncommon
As an interaction you can store an object no greater than large size within the bag. A character that’s no greater than large size can fit in the bag, however they’ll take suffocation damage if they fail a fortitude saving throw if they need to breathe air.
The bag can theoretically hold as many objects as you wish, however all items in the bag and the bag itself will be destroyed if the bag takes more than 10 damage at once. Targeting the bag is like trying to target a limb.
Mystery Bag - 120 Currency - Uncommon
This bag has an infinite amount of something determined by the DM, it is not changeable. As an interaction, you can let out up to 10 gallons or a 10ft line of this infinite mystery source.
Attempting to store anything in this bag will cause it to be magically destroyed by whatever is infinitely generated in the bag.
Wondrous Deck - 250 Currency - Uncommon, Cursed?
As an interaction, you can pull a card from this deck of 100 wondrous cards. Each card is an individual effect from the wild magic surge table centered on you. Each effect on that table can only happen once, so if the DM rolls the same effect after you pull from this deck the DM has to reroll! Refer to the table on the following link for how wild magic surges work and the full table of 100 wild magic effects.
https://docs.google.com/document/d/1upYKKifyWKP3x0eN_J98OL4GpW-sJ0MkuyudFPLD59A/edit?usp=sharing
Perishable, 100 uses.
Charging Battery - 650 Currency - Rare
As a quick action when rolling damage for a magic attack roll, you can double your magic stat when you add it to the damage total. This can be done 4 times per long rest.
Takes up a trinket slot.
Gravity Belt - 800 Currency - Rare
As a quick action or reaction, you can change the direction of your own gravity. As a reminder, you fall up to 500ft per round/minute.
Takes up a trinket slot.
Druidic Flora - 900 Currency - Rare
As an interaction, you can eat part of the druidic flora and transform into an animal that you have seen before. You gain overhealth equal to your maximum hit points and you replace your physical base stats and movement with that of the animal’s if their stats and movement are better.
You will stay transformed until you either lose all this Overhealth or this Overhealth is replaced.
Perishable, 3 Uses
Pocket Bag - 1000 Currency - Rare
As an action, you and up to 5 other characters within melee range can enter the bag as the bag opens up into a spatial portal. After entering, it closes and the bag disappears from that plane of existence. You and those other 5 characters appear in a 50ft squared room that is completely customized by you.
You can create anything in there that your character could think of. However, nothing created in the bag can do damage or nourish anybody in any way. Also, things created in the bag can’t be taken out. It takes an action to leave.
When you go to enter the bag, it can be attacked before it turns into a spatial portal. It shares your armor class and has 1 HP, if it takes any damage the pocket bag will be destroyed.
Analysis Eye - 3400 Currency - Legendary
You can now roll perception and investigation to compare a character’s physical and mental capabilities to your own without having to roll similar to the spirit skill check. You won’t get exact numbers, you’ll be told if they’re better or worse and if it’s by a lot or not a lot.
Takes up a trinket slot, this item either goes over your eye or can act as a prosthetic.
Metamorphical Hair - 5000 Currency - Legendary, Cursed
This item includes the hair of a powerful and magical race alongside a substance that will transform you into that race! When you eat this, you replace all of your racial traits and racial stat bonuses with the ones of that race. This change is permanent. The race that is part of the hair is dependent on the item and not changeable by you.
Perishable, 1 Uses
Bob The Bag - 5666 Currency - Legendary, Cursed?
Bob The Bag is a sentient bag that can theoretically spit out anything! Items, magic, people, horrors beyond our imagination, he has it all! You can try to have Bob spit out something on your action, however whatever he spits out or if he spits out something at all will depend on your bond with Bob. If he doesn’t like you, he might just not spit something out and waste your action.
Lycanthropy - Unknown Value - Uncommon, Cursed
When exposed to the full moon or light that gives off similar radiation, you will become beastlike based on the animal/lycanthrope that gave you this curse. Becoming beastlike gives you a +2 to a physical stat and a varying boost to your movement speed based on that initial animal. You also cannot hold concentration and you may lose control of some of your actions during high stress situations. You may also spread this curse if you’re not careful.
An animal/lycanthrope can forcefully equip this to one of your trinket slots, once equipped it can’t be removed without a curse removal effect.
God Crystal - Unknown Value - Fabled
As an interaction, you can eat this crystal in order to ascend to godhood and gain unfathomable power. You immediately gain the following benefits:
100 additional divine mana points, Divine Tiers 1-5 and God Tier, Apotheosis Ability, Zenith Ace Ability, Godhood Ace Ability
Perishable, 1 Use
Xerox The Amalgamative - Unknown Value - Fabled, Cursed
The moment this item is equipped it infects your brain, removing this item would mean removing a significant portion of your mind. This sentient infection, Xerox The Amalgamative will begin replacing parts of your body and racial traits with whatever he deems fit. Also, he can temporarily try to take over your body by forcing you to roll an Intelligence will save in order to retain control.
However, for every racial trait that is replaced and the higher the dc against being taken over by Xerox, you will get passive buffs determined by the DM.
Takes up a head equipment slot, once equipped it can’t be removed without a curse removal effect.