Wondrous Item, Very Rare (requires attunementby a Wizard)
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and āpullā the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you donāt know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it canāt have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spellās level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spellās level). On a successful check, you cast the spell using its normal casting time, and you canāt use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
| 1d100 | Effect |
|---|---|
| 01ā50 | You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud. |
| 51ā55 | You have the Stunned condition until the end of your next turn, believing something awesome just happened. |
| 56ā60 | A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute. |
| 61ā65 | You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemistās Fire; on a 3, a Crowbar; on a 4, a lit Torch. |
| 66ā70 | You suffer a bout of āmagic sicknessā and have the Poisoned condition for 1 hour. |
| 71ā75 | You have the Petrified condition until the end of your next turn. |
| 76ā80 | You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP. |
| 81ā85 | A creature appears in an unoccupied space as close to you as possible. The creature isnāt under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule. |
| 86ā90 | A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you. |
| 91ā95 | A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The GM determines where it leads. |
| 96ā00 | You pull a magic item out of the hat. Roll 1d6 to determine the itemās rarity: on a 1ā3, Common; on a 4ā5, Uncommon; on a 6, Rare. The GM chooses the item, which disappears after 1 hour if itās not consumed or destroyed before then. |