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2. A badge that makes anyone who sees you treat you as authority, for better or worse.
3. A cowboy hat that makes you invisible to insects, rodents, and other pests.
4. A revolver that smells of rum. The bullets "sway" towards the center of mass on a target to compensate for bad aim.
5. A cactus flower that never wilts and smells of prickly pear. Can be worn in one's hair for advantage on charisma checks.
6. Boot snakes - once per boot you can use a bonus action to say the command word and release 1d4+1 poisonous snakes. Boots recharge when you line dance for the rising sun.
7. Cigarillo: Smoking makes you cool. +1 to dex and char for 10 minutes following use. Chance of con damage and addiction that rises with excessive use.
8. A pair of boots with detachable heels, each of which is an extradimensional space. Each heel is enchanted to contain up to 20 pounds of material which does not exceed 2 cubic feet.
9. Canteen of Endless Sangria: An enchanted container that can switch between the sweet tasting alcoholic and non-alcoholic beverage. Always cool and refreshing.
10. Harmonica: Receptive parties will be much more likely to hear and believe your story up to this point if delivered in a rambling bluesman type fashion.
11. Scroll of Bad'n'Ugly: Rare incantation with one use. Suggests the subject form rivalry against your enemy but NOT team up with you. Fair chance their aggression towards you also raises.
12. Sheriff's Holster- While it contains a firearm, you may draw and fire the weapon as a reaction, when an enemy you can see draws their weapon.
13. Handcar of travel: You have to pump it to make it go, but it generates its own temporary rails. A party of five and their gear can fit on it for sure. You can steer it, but doesn't work all that well on craggy terrain without paths.
14. Ass Hat: A wide-brimmed straw hat with a magic donkey inside. You can dump the donkey out with a word or put the hat on the donkey to suck it back in. The donkey heals up if left in the hat more than a day and revives and reconstitutes if killed in a week. It's always the same donkey in the hat and it will remember abuse. It has the traditional donkey temperament, but if treated right will still make sure your drunk ass gets back home safely.
15. Scroll of cliff house: Cast at a very large rock outcropping to create a camouflaged stone and adobe house in it. The house is very small, but it is fortified and will have a fire pit, bed rolls, and stone benches. If aimed at a cliff, you'll get a cliff dwelling with a ladder you can pull up. (Within reason.)
16. Instant cholla: A despined cholla segment harvested from hell-grown cactus. Tossed on the ground, it cracks open and a 10x10 foot area instantly sprouts a near solid, interlinked mass of the worst teddy-bear cholla you can imagine, about 10 feet high. It will grow from any organic, ground, or stone substrate, but metal and water are no-goes. The cholla grown is mundane and can be cut down or burned, but standard cholla hazards most definitely still apply.
17. Wand of dust devil: Kicks up a pretty nasty dust devil. Indoors, the devil affects a 5x5 area and all above it for 1 round, outdoors you can maximize it if you so choose to get a 10x10 devil that lasts 2 rounds. The wand's range is 120 feet. The dust devil remains in one place or travels along a 50 foot straight line path of your choosing. Anyone caught in it loses concentration, is blinded until your next turn, and is stripped of anything susceptible to strong winds. Small and light items nearby the area of effect, such as hats and papers, may be carried away even if the dust devil doesn't directly hit them.
18. Cards of compelled duel: If you flash the ace of spades to another person and they see the face of the card, they must make a wisdom/charisma save. If they fail, they inexplicably feel compelled to play a gambling card game with you. If you offer some sort of stakes (e.g. rights to Glitter gulch mine), they'll feel the compulsion to bet something they see as about equivalent in value. There's no guarantee the inherently dishonorable will stick to their word afterwards, so you'd best draw up some papers first and get a witness. The cards can't be used in combat situations to keep enemies from attacking you.
19. Protective fetish: A coin-sized set of soapstone fetishes vaguely resembling animals which are kept in a plain leather pouch filled with corn pollen. Each one can prevent one natural 1 or curse from taking hold, but it then breaks in half and becomes useless.
20. Horsebreaker Buckle: A silver and turquoise belt buckle which shows a bucking mustang. If you can get on the back of a regular unbroken or wild horse and stay on for 8 seconds, it will be tamed. You'll also take half damage from horses.
21. Hella's Oxen Yoke: If it's 1848, winter's coming, and you need speed, rig this yoke to your covered wagon. It summons in 18 spectral oxen (inedible to the usual predators!) allowing you to move 60 miles overland per day on nice roads, probably tripling to sextupling the time you were making before. One problem, the oxen belong to a divine who can't stand to see his herd yoked for too long. Using the yoke for more than 12 hours at a time or more than one day in a row increases the cumulative risk of the oxen rampaging and smashing the yoke into irreparable ruin.
22. Rocky Mountain Oyster Pearl: A magical pink pearl found in the last place you'd ever look for one, usually discovered when young bulls become steers. Fixing it into a weapon or armor adds the equivalent of a +1 to it (so a +1 knife becomes a +2 knife, etc.). Weapons and other articles cannot be improved beyond a +4 in this manner (or whatever is balanced for your group.)
23. Winter Count: A buffalo hide that records the history of a family or tribal band. The chosen record-keeper adds a single pictograph symbolizing the most memorable event of each year. Studying a winter count that has been kept for over a hundred years may reveal a new spell as the glyphs become animated by the lives and memories of those around them. Winter counts are invaluable record-keeping artifacts and "die" slowly over time if separated from their family. That doesn't stop unscrupulous academics and private collectors from targeting them.
24. Rainbow Sheep: A curious variety of double-coated sheep with thin bladed horns whose fleece can be any color of the rainbow, dependent on which sacred mountain they graze upon. Their wool makes magical garments. Coveted by many, they are frequent targets of rustling.
25. A +1 whip that gives you advantage to animal handling and the ability to attempt grapples from 10 feet away.
26. The Spittoon Of Justice - This squat, bronze container holds the juices of a thousand cowboys. The user can toss the spit at anyone within ten feet to entangle the target. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. An evil creature must make a DC 25 Reflex save. In all other ways, treat as a tanglefoot bag. The Spittoon Of Justice automatically refills with cowboy juices after 1d10 rounds.
27. A badge that, when used by a cleric as a holy symbol, extends the effects of Turn Undead to criminals.
28. A train ticket with the word Deuce written on it. Will be treated as a valid train ticket on any train, regardless of time, company or number of uses.
29. A covered wagon, typical in appearance, but with a massive and roomy interior for storage and living.
30. Spurs of Intimidation: When the wearer first walks into town anybody who can hear these rattling spurs must make a Wisdom save or be frightened
31. Speculator's monocle: Allows you to know the approximate value of any non-magical item or trade good you have identified.
32. The Injuns' Cursed Axe, When a local tribes person curses a creature's name and lodges this tomahawk in a post, the cursed creature's HP regeneration is reduced by half until the tomahawk is removed.
33. Poncho of the desert, gives the wearer advantage on all exhaustion checks in a Hot environment.
34. Sherrif's Gold Star that gives the wearer a +2 to CHA rolls of Intimidation and Persuasion. Only works for creatures of Lawful alignment.
35. Bandito's Bandana that gives the wearer a +2 to CHA rolls of Intimidation and Deception. Only works for creatures of Chaotic or Neutral alignment.
36. Dusty's Trick Canteen: With atunement gives the user a never-ending stream of clean drinking water. Any un-attuned creature gets a mouthful of sand.
37. Horse reins that create a telepathic link between the rider and the horse.
38. Silver spurs that grant a bonus on charisma checks when meeting someone new.
39. Cowboy hat that grants advantage on animal handling checks when dealing with cattle.
40. Horseshoes that don't leave any tracks.
41. A canteen that is always barely full of water. It's an infinite source of water but it only comes out in dribbles.
42. An automatic typewriter. It writes whatever you dictate to it.
43. A poncho that can absorb the impact of one bullet a day.
44. A knife that causes inedible/poisonous/dead plants to become edible when they're cut.
45. A wide-brimmed sombrero that always seems to hide your face in shadow.
46. An acoustic guitar made from the wood of a gallows. It never sounds quite right.
47. Trick Whiskey Barrel: Holds 2 gallons of whiskey and has a functioning bung hole (heh). Behind the liquid compartment, it has a hidden chamber that can hold a small sized creature.
48. Lasso of Witch Hair: Range 15 feet. You can use the Lasso to make a grapple check with advantage against a foe that cast a spell this round.
49. A gold pan that absorbs any gold it touches. Speaking the command word will cause the pent up gold to be expelled in a large lump of pure gold.
50. A tin coffee pot that refills itself with black coffee every dawn. Is enough for 5 cups a day. This does not function for water rations.
51. Easy Pete - A sentient warpick with the soul of an old prospector. The spirit's guidance gives advantage on rolls related to mining. Pete is a laid-back, neutral good soul. His only desire is to see the people he cares for happy.
52. A collection of totem poles that give boons to those who attune to it. Anyone who is attuned to it may use Wildshape once, only using the animal that was depicted on the totem they prayed to. After using this ability, you must attune to the totem once again.
53. Potions of Healing that look, smell, and taste like whiskey. They don't actually contain any alcohol.
54. A horse blanket that makes the horse wearing it immune to any environmental hazards. Extreme heat, wind, and sand are powerless against the horse. This effect does not apply to the rider.
55. Agave that tastes like pure honey. Rehydrates and heals the consumer.
56. Seeds that grow into a colossal Saguaro cactus that seems to part the clouds. It's about the size of a redwood tree, with needles as thick as a human arm in some places and normal sized in others. I wonder what's at the top...
57. Homemade frybread. Functions like a goodberry. Is pretty bland on it's own.
58. A tobacco tin that refills itself with 3 pinches a day. Chewing the tobacco gives you +1 to charisma checks to an hour after consuming. There is also a pouch version of this, refilling at a rate of only 1 a day instead.
59. A wagon wheel that functions like a shield. The wheel is attached to a gauntlet, allowing it to spin. The spin deals 1d8 bludgeoning damage.
60. A spittoon that smells of aloe. The contents are no less gross, however.
61. Yellow Dragon's Eye - A necklace that gives its user a breath weapon. The breath weapon is a stream of scorching sand, dealing 2d6 fire damage and 2d6 slashing damage and knocking the target prone if they fail the saving throw. On a successful saving throw the target(s) are not knocked prone and take half damage. This damage increases to 3d6 each at level 16.
62. Flint - A sentient sixshooter. The soul possessing the weapon gives +5 to any initiative rolls while wielding the weapon, as if he's eager to get out of the holster. Flint is a lawful good human who died holding the revolver, living as a sheriff in his mortal life. He'll either insult you or praise you for your aim. He always addresses you as partner or ma'am, depending on your preference. His main goal is upholding the law, even in death.
63. A vial containing fine gravel. If someone manages to drink, or eat, the gravel, they gain a one time use breath weapon, blasting chunks of gravel and stomach acid at their opponent in a 15 foot cone. This deals 2d6 acid damage and 2d6 bludgeoning damage.
64. A 1 cubic foot box that contains a block of ice that never melts.
65. Cactus Needles - Function like normal darts, but deal half as much damage and can be thrown up to 5 at a time.
66. A poker chip of returning: if lost in a card game will disappear at midnight and reappear in the purse of the original owner.
67. A cowboy hat that is so fashionable and dashing you get a bonus to charisma checks against people you are friendly with.
68. Model steam train. Can be set up on a looped track around your camp and acts as the alarm spell, sounding its whistle if any threats perceived.
69. A bandana that's a dusty black. You may summon a friendly dust mephit for one hour if you speak the command word. The summoning takes one action and appears as you coughing up a cloud of dust.
70. Bomber's Bandoleer: A bandoleer containing room for 5 sticks of dynamite. Every 24 hours, the bandoleer spawns 1 stick of dynamite, stopping when the bandoleer is filled. If dynamite on your person is put into the bandoleer, it takes up space on it.
71. A bale of hay that slowly regenerates over time. It contains 10 rations for animals, regenerating one rations worth a day.
72. A tomahawk that always returns to the owner's hand after throwing it. Retrieving the axe with the command word takes a bonus action.
73. A saddle that will slowly fit to any mount up to huge size. Resizing takes place over a long rest.