Item Stubstitutions

Mm! Mmmm-hm-hhmmmm-hmph, mmm!   -Stub the Sub, Assistant Quartermaster
  The rules offered by D&D and Chromatia cover a lot of items. Like a lot of items. But the fact of the matter is, they don't cover every item, and players often come up with ideas and concepts that aren't explicitly listed in either the sourcebooks or our own lists. Introduce item substitutions.   Along with the rest of the inventory team in the guild's armory, Stub the Sub has set up shop in the workshop. If you bring items to him and hit him with the item, while keeping an image in your mind of what it is you want instead, Stub can perform a ritual that transforms the item into something else. Oh, and of course, don't worry, you literally can't hurt Stub. Not in a way that matters, at least.   What's the catch?   The new item must be mechanically identical to the original item. In other words, while the items may look completely different, its use and function cannot be changed. It's purely an aesthetic adjustment. For example, consider you're a plucky half-elf who just came into possession of a Bib of Butchery, but you really don't like the idea of running around everywhere in a bloody apron. You could bring the item to Stub and have it transformed into a fashionable scarf, and wear that instead. The item still functions the same (and since the magic item description specifically states the item is permanently bloody, so too is the scarf), but is otherwise substituted.   This same premise applies to all items in the game, whether they're mundane or magic. As long as the item's properties are unchanged, you're free to change the item's appearance as you see fit.