From publisher blurb:
This is based on ongoing series of Non-Combat Magical Items from the Master Of Dungeons blog. Players love to receive magic items, and it's a great way to reward players for beating a dungeon, defeating a foe, or saving a village. However, too many magical +2 Lance of Goblin Explosion's can leave a party overpowered. This is especially true now in the world of Fifth Edition "Bounded Accuracy". There are 32 cards in the deck.
Some DMs have introduced something called "Mundane Magical Items" to their tables. These items aren't as strong as some of the glimmering, vibrating swords of the past, but they are still usually aimed towards a strong combat utility.
I've decided to take things a different direction at my table. In a magical world filled with dragons, genies, and portals to another dimension, I believe that there would be items that don't feel most at home on the battlefield. These items need not be only trivial magical implements like self-writing quills, or mirrors to help a dwarf with his self-esteem, they can rival the power of their magical sword and bow brethren.
As an added disclaimer, I don't refer to these items as "Non-Combat Magical Items" in front of my players. The title isn't so much a rule as it is a design philosophy.
These cards can be given to your players when they find an item, and can also be shuffled to add randomness to your loot.
Just because these aren't weapons or armour doesn't mean they aren't powerful, there are exceptionally strong items in here, like a sacrificial dagger that allows a user to absorb the powers of a dead god, or an amulet that prevents aging.