The full text of my markdown note, for those interested in a little more detail:
### The Bop-It! Idol (1)
*Wondrous Item, Artifact (Requires Attunement)*
This garishly colored scepter of uncertain divine origin is warm to the touch and occasionally vibrates with what can only be described as anticipation. Sages who have studied it disagree on its origins, though most agree it was created by Crumwick Follensby-Follensby-Follensby-Nimbleton-Follensby-Esq., Esq., a blacksmith of considerable skill and considerable irritability, who loved a good riddle and hated know-it-alls.
**Attunement.** The Demanding Idol attunes to any creature that holds it for more than one minute. Once attuned, the creature cannot end attunement willingly.
**The Sequence.** At the start of each of your turns while in combat, roll a d6 and consult the Sequence Table. The idol issues its command aloud in a loud, cheerful voice audible to all creatures within 60 feet. You must perform the corresponding action as part of your turn or suffer the listed consequence.
| d6 | Command | Action Required | Consequence (Failure) |
|----|---------|-----------------|----------------------|
| 1 | Bop It | Make a melee attack against any creature within reach | 2d4 psychic damage per proficiency bonus |
| 2 | Twist It | Take the Dodge action | You are Restrained until the end of your turn |
| 3 | Pull It | Attempt to Grapple a creature within reach | You are knocked Prone |
| 4 | Flick It | Expend one limited-use resource, such as a spell slot, ki point, superiority die, or Channel Divinity charge | You lose your action this turn |
| 5 | Spin It | Make a weapon attack with disadvantage. You perform a flashy flourish, prioritizing spectacle over precision | 2d4 psychic damage per proficiency bonus |
| 6 | Encore | No action required this turn | At the start of your next turn, roll twice on this table and resolve both results. Rolling Encore again resets this effect rather than stacking it |
**Pass It.** When the attuned creature is reduced to 0 hit points, the idol cries out "Pass it!" in a voice only the falling creature can hear. It then flings itself toward the nearest creature within 30 feet. That creature becomes the new attuned holder immediately, regardless of whether it is willing.
**Destroying the Idol.** The Demanding Idol can only be destroyed by failing its sequence ten consecutive times and then, on the eleventh turn, succeeding. The idol then releases a concussive burst of sound. Each creature within 30 feet must succeed on a DC 18 Constitution saving throw or take 10d10 thunder damage, taking half on a success. Even then, 1d4 fragments of the idol survive, each retaining a faint warmth.
---
### The Bop-It! Idol (2)
*Wondrous Item, Artifact (Requires Attunement)*
Where its cousin entreats, the Idol's Whim commands. This scepter shares the Demanding Idol's garish appearance but pulses with an impatient energy that does not wait for permission. Those who have survived attuning to it describe the experience as being a passenger in their own body.
**Attunement.** The Idol's Whim attunes to any creature that holds it for more than one minute. Once attuned, the creature cannot end attunement willingly.
**The Sequence.** At the start of each of your turns while in combat, roll a d6 and consult the Sequence Table. Before you take any other action, the idol forces the listed effect. This occurs whether you choose it or not. Your turn then continues normally after the forced effect resolves.
| d6 | Command | Forced Effect |
|----|---------|---------------|
| 1 | Bop It | You move toward the nearest creature by the most direct route and make one melee attack against it. This movement does not provoke opportunity attacks. The target may be an ally |
| 2 | Twist It | Your initiative count shifts permanently by 1d4, either up or down. Roll a d2 to determine direction. This shift accumulates across the session |
| 3 | Pull It | You attempt to Grapple the nearest creature within reach. The contested check is made using your Strength modifier |
| 4 | Flick It | One limited-use resource is expended automatically, chosen by the DM. This includes spell slots, ki points, superiority dice, Channel Divinity charges, and similar class features |
| 5 | Spin It | You perform a flashy weapon flourish, prioritizing spectacle over precision. You make a weapon attack with disadvantage against a creature within range, chosen by the DM |
| 6 | Encore | No forced effect occurs this turn. At the start of your next turn, roll twice on this table and resolve both forced effects. Rolling Encore again resets this effect rather than stacking it |
**Pass It.** When the attuned creature is reduced to 0 hit points, the idol cries out "Pass it!" in a voice only the falling creature can hear. It then flings itself toward the nearest creature within 30 feet. That creature becomes the new attuned holder immediately, regardless of whether it is willing.
**Destroying the Idol.** The Idol's Whim shares its destruction condition with the Demanding Idol, though it makes the attempt considerably harder: the forced effects during the ten consecutive failures are resolved normally, meaning the creature attempting to destroy it has no say in what it does during those turns. On the eleventh turn, the creature must succeed on a sequence roll voluntarily to trigger the destruction. The idol then releases a concussive burst of sound. Each creature within 30 feet must succeed on a DC 18 Constitution saving throw or take 10d10 thunder damage, taking half on a success. Even then, 1d4 fragments survive, each retaining a faint warmth.
---
*Design Note: The Demanding Idol rewards players who enjoy calculated risk and learn to work within its demands. The Idol's Whim is best suited to one-shots, high-chaos campaigns, or players who find relinquishing control more funny than frustrating. Both items are most effective when introduced through a trickster NPC and least effective when handed out as treasure without context.*