As an action while wearing this gray pleated cloak you can wrap it around yourself and choose a type of heavy armor. You immediately appear to be wearing the armor you choose. This armor appears polished as if it is brand new, and with embellishments of your choice. This does not affect your AC and you are not considered to be wearing armor for the sake of any bonuses. This effect lasts until you remove the cloak or dispel it as an action. If a creature touches the armor, or makes a successful Intelligence (Investigation) check DC 15, they are immediately aware of the illusion but otherwise they are convinced so long as they did not see you begin the illusion.
This stoppered flask sloshes with a cavernous echo as if its much larger than it appears and always weighs 2 pounds. As an action you can remove the stopper and pour out 1 gallon of fresh water. The water stops pouring out at the start of your next turn. The decanter holds 30 gallons of water in total, and can not be refilled by normal means.
While wearing these goggles everything you see looks strange and warped. Colors and patterns weave their way through your vision and at times even appear like spectral creatures. Because of this while wearing these goggles you can not read or reliably discern color, and you make all Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage. However, illusions are almost imperceptible to you. You automatically succeed on saving throws against visual illusions such as
This leatherbound book of ancient parchment is sealed shut and you are unable to figure out how to open it, but just by holding it you can feel that there is untold knowledge within it.
While attuned to this book you are able to speak with plants and animals as if affected by the spells
Curse. If you do not cast either True Seeing or Contact Other Plane for at least one day while attuned to this book you begin to see and hear things. When you make a critical fail on an ability check, or at any time your DM chooses, you suffer one of the following effects: You see something that does not exist until the end of your next turn, something near you appears to change forms until the end of your next turn, or you hear the voice of another creature near you.
You become so used to seeing things that you shouldn’t, speaking with that that doesn’t speak, and encountering other planar beings simply by being near this book that you automatically fail the first saving throw for any illusory effect or spell from the school of Illusion because you assume that it is one of the many apparitions you often encounter.
Are people always teasing you about your big feet? Do you just really need to be able to fit into those cute shoes in the store window? This pair of Slippers of Concealment can help you. These dainty white slippers are bigger on the inside than the outside. No matter how big your feet are, they are guaranteed to fit in these slippers without stretching or discomfort.
This small jar is made with a thick glass and has several colorful lights that flit about within it, shedding dim light out to 10 feet. You can use this jar of strange lights as an arcane focus. Whenever you cast a spell of first level or higher using the jar as a focus the jar casts
The Matador’s Mantle is a gaudy short red cape with gilded edges and intricate stitching. As a bonus action while wearing this cape, you can spend 15 feet of movement to move 5 feet without provoking opportunity attacks.
These leather gloves are singed with a delicate web of right angles.
This item has 5 charges and regains all expended charges each day at dawn. Additionally, you can use these gloves as an arcane focus.
While casting a spell if you are wearing these gloves you can expend a number of charges equal to the spell slot used to ignore any verbal or somatic components for the spell. When you expend charges in this way the gloves network of burns glows with energy that varies in color depending on the school of magic.
This cloak always seems to be affected by a light breeze and flows behind you constantly. While wearing this cape you have advantage on Charisma checks to appear heroic, royal, or awe-inspiring.
This is a simple leather satchel riddled with scorch marks and tiny holes. When opened it has nothing insde it, but if you reach in without looking you can feel several stones or orbs.
It has 4 charges and regains all expended charges each day at dawn.
As a bonus action you can expend a charge and pull out a fist sized stone that begins to smoke. At the end of your next turn it will shatter with a low crack that can be heard out to 100 feet. It explodes into shards dealing 1d10 piercing damage to all creatures within 5 feet that are not behind 3/4 or full cover. You can throw one of these smoking stones up to 30 feet.
If the satchel is exposed to fire damage a charge is expended and a stone shatters. Additionally, any stone exposed to fire damage immediately shatters.
This light decorative scarf is a pleasant yellow and just large enough to tie around the neck or use as a bandana. They were made popular after a stellar review by a jungle explorer claiming it protected him from a large ape.
It is not only a fashionable accessory though, once per short rest if the scarf is placed flat over a solid surface and the command word “banana bandana” is spoken a banana appears as the scarf is lifted. This banana is always ripe, but will go bad by the end of the day if not eaten.
Some have tried summoning other things, even just other fruits, but none have yet succeeded.