This metal rod is about 4 feet long and straight most of the way down before telescoping to a small metal foot. It has two handles welded to the top that look like they were hacked off of a teapot, and two folding flaps attached just before the shaft begins tapering.
When you press down on the rod the tapering section resists but eventually collapses in on itself as if it has a complex spring mechanism underneath it. As a bonus action you can unfold the flaps and stand on them, one foot on each side of the rod, and as you do so you begin to bounce slightly.
Whenever you jump while riding the jumping stick you add 1d6 to your jump height or length. If this roll is lower than your dexterity modifier you can instead use your dexterity modifier. While riding the jumping stick if you enter rough terrain or fail a dexterity saving throw you automatically fall prone. However, enemies have disadvantage on attacks of opportunity against you.
This thin flexible rod has a sturdy string attached to the end, and a mechanism to release and reel back in the string as needed. Tied to the end of this 50-foot long string is a small hook. When either the hook or string is broken it quickly grows back as the detached hook and string disintegrate. As an action, you can make a ranged attack using this rod against a Large or smaller creature within 30 feet if you. You may add proficiency to this attack if you are proficient in Dexterity (Sleight of Hand). On a hit, the creature becomes tangled in the string and is grappled (escape DC 16). While a creature is grappled in this way you may pull them 10 feet towards you as an action. The grapple ends if they end their turn farther than 30 feet away, you drop the fishing line, or another creature detangles them as an action. Additionally, when trying to catch fish with this item you may make any related checks with advantage.
This item can only be described as an oversized top. It is nearly 2 feet tall, at least as wide, and covered in mottled red spiralling patterns. It is definitely more than a children’s plaything though, as when this top begins spinning large blades spring from the seams along it’s edges.
As an action you can pull the heavy cord wound through the top to start it spinning, and choose a direction for it to start moving. It moves 15 feet forward at the end of each of your turns and continues spinning for the next minute.
Any creature that starts its turn within 5 feet of the top while its spinning takes 2d4 Slashing damage. When the top hits a creature in this way, a creature attacks it, or it collides with a solid object, it immediately bounces 5 feet in the opposite direction and it will continue moving in that direction on your next turn.
If the top ever enters difficult terrain or takes bludgeoning damage it falls over and stops spinning.
This foot long ruler has reddish-purple markings on its transparent surface, marking common intervals. When you hold it at arm’s length in front of an object the markings begin flashing and changing their frequency in front of your eyes until they come to rest at their new measurements. When you do this you know the precise height or width of the object you are trying to measure, even if it is extremely far away.
If you try to measure any object that is farther away than 10 miles, the markings will never settle, and begin flashing arcane markings you are unable to interpret.
This warhammer is more stockily built than most and the sides of its blocky head are covered in silver inlays. As you attune to it you feel a weight come upon you as if you have taken on a great responsibility.
Once per short rest as an action you can slam the hammer to the ground and it begins eminating a crushing aura. For the next minute or until you pick up the hammer, whichever comes first, all creatures within 60 feet of the hammer must make a Strength saving throw at the beginning of each turn equal to 8 + your proficiency + your Charisma modifier. You can choose a number of creatures up to your Charisma modifier to automatically succeed this saving throw. On a failure every foot of movement costs 1 extra foot until the beginning of their next turn and if the creature is an Aberration, Fiend, or Undead they also fall Prone. If a creature that is already Prone fails this saving throw they become Restrained until they are no longer in the aura.
Curse. While attuned to this item you constantly feel a heavy burden on your mind and shoulders, and your movement speed is reduced by 5 feet. If you remove this curse you hear whispered in your mind “those who are not willing to bear the burden are not worthy to wield me”, the attunement immediately breaks, and you can never attune to the hammer again.
To attune to this black grape-size seed you must swallow it. Over the course of 1 week a series of wooden growths protrude from your back along your spine. Several of these grow into four limber wooden appendages. As an Attack action you can make a melee attack with one of these limbs as if you are proficient, using either your Strength or Dexterity modifier. On a hit it deals 2d6, plus either your Strength or Dexterity modifier, Piercing damage. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.
These limbs automatically regrow 1 minute after being seriously damaged or removed, and are each able to hold objects weighing up to 30 pounds. Additionally, you have a climbing speed equal to half your walking speed, and are able to move your full speed while prone, so long as these limbs are free.
Curse. Once swallowed the seed begins to grow, causing great pain in your upper back. For the next week you suffer 1 level of exhaustion which can not be removed even with
These calf-high metal boots are heavily reinforced and each have two crystal orbs in their soles. These boots have 3 charges, and regain one charge each day at dawn.
While wearing them as a bonus action you can utter the command word inscribed in gnomish on the sole of the right boot, expending a charge to activate the boots. Until the end of your turn you can fly in any direction you choose, up to twice your remaining movement speed. When your turn ends if you are still flying you descend at a rate of 60 feet per round.
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.
This shield is made from a thin sheet of solid stone, and is etched with radiating lines. While you are touching solid ground you may activate or deactivate the shield as an action by speaking the command word. When activated the shield expands, spiking along the radiating lines to a width of 15 feet, a height of 10 feet, and rooting itself and you into the ground. This provides full cover to all creatures behind the shield (including yourself) and while the shield is active you are not able to be shoved, or moved magically, but you are Restrained until you deactivate the shield.
These calf-height leather boots are slick to the touch and have a light sheen to them. Strangely they never get stuck in the mud or get dirty, everything seems to roll right off of them. While wearing them you have advantage to escape any effect or object that would trap your feet. Additionally, difficult terrain involving mud, or other sticky substances, does not affect you. Be careful while walking on ice though.