This hardy wine bottle is completely opaque and holds a strong, deep red alcohol but it cannot be poured out, only drunk from. It can be depleted but any liquid poured into the flask is instantly transformed into an equal amount of alcohol and any poison is nullified. Any creature that has drunk from the decanter knows the direction of the nearest alcohol within 10 miles (besides the decanter) for the next hour.
This miniature keg is sealed with blue wax and filled with a pint of bitter ale. After drinking all the contents you gain several effects for the next hour.
- You can see into the Ethereal Plane out to a range of 120 feet as a blue haze.
- You can see Invisible creatures and objects outlined in a halo of yellow light.
- You have Tremorsense out to a range of 120 feet.
- You are Poisoned even if you would normally be immune to the condition.
Each minute you are Poisoned in this way you must make a DC 10 Constitution saving throw or become Stunned for the next minute as you are overwhelmed by everything you see. If the Poisoned condition is removed, or after one hour, you lose all the above effects and gain a level of exhaustion.
This small wooden barrel is made of polished oak and is wrapped with brass bands. It looks like it would hold about 5 gallons but when you pour liquids into this barrel it seems to never overflow. It can hold 200 up to gallons, though it will never weigh more than 50 pounds, regardless of how much is in it. If you attempt to store anything except a liquid in the barrel it will only hold 1 cubic foot of material.
If you leave it sealed for an entire month, no matter what liquid was poured into the barrel it will be a stout ale of the same volume when poured out.
Placing this barrel inside an extradimensional space created by a Portable Hole, or similar item instantly destroys both items in a massive explosion of ale and light. Any creature within 10 feet of the barrel when it explodes becomes completely drunk and is Poisoned for a number of hours equal to 10 minus their Constitution modifier, even if they would otherwise be immune to the condition.
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.
This elegant longbow is made of a bright gold, and despite its overbearing size draws with ease that defies common sense making this bow’s range twice that of a regular longbow. This bow contains 8 charges and regains all expended charges each day at dawn. While attuned you are granted divine health by the gods themselves and are immune to all disease and poisons as well as the poisoned condition.
Aim of Delphi
At the beginning of your turn you can choose to expend a charge to activate the bow until the end of your turn. While the bow is activated you may make attacks against any creature within range with advantage, even if they have full cover. When you do so, the arrows disappear in mid-flight, suddenly reappearing at their target.
Bringer of Healing and Plagues
When you make a successful attack with this weapon you may choose to expend a charge to cast
Averter of Evil
When you make a successful attack with this weapon against an undead or fiend you instantly destroy it if its challenge rating is 2 or lower. If it is not destroyed it takes an additional 2d6 Radiant damage.
This large blue banner is decorated with a flaring yellow crest and mounted on the end of a 10 foot brass pole. As you hold it you can feel the same sense of self confidence that soldiers must when they know their standard is marching right behind them.
The banner has no effect unless it is held aloft by a creature. While holding this banner you can not make any attacks or cast any spells requiring somatic components. While held aloft the banner has an aura that affects all creatures within 250 feet that have either touched it in the last 24 hours, or are wearing a matching crest.
This magical item has 20 charges and regains 2d10 expended charges each day at dawn.
Symbol of Strength
Creatures affected by the banner are immune to being Frightened and any charm effect that would make them endanger another creature affected by the banner has no effect.
Bastion of Fortitude
Whenever a creature affected by this banner must make a saving throw that creature gains a bonus to the saving throw equal to half your charisma modifier rounded up (minimum of 1).
Surge of Hope
As an action you can wave the banner and expend any number of remaining charges to bolster that many creatures affected by the banner. Each bolstered creature gains temporary hit points equal to 3d6 + your Charisma modifier that last until the banner is no longer aloft. Additionally, they are immune to the effects Blinded, Deafened, and Poisoned, while the temporary hit points remain.
The primary ingredient for this deep red potion is supposedly shark blood. Any creature that consumes the viscous fluid from it’s rough wooden cask gains 3d8 temporary hit points and a single action surge (see Fighter’s Action Surge) they can use. These each last for one hour, and expire after that time. Any creature that is not a Sahaguin suffers from the Poisoned status the day after they take the stimulant which lasts until they take another long rest.
A fizzing clear liquid fills this small flask the size of two thumbs. If it is consumed the creature that consumed it suffers from the condition Poisoned until their next long rest and must make a Constitution saving throw DC 14 every minute for the next hour. On a failure the creature is paralyzed. On a success if they are paralyzed they are no longer paralyzed. After three successful saves (they do not have to be consecutive) or after 1 hour the effect ends and the creature is no longer paralyzed, however they remain Poisoned.