This small polished wooden shield has several tufts of flight feathers tucked behind it and white plumage around it’s edge. This item has 3 charges and regains all expended charges each day at dawn.
As an action while wearing this shield you can activate it by tugging on the flight feathers. When you do so two small wings unfurl from behind the shield, granting you a flying speed of 45 feet for the next minute. If you are flying when the duration expires, you descend at a rate of 60 feet per round until you land. If you doff the shield, you lose any flying speed and do not descend slowly.
This stoppered flask has a faint, nearly indistinguishable sound when shaken. The decanter weighs 2 pounds. This item has 6 charges and regains all expended charges each day at dawn.
You can use an action to remove the stopper and speak one of three Command words, whereupon sand pours out of the flask and a number of charges are expended. The sand stops pouring out at the start of your next turn. Choose from the following options:
- “Pile” expends one charge to create a small pile of sand that can cover a 1-foot-square.
- “Dune” expends three charges to create a pile of sand that is 10 feet across and is about 5 feet tall. This sand is expelled with some force, and moves Large or smaller creatures that would be covered by the sand to the edge of the pile.
- “Desert” expends 6 charges to create a veritable sea of sand that erupts from the decanter as a 30 foot geyser. This sand covers a a 20-foot circle and is up to 10 feet deep at it’s center. Any creature in the radius of the sand is pushed towards the edge of the area until it would no longer be covered by sand, unless it has a burrow speed.
These boots are made from a rubbery animal hide and come up to your knees. The soles are especially thick and have a glowing green rune on the heel. While wearing these boots you are able to walk across the top of water, mud, or bog, so long as it is not deeper than 5 feet. If it is deeper than 5 feet you sink until your feet are 5 feet from the bottom.
Additionally, you ignore nonmagical difficult terrain caused by water, mud, or swamps.
This small blade, embellished with a fine script, was forged to venture through the swamps and bogs with ease. This blade deals double damage to plants and plant type creatures. Additionally, you, and any creatures moving directly behind you, are able to ignore difficult terrain caused by plants or brush by chopping at the vegetation.
This helmet is made from the skull of a primeval bison and it’s horns are covered in runes. While wearing this helmet if you move at least 10 feet in a straight line after taking the Dash action, you begin to stampede. Your stampede ends if you stop moving in a straight line or at the end of your turn. You can stampede multiple times per turn.
While stampeding you have resistance to all damage except Psychic damage. Additionally, while stampeding if you would move through the space of an object or creature that is Large or smaller you can make a melee attack with proficiency against the target. On a hit you deal 3d10 magical bludgeoning damage and the target is pushed 5 feet to the left or right, your choice. On a miss you slam into the target and your stampede ends.
This potion is carefully concocted out of a mixture of different mushrooms found only in the deepest caves. When you drink this potion for the next 10 minutes your walking speed increases by 15 feet, you have a +5 to Perception checks, you have advantage on Dexterity saving throws, and have up to three reactions which can be used for opportunity attacks.
This necklace has beads made of various different woods, and each type of wood is carved into a miniature replica of that tree’s leaf, all strung on a woven cord. Once per turn you can use 10 feet of movement to magically step into one living tree within reach and emerge from a second living tree within 60 feet, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or larger.
Over the course of an 8-hour ritual you can create a bond with a Huge or larger tree and the dryad living within. As long as this tree is alive once per day you can cast one of the following spells without a spell slot and ignoring material components: