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 amulet is three golden eyes hung on a set of three connected chains. A large eye, half closed over a ruby, and two smaller eyes just above it on either side.
While wearing this amulet when you make an opportunity attack against a creature you may make up to two additional opportunity attacks before the beginning of your next turn so long as you do not make more than one opportunity attack against any creature.
Additionally, as a bonus action you can activate the amulet and the two small eyes snap open. When you do so you gain Truesight out to a range of 30 feet for the next 10 minutes. During this time you can not suffer from the condition Blinded. This feature can not be used again until the next dawn.
Curse. When a creature puts this amulet over their head it tightens around their temples and the largest eye snaps open. It cannot be taken off unless the curse is removed and the chains cannot be broken despite their dainty appearance.
While wearing this charm you automatically fail saving throws against being Blinded, and have disadvantage on Wisdom saving throws against Beholders, Death Tyrants and Spectators. If you are charmed by any of these creatures the duration of the charm is permanent unless the curse is removed or the enchantment is broken by
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 wooden whistle hangs from a thick twine and when blown does not produce the expected high shrill.
As a bonus action you can blow through the whistle, seizing the air and compelling it to create one of the following effects.
- One Medium or smaller creature within 30 feet must succeed on a Strength saving throw or be pushed up to 10 feet away from you.
- You create a small orb of air capable of moving one object that is neither held nor carried within 30 feet and that weighs no more than 15 pounds. The object is pushed up to 20 feet away from you, but is not pushed with enough force to cause damage.
- You blow downwards doubling your high jump and reducing any fall damage taken by half until the start of your next turn.
These white leather gloves always fit perfectly no matter what size your hands are, and can not be dirtied.
A true gentleman never dirties his hands, and these gloves will not attune to you until you do something that would have otherwise dirtied your hands while wearing them.
While wearing these gloves if you are above half hit points you cannot take a bonus action, but you can choose to instead take a bonus action as an action. However, when you drop below half health you are able to take two bonus actions each turn.
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.
This monotone pocket watch is mesmerizing to a fault. It’s somehow cheering though, and as a bonus action you can pull it out to check the time, gaining an extra spring in your step and a +10 bonus to your movement speed for the next minute.
Any creature who checks the time on this watch is momentarily disoriented. They are unable to read a map or discern cardinal directions for the next minute, making it very easy for them to become lost.
When you unroll this parchment scroll it grows in size and thickness until it is an inch width thick and long enough to encircle you, floating in place for a moment as purple glyphs are pulled towards it. When it becomes saturated with glyphs it flies towards you and attempts to attach itself. You can attempt to resist it with a Strength check (DC 14), or dodge it with a Dexterity(Acrobatics) check (DC 18).
On a failure, or if you are willing, it cinches around your abdomen and the glyphs begin circling your body. While wearing the scroll you have advantage on saves against spells targeting only you. The scroll crumbles to dust after 1 hour or the next time you take Lightning damage.
While wearing the scroll you have a 10 foot penalty to your movement and can not take it off until it is destroyed or