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 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 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 wand has a 2 inch glass ball at the end of it that can be used much like a magnifying glass.
As an action you can tap the ball on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) to create a small hole the same diameter as the ball itself up to 6 feet deep. This lasts up to 1 minute or until you make another such hole and creates no instability in a structure around it. When the hole disappears any objects or creatures that may have managed to fit into it are ejected in a space nearest to the surface the hole was created on.
This small crossbow has several modifications to the channel and string that make it almost impossible to fire a regular crossbow bolt. You will find however, that it is deadly accurate while firing chalk. When you fire a piece of chalk at a target with this weapon on a successful hit it does 1 + your Dexterity modifier bludgeoning damage, and on contact pulverizes into a fine 5 foot cloud. Any creatures within the cloud must make a DC 14 Constitution saving throw or be Blinded until the end of your next turn as chalk gets in their eyes.
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.
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