This is a simple leather satchel riddled with scorch marks and tiny holes. When opened it has nothing insde it, but if you reach in without looking you can feel several stones or orbs.
It has 4 charges and regains all expended charges each day at dawn.
As a bonus action you can expend a charge and pull out a fist sized stone that begins to smoke. At the end of your next turn it will shatter with a low crack that can be heard out to 100 feet. It explodes into shards dealing 1d10 piercing damage to all creatures within 5 feet that are not behind 3/4 or full cover. You can throw one of these smoking stones up to 30 feet.
If the satchel is exposed to fire damage a charge is expended and a stone shatters. Additionally, any stone exposed to fire damage immediately shatters.
This fan has a beautifully engraved case of brass and each time you open it has a different vibrant design on its face.
As a bonus action you can open this fan, which stays open for the next minute or until you close it again. When you open the fan its design, which corresponds to an element, is chosen randomly by rolling a d6. The elements are as follows: Acid, Cold, Lightning, Necrotic, Poison, and Radiant.
After opening this fan if you use it as a spellcasting focus to cast a spell of 1st level or higher that deals Fire damage, you can replace half of the spell’s damage dice (rounded down) with the damage type chosen by the fan.
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.

These black gauntlets have gold and feathered edging, with engraved motifs down their arms. While wearing them when you cast a spell that deals fire damage the flames flicker black instead of orange and ignore resistance to fire damage. If these black flames reduce a creature to 0 hit points, it disintegrates into a pile of ash.
Rise From Ashes
When you would be reduced to 0 hit points you instead appear to burst into flames and disappear, leaving a pile of ash in your space. Until the beginning of your next turn you do not exist on any dimension or plane, and are considered dead; However, at the beginning of your next turn you return with 1 hit point amidst a wreath of black flames in an unoccupied space within sight of your ashes (or if that is not possible, the nearest unoccupied space). All creatures within 30 feet of this space must make a DC 18 Dexterity saving throw as they are engulfed in the inferno. They take 8d10 fire damage on a failed save, or half as much on a successful one.
After using this feature you can’t use it again for the next 2d6 days.
This sling is made from dark leather, painted with a bright orange motif. It smells of smoke and sulphur when you fire it. This item has 10 charges and regains 1d8+2 charges each day at dawn.
When you make an attack with this sling you can expend a charge and as you do so the ammunition begins smoking before it ignites in a fiery trail to your target. When you make an attack in this way you deal an additional 2d6 fire damage on a hit. If you instead expend 4 charges while making an attack the ammunition explodes into a fireball on contact with a creature or surface. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and it ignites flammable objects in the area that aren’t being worn or carried.
This quarterstaff is made from a pale wood and a segmented serpent is carved along its length with its head at the top of the staff. Its eyes are set with large turquoise and several smaller stones stud its back.
This item can hold 10 charges and regains 1d10 expended charges each day at dawn if you are not underground when the sun rises.
As a bonus action you tap the staff on the ground and the eyes shine a cold blue as if the cantrip
Prince of Lightning
While the serpent’s eyes are glowing you can choose to expend a charge as an action. When you do so the whole staff crackles with energy and the turquoise stones shine brightly before a searing blue beam erupts in a 1-foot-wide 60-foot-long line from the snake’s mouth. Each creature in the line must make a Constitution saving throw DC 17. On a failed save, the creature takes 3d8 Fire damage, 3d8 Lightning damage, and is Blinded until your next turn. On a successful save it takes half as much damage and is not Blinded. Additionally, this effect dispels any magical darkness in its area.
Lord of Flame
As an action you can expend all remaining charges to create a massive mote of brilliant blue light. All the stones on the staff suddenly pulse and a 10 foot sphere of light coalesces 50 feet above your head. This mote sheds bright light in a 250-foot-radius, and dim light out for an additional 100 feet. It lasts for the next 10 minutes before disappearing with a roar.
This light is considered sunlight and dispels any magical darkness in its area. Additionally, any creature in the radius that looks at the mote of light must make a Constitution saving throw (DC 17) or be Blinded for the next minute. A creature blinded by this effect may make another Constitution saving throw at the end of each of its turns, and on a success is no longer Blinded.
After using this feature you can’t use it again for the next 2d6 days.
Curse. If the snake has not has blood dripped in its mouth in the last month each time you expend one or more charges you take 1d8 Lightning damage.
This scroll has radiating lines originating from the edges of the parchment and a bold red border. When activated and then re-rolled for the next hour when any creature speaks through the scroll their voice is up to four times as loud. The tighter the scroll is rolled the quieter the sound.
This quarterstaff is made from an ancient wood that is graying from age but is still stout and stable. At the bottom it has an iron cap and near the top 8 roughly hewn bells of several sizes, sprouting out wildly at all angles. Wrapped around every bell is a ratty cloth, silencing it.
This quarterstaff weighs 6 pounds, does 1d8 bludgeoning damage, and has the Versatile(1d10) property.
When you attune to this quarterstaff you realize that the bells are more than a noisy addition that must be silenced, but that each holds a portion of magic power that is unleashed as they are unbound.
Unbinding
When you unbind the first bell you feel a small surge course through your body. Each bell rings out with a chorus of clanging as it is released from its wrappings, as if the sound itself was trapped within the binding. This quarterstaff has 1 charge for every bell it currently has unbound and it takes 1 action to unbind a bell. It regains 1d8 expended charges each day at dawn.
If you have any number of bells unbound you have disadvantage to stealth checks while holding the quarterstaff.
Toll the Bells
As an action you can strike this quarterstaff against the ground or against a nearby object, expending a charge as the bells peal. Any creature within 30 feet of you that can hear the bells has disadvantage on their first weapon attack against you on their next turn. Additionally, until the end of your next turn you have advantage on your first melee attack against any affected creature.
On a successful melee attack with this quarterstaff against an affected creature you can choose to gain temporary hit points equal to the damage you deal.
Curse. The first time each bell is unbound you lose 1d6-1 max hit points as you hear its discordant chime. These hit points can not be restored, even by
These two strings of polished silver bells tinkle merrily when shaken and can be heard up to 120 feet away. These bells have 4 charges, and regain one expended charge each time you use the Dash action while wearing them. Also, while wearing these bells your movement speed and jump distance increases by 5 feet.
Any ally creature that can hear these bells can choose to expend a charge to roll a d4 and add the number rolled to an ability check or attack roll of its choice. It can make this choice before or after making the initial roll. Once a creature has used this feature it can not do so again until its next turn.
Are people always teasing you about your big feet? Do you just really need to be able to fit into those cute shoes in the store window? This pair of Slippers of Concealment can help you. These dainty white slippers are bigger on the inside than the outside. No matter how big your feet are, they are guaranteed to fit in these slippers without stretching or discomfort.
This pendant is a garnet set into a wide bronze base devoid of any marking. It is warm to the touch and hangs from a similarly plain bronze chain. This pendant has 8 charges, and regains 2d4 expended charges each dawn.
As a bonus action you can activate the Pendant and it will softly flicker. Until the beginning of your next turn any time a creature you can see within 15 feet of you, including yourself, is hit by a ranged weapon attack you can choose to expend a charge to reduce the damage of the attack by 1d8 + your Dexterity modifier by blasting the missile with a searing bolt of flame from the pendant. If you reduce the damage of a missile to 0 it burns to ash before it reaches the target creature.