This simple leather messenger bag was made by an eccentric sorcerer who was irritated that his component pouch was constantly so disorganized. It has as many or as few pockets as the wearer needs, up to 20 pockets. Each time the pouch is opened the contents are neatly organized even if they were not when it was closed and it has a free pocket for anything you are holding that fits into the bag. It always weighs 5 pounds, empty or full, and can hold up to 20 pounds of goods as long as they fit into the mouth of the satchel.
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.
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 small jar is made with a thick glass and has several colorful lights that flit about within it, shedding dim light out to 10 feet. You can use this jar of strange lights as an arcane focus. Whenever you cast a spell of first level or higher using the jar as a focus the jar casts
This cloudy white orb has a scarlet sheen to it and when you stare into its depths you see shadows flickering throughout it. It weighs 3 pounds and is the size of a grapefruit. You can discover the commands for the orb by studying it’s depths for a short rest. When you study the orb it will reveal it’s command words in gnomish script within the shadows. As an attack action, you may speak a command word while holding the orb to do one of the following:
- You absorb a light or thrown weapon you are holding into the orb. If it is already holding 10 such weapons, nothing happens.
- You pull out a weapon of your choice that is stored in orb. If you do not have a free hand to pull it from the orb it falls to the ground.
- You expel a weapon of your choice from the orb and it flies towards a creature. Make a ranged weapon attack with proficiency. This attack’s range is 20/60 and does the same damage as the weapon would normally do.
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.
These leather gloves are singed with a delicate web of right angles.
This item has 5 charges and regains all expended charges each day at dawn. Additionally, you can use these gloves as an arcane focus.
While casting a spell if you are wearing these gloves you can expend a number of charges equal to the spell slot used to ignore any verbal or somatic components for the spell. When you expend charges in this way the gloves network of burns glows with energy that varies in color depending on the school of magic.
This cloak always seems to be affected by a light breeze and flows behind you constantly. While wearing this cape you have advantage on Charisma checks to appear heroic, royal, or awe-inspiring.
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 light decorative scarf is a pleasant yellow and just large enough to tie around the neck or use as a bandana. They were made popular after a stellar review by a jungle explorer claiming it protected him from a large ape.
It is not only a fashionable accessory though, once per short rest if the scarf is placed flat over a solid surface and the command word “banana bandana” is spoken a banana appears as the scarf is lifted. This banana is always ripe, but will go bad by the end of the day if not eaten.
Some have tried summoning other things, even just other fruits, but none have yet succeeded.