This miniature keg is sealed with blue wax and filled with a pint of bitter ale. After drinking all the contents you gain several effects for the next hour.
- You can see into the Ethereal Plane out to a range of 120 feet as a blue haze.
- You can see Invisible creatures and objects outlined in a halo of yellow light.
- You have Tremorsense out to a range of 120 feet.
- You are Poisoned even if you would normally be immune to the condition.
Each minute you are Poisoned in this way you must make a DC 10 Constitution saving throw or become Stunned for the next minute as you are overwhelmed by everything you see. If the Poisoned condition is removed, or after one hour, you lose all the above effects and gain a level of exhaustion.
This deck of sturdy playing cards have a beautiful abstract design and when inspecting them you can see an endless void through their suits. While counting or shuffling this deck it is easy to lose track of where you are. As an action you may draw a card and activate it by placing it against a vertical surface at least 5-foot square within reach. When activated a card opens up an interdimensional hallway. You can choose how for this hallway goes; For instance “until the other side of this wall”, or “250 feet”, however the maximum distance traveled is the value of the drawn card times 50 feet. Numbered cards’ values are equal to their number, while face and ace card values are 10 and 15 respectively. After a card is activated its suits fade. A faded card has a value of 2 when activated again, regardless of its actual number or type. Once all cards in the deck have been activated this item becomes a mundane deck of playing cards.
Interdimensional Hallways
Interdimensional hallways created by this deck are always one tenth the length on the inside as they are on the outside, so a 100 foot hallway would only take 10 feet to travel through. These hallways are not visible or tangible in any way from outside them except for the one-way doors at each end and last for one hour or until one of the doors is destroyed. If a door is destroyed before it collapses creatures in the hallway must make a DC 12 Dexterity Saving throw. On a failure they take 2d10 bludgeoning damage and are expelled out of the hallway from the closest door; However, on a critical failure the creature is transported to another plane or demiplane of the DM’s choice instead. On a success they take half as much damage and can choose which door they are expelled from.
This pouch of coarse yellow powder smells almost sickly sweet but has no noticeable taste. When dissolved into a liquid it keeps it from souring or going bad for an additional 3 days the first time it is added, but its effects are removed by
This pouch contains enough for up to 10 gallons of liquid.
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 deck of cards features a well dressed creature from a different profession or walk of life on each card.
As an action you can draw a card from the deck, changing all your clothing, but not your belongings, to match the creature on the card. This clothing fits well, no matter your race or build, and this change lasts until midnight, you draw another card, or
Suits and Sashes
Numbers are everyday professions, anything from a cobbler or a blacksmith to a clergy member or librarian. Faces are nobility or high ranking individuals. If you draw an Ace you can choose what your outfit is, even an exact match of another creature’s outfit you have seen before. Additionally, you gain a bonus while wearing this outfit based on the suit drawn.
Hearts. You have advantage on Charisma(Persuasion) checks and Wisdom(Insight) checks.
Diamonds. You have advantage on Charisma(Performance) checks and Intelligence(Arcana) checks.
Clubs. You have advantage on Charisma(Intimidation) checks and Strength(Athletics) checks.
Spades. You have advantage on Charisma(Deception) checks and Wisdom(Perception) checks.
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.
This piton is made of folded iron and confusingly heavy. It functions as a normal piton, however after 1 minute of contact with solid stone the rocks around it trembles and coalesces to form a stone foothold with no seams or cracks.
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This large metal tin opens to reveal a sticky dull-green paste. When applied to any surface besides metal or glass it easily sticks, and rapidly grows a thick layer of moss and other small plants. If you cover yourself with this paste after 1 minute you have a layer of natural camouflage that lasts up to a day before it falls off. There is enough paste in the tin to cover 4 small or medium creatures.
While covered in moss paste if you hold completely still in an area of heavy foliage you can not be seen unless the searching creature makes a successful DC 18 Wisdom(Perception) check, or is within 15 feet of you and has a Passive Perception of 15 or higher.
This imposing half mask is made to resemble an eagle and its dark feathers contrast the piercing golden eyes. While wearing the mask you are able to see objects as if they were within arms reach even if they are as far as the horizon so long as conditions are clear. Additionally, you have advantage on Wisdom (Perception) checks that rely on sight, but are unable to use darkvision while wearing the mask.
This simple red cylinder marked with a sun rune is named for the intense light it creates. You can light it as an action, and when lit it will fly into the sky before exploding in a flash, illuminating the landscape. For the next 10 minutes bright light is cast in a 100-foot-radius, 200-foot-high cylinder, and dim light for an additional 100 feet. This light is sunlight and dispels any darkness in its area that was created by a spell. Any oozes, undead, or fiends within this light have disadvantage on Constitution saving throws. Additionally, any fiend that starts their turn within the area of bright light takes 1d12 radiant damage.
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.