This wand is made of a sturdy oak and each end is seamlessly reinforced with bronze. It has 5 charges and regains 1d4+1 charges each day at dawn. You may choose to spend a charge to cast Mending with a range of 10 feet. For every additional charge spent to cast Mending the size you may mend increases by 1 foot. If you double the charges spent you may cast Mending as an action.
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 hardy wine bottle is completely opaque and holds a strong, deep red alcohol but it cannot be poured out, only drunk from. It can be depleted but any liquid poured into the flask is instantly transformed into an equal amount of alcohol and any poison is nullified. Any creature that has drunk from the decanter knows the direction of the nearest alcohol within 10 miles (besides the decanter) for the next hour.
This scroll unrolls into a 1 foot square with a magic circle in the center. When a book, a stack of papers or parchment, or any non-living object with writing (that fits on the scroll) is placed into the magic circle, it activates. Light emits from the lines of the magic circle and the scroll smokes until the object placed on it is enveloped. Once it finishes this process the smoke clears to reveal a scroll replacing the original object, but containing all the written information that was on it. The covering of the scroll depends on the material provided. For instance a hardbound book becomes a scroll within a custom fitted scroll case in the color of the binding. This is useful for making travel versions of books because scrolls created in this way are never more than half the original weight. If a scroll created in this way is brought into an anti-magic field or is dispelled it explodes into the original object(s) it was made out of.
This small vial holds a clear foaming liquid, and has a wand of sorts attached to it by a string. As an action a creature can soak the wand in the liquid and blow on it, when they do so 10 airy crystalline orbs form at the end of the wand and gently float wherever the wind fancies. Using the vial in this way expends a charge. The orbs burst after traveling 100 feet, touching a creature, or bumping into a sharp object. When an orb bursts it deals 1d4 thunder damage to all creatures within 5 feet as a uncannily large concussion emanates from them that can be heard out to 100 feet. The vial is found with a number of uses equal to 2d10 or a number of the DM’s choosing and when all uses are expended it is empty and cannot be used again.
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.
These bracers have a layer of angularly carved stone fastened over a pair of leather gloves. While wearing them and touching stone or earth with the gloves you gain several effects. If you are not a spellcaster these effects use your constitution modifier as your spellcasting modifier.
- As a ranged spell attack you can form a small disk of stone or compacted earth and send it flying at a creature you can see within 60 feet. This does bludgeoning damage equal to 1d8 + your spellcasting ability modifier. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
- You can cast
Mold Earth as an action. - As an action you can cast either
Earth Tremor orEarth Bind . Once you use this feature you must finish a long rest before you can use it again.
This small golden amulet is about an inch across and resembles an eye half closed over an inlaid ruby. It hangs on three frail chains coming from each corner of the eye. While wearing this amulet when you make an opportunity attack against a creature you may make another opportunity attack before the beginning of your next turn so long as the second attack is not against the same creature.
Curse. When a creature puts this amulet over their head it tightens around their temples and the 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 have disadvantage on saving throws against being Blinded, and 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 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.
The primary ingredient for this deep red potion is supposedly shark blood. Any creature that consumes the viscous fluid from it’s rough wooden cask gains 3d8 temporary hit points and a single action surge (see Fighter’s Action Surge) they can use. These each last for one hour, and expire after that time. Any creature that is not a Sahaguin suffers from the Poisoned status the day after they take the stimulant which lasts until they take another long rest.
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 10 inch squares of paper are beautifully flowered on one side and some even gilded. On the other side they are blank except for an intricately inked magic circle. When you find them there are 1d4+1 sheets. When someone begins to fold them they continue folding themselves until they begin to resemble a creature and become animated, although they don’t increase in size and only stand a few inches tall. These little helpers last for the next month, until they are damaged, or become wet. They follow commands from whoever began folding the paper.
With a little practice anyone can learn how to create one of the common forms or possibly even something new. The first time you make one of the common forms you must succeed on a DC 12 Dexterity (Sleight of Hand) check. On a success you create the form you tried to make and never have to make this check again for that form. On a failure roll 1d4. On a 4 you are able to use the paper again. On a 1-3 the magic circle is too damaged to attempt it again.
At the DM’s discretion you can attempt to create a new form with different effects, which may be more difficult or have new rules.
Humanoid
These little guys can only lift up to 5 pounds but are quite dextrous with their hands, and able to follow rather complex orders. They have a walking speed of 15 and a climbing speed of 5.
Elephant
Their triangular build makes them much stronger than most other transformations and they are able to carry and lift up to 15 pounds. They aren’t smart but they can still follow simple two or three word commands. They have a walking speed of 10.
Bird
Unfortunately unable to sing, this little bird is able to carry messages written on it, or with it, to a specific location. If shown on a map where to take it and told to “fly” it will be able to navigate exactly to where you pointed, and do its best to fly around storms. It can also return to where it was folded by being told to “go home”. They have a flying speed of 30 and a walking speed of 5.
This satchel appears in every way to be a Satchel of Superior Sorting and functions very similarly, it is a failed experiment by the same sorcerer that created the Sorting Satchel after all. But each time a pocket is created if there are more than 10 pockets total roll 1d20. On a 1 pick a pocket at random and that pocket is emptied into another dimension.
This odd gift made by a forest dryad appears to be a large cluster of oddly colored grapes. Truly though it is alive, and each day at dawn it grows 2d10 new purple spheres the size of a small marble. While they make look very much like a fruit on closer inspection each sphere is a shiney bulb of wood which is quickly made obvious to anyone who attempts to eat them. All “grapes” that have been plucked off the vine wither and grow mushy by the end of the day, making them useless.
These little wooden spheres are easily plucked off and the bunch can hold up to 50 of them before it stops growing more. As a bonus action a creature can grab a handful of the wooden orbs and scatter them on an adjacent space. Each time you do this it costs 20 grapes. Any creature moving from or through this space must make a DC 10 Dexterity check or fall prone. A creature does not have to make this check if they move at half speed. If you do this twice on the same square any creature moving from or through this square must make the Dexterity check at disadvantage.
When unrolled this scroll slowly lofts into the air just above head height and expands to create a 30 foot by 20 foot floating canvas, casting a lovely patch of shade. It will remain in the location it was opened for the next 10 hours before it sinks to the ground and dissolves into sand.
This is one of the most graceful magical tattoos, it’s the first name of your loved one in a flowing script directly over the heart. This is a tattoo that is rare to find, as it’s one thing to be in love, and it’s another thing to never love again. If the partners are separated they can know the other is alive from the faint pulse coming from the tattoo. If the partner dies however the tattoo will shrivel and leave a scar where it once was, leaving the surviving partner to never love again. They may find those that they care for but they will never be able to find romance from that moment on.
This tattoo is a circular design, usually in purple or red, on the neck or back of the head. It’s typically shared between blind and visioned siblings. When the tattoo is finished the left eye of each creature hazes over and they are unable to see from it.
Once per short rest either of the tattooed creatures can choose to see through their partner’s eyes as an action. For the next hour or until this effect is ended as an action the creature that activated this effect can see through the eyes of their partner instead of their own. During this time each of the creature’s left eyes are no longer hazed over and become the color of their partner’s eyes.
For this tattoo a small design resembling a birthmark is carefully inked on a baby or child and an adult. The child takes on a familial resemblance to the adult as it grows and is generally accepted by others as the progeny of the adult. After one year the strength of the bond deepens and requires magic/divine intervention to reveal or remove. if the child finds out about the mark (by themselves, through magic, or otherwise) after the period it takes to disappear, over the next year the effects of the bond wear off and they shed all familial resemblance to the adopting parent. Additionally, they may even grow to resent the parent for their lie, even if the parent was kind to them.
These tattoos are popular amongst military units. This tribal forearm tattoo allows stupendous synchronization in battle, giving the pair of creatures +1 AC when standing within 10 feet of each other. Their movements almost seem as if they know exactly what the other is going to do next. However without their bonded partner they appear to be missing part of their senses and while farther than 30 feet from the bonded creature they both have disadvantage to Perception checks.
The closest of comrades, and often siblings get these wide banded wrist or ankle tattoos. Creatures who share this tattoo know the general direction of their tattooed partner at all times. Whenever the bonded “brother” is suffering or in danger the other can feel twinges of pain from the tattoo. Additionally, they gain advantage to all checks to find or assist their brother when they are in peril. When a tattooed partner perishes the other feels intense agony throughout their body originating in pulses from the tattoo and loses 10 years of their own life.