Scroll of Loudness scroll, common

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.

Reynier’s Miniature Raincloud scroll, uncommon

This scroll is sealed with white wax that shimmers in the light and has the crest of a lightning bolt. When the seal is broken a tiny cloud the size of a fist appears 5 feet directly above the scroll. This cloud grows until it is 5 feet wide before beginning to rain. It rains 1d4 gallons of water over the course of 1 minute. This water is perfectly clear and could even be described as glittering. After 1 minute a single lightning bolt strikes the ground from the tiny cloud before it dissipates, and any creature within 5 feet of that point must make a DC 12 Dexterity saving throw or take 1d10 Lightning damage.

Immovable Scroll scroll, common

This scroll is flecked with what looks like pieces of metal and springs open as if it wants to be flat instead of rolled up. You can see a clear outline of a hand within its runes. As an action you can unroll this scroll and place your hand in the outline. When you do so it hardens and becomes magically fixed in place. Until the scroll becomes wet or burns it doesn’t move, even if it is defying gravity. It can hold up to 100 pounds of weight. More weight causes the scroll to shatter. If it does not become wet, burn, or shatter, it will remain in place for the next month before becoming mundane parchment.

G'nehr's Woodland Wrath wondrous, rare

You see a bonsai tree within a simple glass enclosure. It has a well shaped clay dish and cork around its lip, sealing off the glass tube over the small tree. Despite the tree being completely enclosed you can see an obvious breeze swirling around the glass. When you pull the glass off there is a small burst of air and the breeze dissipates.
Each day the tree sheds a single leaf. This leaf does not wither no matter how long it dances along in the breeze within the bottle. Any leaf that is plucked from the tree has no special properties.

If one of these leaves is crushed or ripped Gust is cast. As a bonus action you can control this effect by cupping your hands around the leaf.
If more than three of these leaves are crushed or ripped Gust of Wind is cast. As a...

G'nehr's Arboreal Arsenal wondrous, rare (requires attunement)

This appears to be a wooden gauntlet made from gnarled oak and a tough brown fabric. Each of the solid wooden slabs fastened to the back of the gauntlet has a different rune on it and on its front it has a circular hole cut from the palm. This gauntlet holds 5 charges and regains 1 expended charge each morning at dawn.

If you are within arm’s reach of a tree as an action you can expend a change and press your hand against the tree to draw a weapon or ammunition from it. This can be any weapon you are proficient with or 1d4 pieces of ammunition for any weapon you are proficient with. The look and feel of the weapon differs slightly depending on the type of tree you pull it from but it does not affect its function in any meaningful way.
On a critical failure...

Grinder of Many Spices wondrous, uncommon

This mahogany grinder has a simple oak inlay and is smooth from use. When the handle is turned new well ground fresh spices come out as you would expect, but it seems like it’s never the same spice twice.
This grinder has 3 charges and it regains all charges on a short rest.
You can turn the handle of the grinder either clockwise or counterclockwise, expending a charge each time you do so. When the handle is turned roll 1d10 to determine the spice that is ground. Clockwise, and the spices nicely fall from the grinder with no special effects. Counter-clockwise and after a small delay large shards of spices spew from the mouth of grinder up to 15 feet away affecting anything they hit in strange ways. You can make an ranged attack against a creature within range and on a hit the spice effect takes place....

G'nehr's Ceremonial Censer wondrous, uncommon (requires attunement)

This small censer is made from a deep green soapstone mottled with white and carved with vines of morning glory. Inside the same burlap sack in which it was found is a large selection of dried aromatics. When these aromatics are burned in the censor they magically reappear within the burlap pouch the next morning.
If you burn these aromatics during a long or short rest at the end of the rest all creatures who rested within 60 feet of the censor receives a magical effect, depending on what was burned. A creature can receive a number of magical effects equal to their Constitution modifier (minimum of 1) per day in this way. After a creature receives the maximum number of magical effects the aroma given off by the censor becomes repulsive and has no beneficial effect for the remainder of the day. All  censor effects gained in this...

Helm of the Hummingbird wondrous, rare (requires attunement)

This light iron helm is painted in a quickly fading green and has small ivory wings jutting from each side.
Once per short rest as an action you can activate the helm and the wings begin beating until they almost blur and a faint hum can be heard.
When you activate the helmet you can immediately move up to 60 feet in a straight line. As the wind buffets your face you realize you are not teleporting, but actually running to the spot you envision in your mind.
While moving in this way you do not provoke attacks of opportunity and you are able to move across liquids.

The wings keep beating for a while after you activate the helmet, slowly winding down over time. For the next 10 minutes as a reaction on any creature’s turn you can gain 1 level of exhaustion to repeat the...

Gloves of Nullification wondrous, rare (requires attunement)

These short purple gloves are tipped in silver and are made from a light flexible material that seems extraordinarily difficult to tear.
While you are wearing these gloves if you make a successful unarmed attack against a magic caster they do not have to make a Concentration check until the end of your turn. At the end of your turn they feel a sudden drain of magic power and must make a Constitution saving throw with a DC equal to the total unarmed damage you dealt to the caster during your turn. If they fail this saving throw any spell they were concentrating on immediately ends, and they are unable to cast any spells until the end of their next turn.

Additionally, once per day you can activate the gloves as an action and in a violent purple flash an Antimagic Field appears around you, as if you...

Greater Gauntlets of the Glacier wondrous, legendary (requires attunement)

These thick leather gloves go all the way up your forearms and cinch tightly above the elbow. The back of the hand is covered in a white filigree that gently spirals all the way up the glove and the palms are chill to the touch.While wearing these gloves you have resistance to Cold damage and even when Restrained, or Grappled by a creature Large or smaller, your movement speed can not drop below 10.
If you grapple a creature with both hands while you are wearing these gloves that creature takes 2d6 Cold damage each turn until they are no longer grappled. If they break the grapple they must roll a Constitution saving throw equal to 10 + your proficiency bonus. On a failure they are Restrained by ice until the beginning of their next turn.

As an action once per short rest you can activate the gloves and...