This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Magic Missile:You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
A mysterious powder that seems to disappear at the right angle. Using an action, sprinkle it on yourself to become invisible for one hour. The bag contains one use, and the invisibility ends when you make an attack or are hurt.
Powder harvested consensually from a pixie. Sprinkle it on yourself as an action to fly for one hour. The bag contains one use.
Powder made from a red dragon's tooth. Sprinkle it on yourself as an action to gain resistance to fire damage for one hour. The bag contains one use.
Sand from a rare desert dune. Blow it on a target within 5 feet. They must succeed on a DC 14 Constitution save or fall asleep for one hour. The bag contains one use.
Sawdust collected from a cursed tree. Blow it on a target within 5 feet. They must succeed on a DC 14 Constitution saving throw or begin coughing for one minute. At the start of their turn, they may make another saving throw to avoid coughing. If they fail, they use their entire turn to cough and cannot move or take reactions. The bag contains one use.
A mysterious dust that you can't help but think is adorable. Blow it on a target within 5 feet. They must succeed on a DC 14 Charisma saving throw or be charmed by you (they think you're rad as hell). While charmed, they cannot do anything to endanger you or your allies. They The bag contains one use.
A strange belt that consists of an adjustable black strap and a single pouch that opens and closes via zipper. You may summon any mundane, non-magical item out of this pouch as long as it is a) not a key and b) weighs less than 5 lbs. You may do this up to 3 times per day.
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.
A gold pin that you can attach to any piece of clothing. You may spend an action to force a creature within 30 feet of you to make a DC 15 Charisma saving throw. On a failure, that creature now thinks you're a famous adventurer and also that you're hot as fuck. You may do this a number of times per day equal to your Charisma modifier.
This amulet is a mark of a true adventurer, recognized by people around the Dessarin River. While you are attuned to this amulet, your Constitution score is 17, unless your Constitution is already 17 or higher.
When you tell people of your adventures, you can spin a tale to a crowd of up to 10 creatures and have them become friendly to you if they fail a DC 15 Charisma saving throw. You may use this once per day.
This anklet is cute as hell, and you are certain everyone is jealous of the anklet because it gets to be close to you. While attuned to this, it has 3 charges that are regained every morning. You may use one charge to resist one charm effect, or give a creature disadvantage on a saving throw against a charm effect you have created.
Additionally, once per day, if you succeed on a DC 15 Wisdom check, you can know if one target within 30 feet thinks you're cute.
A beautiful piece of silver carved in the likeness of Bahamut. Protection radiates from the sigil.
If an ally takes damage within 30 feet of you, you can use your reaction to reduce the damage by 1d10 + CHA modifier. If you reduce the damage to zero, they are healed by the same amount. You may do this up to three times per day.
These moccasins slap. They really put some pep to your step, and ladies love 'em. They are so comfortable that you barely need rest or water.
While attuned to them, you cannot suffer from a hangover. You gain proficiency in constitution saving throws. You can also avoid exhaustion once per day.