A miniature statuette of a raven small enough to fit in a pocket. If you speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living raven of normal (tiny) size. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the raven's full statistics (AC:12, HP:1, Atk:+4/1pi, Mimicry). The creature exists for up to 12 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
A crude club with a large knot at one end, roughly the length of an adult human's forearm. From a distance, the cudgel appears to be made out of coarsely worked obsidian. Though, under closer inspection you see that it is dense, polished black wood. This weapon can be used with one or two hands (versatile). On a hit, when the weapon is used with one hand, the target takes 1d4(+ your melee/strength ability modifier) bludgeoning damage. On a two handed attack, the target instead takes 1d8(+ your ability modifier) bludgeoning damage. The cudgel is also magically imbued with a +2 bonus to attack and damage rolls made against insects and spiders. SPLAT!
This tiny object looks like a leaf.
You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.
When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
This small sphere of glass weighs 1 pound. A pitch black substance swirls around inside. You can use an action to throw the sphere against a hard surface within 60 feet of you, causing the glass to shatter and release the substance inside.
Once shattered, a magical darkness spreads from the point to fill a 15-foot-radius sphere for 1 minute. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the sphere is shattered on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
You regain 2d4+2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
This scroll bears the words of the earth tremor spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible.
When cast, you cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw (DC 13). On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. Alternatively, the scroll can be copied by a Wizard just as spells in spellbooks can be copied. When this scroll is copied, the copier must succeed on a DC 11 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
This ring has a single charge. While wearing it, you can expend its charge to use one of the following properties. The charge is replenished after completing a long rest.
Radiant Blast - As an action, shoot a beam of radiant energy from the palm of your hand. The beam is 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 radiant damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level.
Imbue Blade - As an action, imbue a bladed weapon with radiant energy. For one minute, the weapon deals an extra 1d4 radiant damage when it hits. The damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Radiant Shield - As a reaction, protect yourself from radiant damage. From the ring a shimmering field appears, absorbing a portion of the radiant
damage. The amount absorbed equals 1d10 + your proficiency bonus. In addition, you have resistance to any excess radiant damage. The absorption increases by 1d10 when you reach the 5th, 11th, and 17th levels.
A sharp needle unscrews from the top of the pendent. As a bonus action you can use it to draw blood from a target humanoid creature. If the target is unwilling, it has to be grappled or incapacitated to have its blood drawn.
Once the blood is drawn, returning the bloody needle to the pendent will cause it to briefly glow a deep red as it absorbs the blood. Once absorbed, the pendent is charged with the target’s lifeblood. Any previous charges from other creatures are lost.
As an action, you can expend the pendent’s charge to Polymorph into the imprinted creature. The new form must be humanoid. Your statistics, other than your size, are the same in each form. Any equipment you are wearing or carrying melds into your new form. You revert to your true form if you are incapacitated.
As an action, you can dispel the transformation and return to your true form. The pendent’s charge is replenished after completing a long rest.
A ghostly, glowing blade forms from the non-spectral handle of this weapon. When attuned, the blade can take any shape you will it to (within reason — left to the GM’s discretion). The blade’s reach remains the same. As a free action, you can summon/dispel the blade.
When attuned, only you can hit with this weapon. For anyone other than you, the blade passes through its target. Without the blade, the weapon can still be used as a quarterstaff: 1d6 bludgeoning — Versatile (1d8).
Long and slender, at the blade’s base sits a swirling purple/black gem. The disproportional gem is set in a ornamental setting - a pewter skull gorging on the jewel. On its underside are noticeable remnants of a filed off ring band.
When you hit a creature with a melee attack from this weapon, you can use a bonus action to place a baleful curse on the target. The target is cursed for 1 minute. The curse ends early if the target dies, you die, you are incapacitated, or you lose concentration. Until the curse ends, you gain the following benefits:
• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
• If the cursed target dies, you regain hit points equal to your level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
This heavy black hammer, which is adorned with gold leaf accents, was once used by the Gilded Guard - presumably as a tool to combat criminal magic users.
If you hit a creature with this weapon, you can choose to cast the Dispel Magic spell against the target as part of the attack.
The spell is cast at 3rd level, and the DC check bonus for this spell is +3.
Once you use this feature, you cannot use it again until the next dawn.
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.