,This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you cant be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.,
,When you hit with an attack roll using this magic bow, the target takes an extra 1d6 Acid damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.,
,You can use an action to blow this horn. In response, 2d4+2 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of aberserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.,
,This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.,Slumbering (Uncommon).As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it cant be used until the next dawn. A potion you create in this way loses its magical properties if it isnt imbibed within 24 hours.
,This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.,You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:,Stream produces 1 gallon of water.,Fountain produces 5 gallons of water.,Geyser produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
,This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.,
,After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.,This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
,You can breathe underwater and have a swimming speed equal to your walking speed.,This weapon deals an extra 2d6 psychic damage.,Your attack and damage rolls with this weapon deal an additional +2,,
,You gain +3 AC,You gain immunity to Cold Damage,You can Cast cone of cold once per long rest,,