Ring, Rare (Requires Attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn, When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend I charge to succeed on that save instead.
Staff, Rare (Requires Attunement by a Bard, Cleric, orDruid)
This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5
Regaining Charges. The staff regains 1d6 + 4 ex- pended charges daily at dawn. If you expend the last charge, roll 1420. On a 1, the staff vanishes in a flash of light, lost forever.
Wondrous Item, Uncommon (Requires Attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Weapon (Javelin), Uncommon
Each time you make an attack roll with this magic ‘weapon and hit, you can have it deal Lightning dam- age instead of Piercing damage.
Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn. the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (exclud- ing you) makes a DC 13 Dexterity saving throw, tak- ing 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can’t be used again until the next dawn,
Circiet oF BLASTING Wondrous Item, Uncommon
While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn.
Wondrous Item, Common (Requires Attunement)
Whenever you roll this six-sided die, you can con- trol which number it rolls.
Weapon (Dagger, Rapier, Scimitar, Shortsword, Sickle, or Spear), Common (Requires Attunement)
While this weapon is on your person, you under- stand the nonwritten communication of all Fey, and they understand yours.
Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can't be used again until the next dawn,
Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Common
In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.
Wondrous Item, Common
This gold coin has Vecna on one side and Kas on the other, famous enemies.
The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin lands heads or tails.
Heads: Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Widsom saving throw. On a failed asve, the target takes 2d4 Psychic damage and has Disadvantage on the next attack roll it makes before the end o fits next turn. On a successful save, the target takes half damage only.
Tails. You take 1d4 psychic damage.
Wondrous Item, Common (Requires Attunement by a Spelicaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a Simple or Martial weapon as a Spellcasting Focus for your spells.
For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as a Magic action, the weapon. is destroyed, or your Attunement to the ruby ends.
This wooden staff is decorated with bird carvings. It has 10 charges.
While holding it, you can take a Magic action to expend I charge from the staff and cause it to create one of the following sounds, which can be heard out to 120 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon's call, a turkey’s gobble, a seagull’s cry, an owl's hoot, or an eagle's shriek Regaining Charges.
The staff regains 1d6 + 4 ex- pended charges daily at dawn. If you expend the last charge, roll 1d20. On a, the staff explodes in a harmless cloud of bird feathers and is lost forever.