While you wear this pendant, you automatically stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, you double the number of hit points it restores.
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
While holding this vial, you gain a +2 bonus to spell attack rolls and saving throw DCs of your sorcerer spells.
Usage: 1/Long Rest. In addition, when you spend any Hit Dice to regain hit points while holding the vial, you can regain 5 sorcery points.
Usage: 1/Day (Next Dawn). This amulet is made from a small wooden cask. When you drink a pint of beer, ale, mead, or wine while wearing the amulet, you regain 4d4 + 4 hit points. The amulet can't be used this way again until the next dawn.
While wearing this cloak, you gain a +1 bonus to AC and saving throws.
This Warhammer is summoned via your Pact of the Blade feature. You are proficient with it while you wield it. It counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
It disappears if it is more than 5 feet away from you for 1 minute or more, if you use this feature again, if you dismiss the weapon (no action required), or if you die.
While holding this rod, you gain a +1 bonus to spell attack rolls and saving throw DCs of your warlock spells.
Usage: 1/Long Rest. In addition, you can regain one warlock spell slot as an action while holding the rod.