This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs pound plus pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM will determine the effect.
This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.
While wearing these bracers, you become resistant to lightning damage.
You can activate a bracer to cast maximilian's earthen grasp from it, and you can activate the other bracer to cast erupting earth from it. Once you cast a spell using the bracers you cannot cast that spell again until you finish a long rest.
This woven belt can adjust to fit any creature. If you touch the belt and use an action to speak its command word, it detaches from your waist and unravels, one end remaining in your hand while the other darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the belt can use an action to make a DC 15 Strength or Dexterity check (targets choice). On a success, the creature is no longer restrained by the belt.
The belt has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the belt drops to 0 hit points, it is destroyed.
You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid - Max Amount
Acid - 8 ounces
Basic poison - ounce
Beer - 4 gallons
Honey - 1 gallon
Mayonnaise - 2 gallons
Oil - 1 quart
Vinegar - 2 gallons
Water, fresh - 8 gallons
Water, salt - 12 gallons
Wine - 1 gallon
The gem of this ring glows red in the presence of lies. While you are attuned to this ring, it vibrates in the presence of illusion magic.
While attuned to this ring, you have advantage on Insight checks to determine whether a creature is attempting to deceive you (even if the words they use are truthful). Additionally, if you are speaking with a creature that understands how the ring works, you have advantage on Persuasion checks and disadvantage on Deception checks when dealing with that creature.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time it cracks and becomes useless.
When you roll a 20 with this magic longsword, the target takes an extra 7 slashing damage.
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression.
You have resistance to acid damage while you wear this armor.
This bundle of explosives can be lit and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures and objects within 20 feet of it must make a DC 12 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.
This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has the following patches:
Dagger, Dagger, Bullseye lantern (filled and lit), Bullseye lantern (filled and lit), Steel mirror, Steel mirror, 10-foot pole, 10-foot pole, Hempen rope (50 feet, coiled), Hempen rope (50 feet, coiled), Sack, Sack, Bag of 100 gp, 10 gems worth 100 gp each, Wooden ladder (24 feet long), A riding horse with saddle bags, A riding horse with saddle bags, Spell scroll containing one spell of 1st level, Spell scroll containing one spell of 2nd level, Spell scroll containing one spell of 3rd level, Portable ram
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
This tiny object looks like a feather. 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.
This small black sphere measures of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.
You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.
An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult your DM to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.
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 dust and is destroyed.
While you wear these gloves, you gain resistance to fire damage.
The gloves contain 3 charges, and recover 1d3 expended charges when finish a long rest. You can use the gloves in the following ways:
Spend 1-3 charges to cast armor of agathys at 1st-3rd level as an action.
Spend 1 charge to cast absorb elements as a reaction.
Spend 1 charge when casting a spell to channel the spell through the gloves, changing one damage type dealt by the spell to cold damage.
This warhammer is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the warhammer into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. You have a +1 bonus to attack and damage rolls made with this magic weapon.
This greatsword hums with energy when you hold it and you leave a faint afterimage behind you when you are wielding it. You have a +1 to attack and damage rolls made with this weapon.
Once during your rage, you can spend a charge to enhance your rage. This could be a surge of Strength, a boost to your resilience, a sharpening of the effects from your chosen Path, or another effect subject to your DMs approval.
Once per day, a creature can spend 1 minuelooking through this magical magnifying glass atan item to cast Identify on the item withoutexpending a spell slot. The Identify Glass can beused to replace the material componentrequirement of the spell.
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.
This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy, all assembled into a harness weighing 8 pounds.
While you are wearing the apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components.
You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.
On a successful check, you cast the spell as normal. On a failed check, you cast a different spell from the one you intended. Your DM will randomly determine the spell you
cast.
If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade, taking the form of a sword of your choice. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Attaching this gem sliver to a simple or martial weapon will allow you to use that weapon as a spellcasting focus. Critical hits with this weapon then deal an additional 2d6 fire damage. Additionally, whenever you cast a spell that deals fire damage while wielding the weapon, you deal an additional 1 damage for each die of fire damage dealt.
If you spend at least 1 minute conversing with a creature while holding this rod, you can use it to cast Geas without expending a spell slot. Once used, the rod cannot be used again until the day after the current spell ends.
While you wear this helm, you can see in darkness, including magical darkness, at a range of 60 ft as if it were dim light. You also gain resistance to necrotic and radiant damage.
Once per day, you can cast Invisibility on yourself or Faerie Fire centred on yourself. Whichever spell you choose, when it ends, the helm immediately casts the other spell.
Once per day, you can cast Darkness or Daylight centred on yourself. Whichever spell you choose,when it ends, the helm immediately casts the other spell.
While you wear this cape, you have a +1 bonus to your AC.
As a bonus action, you can unclip the cape and wrap it around your forearm. When you do so, and as a bonus action on each of your turns while the cape is worn in this way, you can either:
Make a Charisma (Performance) check and choose one creature within your reach as the target. If you beat the target's Wisdom (Insight) check, you have advantage on the next attack you make against that creature before the start of your next turn.
Make a Charisma (Deception) check. Each creature within 5 feet makes a contested Wisdom (Insight) check. Each creature you beat treats you as having taken the Disengage action.
The cape remains wrapped around your arm as long as your hand remains free of other objects (for example you cannot wield a shield or reload a crossbow, but you could perform the somatic components of a spell).
While you wear this choker, you stabilize whenever you are dying at the start of your turn.
In addition, you can use a bonus action to activate the protective bubble, which provides you with clean, breathable air. While the bubble is active, you can breathe normally regardless of external factors, you have advantage on saving throws against gasses and vapours. However, the bubble of air can distort information, your voice is muffled to those around you and you have disadvantage on perception checks. Once activated, the bubble lasts until it is destroyed or you dismiss it as a bonus action.
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
This metal mask looks a little like a squid clinging to your mouth when worn. As an action, you can place the mask over your nose and mouth and connect the arms around your head. While worn in this way, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).