Arrows fired from this magic bow between dusk and dawn are silent while in flight. The bow has 5 charges and regains all expended charges daily at dawn. Once on each of your turns when you hit a creature with a ranged weapon attack using the bow, you can expend 1 of its charges to cause the arrow to split into a spray of magical feathers. Each other creature within 5 feet of the target must succeedon a DC 13 Dexterity saving throw or take 1d4 + 3 force damage.
While wearing this ring, you can use an action to transform your hand into a kraken-like maw and touch a creature within 5 feet if you. When you do, the creature must make a DC 13 Dexterity saving throw, taking 3d6 necrotic damage on a failed save, or half as much on a successful one. Your hand then returns to normal. If the creature fails the saving throw, you also gain a number of temporary hit points equal to half the necrotic damage dealt. These temporary hit points remain for 1 minute. Once this property of the ring has been used, it can't be used again until the next dawn.
This necklace is a sprig of an enchanted grapevine that magically grows in a loop. A small grape cluster hangs from it like a pendant, which carries 18 grapes on it when found. You can pull one of the berries from the necklace using an action, which magically transforms the grape into a bottle of fine wine worth no more than 10 gp. You choose the color and kind of wine each time.
When the last grape is removed, the bundle's stem falls off and is destroyed. The amulet loses its magic, but can still be planted to sprout a new, nonmagical grape vine.
Once per day you may cast the spell Misty Step:
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see