A set of pulleys with a rope, used to lift up to four times the weight you can normally carry.
A simple wooden or metal container for carrying water or other substances.
A three-tiered board game of strategy and guile, popular among nobles and scholars.
A large, keyed musical instrument. Rare and expensive in most settings, often found in noble estates or grand halls.
A metal hook used in conjunction with rope to secure or climb surfaces.
A basic tool used for pounding nails or small-scale construction. Can also serve as an improvised weapon.
A two-handed hammer useful for demolition or brute force tasks like breaking doors or walls.
A glass timer filled with sand that measures one minute. Useful for timekeeping or rituals.
A ceramic or metal container used to carry liquids such as water, ale, or oil.
A 10-foot wooden ladder, awkward to carry but useful for scaling obstacles.
A lens that makes small things appear larger. Useful for inspecting details and essential for identifying magic items.
A small steel mirror, useful for looking around corners or signaling.
A sturdy tool used for breaking rocks, often employed in mining operations.
A metal pot used for cooking over an open fire.
A 50-foot coil of hempen or silk rope, essential for climbing, tying, or hauling.
A sturdy tool used for digging or moving loose material such as dirt or snow.
A small whistle used to send audible signals, often used in emergencies or by sentries.
A handheld telescope that magnifies distant objects. Valuable and rare, often worth around 1,000 gp.
A gambling card game played throughout the realms, with dragon-themed cards and bluffing mechanics.
A wooden stick wrapped in cloth soaked in oil. Provides light for 1 hour when lit.
A large percussion instrument used in battle or ceremony, typically producing a deep, resonant sound.
A rare, magically attuned deck used for divination. Often employed in rituals or to gain cryptic insights about the future.
This 1-inch metal cube expands into a sturdy 20-foot fortress on command. Activating it requires an action and a command word. If space is occupied, the cube fails to expand.
While holding this mirror, you can cast *legend lore* once per day to glimpse a vision of a creature’s past.
This black cloth unfolds into a 6-foot-diameter circle that creates an extradimensional space 10 feet deep. Items placed inside remain until retrieved.
This ring stores spells cast into it, holding them until the wearer uses them. It can store up to 5 levels worth of spells. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.
While wearing this ring, you can use an action to see through solid matter up to 30 feet for 1 minute. The effect requires concentration and can be used once per long rest.
This ring has 3 charges. You can use an action to expend charges to cast *animal friendship*, *fear* (beasts only), or *speak with animals*.
While wearing this ring, you can use its 3 charges to succeed on a Dexterity saving throw instead of taking half damage. It regains 1d3 expended charges daily at dawn.
While wearing this ring, you fall slowly when falling, as if affected by the *feather fall* spell. The effect is constant and requires no action.
While wearing this ring, you are unaffected by difficult terrain, and magic can't reduce your speed or cause you to be paralyzed or restrained.
While wearing this ring, you can cast the *jump* spell on yourself at will, no concentration required.
This robe is covered in eye-like patterns. While wearing it, you have advantage on Wisdom (Perception) checks relying on sight and darkvision out to 120 feet. The eyes can be blinded by *light* or *daylight*.
You gain a +1 bonus to AC and saving throws while wearing this ring. Requires attunement.
While wearing this ring, you have resistance to one type of damage (chosen when the ring is created). Requires attunement.
While wearing this ring, you can stand and move across any liquid surface as if it were solid ground. The effect is continuous.
This 30-foot rope animates upon command. As an action, you can direct it to entangle a creature within 20 feet, forcing a DC 15 Strength saving throw or becoming restrained.
This rod has three rubbery tentacles. You can use an action to direct each tentacle at a creature within 15 feet. On a hit, it deals 1d6 bludgeoning damage and reduces the creature’s speed by 10 feet until your next turn.
This wand has 7 charges. You can expend charges to cast *hold person* or *hold monster* (DC 17). Regains 1d6 + 1 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wand is destroyed.
While holding this wand, you can use an action to locate the nearest hostile creature within 60 feet (DC 15 Wisdom save to resist). The wand can be used 3 times per day.
This wand has 7 charges. While holding it, you can expend 3 charges to cast *fear* (DC 15). The wand regains 1d6 + 1 charges each day at dawn. If the last charge is used, roll a d20
This wand has 3 charges. While holding it, you can expend 1 charge to cast *detect magic*. Regains 1d3 expended charges daily at dawn.
This wand has 7 charges. You can expend 1 charge to force a creature within 60 feet to make a DC 15 Constitution saving throw or be paralyzed for 1 minute. The creature repeats the save at the end of each of its turns.
While holding this wand, you can use an action to conduct music from a musical instrument within 30 feet. This wand has no combat use and is mainly theatrical.
This wand has 7 charges. While holding it, you can expend 1 or more charges to cast *fireball* (DC 15). Each casting costs 1 charge per spell level above 3rd. Regains 1d6 + 1 charges at dawn.
This wand has 7 charges. While holding it, you can expend 1 or more charges to cast *lightning bolt* (DC 15). Each casting costs 1 charge per spell level above 3rd. The wand regains 1d6 + 1 expended charges daily at dawn.
This wand has 7 charges. While holding it, you can expend 1 charge to cast *magic missile* at 1st level. Each additional charge increases the spell level by one. Regains 1d6 + 1 charges daily at dawn.
This wand has 7 charges. While holding it, you can expend 1 charge to create a harmless burst of light and noise. Can be used to obscure vision or distract.
This wand has 3 charges. As an action, you can expend 1 charge to cause a creature within 30 feet to scowl for 1 minute. No save
This wand has 3 charges. While holding it, you can expend 1 charge to detect the nearest hidden door or trap within 30 feet. Regains 1d3 charges daily at dawn.
This wand has 3 charges. As an action, you can expend 1 charge to force a creature within 30 feet to make a DC 10 Charisma saving throw or begin smiling for 1 minute. The effect is harmless.
This wand has 7 charges. While holding it, you can expend 1 charge to cast *web* (DC 15). Regains 1d6 + 1 charges daily at dawn. If the last charge is used, roll a d20
This wand has 7 charges. When used, it creates a random magical effect determined by rolling a d100 on a special table. Regains 1d6 + 1 charges daily at dawn.
This magical cauldron fills itself with hot stew sufficient to feed 4d4 people every dawn. The stew disappears after 1 hour if not consumed.
This hollow metal tube can be struck as an action to open locks or sealed doors within 120 feet. It has 10 uses before becoming inert.
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, granting attackers disadvantage on attack rolls against you. The effect is lost until your next turn if you take damage.
This cube has six sides, each linked to a planar ally. Pressing a side as an action summons a creature bound to that face for 10 minutes. Once used, a side can’t be used again until the next dawn.
This ceramic jug can produce various liquids, like 8 gallons of fresh water, 2 gallons of mayonnaise, or 1 quart of oil, depending on the command word used.
While wearing this amulet, you are hidden from divination magic and can’t be targeted or detected by such magic or perceived through magical scrying sensors.
This bag can hold up to 500 pounds of items, not exceeding a volume of 64 cubic feet. The bag always weighs 15 pounds regardless of contents.
This small bag contains fuzzy objects. You can use an action to pull one out and throw it, transforming it into a random creature based on the bag’s color. The creature acts on your initiative and obeys your commands.
While wearing these boots, your steps make no sound, regardless of the surface. You have advantage on Dexterity (Stealth) checks that rely on moving silently.
While wearing this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide.
These fur-lined boots keep your feet warm and dry. You are resistant to cold damage and ignore difficult terrain created by ice or snow.
This wooden broom functions as a flying mount, with a flying speed of 50 feet. It can carry up to 400 pounds (reduced speed when over 200 pounds). You can send it to a location you’re familiar with.
While wearing this cap, you can breathe underwater. The cap fits snugly and resembles a simple knitted hat or swim cap.
This box of cards creates illusory creatures when a card is drawn and thrown to the ground. The illusion lasts until dispelled or disbelieved.
A mysterious deck that produces unpredictable magical effects. Drawing a card could summon creatures, cause polymorph, or create wild illusions.
This stoppered flask can produce fresh water on command. Speaking 'stream', 'fountain', or 'geyser' produces increasing amounts of water up to 30 gallons per round.
These magical manacles prevent teleportation and extradimensional movement. A shackled creature has disadvantage on checks to escape and cannot leave via magical means.
This elegant green-tipped pen allows the user to cast *illusory script* once per day. The effect lasts 10 days and requires no material components.
This bottle creates a thick cloud of smoke when opened. The smoke spreads 60 feet in radius and heavily obscures the area until the bottle is closed.
These gloves grant a swimming and climbing speed equal to your walking speed. You also gain advantage on Athletics checks related to climbing or swimming.
While wearing these invisible gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
This gem has 3 charges. While holding it, you can expend 1 charge to cast *true seeing* for 10 minutes. The gem regains 1d3 charges daily at dawn.
While wearing these gloves, you can use your reaction to reduce damage from a ranged weapon attack by 1d10 + your Dexterity modifier. If damage is reduced to 0, you catch the missile if it's small enough to hold.
While wearing this hat, you can cast *disguise self* at will. The illusion lasts for 1 hour and does not require concentration.
This simple hat can summon a harmless rat, bat, or frog once per day. The creature disappears after 1 hour or if it drops to 0 HP.
While wearing this helm, you can cast *comprehend languages* as a ritual. The spell allows you to understand any spoken or written language.
While wearing this headband, your Intelligence score becomes 19. It has no effect if your Intelligence is already 19 or higher.
This horn has 5 charges. As an action, you can expend 1 charge to emit a 30-foot cone of thunderous sound. Each creature in the area takes 5d6 thunder damage (DC 15 Constitution save for half) and may be deafened. The horn has a 20% chance to explode when used.
This small horn emits no audible sound to anyone except a designated creature within 600 feet. Used to send silent alerts or warnings.
When affixed to a horse or similar creature, these shoes double its base speed. Attaching all four takes 10 minutes and requires a DC 15 Animal Handling check.
This flat iron rod can be fixed in place by pressing a button. It remains suspended in air and can support up to 8,000 pounds before deactivating.
While playing this musical instrument, you can use an action to create harmless illusory visual effects within a 5-foot radius. Effects end when you stop playing.
This instrument allows you to magically inscribe your performance into written form. Once per day, you can use it to create a perfectly written transcription of a song or speech you perform.
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius. Invisible creatures and objects are visible as long as they are in the lantern’s light.
While wearing this wooden beast-shaped mask, you can cast *speak with animals* at will. The mask grants no other abilities or resistances.
While wearing this cloak, you have advantage on saving throws against spells.
This medallion has 3 charges. While wearing it, you can expend 1 charge to cast *detect thoughts* (DC 13). Regains 1d3 charges daily at dawn.
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws against harmful gases, such as cloudkill and stinking cloud effects, inhaled poisons, and breath weapons.
This necklace has beads that can be detached and thrown up to 60 feet, exploding as a *fireball* spell. Each bead counts as a casting of the spell. The more beads used at once, the more powerful the explosion.
While holding this orb, you always know which way is north. The orb functions even in magical darkness or when blinded.
This orb glows softly and helps track time precisely. While holding it, you can always tell the exact hour, minute, and second.
While attuned to this pearl, you can use an action to regain one expended spell slot of up to 3rd level. This ability can't be used again until the next dawn.
These pipes have 3 charges. As an action, you can play them to cause fear in creatures within 30 feet. Each creature that hears the music must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. Regains 1d3 charges daily.
While smoking this pipe, you can use an action to exhale a small smoke figure of a monster of your choice. The figure is harmless and dissipates after a few seconds.
While attuned to these pipes, you can use an action to summon 1d4 + 1 giant rats (if rats are nearby). The summoned rats obey your spoken commands for 1 hour or until they die.
This 10-foot magical fishing pole grants advantage on any check to catch fish. It can function even without bait.
This 10-foot pole collapses into a 1-foot rod with a twist. Useful for adventuring in tight spaces.
This black cloth unfolds into a 6-foot-diameter circle that creates a 10-foot-deep extradimensional space. The hole can hold up to 2,000 pounds, and its contents remain suspended in time until retrieved.
This magical limb replaces a lost arm or leg and functions like a real one. Once attuned, it bonds with the wearer and moves naturally. The limb detaches if the attunement ends.
This sleek, dark cloak grants advantage on Dexterity (Stealth) checks in dim light or darkness. While attuned, you can cast *pass without trace* once per day.
This 60-foot rope can move on its own and fasten itself. As a bonus action, you can command it to knot or snake in a direction. It can support up to 3,000 pounds and moves 10 feet per turn.
This 30-foot magical rope can be commanded to entangle a creature within 20 feet. The target must succeed on a DC 15 Strength saving throw or be restrained. The rope can be retracted with a command word.
This simple wooden staff has 10 charges. You can use an action to expend 1 charge and create the sound of a harmless bird call. The staff regains 1d6 + 4 charges daily at dawn.
This staff has 10 charges. While holding it, you can use an action to expend charges to cast *charm person*, *command*, or *comprehend languages* (save DC 15). The staff regains 1d6 + 4 expended charges daily.
This staff transforms into a venomous snake on command. When in serpent form, it can make melee attacks (1d6 piercing + 3d6 poison, DC 15 Con save for half). Requires attunement by a cleric, druid, or warlock.
You can use an action to speak a command word and transform this staff into a giant constrictor snake under your control. The snake acts on your initiative and reverts to staff form if reduced to 0 HP.
This earthy staff allows the wielder to cast *entangle* and *spike growth*. While attuned, you have advantage on saves against being moved or knocked prone while standing on natural terrain.
When blown as an action, this horn inspires allies within 60 feet who can hear it, granting them advantage on their next attack roll or saving throw within 1 minute. Usable once per long rest.
This cloak transforms into a pair of bat-like wings when activated. You gain a flying speed of 60 feet for up to 1 hour. The wings can’t be used again until the next dawn.
A hand-held frame drum commonly used in ceremonial or cultural performances. Produces a deep, resonant rhythm.
A small, handheld percussion instrument consisting of wooden clappers. Used for rhythmic accents and folk music.
This magical deck holds 14 cards used in divination. Drawing a card reveals cryptic insight or visions when used during a ritual or casting *augury* or *divination*.