Perrinor

Tables

Hexicon Merch

Items
Snugglebeast (the Hexicon mascot, Cedric the Hexhog)

60gp (common)

Wondrous item, common (1d6), uncommon (2d6), rare (3d6), very rare (4d6)

When a creature regains hit points at the end of a short rest by spending one or more of its Hit Dice, that creature can regain extra hit points if it spends that short rest snuggling with one of these enchanted toys. The kind of snugglebeast and the hit points it restores are determined by its rarity: 1d6 hit points (common, owlbear), 2d6 (uncommon, unicorn), 3d6 (rare, dragon), or 4d6 (very rare, tarrasque). Once this property of the snugglebeast has been used by a creature, that creature can’t benefit from the same snugglebeast again in this way until it finished a long rest.

Sweet Swizz’s Sugary Sundries

Items
Bag of Sundrops

100gp

Wondrous item, uncommon

This small, colorful bag is filled with 1d6 + 4 golden, marble-like orbs called sundrops that glow softly when held. As an action, you can throw a sundrop at a point or object you can see within 30 feet. When you do, the orb explodes into a dazzling pillar of light that lasts until the start of your next turn. The pillar is a 5-foot-radius, 40-foot-high cylinder of bright light centered on the point where the sundrop shattered. The light is sunlight.

A dispel magic spell targeting the light ends the effect early.

Everlasting Sugarbomb

50gp

Wondrous item, common

This large sugarbomb is roughly two inches in diameter. Its flavors are a mix of bitter, salty, savory, spicy, sour, and sweet, but also refreshes you as it’s slowly eaten. The sugarbomb is solid and slowly dissolves in your mouth, changing in flavor each time you reach a new layer. An ever-lasting sugarbomb provides enough nourishment to sustain a creature for 1 day after 1 minute of letting it dissolve in your mouth. The sugarbomb fully dissolves after 30 uses. You can bite through to the center of the everlasting sugarbomb following a successful DC 25 Strength or Constitution check (your choice). If you succeed, make a DC 16 Constitution saving throw. On a failure, you’re poisoned for 1 minute and suffer from painful nausea

Frefil’s Jolly Oozebean Sugarbombs

150gp

Wondrous item, uncommon

A pack of oozebeans comes with 4 inside it. When you open a pack, roll 4d8 and record each number. Use these numbers to determine the kinds of oozebeans found in the bag using the table below. You can eat an oozebean using a bonus action. Each color has an effect that lasts for 1 minute.

Upset stomach. You can only be under the effects of 1 sugarbomb that has this feature at a time. Eating a sugarbomb that has this feature while under the effects of another one causes the effects of the first sugarbomb to immediately end and be replaced by the new one’s. This rapid change is difficult to stomach, forcing you to make a DC 13 Constitution saving throw. On a failed save, you gain the effects of the new sugarbomb, but become poisoned for 1 minute. On a success, you gain the effects of the new sugarbomb and are not poisoned.

d8 Color Effect
1 White You can breathe underwater.
2 Black You have resistance to acid damage and can safely eat otherwise inedible & nonpoisonous organic materials.
3 Blue Grappling or being grappled deals 1d8 acid damage to the other creature.
4 Gray You have advantage on saving throws against being charmed or frightened.
5 Gold You gain a climbing speed equal to your movement speed.
6 Red You gain 1d8+4 temporary hit points.
7 Green You have resistance to poison damage and advantage on ability checks to escape grapples or restraints.
8 Yellow You have resistance against lightning damage and immunity against damage from the magic missile spell.
Frefil’s Tiny Tasty Tongue Twisty Sugarbombs

300gp

Wondrous item, uncommon

This small bag of marble sized gumballs contains 12 enchanted candies. While the color and flavor of each gumball is different, each one’s effect is the same. As an action, you can start to chew one of these gumballs to release its magic. For the next 5 minutes while you chew the candy, you understand the literal meaning of any spoken language that you hear. If you speak while chewing the gumball, your accent changes to sound like the creature to whom you’re listening: allowing you to sound like a local with minimal effort. The candy’s magic and flavor fade 5 minutes after you first start to chew it.

Upset stomach. You can only be under the effects of 1 sugarbomb that has this feature at a time. Eating a sugarbomb that has this feature while under the effects of another one causes the effects of the first sugarbomb to immediately end and be replaced by the new one’s. This rapid change is difficult to stomach, forcing you to make a DC 13 Constitution saving throw. On a failed save, you gain the effects of the new sugarbomb, but become poisoned for 1 minute. On a success, you gain the effects of the new sugarbomb and are not poisoned.

Hasty Sugarbomb

100gp

Wondrous item, uncommon

This enchanted sweet can be eaten using an action to increase your movement speed by 5 feet for 1 hour.

Upset stomach. You can only be under the effects of 1 sugarbomb that has this feature at a time. Eating a sugarbomb that has this feature while under the effects of another one causes the effects of the first sugarbomb to immediately end and be replaced by the new one’s. This rapid change is difficult to stomach, forcing you to make a DC 13 Constitution saving throw. On a failed save, you gain the effects of the new sugarbomb, but become poisoned for 1 minute. On a success, you gain the effects of the new sugarbomb and are not poisoned.

Kindle Egg Sugarbomb

100gp

Wondrous item, uncommon

When you eat this spicy chocolate sweet as an action, you gain resistance to fire damage and can tolerate cold temperatures as low as 0 degrees Fahrenheit without any additional protection for 1 hour.

Upset stomach. You can only be under the effects of 1 sugarbomb that has this feature at a time. Eating a sugarbomb that has this feature while under the effects of another one causes the effects of the first sugarbomb to immediately end and be replaced by the new one’s. This rapid change is difficult to stomach, forcing you to make a DC 13 Constitution saving throw. On a failed save, you gain the effects of the new sugarbomb, but become poisoned for 1 minute. On a success, you gain the effects of the new sugarbomb and are not poisoned.

Pack of LeviBubble Sugarbombs

200gp

Wondrous item, uncommon

This delicious gum comes in packs of 5 and can be blown into large, levitating bubbles 1 foot on a side. You need to chew a piece of this gum for 1 minute before its magic can be used. Once it’s been chewed for at least 1 minute, you can use an action while the gum is in your mouth to blow a single bubble with it. Once you do, you’re considered to be under the effects of the levitate spell as if you’d cast it so long as the bubble stays in your mouth. While the effect doesn’t require you to concentrate on a spell, it does end early and cause you to fall if the bubble takes any damage. The effect ends on its own after 10 minutes, allowing you and the bubble to float gently down to the ground if you’re still afloat. The gum becomes nonmagical, albeit still delicious, once this bubble’s effect ends.

You can blow this bubble and remove it from your mouth as an action and place it on another creature or object within 5 feet of you. When you do, that creature or object rises 20 feet, vertically, as if under the effects of the levitate spell. An unwilling creature must succeed on a Dexterity (Acrobatics) or Strength (Athletics) check contested by your Dexterity (Acrobatics) or Strength (Athletics) check to resist having the bubble stuck to them. Creatures and objects floating in this way can’t change their altitude without popping the bubble.

Peppermince Sugarbomb

50gp

Wondrous item, uncommon

This hard, minty sugarbomb slowly dissolves in your mouth over the course of 1 hour. At any point, you can use a bonus action to crunch down and break the sugarbomb into tiny, painful shards. You take 1d6 piercing damage from the shards, but are temporarily enchanted by the candy. While enchanted, your piercing and slashing weapon attacks deal an extra 2 damage to any target hit by them. After 1 minute, the enchantment fades.

Upset Stomach. You can only be under the effects of 1 sugarbomb that has this feature at a time. Eating a sugarbomb that has this feature while under the effects of another one causes the effects of the first sugarbomb to immediately end and be replaced by the new one’s. This rapid change is difficult to stomach, forcing you to make a DC 13 Constitution saving throw. On a failed save, you gain the effects of the new sugarbomb, but become poisoned for 1 minute. On a success, you gain the effects of the new sugarbomb and are not poisoned.

Shielding Turtle Sugarbombs

150gp

Wondrous item, uncommon

These sticky chocolate candies are filled with an enchanted molasses and caramel center and come in packs of 2. You can eat one of these sugarbombs as an action. When you do, your movement speed is reduced by 10 feet for 1 minute. If you are proficient with shields and are wearing one on your back, you gain a +1 bonus to your AC while your speed is reduced in this way. If you’re wielding a shield, you don’t gain this bonus to your AC.

Upset stomach. You can only be under the effects of 1 sugarbomb that has this feature at a time. Eating a sugarbomb that has this feature while under the effects of another one causes the effects of the first sugarbomb to immediately end and be replaced by the new one’s. This rapid change is difficult to stomach, forcing you to make a DC 13 Constitution saving throw. On a failed save, you gain the effects of the new sugarbomb, but become poisoned for 1 minute. On a success, you gain the effects of the new sugarbomb and are not poisoned.

Tote of Tricky Treat Sugarbombs

20gp

Wondrous item, common

This canvas bag holds 5d8 + 10 clove and pumpkin candies inside. A small illusory face appears over the sewn-on pumpkin at night. Each candy has a minor magical effect that lasts for 1 minute unless otherwise specified. Some effects are pleasant, whereas some are mischievous. You can eat a piece of candy using an action. When you do, roll on the table below to determine the candy’s effect:

d20 Effect
1 The candy seemed to have spoiled, forcing you to succeed on a DC 13 Constitution saving throw or spend your action on your next turn retching and reeling.
2 Your face appears to melt: revealing the skull beneath it. The effect is harmless and illusory.
3 Any food you eat or water you drink taste like ash and blood, respectively.
4 Other creatures’ eyes appear to be hollowed out and blackened to you.
5 Your ears turn a different, vibrant color at the start of each of your turns.
6 Your hair falls out and regrows over the next minute.
7 Your laughter becomes maniacal, and you have trouble stopping once you’ve started.
8 Your pupils resemble a snake’s.
9 You hear a fly near your ear, but you can neither see it nor swat it away.
10 Your skin turns orange, and light spills forth from your eyes and mouth, casting bright light in a 10-foot radius and dim light for another 10 feet.
11 Confetti bursts from the top of your head, and small children can be heard laughing. d20 Effect
12 You sprout tiny, flightless bat wings.
13 You know the location of the nearest pumpkin within 1 mile.
14 Nearby crows and ravens land on your shoulders or outstretched arm.
15 A friendly, floppy wizard hat appears on your head. After 1 minute, it disappears in a cloud of stars.
16 Any alcohol in your stomach or that you drink becomes nonalcoholic.
17 Your voice becomes smooth and golden, allowing you to add your proficiency bonus to Charisma (Performance) checks to sing. If you are already proficient with this skill, you add double your proficiency bonus instead.
18 Any food you eat or water you drink tastes delicious and reminds you of your favorite pastimes.
19 You gain darkvision out to a range of 30 feet. If you already have darkvision, its range is increased by 30 feet.
20 You can magically sense if someone is possessed, and you can see creatures that are invisible

Cookin’ with Jacques

Items
Battlechef Buckler

200gp

Armor (shield), uncommon

This small shield is the repurposed pot lid of a famous adventuring chef. While wielding the shield, you have advantage on saving throws to resist or avoid taking fire damage. In addition, if you place the shield face down over a pot or similar vessel that’s holding no more than 2 gallons of a water-based liquid inside, the vessel and its liquid comes to a rolling boil after 10 minutes.

Battlechef’s Splendid Saucepan

5,000gp

Wondrous item, very rare

This magic saucepan can be used to turn nearly anything into a delicious and filling meal. You can boil 1 pound of any one or combination of organic, nonmagical materials for 10 minutes or longer to magically transform them into a stew that can nourish up to 4 creatures for 24 hours.

The saucepan also functions as a mace, granting you a +1 bonus to attack and damage rolls made with it. The saucepan deals an extra 1d4 thunder damage to any target it hits that’s either wearing metal armor or made of metal or stone.

If you’re not wearing heavy armor, you can use an action to either wear or remove the saucepan as a helmet. While wearing the saucepan in this way, you gain a +1 bonus to your AC.

Container of Heat and Frost

20gp

Wondrous item, common

This heavy iron container is adorned with 3 arcane symbols along the edge of its removable lid. The container can hold up to 1 gallon of liquid. As an action, you can press 1 of the container’s arcane glyphs to heat the liquid inside to a boil (212 degrees Fahrenheit), chill it (33 degrees Fahrenheit), or maintain its current temperature (keeping it between 33 and 212 degrees Fahrenheit). Once pressed, the selected glyph glows either red, blue, or yellow, respectively.

It takes 1 minute to boil or chill a liquid. Pressing the glyph again as an action ends the heating or cooling process early. After boiling or chilling the liquid, the container maintains its hot or cool temperature, respectively.

Edible Book of Recipes

10,000gp

Wondrous item, very rare

This tome of cooking recipes is enchanted to turn sheets of fine paper into delectable meals. You can write a simple recipe on 1 of the book’s pages over the course of 1 minute. As you do, the paper becomes aromatic, smelling like the cuisine you’re writing. You can eat the sheet of paper as an action and find that it has the taste, texture, and smell of the food described on its page. The sheet of paper takes the place of a meal.

If you add a more complex recipe to the book that takes at least 10 minutes to write—potentially using sensory language, descriptions of fine ingredients, or illustrations of the dish—eating the delicious sheet of paper provides enough nourishment to sustain a creature for 1 day. A creature that eats from the book using one of these complex recipes gains and has their hit point maximum increase by 1d10 + their proficiency bonus until they finish a long rest. In addition, if the creature is diseased or poisoned, it can reattempt the saving throw to end it. A creature can only gain the benefits of a complex recipe once every 24 hours.

In addition, you can use this book as a spellcasting focus when casting the create food and water spell, should you know it. When you do, the food and drink you create can be aromatic and flavorful: recreating recipes of your choice from the book.

The book can hold up to 50 pages. A book found as treasure usually has 3d10 + 10 blank pages as well as 1d10 filled pages containing complex recipes.

When all the pages are removed from the book or you attempt to rebind it early, roll a d20. On a 1, the tome bursts into flame and leaves the air in a 60-foot radius smelling like wine and fine cooking. The smell remains for 30 days. After 1 minute, the book’s tattered remains transform into a bountiful meal, conjuring a heroes’ feast as if cast by the spell. The book is then destroyed. On any roll other than a 1, the book can be rebound using fine paper costing no less than 5 gp per page.

Everice Box

50gp

Wondrous item, uncommon

This large wooden box weighs 25 pounds and is 3 feet long and both 2 feet deep and tall. It has rugged ropes on its left and right sides as well as on the top of its lid. The left and right sides of the box are covered by enchanted slabs of stone that magically keep the contents on the inside of the box at a consistent 40 degrees Fahrenheit. The box can hold up to 10 gallons of liquid, 24 rations, or a Small or smaller creature. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach from the box on a success.

While the box’s lid is closed and its latch is shut, you can use an action to speak the box’s command word to shrink it and its contents down to a more portable size. The weight of the box and its contents is halved while it’s reduced in this way and measures a mere 1 foot long by 8 inches deep and tall. You can speak the box’s command word again to return it to its normal size. Opening the latch, whether by choice or by force from the inside, immediately returns the box and its contents to its full size and weight. A living creature can’t be reduced in size in this way and forces the lid and latch to open if the box becomes too small for it.

Merry Berry

20gp

Wondrous item, common

This small fruit is highly sought after by cooks and sweet-lovers everywhere, both for its flavor as well as its unique sensory-enhancing properties. Eating a berry raw yields a taste and texture like that of a rich shortbread: the perfect way to end a day of adventure or travel.

Cooking the berry, whether it be in a cuisine or simply roasted over a campfire, brings out more uncommon effects. When properly cooked, a creature that eats the fruit gains advantage on all Wisdom and Intelligence checks based on smell or taste for the next 24 hours, as well as advantage on ability checks using cook’s utensils.

Overcooking the fruit not only cooks out the berry’s benefits, but also results in a soggy and overall bland dish

Singing Stein

30gp

Wondrous item, common

While this pewter stein holds at least a sip’s worth of potable alcohol, the face adorning it comes alive to sing songs based on the kind of drink. The stein is not sentient, but does have a pleasant singing voice. If there are multiple steins in the same room, they can sing together in harmony if they have the same drinks within them.

The stein sings songs slightly out of key if the drink inside is poisoned, which can be heard following a successful Wisdom (Perception) check as determined by the GM. If there are multiple kinds of alcohol within it, the stein either alternates between song types or does its best to combine their various lyrics

Example drink Type of song
Wine Ballad
Rum Sea Shanty
Ale Drinking song
Tub of Churning and Fermentation

100gp

Wondrous item, uncommon

This squat wooden and ceramic tub has a screw-on lid that fits snuggly around its base. The tub can hold up to 2 gallons of liquid or 1 cubic foot of material within it. You can leave a liquid or other perishable in the tub and secure the lid before saying the name of the end result you’d like the contents to turn into. If you say the name of a possible result, the tub clicks lightly before locking its lid shut for 10 minutes.

After 10 minutes, the tub gives a second, louder click as the lid unlocks. The contents of the tub will have been stirred, processed, or otherwise fermented in such a way to generate the commanded end product. Adding extra ingredients into the tub can impact the end result’s flavor.

Once the tub has been used in this way, it can’t be used again until the following dawn.

Example Ingredient Potential Outcome
Milk Butter
Milk Cheese
Milk Yogurt
Vinegar, Cucumbers Pickles
Apples Hard Cider
Assorted Fruits Wine
Cabbage Sauerkraut

Loddy Tot’s Hot Bod Hot Spot

Items
Chromacloth

150gp

Weapon (sling), uncommon

This silken cloth is enchanted using a unique blend of abjuration and evocation magic, allowing it to be used for a number of purposes. At any one time it can be one of four colors: red, yellow, green, or blue. You can change the chromacloth’s color to another one as an action.

You can wear the chromacloth as a headband or wrap to gain resistance to the damage type associated with the cloth’s color. Once the cloth reduces damage taken in this way, it can’t do so again until the following dawn.

Alternatively, the cloth can be fashioned to be an effective sling. Ammunition fired from the sling deals damage of a type matching the cloth’s color instead of bludgeoning.

Refer to the table below for a reference of the chromacloth’s associated colors and damage types:

Color Damage type
Red Fire
Yellow Lightning
Green Poison
Blue Cold
Dream Mantle

20,000gp

Wondrous item, very rare (requires attunement)

This short purple cape is vaguely iridescent and is difficult to look at from afar. The cape creates illusions of faraway places that are visible only to creatures 30 or more feet away. While wearing this cloak, creatures more than 30 feet away from you have disadvantage on Wisdom (Perception) checks to detect you based on sight and make ranged attacks against you with disadvantage. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

In addition, you can cast the dream spell (save DC 16) using the mantle, using yourself as the messenger within the dream. Once this property of the mantle has been used, it can’t be used again until 7 days have passed.

Fireweaver Gloves

300gp

Wondrous item, uncommon (requires attunement)

While wearing these fine golden gloves, you can use an action to cast the produce flame cantrip (spell attack bonus +5) from it. You can hold this and other small nonmagical flames (such as a torch or candle) as if they were tangible objects, and can sculpt them like clay. Once sculpted, a flame retains its form for 1 minute before returning to normal. A nonmagical flame carried in this way burns for 1 hour before dying. If you drop or throw a nonmagical flame, it immediately burns out.

When you cast produce flame using the gloves, the spell’s duration is 1 hour, instead of 10 minutes, and it casts bright light in a 20-foot radius and dim light for an additional 20 feet. In addition, you can place the spell’s conjured flame on the ground at your feet (no action required). When you do, the flame continues to burn harmlessly for up to 1 minute before going out. While you’re within 5 feet of the placed flame, you can use an action to pick it back up.

In addition, when you take fire damage while wearing these gloves, you can use your reaction to reduce the damage by 1d8 + 2, provided that you have a free hand.

Knocking Boots

300gp

Wondrous item, uncommon

These steel-toed boots of dwarven make are adorned with an embossed key on the toe. As an action, you can kick an object that contains a mundane or magical means of preventing access to cast the knock spell on it using the boots. Once this property of the boots has been used, they can’t be used again in this way until the following dawn.

Mammoth Boots

150gp

Wondrous item, uncommon

These magical boots are as sturdy as the feet of a mammoth. Your weight increases by 50 pounds while wearing these boots, although you don’t feel any different, and you ignore difficult terrain caused by snow or ice. In addition, whenever you’re pushed against your will, the distance you would be moved is reduced by 5 feet.

Pomade of Ten Thousand Styles

40gp

Wondrous item, common

This canister of waxy pomade has magical properties, allowing you to change your hair’s color, style, thickness, and length (up to 1 foot longer or shorter per use). The canister steadily replenishes its pomade over time. It can hold up to 4 uses at a time and regains 1d4 expended uses each day at dawn. Using 1 use of the pomade takes 1 minute.

Once you’ve used this product in your hair, it returns to its normal appearance after you finish a long rest. Hair produced by the pomade that’s been cut off turns to dust after 24 hours. If you use the pomade every day for 7 days to make the same changes, the changes become permanent.

Profane Mask

20gp

Wondrous item, common

This cloth mask converts the words that pass through it into vile obscenities. While wearing the mask over your mouth, your words are heard as angry insults and swears instead of the ones you intend. You do not hear these words. A creature can make a DC 10 Intelligence (Investigation) or Wisdom (Insight) check to determine that the words it hears are not your own. Verbal spell components, command words, and actual obscenities you say are unaffected by the mask’s magic and are heard normally by creatures within earshot.

Spellwoven Robes

300gp

Wondrous item, uncommon

These robes are spun from special, magic-sensitive threads, causing arcane glyphs to appear on the robe while you wear it whenever you cast a spell. While wearing these robes and no other armor, your AC is equal to 10 + your spellcasting ability modifier. In addition, whenever you cast a spell of 1st level or higher, you can change the apparent style, color, and apparent material of the robe. Regardless of its appearance, it is always a robe and its weight remains the same.

Steps of the Trickster

60gp

Wondrous item, common

These shoes allow you to freely change the sound of your steps when you wear them. Changing the sound of your steps doesn’t change their volume, but can make them sound as though the shoes are made from a different material. For example, your steps can sound like a beggar’s bare feet, a dancer’s sharp heels, or an approaching guard’s metal boots.

Tempest Griffon Feather Cape

20,000gp

Wondrous item, very rare (requires attunement)

You have resistance to lightning damage and make Dexterity saving throws to resist or avoid lightning spells and effects with advantage while wearing this cape.

While wearing the cape, you can use an action to speak its command word to transform into a bolt of lightning. When you do, choose an unoccupied space that you can see within 120 feet of you. You disappear from your current location and travel in a line that is 5 feet wide and up to 120 feet long to the chosen space. Any creature in the line or within 5 feet of either your old or new location must make a DC 16 Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. Once this property of the cape has been used, it can’t be used again until the next dawn.

Timeshifter’s Mantle

2,000gp

Wondrous item, rare

If a Large or smaller creature hits you with a melee attack while you’re wearing this cloak, you can use your reaction to cause time to briefly warp around you. After taking the damage from the attack, you can immediately move up to half your speed without provoking opportunity attacks, and the attacker’s speed is reduced to 0 until the start of its next turn. Once this property of the cloak has been used, it can’t be used again until the next dawn.

Unstable Mittens

1,000gp

Wondrous item, rare

A pair of mittens knitted from threadbare yarn. When holding a weapon in your mitted hands, you can feel the shock of every strike. After hitting an enemy with a melee weapon attack while wearing the Mittens, the reverberations displace your body and you can expend 1 charge to cast the Misty Step spell. The Mittens have 2 changes and regain all expended charges daily at dawn.

Armor Classics (a subsidiary of the Armor Class Edutainment Newsletter)

Items
Arcane Mirror

20,000gp

Armor (shield), very rare (requires attunement)

This mirror-like shield is enchanted with abjuration magic that can reflect spells back at their source. While holding the shield, you can use it as a reaction when hit by an attack to cast the shield spell from it. Once this property has been used, it can’t be used again until you finish a short or long rest.

The shield has 10 charges and regains 1d6 + 4 expended charges each day at dawn. When you succeed on a saving throw to resist the effects of a spell that targets only you or are missed by a spell attack, you can use your reaction to learn the level of the spell. As part of your reaction, you can expend a number of the shield’s charges equal to the level of the spell (up to 6th level) to reflect that spell back at its source. You can’t reflect a spell of 7th level or higher. When you reflect a spell in this way, the caster of the spell must make a DC 16 Dexterity saving throw. On a failed save, the target takes 1d8 radiant damage for each expended charge as a bolt of reflected arcane energy hits them. On a successful save, the damage is halved. If you reflect a spell in this way that would cause you to take half damage on a successful save, you take no damage instead.

Barge Helm (but it’s a bucket)

200gp

Wondrous item, uncommon

This flat, rugged helmet lets you run headlong into targets and bowl them over with abandon. If you move at least 20 feet straight toward a target and then shove them on the same turn, the target takes 1d6 bludgeoning damage from being barreled into by the helmet

Barricade Shield

500gp

Armor (shield), uncommon

While holding this sturdy iron shield, you can use an action to plant it on the ground and expand its height and width to stretch up to 15 feet across in either direction, potentially becoming a defensive wall or similar platform. The edges of the shield magically conform to fit the shape of an enclosed space, such as the walls of a tunnel or hallway. While holding the expanded shield in place, your speed becomes 0 and you have disadvantage on Dexterity checks and Dexterity saving throws. Regardless of the shield’s size, its weight always remains the same.

The expanded shield is considered a nonmagical structure that has AC 14 and 40 hit points. The shield can remain expanded for up to 1 minute before it reverts back to its normal size. The expanded shield reverts early (but is not destroyed) if it reaches 0 hit points or moves. If you’re holding the expanded shield, you can choose to revert it early using a bonus action.

Once this property has been used, it can’t be used again until the next dawn.

Coralshield Golem

300gp

Armor (shield), uncommon (requires attunement)

This crablike golem is made of a light but resilient magical coral. While wearing it on your back, you can use a bonus action to command it to move along your arm and don itself. You can command the golem to return to your back using another bonus action.

If you don’t have a free hand or refuse to drop what you’re holding when the golem attempts to don itself, it returns and reattaches to your back.

Retaliating Shield of Ink

400gp

Armor (shield), uncommon

This shield has a hidden compartment inside that can spray thick squid ink at attacking creatures. When a Large or smaller creature within 5 feet of you misses you with a melee attack, you can use your reaction to press a button on the shield’s handle. When you do, ink sprays from the front of the shield at the face of the attacking creature. That creature must succeed on a DC 13 Dexterity saving throw or be blinded until the beginning of its next turn.

The shield can hold up to 3 uses of the ink before needing to be refilled. It takes 1 minute to refill the shield using a vial of squid ink worth at least 20gp. Alternatively, you can use a vial of thinner writing ink worth 5gp. If you do, the save DC becomes 10 instead.

This is a mechanical item whose purpose and functionality can be understood following a successful Intelligence check (DC 12). On a success, you can interpret what the shield does, how to use it, and how to take care of it. You also understand that filling the shield with other volatile or sticky liquids such as acid, poison, grog, oil, or any other solid material such as sand, will damage the machinery inside and take 8 hours of work to repair.

Vox Helm

60gp

Wondrous item, common

This metal helm has a second guard that rests in front of your mouth and alters your voice. You can raise and lower this guard using an action. While wearing the helmet with the guard lowered, your voice sounds obviously enchanted and can be adjusted to modify its pitch, masculinity or femininity, and reverberation at will (no action required).

Steve’s Staves

Items
Braided Quarterstaff

150gp

Weapon (quarterstaff), uncommon

This magical quarterstaff is made of a tightly knit length of braided rope. As a bonus action, you can speak the weapon’s command word to release its knotted form and loosen it into a 50-foot length of hempen rope. Speaking the command word again causes the rope to tighten back up into the quarterstaff. If a creature is restrained by the rope when you speak its command word, the rope tightens around the creature but does not crush it. Once tightened in this way, the restrained creature or an adjacent ally can use an action to escape following a successful DC 15 Strength or Dexterity check (their choice).

Tying an object no larger than six inches on a side to the end of the rope does not prevent it from reforming into the quarterstaff. The rope can only be broken by magical means. If broken, the rope cannot be transformed back into a quarterstaff.

Coil Crook

300gp

Staff, uncommon

This smooth red staff is actually made from a rigid length of rope. You can speak the staff ’s command word as a bonus action to cause it to magically loosen and turn into a 10-foot length of decorative silken rope. You can speak the staff’s command word again as a bonus action to cause the rope to untangle itself and become the solid staff form once more. It can be used as a spellcasting focus in either of these forms.

While holding the staff, you can use an action to cast the rope trick spell from it, using it as the rope required for the spell. Once this property has been used, it can’t be used again until the next dawn.

Discordant Thunderstave

450gp

Weapon (quarterstaff), uncommon (requires attunement)

This thin, hollow quarterstaff has the finesse property and reverberates when it strikes a target. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a target with this weapon and roll the maximum amount of bludgeoning damage on the weapon’s damage die, the hollow staff shudders and emits a deep, thunderous sound. When that happens, roll the weapon’s damage die again and add it to the total damage of the attack. This extra damage is thunder damage.

A Kiss and a Wink

Items
Amulet of Equilibrium

200gp

Wondrous item, uncommon (requires attunement)

This spiraling pendant is made of three magic-sensitive panes of colorful crystal. Each piece of crystal is attuned to a different arcane element. If you can cast spells, you can use the amulet as a spellcasting focus while you’re attuned to it.

The amulet has 4 charges and regains 2 expended charges daily at dawn. When you deal cold, fire, or lightning damage to a single creature while wearing the amulet, you can expend any number of its charges to reroll that many of the cold, fire, or lightning damage dice. You must use the new rolls.

Whenever you take cold, fire, or lightning damage from a hostile creature, the amulet regains 1 charge.

Bands of the Lost and Found

80gp

Wondrous item, common

The compass-like mechanisms on top of these matching leather bracelets remain motionless until each bracelet is worn by a different creature. While they’re worn, each compass points in the direction of the other matching band. It doesn’t indicate height or depth. The compasses spin wildly if the two bands are worn on different planes of existence.

Monocle of Clarity

3,000gp

Wondrous item, rare

This single lens has three filters that you can peer through. You can change the monocle’s filter by rotating its outer ring. A small arrow along the edge of the frame indicates the monocle’s selected filter. The monocle has 4 charges and regains 1d3 + 1 expended charges daily at dawn. While wearing the monocle, you can expend 1 of its charges as an action to activate one of the following filters and gain various benefits. The effects last for 1 hour while you continue to wear the monocle or until you change its filter.

Filter of Comprehend Languages. When you peer through this filter, you can read and comprehend any written language as per the written language portion of the comprehend languages spell.

Filter of Darkvision. While looking through this filter, you have darkvision out to a range of 60 feet.

Filter of See Invisibility. When gazing through this filter, you see invisible creatures and objects as if they were visible.

Ring of Gestures

40gp

Ring, common

This gaudy ring has a delicately carved pink gem in the shape of a hand at its center. While wearing this ring, you can cast the minor illusions cantrip at will to enlarge, reduce, and change the color of the hand wearing the ring or any of its fingers. In addition, whenever you make a gesture with the hand wearing this ring, the pink gemstone moves to mimic the gesture and remains that way until you make a new one

Ring of Roses

40gp

Ring, common

As an action, you can cause a single rose to grow and appear in your hand. The stem is 1 foot long and has small, dull thorns. The flower is odorless and blooms in a color of your choice, but withers and turns to dust after 24 hours.

Ring of the Fowl Sentinel

60gp

Ring, common

This plain bronze ring is embossed with a rooster’s head at its center. You can use an action to enchant a friendly chicken or rooster by tapping the ring to its beak. While enchanted, its speed becomes 0 and remains quiet for up to 8 hours.

The chicken or rooster lets out a cry after 8 hours or if it sees another Small or larger creature it hasn’t seen before. The chicken or rooster has a passive perception of 13 and a +3 bonus to Wisdom (Perception) checks it makes while enchanted. It has 1 hit point, an AC of 10, and can be heard out to 150 feet when it lets out a cry. Only 1 creature can be enchanted by the ring at any time. Tapping the ring to the enchanted chicken or rooster’s beak again before the effect ends breaks the enchantment early.

Servitude Choker

300gp

Wondrous item, uncommon (requires attunement)

This necklace can animate small nonliving objects and have them fulfill simple tasks for you. As an action, you can drape or wrap the necklace around a Small or smaller nonmagical object that weighs less than 50 pounds and isn’t attached to or carried by anything else. The adorned object springs to life, sprouting little arms and legs, and becomes a mindless creature under your control until you remove the necklace or it takes damage. The servant has an AC of 10 and a movement speed of 20 feet.

As a bonus action, you can mentally command the servant if it’s within 60 feet of you. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. The servant can’t attack, activate magic items, or carry more than 10 pounds. Once you give it a command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would put it in danger or move it more than 60 feet away from you, the servant does nothing.

The necklace can animate an object for up to 8 hours or until it takes damage. When the effect ends, the necklace can’t be used again for another 1d8 hours.

Starmetal Ring

2,000gp

Ring, rare

This roughly crafted metal ring seems to have an otherworldly pull on other metallic items.

While wearing the ring, you can spend 1 hour holding onto an object weighing no more than 25 pounds that is at least 50% metal. If the ring and metallic item are in contact for the full hour, they form a powerful and magically controllable magnetic bond. You can only have one item bound to the ring in this way at a time.

While the bound item is within 40 feet from you and unobstructed, you can use a bonus action on your turn to magically pull it up to 20 feet toward you. The returning item bounces harmlessly against creatures and objects as it passes by.

The Tinkerer’s Toolchest

Items
Bard-in-a-Box

60gp

Wondrous item, common

This small music box can play songs at the request of the holder. As a bonus action, you can command the box to play a song for which it has music, causing the contraption to emit a slightly tinny rendition of the musical number. The box can know up to 5 songs at a time but can’t recreate lyrics or other creature sounds. The box has a knob on its side to adjust its volume: able to be as quiet as a whisper or as loud as a scream.

Sheet music can be fed into the box through a narrow slot along the bottom of the device. Sheet music must be labeled with a song title, page number, and instrument in order to be replayed. Pages failing to meet the requirements cause the box to make a sad, discordant noise before being spat back out. Once a sheet is successfully fed into the box, it is consumed and can’t be retrieved.

If a new piece of music causes the box to forget an older one, it quickly plays several bars of the now-forgotten number before it slows to a stop.

Baton of Many Sizes

200gp

Rod, uncommon

While holding this segmented, 1-foot-long rod, you can speak its command word as an action to cause it to extend in either direction. The rod can extend up to 50 feet or as far as the surrounding space allows. If the rod touches another creature or surface before reaching its full length, the rod stops moving in that direction. If it stops moving against a solid, unmoving surface, the rod fills the gaps to hold firm against it.

The rod is unwieldy to hold once it’s longer than 10 feet, forcing you to make a Strength (Athletics) check to maintain your grip on it while it’s extended beyond that range. The DC for this check is equal to 8 + 1 for every 5 feet beyond 10 that the rod is extended. For example, the DC is 9 while the rod is 15 feet long, but 16 while a full 50 feet. If you lose your grip and drop the rod or use it to make an attack while it’s extended more than 10 feet, it immediately retracts back to its shortened length. You can speak the rod’s command word again as an action to cause it to retract.

Blizzard Sphere

800gp

Wondrous item, rare

This glass sphere contains a raging blizzard inside. It’s cold to the touch and vibrates with the gusts of wind trapped within. As an action, you can throw the orb at a point or object you can see within 30 feet, shattering it on impact. When the orb shatters, the blizzard erupts from the glass in a 20-foot-radius sphere of swirling ice and snow centered on the point of impact. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d8 cold damage and its speed is halved until the start of its next turn. On a successful save, a creature takes half as much cold damage and its speed is unaffected.

The blizzard remains for 1d4 rounds or until targeted by a dispel magic spell (DC 15 or cast at 5th level or higher). Any surface within the area is covered in a slick sheet of ice and sleet, turning the ground within the sphere into difficult terrain that remains for the effect’s duration. While the blizzard persists, the area is heavily obscured.

Catnip Amulet

80gp

Wondrous item, common

This gold and jade amulet seems to draw domestic cats to it. While wearing the necklace, you have advantage on ability checks made to find or call Tiny domestic cats (if there are any) and on Wisdom (Animal Handling) checks you make to interact with them.

Firecracker Crystals

70gp

Wondrous item, common

These multicolored crystals are usually purchased in small bags at festivals and holiday events. As an action, you can throw 1 of these 1-inch crystals against a solid surface within 20 feet of you to crack it apart. When a crystal breaks, it releases the magic inside. The magic ends at the end of your turn and is entirely sensory.

A bag of the small crystals comes with 10 (1d4 + 8) crystals inside. Roll a number of d8s equal to the number of crystals in the bag and record each number rolled. Use these numbers to determine the kinds of crystals found in the bag using the table below:

d8 Color Result
1 Red Releases a harmless 5-foot tall flame.
2 Orange Releases a small flash of bright light in a 5 foot radius and dim light for another 5 feet, followed by the smell of spices and citrus.
3 Yellow Releases small spiraling motes of energy that fizz and fly about in a 5-foot radius.
4 Green Releases a cloud of bright, verdant smoke that fills a 5-foot sphere and smells both foul and sickly sweet.
5 Blue Releases a series of comically large bubbles that float outward from the point of impact in a 5-foot radius.
6 Purple Releases the sound of music. The song is random, and plays only enough to make it recognizable as music.
7 White Releases a dazzling display of sparkling glitter in a 5-foot radius from the point of impact.
8 Black Releases a mystery effect. Roll on the table again when using this crystal to determine its effect. If you roll an 8, roll the d8 again
Gravity Goblet

40gp

Wondrous item, common

This glass and silver goblet is enchanted with a harmless, strange magic. A liquid poured in the cup bends gravity in comical ways, often to the surprise and endrenchment of its drinker. When the cup is tilted, as if to drink, the liquid flows in the opposite direction of gravity—sliding up the cup instead of down it. Once the liquid reaches the edge of the cup, it immediately pours down as normal. Swirling the liquid causes it to flow in the opposite direction in which it’s rotated. Any solid object other than ice that floats in the liquid is not affected by the cup’s magic.

Shadowsmoke Dragon Pipe

2,000gp

Wondrous item, rare

This magic pipe leaves behind odorless smoke that dissipates quickly. Its head easily detaches, allowing you to refill it. The pipe has 4 charges and regains 1d3 + 1 expended charges daily at dawn. As an action, you can expend 1 charge to blow a small, condensed smoke ring at a friendly creature (including yourself) that you can see within 30 feet of you.

A creature can immediately turn invisible when it’s affected by the smoke (no action required) or choose to wear the smoke as if it were a physical ring. This ring lasts for 1 minute or until the creature uses a bonus action on one of its turns to turn invisible. A creature turned invisible by the smoke ring reappears at the start of its next turn or when it attacks or cast a spell. A creature can only have 1 smoke ring at any time.

Good Times Gardening

Items
Dryadleaf

50gp

Wondrous item, common

This magic plant only grows at the base of trees that are often stepped through by dryads. Its leaves continuously shift as if by a breeze. Touching the plant, even gently, causes its leaves to stop their gentle swaying for 1 minute.

Dryadleaf plants only grow up to 4 leaves at a time and are found in the wild with 1d4 matured leaves. Leaves are fully matured once they have a thin yellow rim. You can use an action to eat a mature leaf. When you do, you can speak to beasts and plants for 1 minute as if you shared a language. Once it’s been picked, a leaf retains this property for 7 days before it wilts.

You can move the plant to a pot over the course of 1 minute. When you do, make a DC 15 Intelligence (Nature) or Wisdom (Survival) check. On a success, the delicate plant survives the transfer to a new pot. On a failure, the plant is irreversibly damaged and dies.

The plant can survive with surprisingly little air, allowing it to survive in an extradimensional space such as a bag of holding or portable hole. So long as it’s watered lightly each day and given a moderate amount of sunlight (weather and environment permitting), the plant grows 1d4 missing mature leaves every 7 days.

Grass Carpet

50gp

Wondrous item, common

This soft roll of turf is magically fertile. Its soil is 1 inch thick and allows plants of all kinds to grow well within it. Each roll of turf is 5 feet wide and 10 feet long. Its grass and soil are self-containing and will not grow beyond the size of the carpet. The carpet is so fertile that plants growing in its soil require only half the normal amount of sunlight and water they would normally need in order to grow.

For every 1 inch of the soil’s depth, the carpet provides the same amount of nutrition as normal soil does with 1 foot, allowing plants whose roots are normally 1 foot long to grow with only 1 inch of soil. Folding the carpet over for added depth, or layering multiple carpets on top of one another, increases the soil depth to allow for larger plants to grow on the carpet.

The carpet weighs 30 pounds and takes 1 minute to roll up or out. While rolled up, it has a 1-foot diameter. The carpet can be cut into smaller plots using a magical blade, with each plot measuring at least 1 foot long and wide.

Euxine Wares

Items
Candle of Anti-Light

500gp

Wondrous item, uncommon

While burning, this dark candle sheds magical darkness in a 10-foot radius. It can be lit for up to 1 hour before it’s consumed and can be snuffed or relit like a normal candle as a bonus action. Completely covering the candle with something opaque contains the darkness. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

Set of Numat’s Trick Tubes

200gp

Wondrous item, uncommon

This drab pair of empty ceramic cylinders are magically linked. Each vessel is 3 inches in diameter and 1 foot tall. Placing an item inside one of the vessels and closing the lid will magically teleport it to the second tube, making a quiet whoosh sound when it does. A similarly quiet thud can be heard when receiving an item. A tube can’t send more than 2 pounds of material at a time and can’t be used to send a creature. Both vessels must be on the same plane of existence and have their lids closed in order for an item to be teleported between them.

Set of Secret Scribe Candles

1,000gp

Wondrous item, rare

This pair of candles are magically linked and never seems to run out of wick.

You can light one of the candles to cause it to burn with a blue flame. By holding parchment over the flame, any ink on the page is burnt off, leaving the paper unmarked. When you finish using the candle in this way, you can extinguish the flame as you normally would. Once you do, the linked candle suddenly comes alight with a normal, orange fire, that cannot be extinguished by nonmagical means. The newly lit candle gives off a faint lavender scent. By holding a plain piece of parchment over the orange flame, the ink from the first piece of parchment is magically burnt onto the new one as the candle heats it. Once all the ink has been transcribed onto new parchment in this way, the orange flame winks out.

Wand of Whispers (broken)

Wand, rare (requires attunement by a spellcaster)

These wands are sometimes found in the hands of clandestine mages posing as simple townsfolk. Its magic wax and iron design resembles a candle and candlestick. The wand produces a harmless, magical flame that is indistinguishable from normal candlelight, although the wax never melts or changes shape. The flame is harmless and casts bright light in a 5-foot radius and dim light for another 5 feet. While holding the wand, you can extinguish or relight the flame as a bonus action.

This wand has 7 charges. While holding the wand, you can use an action to expend some of its charges to cast either the message (no charges) or sending spell (3 charges) from it. Alternatively, when you cast a spell of 5th level or lower while holding the wand, you can expend 1 of the wand’s charges per spell slot level to ignore the spell’s verbal components. Any spell that requires a target to hear its verbal component gains no benefit from this property.

The wand regains 1d6 + 1 expended charges daily at dusk. If you expend the wand’s last charge, roll a d20. On a 1, the magical flame burns out and the wand becomes a mundane candle and candlestick

Galleon Trading

Items
Talyard the Great’s Wand of Power

150gp

Wand, uncommon

This normal-looking spruce stick is actually the wand of a famous drunkard. A drunken creature that sees the stick perceives it as a magnificent, colorful wand that radiates with an awesome power.

This wand has 3 charges and regains 1d3 expended charges daily at dusk. While you’re drunk and are holding the wand, you can use an action to cast one of the following spells from the wand, even if you are incapable of casting spells: heroism (1 charge), lesser restoration (2 charges), or thaumaturgy (no charges). If you don’t have a spellcasting ability modifier, Charisma is your spellcasting ability when casting these spells (minimum +1 modifier).

Tome of Dreams

100gp

Wondrous item, uncommon

This beautifully embossed book is full of gripping short stories. You can read a story from the book in 10 minutes. The underlying nature of each story is unclear, leaving your subconscious mind to slowly process and unpack its deeper meanings over the course of your next long rest. The next time you finish a long rest after reading a story from the book, roll a d20. On a roll of 10 or lower, you take 2d4 psychic damage as your mind is plagued with intense terrors from the story you read. On a roll of 11 or higher, you gain 2d4 temporary hit points as your mind is filled with joy and courage instead. If you start a story but don’t finish reading it, nothing happens the next time you finish a long rest.

New Bern Drugs

Items
Brad’s Drink

10gp

Potion, common

A fizzy sweet drink with a dark coloration. Caleb claims it’s good against vampires and the undead.

Bath Potion

20gp

Potion, common

This bubbly potion is frothy and smells like lavender. When you drink this potion, any dirt and grime on your body is magically rinsed away. Further, your breath, hair, and nails are suddenly cleaned, looking either polished and pristine or smelling of daisies and honey for the next 24 hours. Bubbles occasionally escape from your mouth while the potion is in effect.

Essence of Rage

700gp

Potion, rare

This swirling potion tastes like iron and bitter raisins. When you drink this potion, you enter a rage that lasts for 1 minute or until you’re knocked unconscious. This rage grants you the same effects as the barbarian’s class feature at 1st level with the following additional properties:

In addition, when you use your action to drink this potion, you can make one weapon attack as a bonus action.

Potion of Spell Recovery

900gp

Potion, rare

When you drink this potion, you recover expended spells slots with a combined level that is equal to or less than 1d3 + 3, and none of the slots can be 6th level or higher.

Sven Seer’s Gifts

Items
Blood Pact Pendants

9,000gp

Wondrous item, very rare

These iron pendants come in pairs and are connected by a powerful bond of self-sacrifice. In order to create this bond, you and a friendly creature with whom you are close perform a brief, 1-minute ritual to connect your destinies and forge a blood pact. When you create this blood pact, you must each agree on a number of hit points to permanently sacrifice and reduce your total maximum hit points by (minimum 1). Once a pact has been forged, trickles of the bound creatures’ blood are absorbed into the normally clear gems adorning the faces of these pendants. While the gem is filled in this way, it seems to gently swirl and pulse in time with your heartbeat.

While the bound creatures are wearing their respective pendants and are on the same plane of existence, they’re protected by this pact so long as one creature is still conscious. When a bound creature dies, it’s immediately revived with 2d10 hit points plus twice the number of hit points it had sacrificed. When a creature is revived in this way, the other bound creature immediately falls to 0 hit points and is knocked unconscious, ending the blood pact and restoring both creatures’ hit point maximums to normal. This property ignores any effect that would normally prevent a creature from falling to 0 hit points. Once the pact is ended in this way, the gems and pendants crack and are no longer magical.

300gp (but first one’s free)

Wondrous item, uncommon

This black sugarpaste cookie is made using a grim recipe passed down through generations of clerics devoted to gods of death. Inside this hollow cookie is a blank strip of enchanted paper whose writing only appears when you break open the cookie. The paper’s writing vaguely predicts the manner in which you’ll die. When you open this cookie, roll a d20 and use the table below to determine the paper’s prediction.

Once a creature’s fortune has been predicted in this way, all future doomsday cookie papers will predict the same outcome for them. If a creature dies in a way foretold by the cookie (at your GM’s discretion) the cookie’s paper transforms into a scroll of revivify. This scroll can only be used on the creature whose passing it foretold. If the scroll is unused within 1 minute, it crumbles into flour.

Regardless of its grim foretellings, the cookie itself is a delicious snack that is sweet, salty, and smoky.

d20 Prediction
1 “Your fiery passions burn too hot.”
2 “The light of the full moon casts the deepest shadows.”
3 “Vainglorious you stumble, entranced by your own reflection.”
4 “Great heights bring all who reach them low.”
5 “Betrayal strikes deeper than any blade.”
6 “Hasty hands make for quick lives.”
7 “Look behind you.”
8 “Getting ahead of yourself may separate you both.”
9 “What a fine meal.”
10 “Nature knows no morality.”
11 “The crushing weight of the world is too much.”
12 “Your demise is met with revelry, gnashing jaws, and gluttony.”
13 “Beware the viridian, in color and emotion.”
14 “Mortality is shed as quickly as skin or clothing.”
15 “Hold on to each breath, savor it as your last.”
16 “70 percent of accidents happen in the home.”
17 “Stars die as new ones rise.”
18 “Cold. So cold.”
19 “The stench of failure burns your nostrils.”
20 “Rocks fall. You die.”
Funeral Marchers

200gp

Wondrous item, uncommon

While wearing these black leather boots, you can choose to not fall prone when you’re reduced to 0 hit points. While you’re unconscious and standing in this way, you can walk up to 10 feet on your turn after rolling a death saving throw.

The Parchment Store

Items
Borboss’ Joyous Wand of Color

40gp

Wand, common

This crystalline, prismatic wand can channel the illustrative intent of its wielder. While holding the wand, you can magically create a stroke of color in the air, allowing you to draw in midair or on any surface the wand touches. The effect is illusory, visibly magical, radiates dim light out to 5 feet, and dissipates after 1 hour.

If you attempt to draw on an object held or worn by a hostile creature, that creature must succeed on a DC 10 Dexterity saving throw in order to avoid it.

Doodle Ring

40gp

Ring, common

This magic wooden ring is always covered in splotches of charcoal, ink, or paint, regardless of how well or often it’s cleaned. While wearing the ring on a finger, you can touch that finger to a solid surface and begin to draw. The drawing uses your finger to make marks as if it were a piece of charcoal, ink quill, or paintbrush (your choice). The marks you make can be in any color. Any drawing made by the ring can be easily smudged or washed away without leaving any marks behind. The ring can have up to a total of 5 square feet covered with drawings in this way at any time. Drawing more than that begins to erase the previous marks, and any mark left after 24 hours of being made is magically erased.

Null Chalk

10,000gp

Wondrous item, very rare

This drab pouch contains 1d4 + 1 sticks of dull gray chalk. The chalk feels slightly tingly to the touch.

As an action, you can touch 1 of the sticks of chalk to the ground, wall, or ceiling to magically create a line that is up to 50 feet long and 1 foot thick. The line extends from your location in the direction and shape of your choice. You can shape the line in any way you choose so long as it makes one continuous path along the surface or similar adjacent surfaces. Once a stick of chalk has been used in this way, it disintegrates into a pile of fine, nonmagical powder.

Magical effects can’t cross this line. The line’s effect extends 20 feet perpendicularly from the surface on which the line is drawn. Targets on the other side of the line are considered to have full cover for the purpose of being targeted by spells or magical effects. Magical items that cross the line become mundane and nonmagical for 1 round.

The first time a celestial, elemental, fey, fiend, or undead creature attempts to cross the line on a turn, that creature must make a DC 16 Charisma saving throw. On a failed save, the creature’s movement speed becomes 0 until the start of its next turn, is forced backward up to 10 feet away from the line, and takes 2d8 force damage. On a successful save, a creature takes half as much damage, and its speed is unaffected as it passes through the line. If the line cuts through a creature’s space when it appears, the creature is pushed to one side of the line (your choice).

This effect lasts for 8 hours or until a break of at least one foot is made in the line, which causes it to instantly lose all magical properties. A creature can spend 1 minute to smudge, smear, erase, or otherwise remove the line enough to disable its effects. When targeted by the dispel magic spell, the line is treated as if it were a 6th-level spell. If the line is dispelled in this way, its effects are disabled for 1 minute.

Orator’s Quill

30gp

Wondrous item, common

This red feather quill generates its own mundane ink and acts on its own as you speak to it. While holding the quill, you can speak its command word as a bonus action to activate it. While activated, the quill magically floats upright and writes the words you speak to it on whatever stationary, nonliving surface it’s been placed on. When it reaches the edge of that surface, it begins a new line below before continuing. If the quill reaches the end of the surface, such as a piece of parchment, it taps against the surface expectantly until a new one is provided. You must be within 15 feet of the quill in order to speak to it. If the quill is behind total cover, it cannot understand you. If you speak the quill’s command word again, even if you’re not holding it, the quill deactivates and falls down. If the quill doesn’t write anything for 1 minute, it deactivates on its own.

Permanent Parchment

30gp

Wondrous item, common

This violet piece of parchment is smooth and pleasant to write on. You can speak either of the parchment’s command words “lock” or “unlock” as a bonus action to lock or unlock the parchment, respectively. While locked, the sheet cannot be torn by hand, damaged by fire, or damaged by immersion in water, and any ink already on the page can’t be removed, smeared, or otherwise changed without the use of magic. New ink added to a locked sheet of permanent parchment runs off the page like water. While unlocked, the parchment behaves like a nonmagical sheet of paper.

While unlocked, you can speak the paper’s other command word, “clear”, to cause any ink on the sheet of parchment to magically evaporate without leaving any marks behind.

The language the parchment’s command words must be spoken in is determined by the creator of the parchment.

Shadow Ink

150gp

Wondrous item, uncommon

Once penned, this special ink can only be seen and read in total darkness. When in darkness, any written or tattooed words, illustrations, or other marks made with this ink glow with a soft, colored light. One bottle of shadow ink has enough ink to fill 10 pages with writing, illustrations, or other such markings.

A detect magic spell reveals only that there is something faintly magical about the area where this ink has been used, but does not reveal the kind of magic or how to interact with it.

Clock Works

Items
Clockwork Faefly

400gp

Wondrous item, uncommon

This brass clockwork mechanism is 2 inches long and whirs with the hum of tiny gears inside. You can tap the head of the faefly twice as a bonus action. When you do, the mechanism begins to flutter 5 feet in the air. The faefly has AC 10 and 10 hit points and flies in this way until a creature grasps it or it falls to 0 hit points. If you move more than 60 feet from the hovering faefly, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the faefly sinks gently to the ground and becomes inactive, and its light fades out. While it’s flying, you can use a bonus action to speak its command word to cause it to move up to 20 feet.

If you are within 60 feet of the faefly, you can speak another command word as an action to cause it to emit the light spell or cast faerie fire (save DC 13), affecting a 20-foot cube originating from itself. Faerie fire does not require concentration when cast in this way, but ends early if the faefly falls to 0 hit points. Once the faefly casts the faerie fire spell, it can’t cast it again until the next dawn.

The faefly is considered a magical object and is not a creature. If the mending spell is cast on it while it has at least 1 hit point, it regains 2d6 hit points. If the faefly falls to 0 hit points, it can’t be used again until 2 days have passed, at which point it regains all its hit points.

Clockwork Healerbee

2,000gp

Wondrous item, rare (requires attunement)

This pill-shaped magical mechanism is 2 inches long and made of brass and glass. It has a pair of tiny wings that silently keep it aloft. It hovers up to 5 feet above the ground and does its best to stay at your side within your space. The bee can enter and pass through another creature’s space and does not provoke opportunity attacks.

The bee has 8 charges and regains 1d6 + 2 expended charges daily at dawn. While the bee is within your space, you can speak its command word as a bonus action and expend up to 3 of its charges to command the bee to heal a creature that you can see within 20 feet of you. The bee flies to the creature’s space and touches its stinger to the creature, causing the creature to regain 1d6 hit points for each expended charge and emitting a bright light that fills the space. After healing the creature, the bee returns to your space.

The bee is considered a magical object and is not a creature. It has AC 15, 10 hit points, and has resistance to all damage. If the mending spell is cast on the bee while it has at least 1 hit point, it regains 2d6 hit points. If the bee drops to 0 hit points, it can’t be used again for 24 hours, at which point it regains all its hit points

Clockwork Inkbeetle

100gp

Wondrous item, uncommon

This minuscule, mechanical beetle is 1 inch long and quietly whirs with a mix of magical and mechanical forces. Placing the beetle on a piece of parchment you hold or carry causes it to spring to life and begin tracking your travels. As you move, so does the beetle: leaving behind a small line of ink. The ink immediately dries and doesn’t dissolve in water. In addition, the beetle’s small frame allows it to move even while enclosed in a book or similar enclosure without losing its sense of movement or direction.

The beetle mirrors your movement to create a to-scale map of your journey, drawing 1 inch of ink in your choice of the following scales: 20 feet/inch, 200 feet/inch, 2 miles/ inch, or 20 miles/inch. You can rotate the dial on the beetle’s underside to change the scale as an action. The beetle is immune to magical effects that would otherwise alter its sense of direction.

The beetle always knows which direction is north. When placed on a piece of parchment for the first time, it crouches down to stamp a small compass rose on the sheet before it begins to move. If the beetle runs out of space on the parchment to travel, it stops moving in that direction and emits a clicking sound that can be heard by creatures within 5 feet of it.

Attaching one Band of the Lost and Found to the beetle while you wear the other allows the beetle to move and trace your movements in this way from afar so long as you are both on the same plane of existence.

Screamin’ Jake’s

Items
Weapon of Spite (can make any weapon spiteful)

400gp

Weapon (any melee), uncommon (requires attunement)

This deep red weapon was made by a vengeful craftsman. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus becomes +2 if the attack is made against a creature who damaged you since your last turn.

Lucien Dynastic

Items
Druidic Throwing Club

2,000gp

Weapon (club), rare (requires attunement by a druid or ranger)

This magic wooden club has the thrown property with a normal range of 20 feet and a long range of 60 feet. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to the club, you know the shillelagh cantrip if you don’t already know it. If shillelagh is cast on the club, the spell doesn’t end when the weapon is thrown. The club flies back to your hand immediately after making a ranged attack with it.

Keychains with the logo of a umbrella-like tree beneath a starry sky
Taking job applications
Demo of Sares

Sentin offer

Separate contracts for each member of the party.

Heph

Legalese granting Heph:

Referenced in