Heartstring Hat of Vermin
Rapier, Masterwork Wondrous, Common
Slot: N/A Value: 350g Slot: Hat Value: 110g
This hat has 3 charges. While holding the hat, you can use an action to
expend 1 of its charges and speak a command word that summons your
Heartstring is a finely crafted rapier with a razor sharp blade choice of a bat, frog, or rat The summoned creature magically appears in
and golden filagreed hilt. the hat and tries to get away from you as quickly as possible. The creature
+1 to attack and damage rolls made with this weapon. is neither friendly nor hostile, and it isn’t under your control. It behaves as
an ordinary creature of its kind and disappears after 1 hour or when it drops
to 0 hit points. The hat regains all expended charges daily at dawn.
Shimmer Breastplate of Gleaming
Shortsword, Common Armor (breastplate), Common
Slot: N/A Value: 130g Slot: Torso Value: 515g
Shimmer is a Moon-Touched shortsword of elven make. Its
blade is a silver hue.
A spotless steel breastplate with bracers.
In darkness, the unsheathed blade of this sword sheds
This armor never gets dirty.
moonlight, creating bright light in a 15ft radius and dim light
for another 15ft
Enduring Spellbook Orb of Time
Wondrous, Common Wondrous, Common
Slot: N/A Value: 150g Slot: N/A Value: 80g
A fine brown leather bound book with gilded pages. A large rune is
A palm sized orb made of polished glass.
pressed into the front cover.
While holding this orb you can use an action to determine whether it
This spellbook, along with anything written on its pages cant be
is morning, afternoon, evening, or night outside. This only functions
damaged by fire or immersion in water, nor does it deteriorate with
on the material plane.
age.
Chain Shirt of Acid Resistance Circlet of Blasting
Armor (Chain Shirt), Rare (requires attunement) Wondrous, Uncommon
Slot: Torso Value: 850g Slot: Head Value: 330g
An ornate golden circlet with a small ruby as the centerpiece.
While wearing this circlet you can use an action to cast scorching
A shirt made of bronze chain-ringlets.
ray. When you make the spell's attacks, you do so with +5 to the
You have resistance to acid damage while wearing this armor. attack rolls. The circlet can't be used this way again until the next
dawn.
Nettles Falseto
Dagger, Masterwork Armor (Shield), Uncommon
Slot: N/A Value: 85g Slot: N/A Value: 120g
An iron kite shield with a music note as its crest.
A steel dagger with a serated blade reminiscent of a nettle leaf.
When this shield is struck it releases a disorienting high
+1 to attack and damage rolls made with this weapon.
pitched sound.
Bonebreaker Big Chungus
Maul, Masterwork Club, Uncommon
Slot: N/A Value: 200g Slot: N/A Value: 404g
A maul made from the femur of a large humanoid. Spiked
A wooden club etched with Dethic runes.
metal plates adorn the large end.
+1 to attack and damage rolls made with this magic weapon.
+1 to attack and damage rolls made with this weapon.
Light Hammer +1 Cloak of Many Fashions
Light Hammer, Uncommon Wondrous, Common
Slot: N/A Value: 330g Slot: Back Value: 300g
A hefty hammer with a leather wrapped grip.
While wearing this cloak, you can use a bonus action to
You have a +1 bonus to attack and damage rolls made with
change the style, color and apparent quality of the garment.
this magic weapon.
Ersatz Eye Heward's Handy Spice Pouch
Wondrous, Common Wondrous, Common
Slot: Eye Value: 200g Slot: Belt Pouch Value: 10g
This belt pouch appears empty and has 10 charges. While holding
A metal inlet containing a glass cats eye marble
the pouch, you can use an action to expend 1 of its charges, speak
This artificial eye replaces a real one that was lost or removed. While
the name of any nonmagical food seasoning (such as salt, pepper,
the ersatz eye is embedded in your eye socket, it can't be removed by
saffron, or cilantro), and remove a pinch of the desired seasoning
anyone other than you, and you can see through the tiny orb as
from the pouch. A pinch is enough to season a single meal. The
though it were a normal eye.
pouch regains 1d6+4 expended charges daily at dawn.
Bead of Nourishment Bead of Refreshment
Wondrous, Common Wondrous, Common
Slot: N/A Value: 5s Slot: N/A Value: 5s
This spongy, flavorless, gelatinous bead dissolves in liquid,
This spongy, flavorless, gelatinous bead dissolves on your transforming up to a pint of the liquid into fresh, cold
tongue and provides as much nourishment as 1 day of rations. drinking water. The bead has no effect on magical liquids or
harmful substances such as poison.
Pot of Awakening Orb of Direction
Wondrous, Common Wondrous, Common
Slot: N/A Value: 30g Slot: N/A Value: 60g
If you plant an ordinary shrub in this 10-pound clay pot and let it
grow for 30 days, the shrub magically transforms into an awakened While holding the orb, you can use an action to determine
shrub (see the Monster's Manual for statistics) and the end of that
time. When the shrub awakens, its roots break the pot, destroying it.
which way is north. This property functions only on the
The awakened shrub is friendly toward you. Absent commands from Material Plane.
you, it does nothing.
Bag of Tricks (Rust) Bag of Tricks (Gray)
Wondrous, Uncommon Wondrous, Uncommon
Slot: N/A Value: 350g Slot: N/A Value: 350g
This ordinary bag, made from rust colored cloth, appears empty. Reaching This ordinary bag, made from gray cloth, appears empty. Reaching inside
inside the bag, however, reveals the presence of a small, fuzzy object. The the bag, however, reveals the presence of a small, fuzzy object. The bag
bag weighs 1/2 pound. You can use an action to pull the fuzzy object from weighs 1/2 pound. You can use an action to pull the fuzzy object from the
the bag and throw it up to 20 feet. When the object lands, it transforms into a bag and throw it up to 20 feet. When the object lands, it transforms into a
creature you determine by rolling a d8 and consulting the table that creature you determine by rolling a d8 and consulting the table that
corresponds to the bag's color. The creature vanishes at the next dawn or corresponds to the bag's color. The creature vanishes at the next dawn or
when it is reduced to 0 Hit Points. The creature is friendly to you and your when it is reduced to 0 Hit Points. The creature is friendly to you and your
companions, and it acts on Your Turn. You can use a Bonus Action to companions, and it acts on Your Turn. You can use a Bonus Action to
Command how the creature moves and what action it takes on its next turn, Command how the creature moves and what action it takes on its next turn,
or to give it general orders, such as to Attack your enemies. In the absence of or to give it general orders, such as to Attack your enemies. In the absence
such orders, the creature acts in a fashion appropriate to its Nature. Once of such orders, the creature acts in a fashion appropriate to its Nature. Once
three fuzzy Objects have been pulled from the bag, the bag can't be used three fuzzy Objects have been pulled from the bag, the bag can't be used
again until the next dawn. (1) Rat (2) Owl (3) Mastiff (4) Goat (5) Giant again until the next dawn. (1) Weasel (2) Giant Rat (3) Badger (4) Boar (5)
Goat (6) Giant Boar (7) Lion (8) Brown Bear Panther (6) Giant Badger (7) Dire Wolf (8) Giant Elk
Pole of Collapsing Spell Scroll (Compelled Duel)
Wondrous, Common Scroll, Common
Slot: N/A Value: 10g Slot: N/A Value: 110g
While holding this 10-foot pole, you can use an action to speak a
command word and cause it to collapse into a 1-foot-long rod, for A scroll of parchment written in common and adorned with
ease of storage. The pole's weight doesn't change. You can use an arcane runes and sigils.
action to speak a different command word and cause the rod to revert This scroll allows the single casting of the spell Compelled
to a pole; however, the rod will elongate only as far as the Duel.
surrounding space allows.
Spell Scroll (Magic Mouth) Potion of Hill Giant Strength
Scroll, Uncommon Potion, Uncommon
Slot: N/A Value: 250g Slot: N/A Value: 300g
This potion’s transparent liquid has floating in it a sliver of
fingernail from a hill giant.
A scroll of papyrus penned in red ink.
When you drink this potion, your Strength score becomes 21 for 1
This scroll allows the single casting of the spell Magic Mouth. hour. The potion has no effect on you if your Strength is equal to or
greater than that score.
Warhammer +1 Shield +1
Weapon (Warhammer), Uncommon Armor (Shield), Uncommon
Slot: N/A Value: 180g Slot: N/A Value: 150g
A reinforced targe with an elven prayer engraved in its
A warhammer made of blue steel. It is cold to the touch.
metallic border.
You have a +1 bonus to attack and damage rolls made with
While holding this shield, you have a +1 bonus to AC. This
this magic weapon.
bonus is in addition to the shield's normal bonus to AC.
Dolvkiir Shield of Expression
Weapon (Lighthammer), Uncommon (requires attunement) Armor (Shield), Common
Slot: N/A Value: 566g Slot: N/A Value: 100g
A finely crafted, jewel encrusted light hammer of dwarven make.
This magic weapon warns you of danger. While the weapon is on
your person, you have Adv on initiative rolls. In addition, you and The front of this shield is shaped in the likeness of a fiendish
any of your companions within 30 ft of you can’t be surprised, except face. While bearing this shield, you can use a bonus action to
when incapacitated by something other than nonmagical sleep. The alter the face's expression.
weapon magically awakens you and your companions within range if
any of you are sleeping naturally when combat begins.
Spell Scroll (Expeditious Retreat) Potion of Greater Healing
Scroll, Common Potion, Uncommon
Slot: N/A Value: 110g Slot: N/A Value: 100g
A scroll of thin cow hide.
You regain 4d4 + 4 hit points when you drink this potion. The
This scroll allows the single casting of the spell Expeditious
potion's red liquid glimmers when agitated.
Retreat.
Ring of the Ram Staff of Flowers
Ring, Rare (requires attunement) Staff, Common
Slot: Finger Value: 844g Slot: N/A Value: 189g
This ring has 3 Charges, and it regains 1d3 expended Charges daily This wooden staff has 10 charges. While holding it, you can use an
at dawn. While wearing the ring, you can use an action to expend 1 to action to expend 1 charge from the staff and cause a flower to sprout
3 of its Charges to Attack one creature you can see within 60 feet of from a patch of earth or soil within 5 feet of you, or from the staff
you. The ring produces a spectral ram's head and makes its Attack itself. Unless you choose a specific kind of flower, the staff creates a
roll with a +7 bonus. On a hit, for each charge you spend, the target mild-scented daisy .The flower is harmless and nonmagical, and it
takes 2d10 force damage and is pushed 5 feet away from you. grows or withers as a normal flower would.
Alternatively, you can expend 1 to 3 of the ring's Charges as an
action to try to break an object you can see within 60 feet of you that The staff regains 1d6 + 4 expended charges daily at dawn. if you
isn't being worn or carried. The ring makes a Strength check with a expend the last charge, roll a d20. On a 1, the staff turns into flower
+5 bonus for each charge you spend. petals and is lost forever.
Spell Scroll (Silence) Cast-Off Armor (Ringmail)
Scroll, Uncommon Armor (Ringmail), Common
Slot: N/A Value: 250g Slot: Body Value: 850g
A scroll written in the form of sheet music.
You can doff this armor as an action.
This scroll allows the single casting of the spell Silence.
Wand of Web Bracers of Archery
Wand, Uncommon (requires attunement by a spellcaster) Wondrous (Bracers), Uncommon(requires attunement)
Slot:N/A Value: 550g Slot: Wrists Value: 444g
This wand has 7 Charges. While holding it, you can use an action to
expend 1 of its Charges to cast the web spell (save DC 15) from it. While wearing these bracers, you have proficiency with the
The wand regains 1d6 + 1 expended Charges daily at dawn. If you longbow and shortbow, and you gain a +2 bonus to damage
expend the wand's last charge, roll a d20. On a 1, the wand crumbles rolls on ranged attacks made with such weapons.
into ashes and is destroyed.
Trident of Fish Command Spell Scroll (Continual Flame)
Weapon (Trident), Uncommon Scroll, Uncommon
Slot: N/A Value: 450g Slot: N/A Value: 250g
This Trident is a Magic Weapon. It has 3 Charges. While you
carry it, you can use an action and expend 1 charge to cast A scroll written in dwarven script.
Dominate Beast (save DC 15) from it on a beast that has an This scroll allows the single casting of the Continual Flame
innate swimming speed. The Trident regains 1d3 expended spell.
Charges daily at dawn.
Headband of Intellect Wand of Conducting
Wondrous, Uncommon (requires attunement) Wand, Common(requires attunement?)
Slot: Head Value: 700g Slot: N/A Value: 110g
This wand has 3 charges. While holding it, you can use an action to
expend 1 of its charges and create orchestral music by waving it
Your Intelligence score is 19 while you wear this headband. It around. The music can be heard out to a range of 60 feet and ends
has no effect on you if your Intelligence is 19 or higher when you stop waving the wand.
without it. The wand regains all expended charges daily at dawn. If you expend
the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as
the wand crumbles to dust and is destroyed.
Cape of the Mountebank Driftglobe
Wondrous (cape), Rare Wondrous, Uncommon
Slot: Shoulders Value: 1200g Slot: N/A Value: 232g
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of
This cape smells faintly of brimstone. While wearing it, you can use it, you can speak its command word and cause it to emanate the light or
it to cast the Dimension Door spell as an action. This property of the daylight spell. Once used, the daylight effect can't be used again until the
cape can't be used again until the next dawn. next dawn.
You can speak another command word as an action to make the illuminated
When you disappear, you leave behind a cloud of smoke, and you
globe rise into the air and float no more than 5 feet off the ground. The
appear in a similar cloud of smoke at your destination. The smoke globe hovers in this way until you or another creature grasps it. If you move
lightly obscures the space you left and the space you appear in, and it more than 60 feet from the hovering globe, it follows you until it is within
dissipates at the end of your next turn. A light or stronger wind 60 feet of you. It takes the shortest route to do so. If prevented from
disperses the smoke. moving, the globe sinks gently to the ground and becomes inactive, and its
light winks out.