### Jerky of Healing
*consumable, rarity varies*
Jerky (beef, venison, goblin, etc) of Healing is created by marinating 4 pieces of the desired meat in a Potion of Healing, then drying the meat. Stronger potions require a longer time to dry, as shown in the table.
You regain hit points when you consume one or more pieces of this jerky. The number of hit points depends on the rarity of the Potion of Healing it was marinated in.
Unlike drinking a potion, consumption of one piece of Jerky of Healing is a Bonus Action.
##### Jerky of Healing
| Jerky of... | | Rarity | Dry Time | Hit Points regained |
|:---:|:-:|:---|:-|:---|
| Healing | | Common | 8 hours | 2 per piece |
| Greater Healing | | Uncommon | 24 hours | 5 per piece |
| Superior Healing | | Rare | 48 hours | 10 per piece |
| Supreme Healing | | Very Rare | 72 hours | 15 per piece |
#### Optional: Spicy Jerky of Healing
You're not satisfied with simply healing from jerky, you need it to kick some ass. During the marinating process, add the listed gold's worth of exotic spices and extracts to every 4 pieces of meat before you begin drying them.
When you consume the Spicy Jerky of Healing, you must make a Constitution saving throw. On a successful save, gain an additional effect until the start of your next turn. Use your Constitution modifier for the calculation of attacks, save DCs, and damage modifiers.
On a failed save, you are still healed but are now stunned until the start of your next turn.
##### Spicy Jerky of Healing
| Flavor | | Spices | Con Save | Effect |
|:---:|:-:|:-|:---|:---|
| Kicking Kobold | | 10 gp | DC 12 | Cast an unleveled *Firebolt* cantrip once for free. |
| Great Efreeti Challenge | | 20 gp | DC 14 | Cast a 1st-level *Burning Hands* spell once for free. |
| Smoked Dragon Superiority | | 100 gp | DC 16 | Cast a 3rd-level *Fireball* spell once for free. |
| Tiamat Supreme Incineration | | 500 gp | DC 18 | Cast a 5th-level *Cone of Cold* spell once for free, but it deals fire damage. Killed creatures crisp over. |
*Created by Morvick, based on the concept by James E. Carlisle*
### Invisible Wand
*Legendary Wand*
___
As the name suggests, there is nothing to see when looking at this wand. While in your pocket or held in your hand, it feels like a sturdy rod of glass with intricate carvings along its length, but it resists every mundane effort to break or destr
### Item Name
##### Item tags and attunement needs
*Credit: Credit for the image*
*Description of the item*
___
Item Details
oy it. All methods to make it visible or detect its magic will fail - how did you even find it?
Spells cast through this wand do not require verbal or somatic components. When you attune to this wand, you learn the *Mage Hand* cantrip if you don't know it already, and objects become invisible while held by your *Mage Hand*.
Every midnight, the wand will automatically cast the *Unseen Servant* spell - this version of the spell has a duration of 24 hours. Once per day, you can use the wand to cast the *Wall Of Force* spell without requiring a spell slot.
### N'Alasa's Spear
##### Requires attunement by a paladin
*Legendary artifact*
___
This spear can be used as a spellcasting focus. Attacks made with this weapon deal 1d4 piercing and 1d4 cold damage on a hit.
You can use an action to cast the *Frostbite* cantrip through the spear against a target in melee range.
Each time you deal damage with a Smite, you can choose to reduce the smite damage by 1d8 in order to impose disadvantage on the first attack made by the target until the end of their next turn.
When you trigger any of this weapon's effects, you may also use your reaction and expend 1 hit point from your Lay On Hands pool to cast *Armor Of Agathys* as a 1st level spell on a single creature currently benefiting from your Aura Of Protection.
### Awakened Flametongue
*Artifact*
___
You can use a Bonus Action to speak this magic sword's Command Word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or sheathe the sword.
Furthermore, this sword can hold up to 6 charges, and it regains a number of charges each dawn equal to its current owner's proficiency bonus. Charges can be expended to; cast *Burning Hands* through the sword (**1 charge**), cast *Fire Shield* as a warming shield (**2 charges**), or to summon a Fire Elemental in a space adjacent to you (**4 charges**).
### Bottle Of Bubbles
*Wondrous artifact*
___
This sealed tin jar is full of a clear frictionless liquid that glows dimly like a rainbow when disturbed, and has a small accompanying wand clipped to the side.
The bottle has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the bottle loses its properties and the liquid becomes a mundane soap.
**Spells:** You can use an action while holding the Bottle Of Bubbles to expend 1 or more charges to cast one of the following spells from it at the lowest possible level, using your spell save DC: *grease* (1 charge), *calm emotions* (2 charges), *leomund's tiny hut* (3 charges), or *otiluk's resilient sphere* (4 charges).
### Pendant of Solace
*Very rare necklace*
___
This pendant is a gift from the divine, and can be used as a spellcasting focus if it is held in the user's hand.
When you roll a 1 on the damage or healing dice for any spell including cantrips, you may choose a creature within 30 feet and heal them by an amount equal to your Wisdom modifier.
This effect can be triggered up to one time per turn.
### Sweat-Stained Sash
*Rare belt*
___
This rough, thick length of enchanted fabric is perfect for mopping sweat or blood from yourself. While wearing this sash at the waist, use your reaction after taking damage that does not reduce you to 0 hit points. Make a Constitution saving throw. The DC equals 10 or half the damage taken, whichever number is higher.
On a successful save, you can expend and heal from a single Hit Dice as if you were taking a Short Rest.
### Eye Of The Tiger
*Rare eye patch*
___
This small leather patch displays a feline eye that you can see out of. You may use your bonus action when you deal melee damage to a creature you can see: force it to make a (Charisma) Deception check to hide its injury. The DC for this check equals your Passive Perception. On a failed save, you gain +1 damage to your melee attacks against it.
This bonus can stack, but it resets to +0 if you miss an attack, attack a different target, lose consciousness, or take a Short or Long rest.
### Knockout Wraps
*Rare bracers*
___
This matching pair of enchanted cloth are activated when wrapped tightly around each of your wrists. Put the weight of your body behind a final strike and deal additional damage with your unarmed attacks equal to your Constitution modifier (minimum of 1). This extra damage only triggers if it would bring the target to 0 hit points, and you heal for all of the damage dealt by the knockout strike.
Additionally, you may use your reaction to make an opportunity attack against creatures that approach within 5 feet of you.
### Edict of Egress
*Wondrous consumable item*
___
This strip of enchanted parchment has the word "exit" written in celestial whether or not you know how to read it.
When added as a material component to a spell or effect which moves you between the planes or teleports you, that spell will be a guaranteed success. The magic is on par with a Wish spell, and can circumvent any attempt to prevent or sabotage the travel, also bypassing any requirement for a saving throw or ability check.
Using this item will destroy it, rendering it into dust.
___
### Gimp Shield
*Shield, Rare*
Requires Attunement
___
This sentient shield cannot speak but moans softly every time it is struck, and grants a +1 to your Armor Class and Saving Throws. The shield is considered "struck" when an attack misses your Armor Class by 3 or less while you are wearing it. If you are attacked at disadvantage, the shield is considered "struck" if the attack misses your Armor Class by 5 or less.
A strike on the shield sends a flood of pleasure into the wearer, granting them 1d4+3 temporary hit points.
*Lore*
*Schaunder was a knight prone to a most lascivious lifestyle, delighting over any new or foreign indulgence. He would regularly take up arms in defense of the pride and honor of his (many) lovers. Opponents who survived his stamina have spoken about how he not only weathered the rigors of battle... but was renewed by the physical punishment. He is said to have died as he lived - in bed, draped in pleasures. His most devoted paramours claim that his soul lives on, kept within the shield he used to uphold their good name.*
### Murder Dagger
*weapon, rare*
Requires attunement
This magical dagger's blade is colored and shaped like a large black feather; it grants +1 to attack and damage rolls and it holds 3 charges. It regains all charges when a critical hit is made with the dagger.
As part of the attack action to throw or stab with the dagger, you can expend 1 charge to summon a flock of angry crows (Use "Swarm of Ravens" MM.339) at the target's location, which attempt to pursue and attack the target at the start of their turn. The crows persist until either they or the target dies, at which point the crows fade away into wisps of smoke with a parting "Caw!"
*Lore*
*Hitch was a strange, ostracized old man - known in the village for his eccentricities more than his contributions to local society, and he was never welcomed warmly. Neighbors always noted that a silence would fall over any birds near him, though they never fled. One night, he took his revenge...*
### Blade Of the Doomed Knight
*Requires attunement by a non-Evil creature*
The steel of this +2 longsword holds a somber reflection, and the inscription of its forebear's final vow can be seen engraved into the hilt. It deals 1d8 extra radiant damage on each hit, which changes to 2d8 when striking a celestial, dragon, fiend, or undead.
Once per day as an action while holding this weapon, you can recite the inscription and begin your dying vow. Calculate your missing hit points and add half of that value as radiant damage to the sword's next hit. Once you hit, your hit points are reduced to 0.
If you spend an additional action completing the vow before striking, the sword will ignore any resistance or immunity to radiant damage that its target possesses.
#### Lore
*"Blade with whom I have lived, blade with whom I now die.*
*Serve right and justice one last time.*
*Seek one last heart of evil, still one last life of pain.*
*Cut well, old friend, and then... farewell."*
### Boots of Landing
*Wondrous item, uncommon (requires attunement)*
While wearing these boots, you can use your reaction to make a dexterity saving throw when you would normally take falling damage. The DC is 10 + the number of d6 used to calculate the damage. On a success, you take no damage and land on your feet, while on a failure you only take half damage.
Additionally, the boots greant advantage on saving throws to avoid being knocked prone.