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# Uncommon Magic Items > ##### Alchemy Jug *Item* > *Wondrous Item, Uncommon, 12lbs.* >### > This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. > > You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. > > Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. > >
> > | Liquid | Max Amount | > |:---|:-----------| > | Acid | 8 ounces | > | Basic Poison | 1/2 ounce | > | Beer | 4 gallons | > | Honey | 1 gallon | > | Mayonnaise | 2 gallons | > > | Liquid | Max Amount | > |:---|:-----------| > | Oil | 1 quart | > | Vinegar | 2 gallons | > | Water, fresh | 8 gallons | > | Water, salt | 12 gallons | > | Wine | 1 gallon | >
> ##### Ammunition +1 *Weapon* > *Wondrous Weapon (any ammunition), Uncommon.* >### > You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. > ##### Amulet of Nondetection *Item* > *Wondrous Item, Uncommon, 1 lb, (requires attunement).* >### > While wearing this amulet, you can't be targeted by divination magic or perceived through magical scrying sensors. > ##### Arcane Arrow *Weapon* > *Wondrous Weapon (arrow), Uncommon, 0.05 lbs* > ### > When this arrow is fired, creatures within 10 feet of the point it lands must make a Dexterity saving throw, where the DC equals 8 + your Proficiency modifier + your Dexterity modifier. On a failed save, creatures take an additional 1d8 damage, where the damage is either Acid, Cold, Fire, or Lightning damage (your choice). > ##### Arrow of Faerie Fire *Weapon* > *Wondrous Weapon (arrow), Uncommon, 0.05 lbs* > ### > When this arrow is fired, it casts the *Faerie Fire* spell centered on the point it lands. When cast in this way, the spell save DC equals 8 + your Proficiency Bonus + your Dexterity modifier. > ##### Arrow of Thunder *Weapon* > *Wondrous weapon (arrow), Uncommon, 1 lb* > ### > When this arrow is fired, creatures within 10 feet of the point it lands must make a Dexterity saving throw, where the DC equals 8 + your Proficiency modifier + your Dexterity modifier. On a failed save, creatures take an additional 1d4 Thunder damage, and are pushed 10 feet away from the arrow. \pagebreakNum > ##### Bag of Holding (Tier 1) *Item* > *Wondrous Item, Uncommon, 15 lbs.* >### > This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold much more weight than normal in a small extradimensional space, the exact amount of which is determined by its rarity. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. > ___ >Four sizes of *bag of holding* exist. The GM chooses the size of a given carpet or determines it randomly. > | Tier | Maximum Weight |Volume Maximum > |:---:|:-:|:-:| > | 1 | 250lbs |30 cubic feet >___ > If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. > ___ > Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a rift to the Astral Plane. The rift originates where the one item was placed inside the other. Any creature within 10 feet of the rift is sucked through it to a random location on the Astral Plane. The rift then closes. The rift is one-way only and can't be reopened. > ##### Bag of Tricks *Item* > *Wondrous Item, Uncommon, 0.5 lbs.* >### > This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. > > You can use an action to pull the fuzzy object from the 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 corresponds to the bag's color. See the Monster Manual for the creature's statistics. The creature vanishes at the next dawn or 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 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 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 again until the next dawn. > > ##### Gray Bag of Tricks >
> >| d8 | Creature | >|:---:|:-| >| 1 | Weasel | >| 2 | Giant Rat | >| 3 | Badger | > | 4 | Boar | > >| d8 | Creature | >|:---:|:-| >| 5 | Panther | >| 6 | Giant Badger | >| 7 | Dire Wolf | >| 8 | Giant Elk | >
> > ##### Rust Bag of Tricks >
> >| d8 | Creature | >|:---:|:-| >| 1 | Rat | >| 2 | Owl | >| 3 | Mastiff | > | 4 | Goat | > >| d8 | Creature | >|:---:|:-| >| 5 | Giant Goat | >| 6 | Giant Boar | >| 7 | Lion | >| 8 | Brown Bear | >
> > ##### Tan Bag of Tricks >
> >| d8 | Creature | >|:---:|:-| >| 1 | Jackal | >| 2 | Ape | >| 3 | Baboon | > | 4 | Axe Beak | > >| d8 | Creature | >|:---:|:-| >| 5 | Black Bear | >| 6 | Giant Weasel | >| 7 | Giant Hyena | >| 8 | Tiger | >
\pagebreakNum > ##### Band of Cowardice *Ring* > *Wondrous Ring, Uncommon, 0.05 lbs, (requires attunement).* >### > When you Disengage on your turn, you can also move an additional 15 feet until the end of your current turn. > ##### Boots of Elvenkind *Item* > *Wondrous Item, Uncommon, 3 lbs, (requires attunement).* >### > While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. > ##### Boots of Striding and Springing *Item* > *Wondrous Item, Uncommon, 1 lb, (requires attunement)* > ### > While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. > ##### Boots of the Winterlands *Item* > *Wondrous Item, Uncommon, 1 lb, (requires attunement)* > ### > These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: > - You have resistance to cold damage. > - You ignore difficult terrain created by ice or snow. > - You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. > ##### Bracers of Archery *Item* > *Wondrous Item, Uncommon, 1 lb, (requires attunement)* > ### > While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. > ##### Brooch of Shielding *Item* > *Wondrous Item, Uncommon, 1 lb, (requires attunement)* > ### > While wearing this brooch, you have resistance to Force damage, and you have immunity to damage from the *Magic Missile* spell. > ##### Cap of Water Breathing *Item* > *Wondrous Item, Uncommon, 2 lbs* > ### > While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. > ##### Caustic Pendant *Item* > *Wondrous item, Uncommon, 0.05 lbs* > ### > You can cast the *Acid Splash* cantrip as an action, spitting the acid from your mouth. You use your Constitution as the spellcasting ability for it, or your spellcasting ability modifier (whichever is higher). > ##### Circlet of Blasting *Item* > *Wondrous Item, Uncommon, 2 lbs* > ### > While wearing this circlet, you can use an action to cast the *Scorching Ray* spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. >___ > The circlet can't be used this way again until the next dawn. \pagebreakNum > ##### Cloak of Elvenkind *Item* > *Wondrous Item, Uncommon, 1 lb, (requires attunement)* > ### > While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. > ##### Cloak of Protection *Item* > *Wondrous Item, Uncommon, 3 lbs, (requires attunement)* > ### > You gain a +1 bonus to AC and saving throws while you wear this cloak. > ##### Cloak of the Manta Ray *Item* > *Wondrous Item, Uncommon, 3 lbs, (requires attunement)* > ### > While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. > ##### Critical Rejuvenator *Weapon* > *Wondrous Weapon (any), Uncommon, variable weight (requires attunement)* > ### > If you score a critical hit with this weapon, you regain 2d8 hit points. > ##### Decanter of Endless Water *Item* > *Wondrous Item, Uncommon, 2 lbs, (requires attunement)* >### > This stoppered flask sloshes when shaken, as if it contains water. >___ > You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: >- *Stream* produces 1 gallon of water. >- *Fountain* produces 5 gallons of water. >- *Geyser* produces 30 gallons of water that gushes forth in a line 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. > ##### Dragonmouth Shield *Armor* > *Wondrous Armor (shield), Uncommon* > ### > This shield has an intricate design of a dragon's mouth on its frontside. As an action, you can cause the mouth to expel fire, as if by the *Burning Hands* spell (save DC 16). >___ > The shield can't be used this way again until the next dawn. > ##### Driftglobe *Item* > *Wondrous Item, Uncommon, 1 lb.* >### > This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the *Light* or *Daylight* spell. Once used, the daylight effect can't be used again until the next dawn. >___ > You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. \pagebreakNum > ##### Dust of Disappearance *Item* > *Wondrous Item, Uncommon, 1 lb.* >### > Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become Invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. > ##### Dust of Dryness *Item* > *Wondrous Item, Uncommon, 1 lb.* >### > This small packet contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a 15 foot cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. >___ >Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. >___ > An Elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save, or half as much damage on a successful one. > ##### Dust of Sneezing and Coughing *Item* > *Wondrous Item, Uncommon, 1 lb.* >### > Found in a small container, this powder resembles very fine sand. You can use an action to throw a handful of the dust into the air. When you do so, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is Incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The *Lesser Restoration* spell can also end the effect on a creature. > ##### Dwarven Plate *Armor* > *Wondrous Armor (plate), Uncommon, 65 lbs.* >### > This item counts as +2 armor. >___ >Additionally, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. > ##### Efficient Quiver *Item* > *Wondrous Item, Uncommon, 2 lbs.* >### > Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. > > You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. > ##### Elemental Gem *Item* > *Wondrous Item, Uncommon, 0.1 lbs.* >### > This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the *Conjure Minor Elementals* spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. > > | Gem | Summoned Elemental | > |----------------|--------------------| > | Blue sapphire | Air elemental | > | Yellow diamond | Earth elemental | > | Red corundum | Fire elemental | > | Emerald | Water elemental | \pagebreakNum > ##### Eversmoking Bottle *Item* > *Wondrous Item, Uncommon, 1 lb.* >### > Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. > > The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. > ##### Eyes of Charming *Item* > *Wondrous Item, Uncommon, 0.01 lbs, (requires attunement).* >### > These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the *Charm Person* spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. > ##### Eyes of Minute Seeing *Item* > *Wondrous Item, Uncommon, 0.01 lbs.* >### > These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. > ##### Eyes of the Eagle *Item* > *Wondrous Item, Uncommon, 0.01 lbs, (requires attunement).* >### > These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. > ##### Flame Conductor Rapier *Weapon* > *Wondrous Weapon (rapier), Uncommon (requires attunement by a creature capable of casting at least one spell)* > ### > ***Fling Flame.*** When you hit an attack with this weapon, you can choose to cast *Firebolt* as a part of the same action. > ___ > The rapier can't be used this way again until the next dawn. > ##### Gauntlets of Ogre Power *Item* > *Wondrous Item, Uncommon, 4 lbs, (requires attunement).* >### > Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. > ##### Gem of Brightness *Item* > *Wondrous Item, Uncommon, 0.3 lbs.* >### > This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: >___ > The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. >___ >The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. >___ >The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. >___ >When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. \pagebreakNum > ##### Gloves of Missile Snaring *Item* > *Wondrous Item, Uncommon, 0.5 lbs, (requires attunement).* >### > These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. > ##### Gloves of Swimming and Climbing *Item* > *Wondrous Item, Uncommon, 0.5 lbs, (requires attunement).* >### > While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. > ##### Gloves of Thievery *Item* > *Wondrous Item, Uncommon, 0.5 lbs.* >### > These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. > ##### Goggles of Night *Item* > *Wondrous Item, Uncommon, 0.5 lbs.* >### > While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. > ##### Hat of Disguise *Item* > *Wondrous Item, Uncommon, 2 lbs, (requires attunement).* >### >While wearing this hat, you can use an action to cast the *Disguise Self* spell from it at will. The spell ends if the hat is removed. > ##### Headband of Intellect *Item* > *Wondrous Item, Uncommon, 2 lbs, (requires attunement).* >### >Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. > ##### Heels of the Charlatan *Item* > *Wonderous Item, Uncommon, 0.5 lbs, (requires attunement)* > ### > While wearing these heels, you have a +1 bonus to all Charisma checks you make. > ##### Helm of Comprehend Languages *Item* > *Wonderous item, Uncommon, 0.5 lbs.* > ### > While wearing this helm, you can use an action to cast the *Comprehend Languages* spell from it at will. > ##### Helm of Telepathy *Item* > *Wonderous Item, Uncommon, 3 lbs, (requires attunement)* > ### > While wearing this helm, you can use an action to cast the *Detect Thoughts* spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply- using a bonus action to do so- while your focus on it continues. >___ > While focusing on a creature with detect thoughts, you can use an action to cast the *Suggestion* spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. \pagebreakNum > ##### Instrument of the Bards *Item* > *Wondrous Item, Uncommon, variable weight (requires attunement by a bard).* >### > An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as welt as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. > ___ > You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. >___ > When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. > | Instrument | Rarity | Spells > |:---|:-|:-| >| All | — |*Fly*, *Invisibility*, *Levitate*, *Protection from Evil and Good*, plus the spells listed for the particular instrument > | Anstruth harp | Very Rare | *Control Weather*, *Cure Wounds* (5th level), *Wall of Thorns* >| Canaith mandolin | Rare | *Cure Wounds* (3rd level), *Dispel Magic*, *Protection from Energy* (Lightning only) >| Cli lyre | Rare | *Stone Shape*, *Wall of Fire*, *Wind Wall* >| Doss lute | Uncommon | *Animal Friendship*, *Protection from Energy* (Fire only), *Protection from Poison* >| Fochlucan bandore | Uncommon | *Entangle*, *Faerie Fire*, *Shillelagh*, *Speak with Animals* >| Mac-Fuirmidh cittern | Uncommon | *Barkskin*, *Cure Wounds*, *Fog Cloud* > | Ollamh harp | Legendary | *Confusion*, *Control Weather*, *Fire Storm* > ##### Lantern of Revealing *Item* > *Wondrous Item, Uncommon, 2 lbs.* >### > While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. > ##### Lightning Arrow *Weapon* > *Wonderous Weapon (arrow), Uncommon, 0.5 lbs* > ### > When you fire this arrow, the arrow transforms into a bolt of lightning, as if by the *Lightning Bolt* spell. Dexterity is your spellcasting ability for it. > ##### Medallion of Thoughts *Item* > *Wondrous Item, Uncommon, 5 lbs (requires attunement).* >### >The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the *Detect Thoughts* spell (save DC 13) from it. The medallion regains 1d4-1 expended charges daily at dawn. > ##### Mithral Armor *Armor* > *Wondrous Armor (medium or heavy, but not hide), Uncommon, variable weight.* >### >Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. \pagebreakNum > ##### Necklace of Adaptation *Item* > *Wondrous Item, Uncommon, 1 lb (requires attunement).* >### > While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as the *Cloudkill* and *Stinking Cloud* spells, inhaled poisons, and the breath weapons of some dragons). > ##### Necklace of Binding *Item* > *Wonderous Item, Uncommon, 1 lb.* > ### > While wearing this item, you can't be teleported or be transported to another plane against your will. > ##### Never-Blunt Blade *Weapon* > *Wonderous weapon (any sword or dagger), Uncommon, 1 lb.* >### > ***Bloodletter.*** You can use the *Lacerate* weapon action a number of times with this weapon equal to your Proficiency Bonus, even if that weapon doesn't normally have the Lacerate weapon action. > ##### Oil of Slipperiness *Potion* > *Wondrous Potion, Uncommon, 0.5 lbs.* >### > This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the *Freedom of Movement* spell for 8 hours. >___ > Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the *Grease* spell in that area for 8 hours. > ##### Pearl of Power *Item* > *Wondrous Item, Uncommon, 0.01 lbs, (requires attunement by a spellcaster).* >### > While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn. > ##### Periapt of Health *Item* > *Wondrous Item, Uncommon, 1 lb.* >### > You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. > ##### Periapt of Wound Closure *Item* > *Wondrous Item, Uncommon, 1 lb.* >### > While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. > ##### Phase Arrow *Weapon* > *Wonderous Weapon (arrow), Uncommon, 0.5 lbs* > ### > When you fire this arrow, you can make a ranged attack roll against all creatures in a straight 30 foot x 5 foot line in front of you. For each hit, creatures take an additional 1d6 Force damage. > ##### Philter of Love *Potion* > *Wonderous Potion, Uncommon, 0.5 lbs* > ### > This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. The next time you see a creature within 10 minutes after drinking this philter, you become Charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are Charmed. > ##### Pipes of Haunting *Item* > *Wonderous Item, Uncommon, 3 lbs* > ### > You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d4-1 expended charges daily at dawn. \pagebreakNum > ##### Pipes of the Sewers *Item* > *Wonderous Item, Uncommon, 2 lbs* > ### > You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. >___ > The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d4-1 expended charges daily at dawn. > > Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. > ##### Potion of Animal Friendship *Potion* > *Wonderous Potion, Uncommon, 0.5 lbs.* >### > Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. When you drink this potion, you can cast the *Animal Friendship* spell (save DC 13) for 1 hour at will. > ##### Potion of Bleed Resistance *Potion* > *Wondrous Potion, Uncommon, 0.5 lbs* > ### > This potion's bottle is covered in gauze dipped in sticky paste. As a bonus action, you drink this potion and gain unnatural resistance to bleeding. You can't gain the *Bleeding* condition for the next minute. Additionally, any *Bleeding* or *Gaping Wounds* conditions on you immediately end. > ##### Potion of Fire Breath *Potion* > *Wondrous Potion, Uncommon, 0.5 lbs* > ### > This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. After drinking this potion, you can use a bonus action on your consecutive turns to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 Fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. > ##### Potion of Hill Giant Strength *Potion* > *Wondrous Potion, rarity varies, 0.5 lbs* > ### > This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The *potion of frost giant strength* and the *potion of stone giant strength* have the same effect. When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. > | Type of Giant | Strength | Rarity | >|-------------------|----------|-----------| >| Hill giant | 21 | Uncommon | > ##### Potion of Growth *Potion* > *Wondrous Potion, Uncommon, 0.5 lbs* > ### >The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. When you drink this potion, you gain the "enlarge" effect of the *Enlarge/Reduce* spell for 1d4 hours (no concentration required). > ##### Potion of Greater Healing *Potion* > *Wondrous Potion, rarity varies, 0.5 lbs* > ### > You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the following table. Whatever its potency, the potion's red liquid glimmers when agitated. > | Potion of ... | Rarity | HP Regained | >|------------------|-----------|-------------| >| Greater healing | Uncommon | 4d4+4 | \pagebreakNum > ##### Potion of Instant Transition *Potion* > *Wondrous Potion, Uncommon, 0.5 lbs.* >### > You can drink this potion as an action. When you do so, all physical characteristics except for your height, weight, hair color, skin color, and eye color perfectly change to match a sex you choose. You choose which physical characteristics change or don't change as a result of you drinking this potion. > ##### Potion of Poison *Potion* > *Wondrous Potion, Uncommon, 0.5 lbs* > ### > This concoction looks, smells, and tastes like a *potion of healing* or other beneficial potion. However, it is actually poison masked by illusion magic. An *Identify* spell reveals its true nature. > > If you drink it, you take 3d6 Poison damage, and you must succeed on a DC 13 Constitution saving throw or be Poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 Poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the Poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. > ##### Potion of Resistance *Potion* > *Wondrous Potion, Uncommon, 0.5 lbs* > ### >When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below. > | d10 | Damage Type | >|-----|-------------| >| 1 | Acid | >| 2 | Cold | >| 3 | Fire | >| 4 | Force | >| 5 | Lightning | >| 6 | Necrotic | >| 7 | Poison | >| 8 | Psychic | >| 9 | Radiant | >| 10 | Thunder | > ##### Potion of Water Breathing *Potion* > *Wondrous Potion, Uncommon, 0.5 lbs* > ### > This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. You can breathe underwater for 1 hour after drinking it. > ##### Ring of Awakening *Ring* > *Wondrous Ring, Uncommon, 0.01 lbs, (requires attunement).* >### > While wearing this ring, magic can't put you to sleep. > ##### Ring of Jumping *Ring* > *Wondrous Ring, Uncommon, 0.01 lbs (requires attunement).* >### > While wearing this ring, you can cast the *Jump* spell from it as a bonus action at will, but can target only yourself when you do so. > ##### Ring of Swimming *Ring* > *Wondrous Ring, Uncommon, 0.01 lbs.* >### > You have a swimming speed of 40 feet while wearing this ring. > ##### Ring of Warmth *Ring* > *Wonderous Ring, Uncommon, 0.01 lbs, (requires attunement).* >### > While wearing this ring, you have resistance to Cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. > ##### Ring of Water Walking *Ring* > *Wonderous Ring, Uncommon, 0.01 lbs.* >### > While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. \pagebreakNum > ##### Robe of Useful Things *Item* > *Wonderous Item, Uncommon, 1 lb* >### >This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. > > The robe has two of each of the following patches: > - Dagger > - Bullseye lantern (filled and lit) > - Steel mirror > - 10-foot pole > - Hempen rope (50 feet, coiled) > - Sack >___ > In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly. > | d100 | Patch| > |--------|--| > | 01-08 | Bag of 100 gp| > | 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp| > | 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself | > | 23-30 | 10 gems worth 100 gp each| > | 31-44 | Wooden ladder (24 feet long) 45-51 A riding horse with saddle bags| > | 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you| > | 60-68 | 4 potions of healing| > | 69-75 | Rowboat (12 feet long)| > | 76-83 | Spell scroll containing one spell of 1st to 3rd level| > | 84-90 | 2 mastiffs| > | 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach| > | 97-100 | Portable ram| > ##### Rope of Climbnig *Item* > *Wonderous Item, Uncommon, 3 lbs.* >### >This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. > > If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. > > The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. > ##### Rope of Entanglement *Item* > *Wonderous Item, Uncommon, 3 lbs.* >### > This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become Restrained. > > You can release the creature by using a bonus action to speak a second command word. A target Restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer Restrained by the rope. > > The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. > ##### Saddle of the Cavalier *Item* > *Wondrous Item, Uncommon, 25 lb (requires attunement).* >### > While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage. \pagebreakNum > ##### Sending Stones *Item* > *Wondrous Item, Uncommon, 1 lb.* >### > Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the *Sending* spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. > > Once *Sending* is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. > ##### Sentinel Shield *Armor* > *Wondrous Armor (any shield), Uncommon, variable weight.* >### > While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. > ##### Shield, +1 *Armor* > *Wondrous Armor (any shield), Uncommon, variable weight.* >### > While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. > ##### Slippers of Spider Climbing *Item* > *Wonderous Item, Uncommon, 0.5 lbs, (requires attunement).* >### > While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. > ##### Spell Scroll (2nd-3rd) *Scroll* > *Wonderous Item, Uncommon, 0.05 lbs.* >### > A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, you must succeed an Arcana check to discern how to use the scroll, where the DC equals 10 + the spell's level. On a failed save, the text is illegible to you. >___ > If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10+the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. >___ > The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table. > | Spell Level | Rarity | Save DC | Attack Bonus | >|-------------|-----------|---------|--------------| >| 2nd | Uncommon | 13 | +5 | >| 3rd | Uncommon | 15 | +7 | > ___ > A wizard spell on a *spell scroll* can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10+the spell's level (10th level spells and higher are impossible to learn). If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the *spell scroll* is destroyed. > ##### Staff of Soothing Waves *Staff* > *Wonderous Staff, Uncommon, 4 lbs, (requires attunement).* > ### >This item counts as a +1 spellcasting focus. >___ > **Soothing Waves.** Once per day while you are standing in or submerged in water, you can activate this staff as a bonus action, causing you and any creatures within 5ft of you of your choice to regain 1d10 hit points. \pagebreakNum > ##### Staff of the Adder *Staff* > *Wonderous Staff, Uncommon, 4 lbs, (requires attunement by a cleric, druid, or warlock).* > ### > You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form. >___ > You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes ld6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage. >___ > The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form. > ##### Staff of the Python *Staff* > *Wonderous Staff, Uncommon, 4 lbs, (requires attunement by a cleric, druid, or warlock).* > ### > You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. >___ > On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't Incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. >___ > If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. > ##### Staff of the Woodlands *Staff* > *Wonderous Staff, Uncommon, 4 lbs, (requires attunement by a druid).* > ### >This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. >___ > The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. >___ > ***Spells.*** You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). > > You can also use an action to cast the pass without trace spell from the staff without using any charges. >___ > ***Tree Form.*** You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius. > > The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. > ##### Stasis Cube *Item* > *Wonderous Item, Uncommon, 2 lbs* > ### > As an action, you can throw this pulsating cube of gelatin at a point within 30ft. The cube explodes on that point, creating a 30ft cube of glowing energy centered on that point, which lasts for 1 minute before disappearing. >___ > Creatures within this zone gain a 10ft flyign speed. If a creature within that zone already has a flying speed, it is instead reduced to a 10ft fly speed in this zone. > > Liquids that enter this zone fall towards the outside of the cube. > ___ > Once the effect of this item ends, the cube reverts to its original form, then disintegrates. \pagebreakNum > ##### Stone of Good Luck (Luckstone) *Item* > *Wonderous Item, Uncommon (requires attunement)* > ### > While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. > ##### Sword of Vengeance *Weapon* > *Wonderous Weapon (any sword), Uncommon, variable weight, (requires attunement)* > ### >This weapon counts as a +1 weapon. > #### Curse > This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. > > In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. > > You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. > ##### Thorn Bulb *Item* > *Wondrous Item, Uncommon, 0.5 lbs* >### > As an action, you throw this bulb at a point within 30ft, which explodes in a 10ft radius. Creatures within this zone must make a DC 14 Dexterity saving throw or begin *Bleeding.* > ##### Trident of Fish Command *Weapon* > *Wonderous Weapon (Trident), Uncommon, 4 lbs, (requires attunement)* >### > It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d4-1 expended charges daily at dawn. > ##### Wand of Magic Detection *Wand* > *Wonderous Wand, Uncommon (requires attunement)* > ### > This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the *Detect Magic* spell from it. The wand regains 1d4-1 expended charges daily at dawn. > ##### Wand of Secrets *Wand* > *Wonderous Wand, Uncommon, 0.5 lbs,.* > ### > The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d4-1 expended charges daily at dawn. > ##### Wand of the War Mage (+1) *Wand* > *Wonderous Wand, Uncommon, 0.5 lbs, (requires attunement by a spellcaster).* > ### > While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. > ##### Weapon, +1 *Weapon* > *Wonderous Weapon (any), Uncommon, variable weight* >### > You have a +1 bonus to attack and damage rolls made with this magic weapon. > ##### Weapon of Warning *Weapon* > *Wonderous Weapon (any), Uncommon, variable weight, (requires attunement)* >### > This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. \pagebreakNum > ##### Wind Fan *Item* > *Wonderous Item, Uncommon, 1 lb* >### >While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. > ##### Winged Boots *Item* > *Wonderous Item, Uncommon, 1 lb (requires attunement)* >### > While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. >___ > The boots regain 2 hours of flying capability for every 12 hours they aren't in use.