Items
Agabane’s Never Ending Potion
Requires Attunement
A magic potion bottle that can have many different effects. As a bonus action, the person attuned to it may drink the potion or feed the potion to a willing creature. The person attuned to it may also let another creature feed them their own potion as an action.
The person attuned to the potion decides one effect from the list below, assuming it has been imbued with the corresponding potion. The potion is drained of its liquid and cannot be used again for the day.
Potion | Effect | |
---|---|---|
Potion of Healing | Regain 2d4 + 2 hit points. | |
Potion of Greater Healing | Regain 4d4 + 4 hit points. | |
Potion of Superior Healing | Regain 8d4 +8 hit points. | |
Potion of Supreme Healing | Regain 10d4 + 20 hit points. | |
Potion of Bull’s Strength | Advantage on Strength Checks, and double carrying capacity for 1 hour. | |
Potion of Cat’s Grace | Advantage on Dexterity Checks and doesn’t take damage from falling 20 feet or less (so long as not incapacitated) for 1 hour. | |
Potion of Bear’s Endurance | Advantage on Constitution Checks and gain 2d6 temporary hit points for 1 hour. | |
Potion of Fox’s Cunning | Advantage on Intelligence Checks for 1 hour. | |
Potion of Owl’s Wisdom | Advantage on Wisdom Checks for 1 hour. | |
Potion of Eagle’s Splendor | Advantage on Charisma Checks for 1 hour. |
The person attuned to the potion may add a potion from the above list to their potion bottle if they have the corresponding potion. This uses up the potion, but permanently imbues the potion bottle with the above effect.
The potion bottle magically refills at dawn.
Alchemist's Potions
A belt of potions. 1 of each potion.
Potion | Effect | |
---|---|---|
Explosive Potion | 15ft radius, 5d6 poison damage, plus poisoned, DC 13 Dex save. Half damage on save, not poisoned | |
Smoke Potion | 20ft radius, any creature that starts its turn in gas is poisoned. DC 13 Con save on exit. Gas lasts 10 minutes. | |
Fire Potion | Ranged weapon attack, On hit, 1d4 fire damage on each turn. Creature can use its action, DC 10 Dex to put out. | |
Poison Potion | Release gas, all creatures can breath the vapors have resistance to poison damage for 10 minutes. |
Cloak of Thornwood
Requires Attunement
When wearing the Cloak of Thornwood, your base AC becomes 12 + your dexterity modifier while not wearing armor.
You also gain a +1 bonus to AC and all saving throws.
These bonuses carry over when you change shape, like through the Polymorph spell or a druid’s Wildshape ability. If the creature or object you turn into has a higher natural AC, use that AC instead. The +1 bonus to AC remains regardless.
Crown of Control
When placed on a creature's head, you force it to carry out some service or refrain from some action or course of activity.
If the creature can understand you, it must succeed on a DC 18 Wisdom saving throw. If the creature fails, they are compelled to carry out the next action directed to them so long as they wear the crown. While wearing the crown, the creature takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the crown's magic.
If the creature tries to remove the crown themselves, they must make a DC 18 Constitution saving throw. If they fail, they are unable to remove the crown and are unable to try again until the next day. If someone other than the creature tries to remove the crown while the creature is conscious, the creature makes a DC 18 Wisdom saving throw. If the creature fails, the person trying to remove the crown must make a strength (Athletics) contest vs the creature to successfully remove the crown.
If the crown is removed, the creature takes 4d8 piercing damage.
In the Campaign
The crown was found on Yuck, the gnoll captain. It was recovered from his body after he was slain by the party and placed on Brother Isbeth to interrogate him. Afterwards, Sanglant brought it to the Faerealm where Dust Devil helped him destroy it.
Delrune's Tiny Traveling Laboratory
A magic pipe that can be used to summon a door. The door will appear on the side of a building and match the style of it. If there are no buildings around, a small cellar will appear. The effect can last for up to seven (7) days or until you dismiss it.
Nine creatures of Medium size or smaller can fit inside lab. Spells and other magical effects can’t extend outside the door or be cast through it. The atmosphere inside the lab is comfortable and dry, regardless of the weather outside.
Feather Token: Swan Boat
You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to Command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
Journal of Brother Evan Waybrush
The journal of the priest, Brother Evan Waybrush. In it, Brother Evan describes his journey to Riverpond and Old King’s Keep. Is it clear from the journal that Brother Waybrush’s mental health was rapidly deteriorating.
Momentum Staff
Requires Attunement
This staff can be wielded as a magic Quarterstaff.
The staff has 3 charges. When you hit with a melee Attack using it, you can expend one of its charges to do an extra 1d6 force damage. The target makes a DC 14 Strength saving throw. On a failed save, the target is forced to move back 10 feet. If their movement is stopped by an obstacle or are otherwise restrained, they take an additional 1d6 bludgeoning damage. This movement does not provoke an attack of opportunity.
The staff regains its charges at dawn.
Mysterious Letter to Count Adir
A letter found addressed to Count Adir from the Dowager Empress Marion Baerd. The letter makes mysterious reference to a boy and some vague danger or political intrigue.
Obsidian Ring
A ring that was made by Duriel Goldhammer as a gift for his sister. After his sister went missing, he gave it to Revana as a sign of friendship
Delrune Mayze then imbued the ring with the blood of the Party to be able to use it to summon them from the Infinite Library.
Pistol
Ranged Weapon (Martial, Gun)
Damage: 1d10
Damage Type: Piercing
Item Rarity: Exotic
Properties: Ammunition, Range, Loading
Range: 30/90
Weight: 3 lbs
Polished Quartz
A special stone that is able to store spells cast into them. While holding the stone, you may cast a spell of the corresponding school (eg. Fireball, an evocation spell, into a Red Polished Quartz) and the spell will be stored in the stone until a new spell is cast in it or the original spell is dismissed.
When a spell is cast into the stone, the spell has no effect other than to be stored into the stone. If the stone cannot hold the spell, the spell is expended without effect.
Once a spell has been stored into the stone, anyone aware of the spell inside and holding the stone may cast the spell in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if that person cast the spell.
The spell recharges at the next dawn.
Color | Spell School |
---|---|
Blue | Transmutation |
Red | Evocation |
Purple* | Conjuration |
* Purple quartz is commonly referred to as Amethyst
Ruby Rose
A magic rose made of ruby, imbued with the Locate Creature spell. Once per day, you may hold this rose and think of a specific person or creature that is familiar to you. You sense the direction to the creature's location, as long as the creature is within 1,000 feet of you and on the same plane. If the creature is moving, you know the direction of its movement. If the creature is under the effects of a polymorph spell, this spell doesn’t locate the creature.
The spell recharges at the next dawn.
Twinned Book
A pair of magic books that share their contents. Whatever is written on a page in one book will instantly appear written on the other. Pages can be removed from the books and maintain their effect.
Umberwood Staff
Quarterstaff, legendary (requires attunement by a Wizard)
You gain a +2 bonus to attack and damage rolls with this magic weapon. While you hold it, your spell attack bonus and save DC increase by 1. In addition, you can use it as a spellcasting focus for your wizard spells.
You can cast the following spells using your spell save DC and Spellcasting ability: Silence, Counterspell, Bestow Curse, Mislead, and Power Word Stun. Each spell can be cast once a day, and cannot be used until the next dawn.
Arcane Battery. When you successfully counterspell a spell with the use of the staff, and store that spell in this staff. You can cast that spell once, using your spellcasting ability and spell save DC as a 9th level spell. This effect expires after 24 hours, at which point the spell is lost. Instead of casting the spell, you can instead copy it to your spellbook, expending the normal GP cost and time requirement.
Wanted Poster
A Wanted Poster issued by the Church of Light for Ekhart, Sanglant, and Revana.
Willowwind
Rapier, legendary (requires attunement by a Druid)
You gain a +2 bonus to attack and damage rolls with this magic weapon. While you hold it, your spell save DC increases by 2, and you become proficient with Rapiers if you are not already.
While holding this weapon, you are under the effect of the Barkskin spell.
You can cast the following spells using your spell save DC and Spellcasting ability: Animal friendship, Call Lightning, Freedom of Movement, Sunbeam, and Polymorph. Each spell can be cast once a day, and cannot be used until the next dawn.
Guardian of the Forest. Whenever you are shapechanged, this weapon immediately begins to hover at your side. It flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. On your subsequent turns, you can use your bonus action to move it up to 30 feet and make one melee weapon attack. The weapon uses your Dexterity or Strength score of your normal form for its attack and damage rolls. When you resume your normal form, this weapon automatically returns to your hand.
Wraps of the Master
Caestus, legendary (requires attunement by a monk)
You gain a +3 bonus to attack and damage rolls with unarmed strikes.
While you are wearing these gloves, your unarmed strikes and any weapons you are wielding gain the reach property, and the damage die for your unarmed strikes increases by one size, up to a d12.
You can cast the following spells: Fly, Jump, Haste, and Wind Walk. Wisdom is your spellcasting ability for these spells. Each spell can be cast once a day, and cannot be used until the next dawn.
Clarity of Mind. You have advantage on Wisdom saves that attempt to manipulate the mind (like the effects of the Suggestion spell).