Why hello my sweets, what oddities will you be collecting today?
Item | Price | Description | ||||||||||||||||||||||||||||||||||||||||||||||
Boot's of False Tracks | 300 GP | Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. | ||||||||||||||||||||||||||||||||||||||||||||||
Wand of Conducting | 100 GP | 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 around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. 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. | ||||||||||||||||||||||||||||||||||||||||||||||
Dread Helm | 150 GP | This fearsome steel helm makes your eyes glow red while you wear it. | ||||||||||||||||||||||||||||||||||||||||||||||
Lock of Trickery | 50 GP | This lock appears to be an ordinary lock and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage. This lock has a DC of 20 to pick. | ||||||||||||||||||||||||||||||||||||||||||||||
Cloak of Protection | 999 GP | You gain a +1 bonus to AC and saving throws while you wear this cloak. | ||||||||||||||||||||||||||||||||||||||||||||||
Moon-Touched Sickle | 150 GP | In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. | ||||||||||||||||||||||||||||||||||||||||||||||
Dark Shard Amulet | 350 GP | This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest. | ||||||||||||||||||||||||||||||||||||||||||||||
Pole of Angling | 30 GP | While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. | ||||||||||||||||||||||||||||||||||||||||||||||
Jacob's Lucky Dice | 150 GP | Whenever you roll a dice from this set of 7 polyhedral dice, you can control which number it rolls. | ||||||||||||||||||||||||||||||||||||||||||||||
Veteran's Care | 65 GP | When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical. | ||||||||||||||||||||||||||||||||||||||||||||||
Figurine of Wondrous Power, Silver Raven | 3000 GP | This figurine of wondrous power is a silver statuette of a raven, small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a raven. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The raven is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. The raven exists for up to 12 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until 2 days have passed. | ||||||||||||||||||||||||||||||||||||||||||||||
Potion of Water Breathing | 160 GP | This 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 this potion. | ||||||||||||||||||||||||||||||||||||||||||||||
Necklace of Adaptation | 750 GP | 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 cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). | ||||||||||||||||||||||||||||||||||||||||||||||
Philter of Love | 90 GP | 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. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. | ||||||||||||||||||||||||||||||||||||||||||||||
Cloak of Elvenkind | 1500 GP | 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. | ||||||||||||||||||||||||||||||||||||||||||||||
Potion of Gaseous Form | 300 GP | When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. | ||||||||||||||||||||||||||||||||||||||||||||||
Rope of Entanglement | 2000 GP | 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. | ||||||||||||||||||||||||||||||||||||||||||||||
Flametounge Greatsword | 2500 GP | 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. | ||||||||||||||||||||||||||||||||||||||||||||||
Wand of Wonder | 4000 GP | This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
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Horseshoes of a Zephyr | 1500 GP | These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. |