Dungeons and Animals
Boots of Elvenkind
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.
+1 Dowsing Dagger
This green metal dagger will gently pull towards any fresh water within 300ft. In combat, it functions as a +1 dagger.
This quiver produces an unlimited amount of regular wooden arrows, one at a time. Whenever a second arrow is pulled from the quiver, the first arrow turns into smoke and vanishes.
This pale white rope can be worn as a belt. If the wearer were about to fall down a potentially lethal drop, they may make a death save. On a success, the rope magically extends and attaches itself them to a suitable anchor near as possible to where the wearer fell from. This will leave the wearer dangling, suspended by the rope, and able to climb back up. Once this ability is activated, it will not be able to activate again until the next dawn.
Kibur's Puzzle Box
When disassembled, this item is usually found as a velvet bag containing several wooden blocks. With a successful Intelligence check, the blocks assemble into a small wooden chest that other items may be placed inside. When the box is disassembled, the items contained within are transported to a pocket dimension and can only be accessed by reassembling the box. The capacity of the box is larger than the box itself, though the entirety of its contents are visible when the box is opened. Once a creature has successfully opened a box, the DC for future Intelligence checks to open it becomes half its original value. Breathing creatures inside the box can survive for 10 minutes before they begin to suffocate.
|Oak||DC 14||1 cubic foot|
|Walnut||DC 16||8 cubic feet|
|Mahogany||DC 18||27 cubic feet|
|Ebony||DC 20||81 cubic feet|
Ring of Spell Disruption
Finger – Requires Attunement
While this ring is attuned to a person, anyone who is within 5ft of the wearer must make a DC10 Wisdom saving throw each turn they attempt to cast a spell. On a failure, the spell fizzles, though the spell slot is not expended.
Robe of Useful Things
This robe is covered in patches that each depict different items. When a patch is pulled off the robe, the patch instantly transforms into the item it was depicting. Once this transformation has taken place, it may not be undone, and the item remains as it is. Remaining patches: steel mirror, ten foot pole, and dagger.
+1 Savage Battleaxe
This axe has a long, jagged blade on its end. In combat, it functions as a +1 battleaxe. When the wielder rolls for damage with this weapon, they may reroll any 1s.
Slippers of the Lake
These slippers allow the wearer to walk on calm water as if it were solid ground. Currents will carry the wearer along as if the ground were moving under their feet. Rushing torrents and rough seas are difficult and hazardous footing that will dump one in the water if they fail a save or ability check based on the situation on hand.
Stave of Shortened Heat Metal
A foot long staff that with a round red jewel at the top, twisted so that the jewel faces forward. One round after saying the command word, the stave will cast Heat Metal at second level on a target no more than one foot in front of the stave. The spell will continue until the caster loses concentration or the initial target of the spell moves out of the one foot range. This spell can be active for a total of 15 minutes a day, but this time does not have to be contiguous.
Wand of Message
Casts the Message cantrip at the target the wand is pointing at. Contains 6 charges, which replenish at dawn.