Les objets magiques dits "communs" ne sont pas pour autant communs dans les étagères d'un magasin. Par contre, il s'agit des créations mystiques les plus simples et ceux avec les connaissances des outils appropriés sont en mesure de les fabriquer. Les composants nécessaires à leur fabrication sont généralement aussi simple à trouver et extraire par quelqu'un ayant l'expertise nécessaire.
Pour les objets communs, si vous avez le tool indiqué dans la section "Crafting" de l'objet, vous savez comment le fabriquer. Si vous avez le tool indiqué dans la section "Component" de l'item, vous savez où et comment trouver le composant.
AMULET OF THE PLEASING BOUQUET
Wondrous Item, 50d
Crafting
Alchemist
Components
Flower potpourri with petals taken from wedding bouquets and flowers laid at gravestones (Herbologist)
Description
Various schools of magic employ all manner of particularly foul-smelling and noxious substances, nauseating some would-be wizards to the point of illness. These enchanted amulets were created to guard against the various stenches found in their masters’ laboratories and supply closets. Enterprising apprentices quickly saw the value of peddling the enchanted trinkets to the affluent wishing to avoid the stench of the streets however, and now they are commonplace among nobility.
The most typical of these amulets look like pomanders though dozens of different styles, varieties, and scents are available for sale. While wearing it, you can spend an action and expend 1 charge from the amulet to fill your nostrils with pleasing scents for 1 hour. These scents are chosen by the amulet’s creator at the time of its crafting.
In more extreme circumstances like a stinking cloud spell or troglodyte’s stench, you can expend 3 charges as a reaction to have advantage on saving throws against the dangerous smell until the end of your next turn.
The amulet has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20. On a or 5 or less, the amulet loses its magic and becomes a mundane item.
BAG OF CHEESE
Wondrous Item, 5d
Crafting
Tanner
Components
Piece of cheese taken from a mouse trap baited with it for at least 24 hours (Taxidermist)
Description
This item is often bought from apprentice wizards with an adventurer’s first reward from questing. It is a yellow bag with the word “cheese” embroidered on it. Any food you put in this bag becomes cheese, but retains its original taste and condition—a moldy and dirty loaf of bread becomes a moldy and dirty piece of cheese. Any non-food items develop a distinctly cheesy aroma.
Alternatively, you can turn the bag inside out, transforming it into 1 Supply worth of any type of mundane cheese.
BIRDSONG WHISTLE
Wondrous Item, 85d
Crafting
Alchemist
Components
Cuckoo bird egg (Taxidermist)
Description
This carving of reddish soapstone resembles a miniature cardinal. When air is blown through the lower back high-pitched sounds are emitted through the bird’s open beak. When the whistle is blown the sounds of songbirds are heard by all creatures in a 100-foot radius. These calls are indistinguishable from actual birds singing.
Alternatively, you can use an action to break the whistle to summon a large flock of birds that appear at the start of your next turn and surround you in a 10-foot radius. The flock moves with you and makes you heavily obscured from creatures more than 10 feet away for 1 minute, or until the flock takes 10 or more damage from area effects.
CAGE OF FOLLY
Wondrous Item, Attunement 1, 75d
Crafting
Tinker
Components
Remains of a magic item whose crafting check was failed (any crafting)
Description
This small silver or gold birdcage traps your bad ideas and puts them on display. When you fail an intelligence skill check, a little piece of a mechanical bird materializes inside the cage: first the feet, then legs, body, wings, and head. You can immediately reconsider and reroll the ability check. The cage of folly can be used once every 24 hours, and recharges at the end of each week.
Once you have used the birdcage 5 times, the bird sings a mocking song for 1 hour when you fail an intelligence skill check. If you open the birdcage and let the bird go free, it gives you one piece of good advice about a current problem or question that you face. At the Narrator’s discretion, the advice may give you advantage on one ability check made in the next week. Afterward it flies away as the birdcage loses its magic and becomes a mundane item (though some who have released their birds claim to have encountered them again in the wilds later).
CULDARATH THE NINTH RING’S TRUE NAME
Wondrous Item, Attunement 1, 70d
Crafting
Caligrapher
Components
Parchment charred with flames from the Plane of Fire (Fire Genasi)
Description
This slip of parchment contains the magically bound name “Ozzacath’ta Culd” and is burned black at the edges. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful efreet beside you for 1 minute. Ozzacath is haughty and impatient when conjured but seems to relish the chance to burn anything. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.
You can use an action to verbally direct the vision to do any of the following:
Light a bonfire, candle, or similar flammable object within 15 feet.
Burn brightly (or cease burning brightly) for the next minute providing bright light in a 30-foot radius and dim light for a further 15 feet.
Translate up to 25 words of spoken or written Ignan into Common.
Alternatively, as an action while the vision is summoned you can agree to revoke your claim on Culdarath in exchange for his direct assistance.
When you do so the parchment burns to cinders and for the next minute the vision roars into a ball of fire within 5 feet of you (as flaming sphere , save DC 13). On each of your turns, you can use a bonus action to verbally indicate where the ball of fire moves.
Once you have revoked your claim in this way, you can never invoke Culdarath’s true name ever again.
ESSAY ON EFFICIENT ARMOR MANAGEMENT
Wondrous Item, 80d
Crafting
Caligrapher
Components
Notes on the use of armor from a dozen retired adventurers (Smith, or any background Robuste)
Description
This treatise details techniques for how to quickly handle armor. Spending 1 hour over 3 days memorizing the essay’s techniques teaches you how to use an action to doff light and medium armors. The parchment then becomes a mundane item for a year and a day before it regains its magic.
EXPLORER’S CHALK
Wondrous Item, 95d
Crafting
Alchemist
Components
2 fossilized bones excavated from digs at least 1,000 miles apart (Miner or Taxidermist)
Description
This unassuming piece of white chalk appears well-used but does not wear down no matter how many times it marks a surface. The explorer’s chalk has 6 charges and regains 1d6 expended charges each dawn. When you touch it to a surface, you can expend 1 of its charges to create a mark that cannot be wiped away or obscured for 24 hours. While holding the chalk, you can use an action to become aware of the direction of the closest mark made with it as long as that mark is within 1 mile.
When you expend a charge, roll a d20. On a result of 3 or less, the chalk crumbles to dust. On a 20, the chalk regains its expended charges and its number of charges increases by 1.
FIZZY LIFTER
Potion, 85d
Crafting
Alchemist
Components
Brown sugar boiled by a dragon’s breath (Encounter a dragon)
Description
This glass bottle contains a brown bubbly liquid and bears a winking wizard on the label. When you are unconscious and have at least 1 hit point, if another creature forces you to sniff this powerful concoction you immediately wake up.
Alternatively, when you consume this potion you are targeted by the levitate spell (save DC 14) but are also comically bloated with bubbles, taking a −2 penalty to Fortitude saving throws for the duration.
FIZZY ROCKS
Wondrous Item, 95d
Crafting
Mason
Components
Secret whispered into raw cane sugar (Herbologist with a secret)
Description
This paper packet bearing a winking wizard’s face contains a dozen brightly colored sugary pebbles that fizz when eaten. When you consume a piece of this candy, you can use a bonus action to throw your voice to any point you can see within 60 feet, and your voice emanates directly from that point until the start of your next turn. This effect lasts for 1 hour.
Alternatively, you can consume all 12 fizzy rocks to cast thunderwave as a 2nd-level spell (dealing 2d8 thunder damage; save DC 14). You are made an additional target of the spell when casting it in this way.
INKPOT OF THE THRIFTY APPRENTICE
Wondrous Item, 75d
Crafting
Alchemist
Components
First and last pay stubs received by an apprentice clerk (Culture Coron)
Description
This appears to be nothing more than a mundane pot of ink. When you speak the command word and use a bonus action to expend 1 charge, it fills with enough high quality and particularly durable ink of the color of your choice to fill 50 pages of parchment. This ink is extremely hard to remove from any surface, including cloth or flesh, and often takes many days and washings to clean away. The ink cannot be used to inscribe spells, and when removed from the pot with anything but a quill the ink instantly dries.
When you speak another command word and expend all 3 charges as an action, a 15-foot cone of ink erupts from the inkpot, coating anything and everything that it hits. Creatures in the area make a DC 10 Composure saving throw . On a failure, a creature is blinded until it spends an action cleaning the ink away from its eyes.
The inkpot has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20. On a 5 or less, the inkpot loses its magic and becomes a mundane item.
LIBRARY SCARF
Wondrous Item, 50d
Crafting
Weaver
Components
Scarf knitted and gifted by a loved one (Culture Phénandre)
Description
Wizard schools are rarely built for comfort and more than one would-be scholar has caught a chill while pouring over inscrutable tomes or stuffy old biographies in drafty libraries in the wee hours of the morning. Given that bonfires are generally frowned upon when surrounded by books, creative apprentices were forced to investigate other means to get them through long nights of studying, resulting in the creation of these enchanted trinkets. Each appears as a simple woolen scarf of whatever color or pattern its creator chooses. When you use a bonus action to speak its command word and expend 1 charge, the scarf magically warms you for 2 hours, providing comfort and protection from cold temperatures down to freezing (under more frigid conditions, each charge insulates you for 1 hour).
In dire circumstances, the scarf can offer more significant protection. When you take cold damage, you can use your reaction and expend 3 charges to gain cold resistance until the end of the round.
The scarf has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20. On a result of 5 or less, the scarf loses its magic and becomes a mundane item.
MARBLE OF DIRECTION
Wondrous Item, 50d
Crafting
Tinker
Components
Marble lost by a child (Culture Cloison)
Description
This seemingly ordinary marble is very susceptible to air currents as though it were only a fraction of its true weight. When placed on a flat horizontal surface, such as the floor of a room or chamber, the marble rolls in the direction of the current path of air currents around it.
The marble has 1 charge. You can use an action to speak its command word while placing the marble on a flat horizontal surface, expending 1 charge. The marble rolls towards the direction of the nearest exit of the chamber it is placed in, ultimately coming to rest against the nearest exit (regardless of air currents). The delicate calibration of the marble is destroyed and it becomes a mundane item.
MESSAGE WHISTLE
Wondrous Item, 95d
Crafting
Tinker
Components
Gilded feather of an elderly messenger hawk (Taxidermist)
Description
Carved by satyr musicians, this wooden whistle resembles a shushing finger when held to one’s mouth, and blowing through it does not produce an audible sound. Puffing on the whistle as an action allows you to cast the message cantrip once without any other spell components. This ability recharges after one week.
Alternatively, you can use an action to blow extremely hard through the whistle to cast the sending spell without seen, vocal, or material components. Unlike the spell, your message can only contain 10 words and there is a 10% chance the message doesn’t arrive (even if you are on the same plane of existence). The whistle is destroyed in a burst of sparkles.
MUG OF WARMING
Wondrous Item, 50d
Crafting
Tinker
Components
Mug drunk from daily through at least one winter season (Any background Travailleur)
Description
This quilted-patterned mug is perfect for cold winter nights or when caffeinated beverages are a morning necessity. Any liquid poured into the mug is instantly warmed to a piping hot temperature, remaining hot even when poured out. The mug has no effect on any form of magical liquids poured into it.
The mug has 3 charges and regains 1 charge each dawn. You can use an action to expend any number of charges, splashing the contents of the mug into a 5-foot square in a conflagration of flame. Creatures and objects in the area make a DC 10 Reflex saving throw , taking 1d4 fire damage per charge spent on a failure. If you expend the last charge, roll a d20. On a result of 5 or less, the mug loses its warming properties and becomes a mundane item.
OIL OF COSMETIC ENHANCEMENT
Potion, 50d
Crafting
Alchemist
Components
Vial of mimic blood (Taxidermist)
Description
After spending 10 minutes massaging this oil into an item smaller than a 5-foot cube, it permanently changes the item’s cosmetic appearance. This might change the item’s colors, add intricate designs, or make it blend into its environment. The oil causes no damage and leaves no residue, and it only works on nonmagical items made out of natural materials (such as cotton, parchment, stone, or wood).
POTION OF CLIMBING
Potion, 75d
Crafting
Alchemist
Components
Giant spider silk (Taxidermist)
Description
After drinking this potion, for the next hour you gain a climbing speed equal to your Speed. While the effect lasts, you have advantage on climb checks.
PRESERVED IMP’S HEAD
Wondrous Item, 35d
Crafting
Tanner
Components
Head of an imp (Taxidermist)
Description
This dessicated head of a fiend mumbles occasionally as if trying to speak but cannot, its eyes and mouth sewn shut with a rough black cord. The head longs to escape this prison and return to Gehenna, shaking violently and cursing whenever it is within 60 feet of an active portal.
Alternatively, as an action you can direct the head at a visible creature within 60 feet and cut the cord tying the imp’s lips, causing it to burst into flames and making the spirit inside lash out. The target must make a DC 13 Reflex saving throw , taking 2d10 fire damage on a failed save, or half as much damage on a successful one.
PRISMATIC GOWN
Wondrous Item, Attunement 1, 90d
Crafting
Weaver
Components
Dress that has been worn and retailored at least 10 times (Culture Ashvattha)
Description
While it always remains perfectly fitted to the wearer, this ballroom gown constantly shifts between thousands of colors, styles, cuts and patterns. While wearing the prismatic gown, you gain advantage on saving throws made for the effects of spells from the prismatic school due to the odd magic woven into it.
SACK OF SACKS
Wondrous Item, 55d
Crafting
Weaver
Components
Sack left to drift for at least a week in Passage (Oni)
Description
Inside this hand-sized sack is a Medium-sized sack. There is no room to store anything inside the original sack. When you pull a sack out, roll 1d20 and add 1 for each sack pulled out in the last 24 hours. On a result of 20 or higher the hand-sized sack is empty and it becomes a mundane item. Otherwise there is another Medium-sized sack inside.
SECURITY GREMLIN
Wondrous Item, Attunement 1, 100d
Crafting
Tinker
Components
Armor sized for a Tiny creature (Smith)
Description
This military-styled tin contains a Tiny ethereal mottled green proto-homunculus dressed in soldier’s armor and when opened it salutes with earnest eagerness. You can instruct this gremlin to patrol an area, such as the perimeter of a room, campsite, or structure, while keeping watch for a creature type you instruct it to watch for. It completely ignores any creatures that are not of the chosen creature type. If it spots a creature of the chosen type, it immediately begins shouting loud enough to be heard within 30 feet as it runs back into its tin to hide.
SINNER’S ASHES
Wondrous Item, 35d
Crafting
Tanner
Components
Corpse of a mortal creature that had the Evil trait (Taxidermist)
Description
This small stark urn contains the ashen remains of an unholy humanoid. As an action, you can throw the urn up to 30 feet away where it shatters and produces a 20-foot radius black cloud of ash. This area is heavily obscured and any creature that ends its turn within the area must make a DC 13 Composure saving throw or take 2d4 necrotic damage. This ash cloud remains for 1 minute, until a moderate wind (at least 10 miles per hour) disperses the cloud in 4 rounds, or until a strong wind (20 or more miles per hour) disperses it in 1 round.
Alternatively, the ashes can be used as an ingestible poison. The urn contains enough ashes for a single dose, and any celestial that consumes them must make a DC 16 Composure saving throw , taking 5d8 necrotic damage on a failed save, or half as much damage on a successful one.
TAILORED SUIT OF ARMOR
Armor, Attunement 1, 80d
Crafting
Tanner
Components
Underclothes worn during both a battle and a dance (Any background Marchand)
Description
For the debonair gentleman or sophisticated lady who wishes to attend the ball in something respectable but still retain the safety of mind that armor provides, this set of padded leather armor is glamored with an illusion that makes it look like a finely-tailored suit or dress. This illusion does not hold up to physical scrutiny and any creature who physically interacts with the armor sees through the figment with a successful DC 10 Awareness check.
TIMEKEEPER GREMLIN
Wondrous Item, Attunement 1, 50d
Crafting
Tinker
Components
Inaccurate or broken stone sundial (Any background Religieux)
Description
Inside of this iron locket waits a Tiny ethereal green proto-homunculus endlessly counting to itself. The magical creature obeys very limited instructions but only when they relate to timekeeping. It counts the seconds, minutes, and hours accurately out loud as they pass, immediately losing count when interrupted.
TRUE WEIGHT GLOVES
Wondrous Item, 50d
Crafting
Weaver
Components
Ledger completely filled with accurate mercantile transaction records (Any background Marchand)
Description
This set of emerald green gloves are made from velvet with very fine silk stitching and function as a small scale. While wearing them, you can hold two objects in your hands and know the exact weight of the objects. The objects must be of a size and weight that allow you to hold your arms straight out with one in each open palm. While using the gloves to weigh objects, you can speak a command word that makes them disappear in a puff of green smoke if either object is counterfeit.
UNLIVING RUNE
Wondrous Item, 75d
Crafting
Tinker
Components
Gilded manuscript ruined by giant octopus ink (Caligrapher)
Description
Found in desecrated holy texts, an unliving rune is a Tiny construct of negative energy resembling a splotch of darkly glowing ink. The rune can be applied to your skin much like a temporary tattoo, and while attached you can channel negative energy into an attack. On a successful hit with a melee weapon attack you can use your reaction to activate the rune, dealing an additional 1d4 necrotic damage and preventing the target from regaining hit points until the start of your next turn. You can’t do so again until you finish a short or long rest.
The rune feeds on your vitality while attached to your skin. You gain a slightly sickly appearance, and the rune reduces your Hit Dice maximum by 1. During a short rest , you can peel the rune off your skin, taking 1d6 necrotic damage. The rune can be stored in a book instead of your skin but offers no benefit unless attached to you. When exposed to direct sunlight for a minute or more, the rune is destroyed. While it is attached to you any senses or divinations that can detect undead incorrectly detect you as undead.
As an action you can place the rune on a humanoid corpse that has died within the last 8 hours. The rune is destroyed as its magic is absorbed by the corpse, animating it as a zombie . When placing the rune, you can feed it a portion of your life force by spending hit points. The zombie obeys your spoken commands and is friendly to you and your companions for 1 round per hit point you spent when placing the rune. At the end of this duration it becomes hostile to all living creatures.
WAYSTONE
Wondrous Item, 50d
Crafting
Mason
Components
Stone kept in a traveler’s pocket for a journey of at least 100 miles (Any background Vagabond)
Description
This rounded oval stone has a metallic gray luster. When one or more waystones are kept in contact for an hour or longer, they become paired and magnetically attracted to each other for 1 week per hour spent in contact. Paired waystones are ideal for use as trail markers, for tracking purposes, or to prevent yourself from becoming lost. You can use an action to speak its command word, making the waystone sense and be drawn toward the nearest waystone within 5 miles, or if it is paired to another waystone within range, the paired waystone. Paired waystones are only able to sense each other.
A waystone has 3 charges and regains 1 charge after a long rest. You may expend 1 charge when speaking its command word to increase the waystone’s range by 25 miles, or if the waystone is paired, to sense the nearest unpaired waystone within 5 miles. When used in either manner, the waystone’s attraction lasts until the next dawn. If you expend the last charge, the waystone becomes a mundane item.
WOOD WOAD AMULET
Wondrous Item, Attunement 1, 90d
Crafting
Tinker
Components
Wooden road sign stolen from a crossroads
Description
This wooden amulet painted with blue pigment is carved to resemble a mortal-esque figure armed with a club and shield. Its face is featureless apart from two empty eyes that glow with a faint yellow light. When you hold it to your ear, you hear faint whispers. Once a day as an action, you can hold the amulet to your ear and listen to its whispers to guide you. You gain an expertise die to one ability check made in the next minute. You may roll the expertise die before or after making the ability check, after which the effect ends. This ability recharges at dusk each day.
Additionally you may crush the amulet as a reaction, destroying it to free the spirit within and gain the ‘woad’s blessing’. You can expend the woad’s blessing to roll an additional d20 when you make an ability check, attack roll, or saving throw, and choose which of the d20s is used. You can roll the additional die after making the roll, but before the outcome is determined. Once you have used the woad’s blessing, the amulet’s magic dissipates.
ANTHOLOGY OF ENHANCED RADIANCE
Wondrous Item. 50d
Crafting
Alchemist
Components
Assorted vegetables, bound book, bed pillow (Herbologist)
Description
This slightly enchanted book holds lessons for how to look healthier. When you spend 1 hour reading and memorizing the book’s lessons, after your next long rest for the following 14 days you appear as if you’ve slept and eaten well for months. At the end of the duration, the effect ends and you are unable to benefit from this book until 28 days have passed.
ATLAS TO LIBATION
Wondrous Item, 35d
Crafting
Tanner
Components
Tavern sign stolen while drunk (Mason, or a big party)
Description
This golden-brown parchment has an odd handle-like wooden stave and a seal marked with an ale tankard. As a bonus action, you can break the seal and unfurl the map. When you do so, the map fills in with accurate topography in a 1-mile radius around you. A miniature image of you appears at the map’s center along with a dotted line leading to an X that marks the nearest potable alcohol. The map immediately rolls back up if brought within 50 feet of alcohol or if no alcohol is within 1 mile when the seal is opened.
Once used in this way, the seal reforms and is usable again after 24 hours.
Alternatively, you can form a cylinder with the map and grasp it by the handle as an action. If you do so, the map hardens into a tall wooden tankard and magically fills with high quality ale, then loses all magical properties and becomes a mundane object.
BARROW BREAD
Wondrous Item, 2d
Crafting
Alchemist
Components
Rock salt licked by a basilisk (Miner)
Description
Barrow bread is made from mashing together plantains and starches that are grown in the tropical barrows. While this viscous, starchy paste is not actually a bread, it perfectly preserves and maintains the temperature of any food tucked inside it for up to a week, protecting and preserving 1 Supply. The magic is contained in the plantain leaves that are wrapped around the barrow bread. Once unwrapped, the barrow bread itself can be consumed (as 1 Supply) within 15 minutes before the outside elements spoil it.
BORROWER’S BOOKMARK
Wondrous Item, Attunement 1, 40d
Crafting
Tinker
Components
Recommendation of a good book (Caligrapher)
Description
A neat strap of embossed leather, the borrower’s bookmark can be placed in a book, allowing it to be stored in an extradimensional space. As an action you can send the book into a pocket dimension. While it is in the pocket dimension, you can use an action to summon it to your hand or an unoccupied space within 5 feet of you. If you unattune from the bookmark while its book is within the pocket dimension, the bookmark reappears on your person, but the book is lost. The bookmark’s magic can’t be used to store anything other than a book.
COMPENDIUM OF MANY COLORS
Wondrous Item, 60d
Crafting
Weaver
Components
Vial of nectar from a tree, high quality parchment (Herbologist)
Description
This spellbook made from high quality blank parchment is covered in tiny runes. When one of these small inscriptions is pressed the parchment changes color.
CONTRACT OF INDENTURED SERVICE
Wondrous Item, Attunement 1, 150d
Crafting
Caligrapher
Components
Binding contracts of service signed in good faith (Caligrapher or Drakéide)
Description
This contract details an account of a soul that has become indentured to the contract’s holder. While holding the contract, you can speak the command word as an action to summon the invisible undead spirit, which functions as the spell unseen servant . You can’t do so again until you finish a long rest .
Alternatively, you can use an action to tear up the contract and release the undead spirit. The spirit appears as a friendly specter you can telepathically command (as a bonus action) for as long as you maintain concentration . The specter acts immediately after your turn. If your concentration is broken, the specter attacks you and your companions. Otherwise the specter disappears 10 minutes after it is summoned, vanishing to whichever afterlife awaits it.
DRACONIC DIORAMA
Wondrous Item, Attunement 1, 45d
Crafting
Tinker
Components
Skeleton of a dragon wyrmling (Taxidermist)
Description
This Tiny diorama is contained within a cube-shaped box 5 inches on each side. The bottom is lead and the rest made of transparent crystal. Inside the box there are several trees made of paper and wire, a treasure chest made of clay, and a 1½-inch dragon skeleton. The skeleton stands in a different position each time the box is examined but it does not move while being observed.
While you carry the diorama, you have advantage on saving throws against Frightful Presence.
While carrying the diorama you are compelled to amass more wealth. As long as you are compelled, you must succeed on a DC 13 Composure saving throw to willingly part with the diorama, even temporarily.
ENCHANTED MUSIC SHEET
Wondrous Item, 55d
Crafting
Weaver
Components
Noted praises to a composer (the composer must be present for at least 1 hour of the item’s creation time)
Description
This music sheet of fine parchment documents musical notation of a fey performance. Humming, whistling, or using an instrument to play the opening three notes causes the sheet music to issue the sounds of a hauntingly beautiful musical performance for 10 minutes. Up to 6 creatures of your choice that are within 30 feet of the sheet and able to hear the entire performance gain 2 temporary hit points. A creature can’t gain temporary hit points from the music sheet again until it completes a long rest , and after using this feature you cannot do so again until you finish a short or long rest.
During a short rest, you can spend an hour to amend the music sheet with pen and ink to alter its melody and mood. Regardless of the changes you make to the sheet, the notation remains legible and the music is always lovely.
If you accompany the music, using an instrument or singing with a DC 12 charisma skill check (based on the mood), you can empower its magic. Up to 6 creatures of your choice that are within 30 feet of you and able to hear the entire performance regain 3 hit points and gain 6 temporary hit points. At the end of the performance, the music sheet transforms into a flutter of petals and butterflies, and its magic is lost.
FINDER GREMLIN
Wondrous Item, 20d
Crafting
Tinker
Components
Compass broken in anger (Any background Vagabond)
Description
This tiny ethereal silver proto-homunculus sits in a clamshell container along with a miniature cup of water and a single thin needle. When prompted with a bonus action, the gremlin uses the old cup and needle trick to try and find magnetic north, although it is not particularly good at this. Whenever the gremlin tries to find true north, roll a d10, and on a result of a 1 it gets confused, pointing in the exact opposite direction instead.
FLASK OF INEBRIATION
Wondrous Item, 90d
Crafting
Tinker
Components
Last Jack to a drunkard’s name (Any background criminel)
Description
This plain and rough old steel flask hides one's vices most inconspicuously. Any liquid poured into the flask instantly becomes intoxicating and remains so even if poured out of the flask. The flask has no effect on any form of magical liquids poured into it.
The flask has 2 charges and regains 1 charge each dawn. You can use an action to expend 1 charge, spraying a 10-foot cone that empties the flask of its contents. Creatures within the area make a DC 10 Fortitude saving throw or are poisoned by the potent alcohol. At the end of each of its turns, a creature poisoned by the flask can repeat the saving throw, ending the effect on itself on a success. When you expend a charge, roll a d20. On a result of 5 or less, the flask loses its potency and becomes a mundane item.
HAT OF GRAND ENTRANCES
Wondrous Item, Attunement 1, 35d
Crafting
Weaver
Components
Signet ring, seal or other object bearing a family crest (Culture Plateau)
Description
Step into the room and make a grand entrance! This top hat has embroidered figurines of trumpet players in full regalia. By speaking a command word, you can cause the figures to magically and loudly herald your arrival by trumpet blasts, followed by a speech announcing your name, titles, and any of your major accomplishments. You can alter this speech beforehand by giving any special instructions to the hat before speaking the command word. Once this hat has heralded an entrance it can’t be used again for 10 minutes.
LEGERDEMAIN GLOVES
Wondrous Item, Attunement 1, 95d
Crafting
Tanner
Components
Gloves worn by a stage magician for at least one performance (Culture Phénandre)
Description
Stage magic may not be as impressive as true wizardry but it can still delight an audience and that’s where these supple gray leather gloves got their start, but con artists and thieves find uses for them as well. While wearing both of these gloves, once per minute you can teleport an item, up to the size of a dagger, from one hand to the other.
The gloves can teleport an item a longer distance, but their magic is forever exhausted in the process. When you wear one glove and another creature within 120 feet wears the other, you can teleport an item up to the size of a dagger into the hand of the creature wearing the other glove. If you do, the gloves dry and crack, losing their magic and becoming mundane items.
LOCKPICKS OF MEMORY
Wondrous Item, 150d
Crafting
Tinker
Components
Tools used in at least one burglary (Culture Gris-Gallons)
Description
It’s good to learn from your experiences but even better to learn from someone else’s. The lockpicks twitch in your hands when they come within 5 feet of a lock they have been used to open within the last year. You can use these lockpicks and an action to unlock any lock that the lockpicks have previously opened.
Alternatively, you can exhaust the lockpicks’ magic completely to borrow a skill or memory from a previous user. You can choose to either watch 10 minutes of a previous user’s memory (taken from the span of time they had the lockpicks in their possession) or for 10 minutes you can gain one skill, tool, or language proficiency of the previous user. At the end of the duration, the lockpicks rust away to nothing.
MATERNAL CAMEO
Wondrous Item, Attunement 1, 90d
Crafting
Tinker
Components
Family heirloom
Description
This small stone is rumored to once have been an heirloom of a prominent family of seers from a mountainous region. The cameo is made of stone that features a light gray and cream-colored swirling pattern attached to a slender beige lace ribbon to hang about the neck. When you are wearing this cameo, you gain an expertise die on saving throws against fear .
Once you have worn the jewelry for 24 hours, the face carved in relief on the cameo resembles your biological mother. When the cameo is destroyed, the spirit of the image carved in the cameo is summoned so long as the person featured on the cameo is dead (if the person is alive, destroying the cameo has no effect.) The spirit remains for up to 10 minutes and is able to communicate with speech but otherwise unable to affect the Material Plane.
MIDNIGHT PEARLS
Wondrous Item, 95d
Crafting
Tinker
Components
Crushed mother of pearl that has been sunk in the ocean past the reach of sunlight (Taxidermist)
Description
These lustrous black pearl earrings would look at home on a socialite but are rumored to have originated with a treacherous pirate captain. They always appear wet and give the air nearby the slightest taste of saltwater. You do not require pierced ears to wear the earrings and when placed against the lobe they naturally stick to your skin. In addition to being highly fashionable, they can also help escape a tough jam.
You can use an action to drop and stomp on one of these earrings, destroying it as a cloud of darkness erupts in a 5-foot radius and extends 10 feet in every direction for 1d4 rounds.
OPERA-GOER’S GUISE
Wondrous Item, Attunement 1, 95d
Crafting
Weaver
Components
Opera playbooks from at least 3 different plays written in different languages (Any background Érudit)
Description
This dashing filigreed white mask translates a song’s meaning directly into your mind. When wearing the opera-goer’s guise, you can magically understand any language so long as it is sung. This item has no effect on written or spoken words.
ORGANIZER GREMLIN
Wondrous Item, Attunement 1, 95d
Crafting
Tinker
Components
Pen owned by a failed scribe (Caligrapher)
Description
This small black pocketbook comes with a tiny ethereal gold proto-homunculus who holds a cheap pen and eagerly awaits your instructions. Roughly half of this 120 page book is blank scratch paper, and the other half is a calendar of the current year. The gremlin writes down anything you ask it to and even takes down dictation if requested. It will also mark reminders in the calendar and circle dates. Despite its love for writing however, its penmanship is quite poor, it doesn’t actually understand what anything it’s writing actually means, and any word with 3 or more syllables is always misspelled. Accurately understanding anything the gremlin has written requires a DC 10 Intelligence check.
PERDITA RAVENWING’S TRUE NAME
Wondrous Item, Attunement 1, 95d
Crafting
Caligrapher
Components
Parchment cured at The Bleak Gate in Passage (Oni)
Description
This slip of parchment contains the magically bound name “Agnes Nittworthy” surrounded by occult symbols and raven feathers. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful and ancient hag beside you for 1 minute. Agnes acts aloof and mysterious but becomes oddly motherly around the young or incompetent. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.
You can use an action to verbally direct the vision to do any of the following:
Create ominous noises or effects (as thaumaturgy ).
Magically poison up to a pound of food within 5 feet. Any creature that consumes this poisoned food must make a DC 13 Fortitude saving throw or become poisoned for 10 minutes.
Mimic animal sounds or the voices of specific humanoids. A creature that hears the sounds can tell they are imitations with a successful DC 13 Insight check.
Alternatively, as an action while the vision is summoned you can agree to revoke your claim on Perdita in exchange for her direct assistance. When you do so the parchment crumbles into dust and for the next minute the vision curses a creature of your choice within 30 feet (as bestow curse , save DC 13) after which she disappears.
Once you have revoked your claim in this way, you can never invoke Perdita’s true name ever again.
QUICK CANOE PADDLE
Wondrous Item, 75d
Crafting
Tanner
Components
Giant octopus ink (Taxidermist)
Description
This cocowood paddle has a long handle with a short but wide blade designed for long ocean voyages by canoe. Coats of lacquer on the paddle cause it to reflect light causing it to have an almost mirrored finish in the glare of the sun, and from a glance it’s hard to believe that it has ever spent a minute in the water.
This paddle has 2 charges and regains 1 charge each dawn. You can speak its command word as an action while using a water vehicle, doubling the vehicle’s speed until the start of your next turn. If you expend the last charge, roll a d20. On a result of 5 or less, the paddle loses its magical properties and becomes a mundane item.
SCRAP OF FORBIDDEN TEXT
Wondrous Item, Attunement 1, 80d
Crafting
Caligrapher
Components
Diary of a adventurer that has suffered Tier 2 or higher madness (Any background Mystique)
Description
This page of nonsense was torn from the diary of someone not well. As you focus on the strange symbols they begin to make a strange sort of sense—revealing hidden truths about the world. You can use an action to study the fragment of text to gain an expertise die on an Arcana or Old World check. You can’t do so again until you finish a short rest.
If instead of studying the paper, you can use an action to eat it to automatically succeed on an Arcana or Old World check. You can wait until after making the check before deciding to eat the scrap of forbidden text, but you must decide before the Narrator says whether the roll succeeds or fails.
Eating the scrap might draw the attention of aberrant creatures looking to involve you in their schemes.
SHOULDER DRAGON BROOCH
Wondrous Item, Attunement 1, 100d
Crafting
Smith
Components
Pseudodragon’s scale (Taxidermist)
Description
Once attuned to this intricate golden brooch, you can imagine up to one dragon of your choice and a Tiny-sized illusion of it appears on your shoulders. The dragon looks lifelike and it occasionally flies, snaps at insects, and generally behaves in a dragon-like way. This illusion does not hold up to physical scrutiny and any creature who physically interacts with the dragon sees through the illusion with a successful DC 12 Awareness check. You can use a bonus action to dismiss the illusion.
As a bonus action, you can have your dragon illusion attack a creature within 5 feet of you. That creature must make a DC 12 Reflex saving throw , taking 1d4 damage of a type of your choice (fire, lightning, cold, or acid) on a failed save or half as much on a successful one. Once you have used this feature, it cannot be used again for 24 hours.
SNAKE-EYE BONES
Wondrous Item, 55d
Crafting
Tanner
Components
Skeleton of a poisonous snake (Taxidermist)
Description
Every trip to sea can become boring and one of the best ways to whittle away at the time—besides drinking rum—is to engage in a game of bones. Not every sailor on the high seas is honest and these dice were crafted with the devious amongst them in mind. Each six-sided die is made from bleached white bone and inlaid with jet-black markings. No matter how many times they are thrown or the number of ship hulls they strike, the dice never nick or scuff, and their markings do not fade.
The dice have 2 charges and regain 1 charge each dawn. When you speak the command word as a bonus action as the dice are being rolled, their results come up as double ones (or snake-eyes). When you expend a charge, roll a d6. On a result of 1, the dice will roll up as double ones but both dice then crack in half rendering them useless.
TOME OF THE ENDLESS TALE
Wondrous Item, 50d
Crafting
Tanner
Components
Writing quill used at least once by a published fiction author (Caligrapher)
Description
The stresses of a wizard’s education can overwhelm even the most stalwart apprentices without some sort of diversion. Typically resembling a small, worn book with fanciful creatures or locales on battered leather covers, the tome’s pages fill with serialized stories that engage and distract the reader. Each tome focuses on a given genre (often romance or adventure) but the stories crafted within the pages are unique to each reader, tailored by the magic from their own imagination and so vibrant that the book’s tales seem to come to life in the mind’s eye.
Each tome has 3 charges. When you speak the command word and use an action to expend 1 charge, its pages fill with a serial story tailored to the next reader that touches the tome. This story typically takes 1 hour to read, continuing from where the last tale completed.
When you speak another command word and use an action to expend all 3 charges, the story created when the book is opened is particularly engrossing and the reader must succeed on a DC 10 Sanity saving throw or be enthralled, failing to notice anything that is not directly harmful.
The tome has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20. On a result of 5 or less, the tome loses its magic and becomes a mundane item.
VIAL OF BEAUTY
Potion, 60d
Crafting
Alchemist
Components
Gift freely given
Description
After spending 1 minute applying this pale lavender lotion to your skin, you can change one small detail of your appearance for the next 24 hours (like the color of your eyes or skin, the length or color of your hair, or an added cosmetic detail such as pointed ears or small horns).
WAND OF THE SCRIBE
Arcane Focus, Attunement 1, 75d
Crafting
Tanner
Components
Personal journal or diary regularly kept for at least a year (Caligrapher)
Description
(requires attunement by a bard or wizard)
Nearly half the size of most other wands, this arcane implement is a solid piece of mithral with a tapered point that resembles the nib of a writing quill. While you are attuned to the wand, you can write on parchment and similar surfaces that would hold ink as though using an ordinary quill. The wand never runs out of ink when used this way.
The wand of the scribe has 1d6 charges and regains 1d3 charges after a long rest. You can expend 1 charge from the wand to cast illusory script . You can also expend 1 charge from the wand to create a copy of any mundane document, substituting an Arcana check for any ability check you would normally make. Finally, you can expend 2 charges from the wand to transcribe 1 minute of conversation that you can hear. You do not need to understand the language being spoken, and can choose to write it in any language that you know.
If you expend the wand’s last charge, roll a d20. On a result of 5 or less, the wand bursts causing ink to stain your hand and the front of any clothing you are wearing as the enchanted trinket breaks apart.
WIG OF STYLING
Wondrous Item, 15d
Crafting
Weaver
Components
Full head of hair shaved from an elf (Bald Elf)
Description
This wig has 2 charges and regains 1 charge each dawn. While wearing the wig, you can use an action to expend 1 charge to change the length, style, and color of the wig. Whenever you expend a charge, roll a d20. On a 1, the wig is fixed in its current length, style, and color, becoming a mundane item.
ZLICK’S MESSAGE CUSHION
Wondrous Item, 45d
Crafting
Tanner
Components
Written joke responsible for at least 1 minute of genuine laughter
Description
This small pink air bladder has a winking wizard emblazoned on the front. As a bonus action, you can whisper a phrase up to 10 words long into the cushion, which will inflate it. While inflated, any creature that accidentally sits on or applies pressure to the cushion deflates it. A creature can also use a bonus action to intentionally deflate the cushion. When the cushion deflates, it loudly repeats the phrase spoken into it along with somewhat humorous flatulence noise. This sound is clearly audible to a range of 50 feet.
Alternatively, you can cast a cantrip or spell of 1st-level into the Zlick’s message cushion so long as the words laughter, mockery, or whisper are in the spell name. When the cushion is deflated it casts the spell, targeting the creature that deflated it, and afterward it becomes a mundane item.