Potion of Healing
You regain 2d4 + 2 hit points when you drink this magical red liquid. The potion glimmers faintly when agitated.
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You regain 2d4 + 2 hit points when you drink this magical red liquid. The potion glimmers faintly when agitated.
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word to cause it to cast the Light spell or Daylight spell. It can also hover and follow you within 60 feet.
The flame of this candle continues to burn even while completely submerged in water, giving off bright light in a 5-foot radius and dim light for an additional 5 feet.
While holding this 10-foot pole, you can use an action to speak a command word, causing it to collapse into a 1-foot-long pocket cylinder. Speaking the command word again instantly expands it back to 10 feet.
You can cut this 50-foot coil of hempen rope into any number of pieces. When you hold the pieces together and speak the command word, the pieces instantly mend into an unbroken 50-foot rope.
While wearing these boots, you can choose for your footsteps to leave the tracks of any humanoid creature of your choice that is roughly your size.
This horn has 4 charges. When blown, only a single designated creature of your choice within 600 feet hears its shrill alarm notes; to everyone else, it produces complete silence.
In darkness, the blade of this magic sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. Bypasses nonmagical weapon resistances.
This magical arrow cannot be broken or snapped by any means short of a disintegrate spell or the crushing fury of a deity.
While wearing 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.
While you wear these boots, your steps make no sound, regardless of the surface you are walking across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Grants a +1 bonus to attack and damage rolls, as well as +1 to druid/ranger spell attack rolls and save DCs. When you cast a healing spell, roll 1d4 and add the result to the hit points restored.
You have a +1 bonus to attack and damage rolls made with this magic weapon. It emits a faint glow when drawn under moonlight or in battle.
While holding this shield, you gain a +1 bonus to AC in addition to the shield's normal +2 AC benefit (total +3 AC).
This bag has an interior space considerably larger than its outside dimensions: roughly 2 feet in diameter at the mouth and 4 feet deep. It holds up to 500 pounds and 64 cubic feet while always weighing 15 pounds.
While you wear these boots, you have a flying speed equal to your walking speed. You can fly for up to 4 hours, all at once or in shorter spurts of 1 minute, recharging 2 hours for every 12 hours unused.
Your Strength score is set to 19 while you wear these heavy iron-banded gauntlets. They have no effect on you if your Strength is already 19 or higher.
Your Intelligence score is set to 19 while you wear this silver headband inlaid with small sapphires. It has no effect if your Intelligence is already 19 or higher.
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The front of the shield is emblazoned with a wide watchful eye.
This wooden broom allows you to fly with a speed of 50 feet (or 30 feet carrying up to 400 pounds). It can also be commanded to travel independently up to 1 mile to meet you.
You gain a +1 bonus to Armor Class and all saving throws while wearing this finely woven, enchanted cloak.
This weapon resembles an ornamental hilt. As a bonus action, a pure blade of radiant energy springs forth. It counts as a finesse weapon dealing 1d8 (or 1d10 versatile) radiant damage with +2 bonus to attack and damage, plus extra 1d8 radiant damage against undead.
While you wear this cloak, it projects an illusion of you a short distance away. Attack rolls against you have disadvantage until you take damage, which disrupts the illusion until the start of your next turn.
While wearing these boots, you can use a bonus action to click the heels together, doubling your walking speed and imposing disadvantage on opportunity attack rolls against you for up to 10 minutes per day.
This staff grants a +2 bonus to weapon attacks and spell attack rolls. You can cast Pass Without Trace at will without expending charges, and expend its 10 charges to cast spells like Wall of Thorns, Awaken, and Speak with Plants.
You gain a +1 bonus to attack and damage rolls made with this dagger. As an action, you can cause thick black poison to coat the blade; on the next hit, the target must make a DC 15 Constitution save or take 2d10 poison damage and be poisoned for 1 minute.
You can use a bonus action to speak this magic sword's command word, causing flames to erupt along the blade. While blazing, it sheds bright light in a 40-foot radius and deals an extra 2d6 fire damage to any target it hits.
Your Constitution score is set to 19 while you wear this amulet set with a fiery carnelian. It has no effect if your Constitution is already 19 or higher. Drastically elevates hit points and concentration saves.
While wearing this belt fashioned from thick giant hide, your Strength score becomes 21. It has no effect if your Strength is already 21 or higher.
You gain a +1 bonus to Armor Class and saving throws while wearing this polished silver band.
This ring stores up to 5 levels of spells that any creature can cast into it. While wearing it, you can cast any spell stored in the ring using the original caster's slot level, spell save DC, and spell attack bonus.
While wearing this +1 studded leather armor, you gain a +1 bonus to AC (13 + Dex mod). You can also use a bonus action to speak its command word and cause the armor to assume the appearance of normal clothing or other armor.
You have advantage on saving throws against spells while you wear this shimmering, twilight-hued cloak.
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