MAGIC ITEMS

Some of the items detailed here are either inspired by or converted from the 2nd edition book Encyclopedia Magica. These items are marked at the end of their entry with their corresponding page number.

Apron of the Master Chef

Uncommon

When worn, this apron protects the user from any discomfort or fatigue caused by working long hours in the kitchen or hot climates. Saying the command word embroidered on the inside of the front pocket instantly cleans the apron. While worn, the apron gives the wearer proficiency with cook's utensils; if the wearer already has this proficiency, they gain advantage on all checks involving cook's utensils.

Orginally from Encyclopedia Magica, pg. 58

Bag of Infinite Marbles

Uncommon

This nondescript bag comes filled with marbles, and can be used the same way as a normal bag of ball bearings. However, if the user speaks a command word, the bag is refilled with marbles, and can be used again at the start of the user's next turn. Any marbles removed from the bag do not disappear. There is also a caltrop version of this bag, which is more robust. Ripping or tearing the bag ruins the enchantment and immediately spills the contents of the bag.

Bottle of Boos

Uncommon

When the stopper is pulled or the bottle is broken, a loud chorus of jeers, hisses, snarls, and booing echoes throughout the area for one round. Everyone within 60 feet of the bottle must make a Charisma save (DC 13). Failing imposes disadvantage on all attack rolls, ability checks, and saves, until the end of the victim's next turn.

Originally from Encyclopedia Magica, pg. 198-199

Caltrop Boots

Uncommon

These boots are a little uncomfortable, but have thickened, hardened soles. The wearer does not take damage from caltrops or difficult terrain. Once per day, upon saying a command word, the boots will fill every square the wearer passes through for one round with caltrops (so someone with a speed of 30 feet would fill all the squares they move through, including their starting square but not the square they finish their movement in).

Can of Spinach

Rare

This can contains green leaves in an unpalatable broth, and is consumed like a potion. The user must consume the leaves and broth, and must make a DC 16 Constitution save with disadvantage when attempting to consume it; failure means the character is Poisoned for one round and gains no benefit. If the saving throw is successful, the character gains advantage on all Strength checks, Strength saves, and Strength-based attack rolls for the next ten rounds, and deals damage as if one size larger.

Originally from Encyclopedia Magica, pg. 237

Death Rattle

Rare

When this white rattle is used within 60 feet of anyone on 0 hit points, that person immediately fails one death saving throw. The rattle can be used three times before crumbling to dust.

Originally from Encyclopedia Magica, pg. 822

Earmuffs of Peace and Quiet

Uncommon

These earmuffs are fluffy and comfortable to wear. Anyone wearing these is Deafened, and has resistance to thunder damage. The earmuffs can be taken off and put on freely.

Originally from Encyclopedia Magica, pg. 717

Monkey Drum

Rare, cursed item

This palm-sized drum is painted in garish colours. When used, it summons 1d20 apes that randomly attack everyone in the area for three rounds before vanishing. There is a 5% chance that the drum will summon 1d8 giant apes instead; if this happens, the giant apes do not vanish until everyone in the area is slain or the apes are killed.

Purr Toys

Uncommon

These soft toys are always cats of various breeds and colourations, with soft fur. When held by a character during a short rest, the toy animates, curling up into the character's lap and purring. As well as being inherently soothing, if the user expends any Hit Dice during the rest, the first die they roll is treated as rolling the maximum result.

Rogue's Key

Rare

When touched to the exterior of a lock, this item causes the outer casing of the lock to become completely transparent, allowing the user to see the internal mechanism. This gives the user advantage on rolls to pick the lock. This item only works on locks - it doesn't work on traps, nor will it let you turn a chest transparent so you can see the contents.

Originally from Encyclopedia Magica, pg. 651