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Bottle of Infinite Air

Wondrous item, uncommon

This stoppered crystal container seems as if it is empty when looked at, but while held feels as though there is something inside trying to fly away. The bottle weighs 0.5 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh, clean air flows out of the bottle. The air ceases to flow out at the start of your next turn unless otherwise specified. Choose from the following options:

"Breath" causes air to flow from the opening enough to sustain one creature. You may put your mouth over the opening and use it to breathe. This effect continues until you use another action to end it, and until this effect ends the other effects of the bottle cannot be used.

"Draft" causes a burst of air to flood the area around you. All gases and vapors within a 5-foot radius of the bottle are pushed away.

"Gale" causes a powerful combination of air and sound to escape from the opening and shake all that can hear it to the core. All creatures within 10 feet of the bottle must succeed on a DC 13 Constitution saving throw or take 1d4 thunder damage and become deafened until the end of their next turn. Creatures and objects in this area that are made of stone, crystal or other glass-like material other than the bottle have disadvantage on this saving throw and take 2d4 thunder damage instead.

Decanter of Endless Water (SRD)

Wondrous item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

"Stream" produces 1 gallon of water.

"Fountain" produces 5 gallons of water.

"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Orb of Consumptive Flame

Wondrous item, uncommon

This glass orb holds within it the image of a dancing green flame that seems to keep it warm to the touch. The orb weighs 1 pound and emits 5 feet of dim light.

You can use an action while holding the orb and speak one of three command words and cause the flame to burst forth from it. Choose from the following options:

"Light" causes the flame to grow and become brighter, emitting light and heat equivalent to a torch. However, this flame does not burn you, cannot be smothered or quenched, and does not spread or set fire to other flammable objects. If it comes into contact with any nonmagical flames it extinguishes them in a 5-foot cube centered on itself. This effect continues until you use another action to end it, or until you use another one of the orb's effects.

"Flare" causes the flame to temporarily flare up and absorb nearby lights. All nonmagical flames within 15 feet of you are extinguished.

"Combust" causes the flame to rapidly arc towards a point within 30 feet of you that you can see and explode. Each creature within 5 feet of the explosion must succeed on a DC 13 Dexterity saving throw or take 1d6 fire damage. Nonmagical flames in the area of the explosion are extinguished.

Magical vs. Nonmagical Flames There will likely come times when it is called into question whether or not a flame is considered magical or nonmagical for the purposes of the Orb of Consumptive Flame. As a rule of thumb, if a flame isn't currently being sustained by a magical effect or force, then it can be considered nonmagical. However, in all cases the DM is the ultimate arbitrator of what is or isn't magical.

Spade of Solid Earth

Wondrous item, rare

This dark metal shovel is unnaturally heavy for its small size. The spade weighs 10 pounds.

You can use an action while holding the spade and speak one of three command words and cause the earth to respond to your commands. Choose from the following options:

"Blade" causes earth and metal to form around the spade and change its form to a dagger, light hammer or sickle. You can change it from one form to the other or revert it to its original form as another action.

"Mold" causes the spade to cast the mold earth cantrip, replicating one of the effects it produces of your choice.