Ring of Focused Mind

Uncommon Magical Item

Requires Attunement

A small copper ring with a series of six rubies set within it. While worn, attuning to other magical items only takes 1 minute. Additionally, as an action, the wearer may expend a spell slot to grant themselves advantage on a number of Concentration saving throws equal to the level of the expended spell slot.

Liar's Dice

Common Magical Item

A set of small, wooden gambling dice. While holding the dice, the user gains advantage on any skill checks made during gambling or games of chance.

Circlet of Vitality

Common Magical Item

Requires Attunement

A gold and silver circlet, with a large garnet inset in the center. Once per day, while attuned to this item, the wearer may perform a ritual for one minute, granting themselves and all allies within 30 feet of them temporary Hit Points equal to the wearer's Constitution modifier plus half their character level, rounded down.

The Hustler's Spectacles

Common Magical Item

A set of small reading glasses. While wearing them, you gain proficiency in Thieves' Cant.

The Goading Scabbard

Common Magical Item

Requires Attunement

Once per day, when you hit a creature with a melee weapon attack, you may cast Compelled Duel on them (DC 13).

O'Houllahan's Boots

Common Magical Item

When the wearer takes the Dodge or Disengage action, their movement speed is increased by 10 feet until the start of their next turn.

Tool of Open Secrets

Common Magical Item

A small set of generic tools. As a bonus action, the user activates the tool, which requires revealing an embarrassing personal secret about themselves. The user then gains advantage on all ability checks made until the start of their next turn.

Chlorophyl Cape

Common Magical Item

A cape sewn of plant matter. As an action, while in direct sunlight, the wearer can choose to heal themselves by expending one of their hit dice.

Teething Mail

Common Magical Item

A set of chain mail, with small barbs welded onto the chain rings. Whenever a creature attempts to grapple you, it must make a DC 12 Constitution saving throw or take 1d4 piercing damage and immediately break the grapple.

Staff of Vapaad

Common Magical Item

Requires Attunement

A wooden quarterstaff, inscribed in ancient Primordial runes. Once per day, the wielder can channel the fury of the ancient Goliath warrior Vapaad, allowing them to Rage for 1 minute at the lowest Rage level.

Blade of Second Chances

Uncommon Magical Item

Requires Attunement

A longsword, enchanted with a prayer to the Halfling goddess Yondalla. Once per day, whenever you roll a critical failure while wielding this weapon, you may choose to roll again. After the initial reroll, any additional attempts require a Luck check (unmodified D20 roll) to succeed. On a failed luck check, you cannot reroll and must use the original roll. The DC starts at 5, and goes up by 5 for each additional attempt beyond the first, to a maximum of 25. At the start of each day, the DC resets to 5.

True Candle

Uncommon Magical Item

Requires Attunement

A small candle which, as an action, can me magically lit, emitting bright light out to 10 feet, and dim light to an additional 20. While the candle remains lit, which requires concentration, the candle alerts you to any magic present within its radius, as if by the Detect Magic spell. Additionally, castings of Dispel Magic made within the candle's light have advantage on their ability check, if one is required.

Perrin's Mandolin

Uncommon Magical Item

Requires Attunement

A finely crafted wooden mandolin, with inlays of copper and ivory. You immediately become proficient with the mandolin, if you aren't already. Additionally, the item has 3 charges. As an action, you can play the mandolin and expend one of the charges to cast one of the following spells. Your spellcasting ability modifier for spells cast using Perrin's Mandolin is Charisma. Charges are replenished each dawn.