Odd Objects

Gloves of the Fire Juggler

Wondrous item, uncommon

These leather gloves each have a large flat ruby embedded in the palm. While wearing them, your hands are invulnerable to heat damage of any kind.

As a bonus action, you can produce a small orb of flame from a glove, which produces bright light in a 30-foot radius, and dim light in a 60-foot radius. The orb will burn indefinitely while in contact with at least one glove. You can hurl an orb up to 30 feet as an action.

A thrown orb will continue emitting light for three turns after it lands. If you aim the orb at a creature, make a ranged weapon attack. On a hit, the target takes 1d10 fire damage, and the orb fizzles in a puff of smoke.

Wondrous item, uncommon

These purple silk slippers are adorned with silver buckles in the shape of footprints. While wearing them, your speed is increased by 10 feet.

As an action, you may use the slippers to project a pair of spectral feet up to a range of 40 feet. The feet can walk around freely up to your speed up to 80 feet away, and press down with a force equal to your weight. While moving, you can choose to have them remain silent or emit noises identical to your own footsteps.

Belt of More-of-the-Same

Wondrous item, uncommon

This simple leather belt is notable for a bright gem on its buckle. While wearing it, one of your ability scores is increased by its own modifier, to a maximum bonus of +2 and a maximum score of 20. The ability score is determined by what gem the belt has.

Ability Score Gem Strength Ruby Dexterity Emerald Constitution Onyx Intelligence Sapphire Wisdom Amethyst Charisma Diamond

Dario's De-Curse Dressing

Wondrous item, uncommon

This rather pungent lacquer comes in a glass jar emblazoned with a cartoonish visage of its inventor, Dario Giovanni. A single jar of dressing holds enough liquid for 30 uses.

When applied to a cursed item, that item loses the ability to curse anyone for 12 hours; however, anyone already suffering under the curse's effect remains cursed.

If the dressing is applied once every 12 hours for seven straight days, the item is affected as if it were targeted by Remove Curse.

Punching Gauntlets

Wondrous item, uncommon

This brass assembly fits over one or both arms. Whenever you make an unarmed attack while wearing the guantlets, you may add 1d4 force damage to the attack.

The Punching Gauntlets also have a cursed counterpart, the Puncturing Gauntlets. These gauntlets are identical; however, every time you use their ability, the DM secretly rolls 1d10. On a 1, the gauntlets drive several needles into your arms, dealing 4d4 Piercing damage and becoming unremovable until dispelled with a Remove Curse effect. Every time you make a melee attack while pierced by the Puncturing Gauntlets, you take an additional 1d4 Piercing damage.

Conversant Conjuration Codex

Wondrous item, uncommon

This book appears to be an ordinary, blank journal. However, any writing on its pages disappears after a few minutes. The only words that do not disappear right away are short, simple questions.

The book is in fact an intelligent being that feeds on pen ink. It can provide information it knows by "writing" responses to written questions.

In addition, the journal has a rudimentary knowledge of conjuration magic. Once per day, if it is well-fed, the book can materialize a simple, nonmagical item you draw in its pages, such as a length of rope or an unlit torch.

Impervious Cord

Wondrous item, uncommon

This magical rope is found in coils of 50 feet; however, units of any length may exist, up to 500 feet. Impervious Cord resembles normal hempen rope, with a single glimmering silver thread running through the weave.

Impervious Cord is unbreakable. When a knot is tied in the cord, it becomes rigid. A creaturer may use an action to make a DC 20 Strength check to bend a rigid cord. If more than 800 pounds of force is applied anywhere on the cord's length while it is rigid, it goes slack.

Panaceallin

Wondrous item, uncommon

This medicine, derived from a common mold, appears as a cloudy white liquid and is administered via syringe. A single vial contains enough medicine for 5 doses.

After taking a dose, the patient suffers mild convulsions and aches across their entire body, becoming incapacitated for 24 hours. During this period, rest becomes difficult, and a long rest only restores half the hit dice it normally would.

After the medicine runs its course, the patient is cured of all poison and disease effects.