Repository of Arcane Oddities Vol. I

Amulet of the Eagle

Wonderous items, very rare (requires attunement)

A small silver amulet, carved into the shape of an eagle with a tiny ruby encrested into the center. The amulet allows you to, once per day sprout enormous silver wings, upwards of 6 feet in length each. You gain a flying speed of 80 feet for 10 minutes. The amulet regains its use at each dawn.

Boundless Quiver

Wonderous item, very rare (requires attunement)

This finely decorated, silver quiver contains an infinite amount of regular arrows or bolts (Your DM will decide this); you can also add up to three different types of magical ammunition of your own to the quiver.

The Quiver has 3 charges, you can expend a charge to draw one of the magical arrows you have given it from within, creating a perfect clone of that arrow, magical enchantments included. Any arrows created by this item have a limited existence, all arrows (including magical ones) crumbling into dust after 10 minutes.

The boundless quiver regains all of its charges daily at dawn.

Cupid's String

Wonderous item, very rare

This bowstring appears to be made of a thin, pink cloth wound up tight into a bowstring. Cupid's String has 2 charges; when you make an attack with a bow strung with Cupid's String you can instead spend a charge to fire a harmless pink bolt, invisible to all but you. When two creatures that have been hit by a bolt from Cupids String can see one another, they must make a DC 17 Wisdom saving throw or fall madly in love with one another, rushing to embrace one another and 'express their love' for 1 minute.

Creatures that are immune to being charmed or are undead are immune to this effect; and creatures with an intelligence of 6 or less have disadvantage on the saving throw.

Were one creature to fail the save and the other succeed; the one that failed still falls in love and rushes towards the other creature, attempting to grapple them.

Cupid's string regains all expended uses daily at dawn.

Omnomnomicon

Wonderous item, uncommon

This magical cookbook grants the holder increased cooking abilities and grants them access to useful ingredients. When you make a check with Cook's Utensils, you can spend 5 minutes consulting this book to gain +5 to the roll.

In addition, the Cookbook has 1d6 charges. You can expend a charge to summon just enough ingredients for any meal you wish to cook. This ability creates enough ingredients for up to 15 creatures or 5 steeds to eat.

At dawn each day you can roll 1d20; on a roll of 15 or higher, the omnomnomicon regains 1 charge, to a maximum of 6.

Orb of Many Energies

Wonderous item, rare (requires attunement from a spellcaster)

A small orb with 7 arcane etchings, roughly the size of a palm.

As an action you can invoke the power of the orb, its effects differ depending on the colour of the light within it, the effect of the orb is determined by the following:

1. Red - Fire Ray. You cast the spell scorching ray at 2nd level. 2. Orange - Booming Thunder. You cast the spell thunderwave at 1st level. 3. Yellow - Lightning Arc. The target has a tiny sphere of energy attached to them that they’re unaware of. At the end of the target’s next turn, all creatures within 15ft of them (including them) must make a Constitution saving throw against your spell casting save DC or take 2d10 + your spellcasting ability modifier lightning damage, the original target has disadvantage on the save. 4. Green - Acid Bomb. All creatures in a 10ft cone in front of you must succeed on a Dexterity saving throw against your spell casting save DC or take 2d6 + your spellcasting ability modifier Acid damage, the targets take half damage on a successful save. 5. Blue - Freeze. One creature of your choice and of medium size or smaller within 60ft must Strength saving throw against your spell casting save DC or be restrained in ice, the target takes 1d4 cold damage every time it starts its turn in the ice, at the end of its turn it can make the save again to escape, when this effect is applies to a large creature it has advantage on the save and is only slowed, it has no effect on anything of huge size or larger. 6. Violet - Chaotic Surge. Roll of the sorcerer’s wild magic table to determine the effects of the orb.

When you attune to the orb of many energies, roll 1d6. The colour changes to that listed above.

The orb has 5 charges, you can expend 1 charge as an action to use the orbs current effect based on what colour it is. Each time you use this feature, roll 1d6; the colour of the orb then changes to the corresponding colour until it is used again.

The orb regains 1d4+1 charges daily at dawn.