Boots of Grease

Woundrous Item, Rare (requires Attunement)

While wearing these boots, you gain the following benefits:

Stomp on the ground (2 charges, one Action) to cast Grease centered on yourself.

Click your heels together (1 charge, bonus Action) to cast Grease on the soles of the boots.

You have advantage on saving throws against the Grease spell.

The Dexterity saving throw for the Grease spell is 11 + your Proficiency Modifier. The boots have 3 charges and recharge all of them each dawn.

Cape of Explosion

Woundrous Item, Rare (requires Attunement)

While wearing this cape, you can use a bonus Action to create a loud, explosive force propelling you forward at a high speed. You get catapulted 60 feet into the direction you are facing. If you hit anything before you travel 60 feet, the target needs to make a Dexterity saving throw against a DC of 11 + your Proficiency Modifier. On a fail, it takes 3D8 bludgeoning damage and half as much on a success. You take the same damage, unless you are wearing heavy armor.

The cape has two charges per day, recharging each dawn.

Boots of Dancing

Woundrous Item, Rare (requires Attunement)

During your turn, you can use half your movement to start dancing (this requires concentration). While you dance, the boots start giving of a faint glow and music magically starts to play and you gain the following benefits:

Your walking speed increases by 10 feet

You have advantage on Acrobatics and Performance checks

You have disadvantage on Stealth checks, additionally -10 if you need to be quiet

Your AC increases by your Charisma modifier

The boots can be used up to 5 minutes per day, recharging each dawn. You cannot wear medium or heavy armor or use a shield, or else the effect will end. When you use the boots longer than five minutes, make a DC 15 Constitution saving throw at the end of each of your rounds you are using the boots. If you fail, the effect of the boots ends and you gain one level of exhaustion.

Lyre of Signar

Woundrous Item, Uncommon (requires Attunement)

While playing this instrument, you have advantage on Performance Checks that rely on playing the instrument and on Persuasion checks (you can give this advantage to a friendly creature in hearing range).

Furthermore, as an action you can use this instrument to cast any druid cantrip that you don't know. Make an Arcana DC10 check; if you succeed, you cast the cantrip as normal, using your Wisdom Spellcasting Modifier.

You can use these abilities twice per dawn each.