AVI
Dancing Dagger (Animate Psychic Reactive Snap Bracelet):
very rare (for sword), attuned to Avi
You can use a bonus action to toss this magic dagger into the air and speak the command word. When you do so, the dagger begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The dagger uses your attack roll and ability score modifier to damage rolls.
While the dagger hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the dagger to attack one creature within 5 feet of it.
After the hovering dagger attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the dagger has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Mariner's Chain Shirt:
uncommon, worn by Avi
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Gem of Seeing
Wondrous item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Antimatter Staff
2 blasts, negative energy, takes correan energy to recharge
Ring of Cold Resist
BASTION
Blood Powered Full Plate Armor:
uncommon, attuned to and worn by Bastion
Your Strength score is 19 while you wear this armor.
Sentinel Shield:
uncommon, wielded by Bastion
Grants the user advantage on initiative and perception (Wisdom). The shield is emblazoned with a large eye in the center.
Broach of Undead Shield
magic circle vs undead
BRINT
Drums of the Steel Voice:
uncommon, wielded by Brint
I don't actually know what these do?
Trident of Fish Command:
uncommon, wielded by Brint
This Trident is a Magic Weapon. It has 3 Charges. While you carry it, you can use an action and expend 1 charge to cast Dominate Beast (save DC 15) from it on a beast that has an innate swimming speed. The Trident regains 1d3 expended Charges daily at dawn.
Staff of Healing
Staff, rare (requires attunement by a bard, cleric, or druid)
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Puzzle Cube of Wonder
DC int 13 to solve 1 of the 6 sides, produces random effect like rod of wonder
CAPTAIN CORNELIUS
Wand of the War Mage +1:
uncommon, wielded by Capt. Cornelius
While you are holding this wand, you gain a +1 bonus to spell Attack rolls. In addition, you ignore half cover when making a spell Attack.
Cloak of Protection:
uncommon, worn by Capt. Cornelius
You gain +1 to AC and saving throws while you wear this cloak.
Folding Boat
Wondrous item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Gloves of Repulsion
3 charges, damage and push
Ring of Cold Resist
SOMON
Recharging Potion of Giant's Aspect:
uncommon, attuned to Somon
When drunk (an action), the potion grants the imbiber a 21 strength, a 5 intelligence, and the effects of the ‘enlarge’ spell for the duration of the potion’s effect. The effect lasts for 1dX rounds, where 1dX is the die used to recharge the potion (see recharging). When the effects end, the imbiber is paralyzed with sickness for 1 round.
recharging: to recharge the potion, the user spends 1 HD. After a long rest, the potion is viable again. The HD spent to recharge the potion are then used to roll the number of rounds the potion will be in effect when next drunk (i.e. drink the potion, roll the HD you set aside for the potion).
Injector of Bodily Fortitude Serum
con to 19
Tattoo of Striding and Springing:
uncommon, attuned to Somon
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Tattoo of Unbreakable Skin and Potection from Missiles:
uncommon, attuned to Somon
treat piercing and slashing damage as bludgeoning. In addition, you may use reaction to reduced ranged weapon damage by 1d12+2
Brass Nails +1
These brass plates adhere to the fingernails and come in sets of ten. They make your unarmed attacks into magical weapons, and grant a +1 to attack and damage for unarmed attacks.
Iron Bands of Binding (Bilarro):
Wondrous item, rare, carried by Somon
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can't be used again until the next dawn.
Alchemy Jug:
uncommon, carried by Somon
Ceramic Jug appars to hold a gallon of liquid and weighs 12 lbs, full or empty. It always makes sloshing sounds. Use an action, name a liquid, jug produces that liquid. Uncork jug as action and pour out 2 gallons/minute.
Acid - 8 oz
Basic Poison - .5 oz
Beer - 4 gallons
Honey - 1 gallon
Mayo - 2 gallon
Oil - 1 quart
Vinegar - 2 gallons
Fresh Water - 8 gallons
Salt Water - 12 gallons
Wine - 1 gallon
MASIO
+1 Hammer of Warning:
uncommon, attuned to and wielded by Masio
This magic weapon warns you of danger. While the weapon is on your person, you have Adv on initiative rolls. In addition, you and any of your companions within 30 ft of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Bracers of Archery:
uncommon, attuned to and worn by Masio
While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to Damage Rolls on Ranged Attacks made with such Weapons.
Brooch if Magic Circle vs. Undead
magic circle vs undead
Ring of Cold Resist
ZELZIRA
+1 Great Sword:
uncommon, wielded by Zelzira
Grants +1 on attack and damage rolls made with the weapon.
Correan Fire Blade (Flame Tongue):
rare, attuned to Zelzira
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
DISPOSABLE
x2 potion of invulnerability - 1 min resist to all dmg
x2 potion of heroism - 1 hr 10 temp hp and are blessed (http://ephe.github.io/grimoire/spells/bless)
1 potion mind reading - detect thoughts spell (http://ephe.github.io/grimoire/spells/detect-thoughts)
1 potion of water breathing
4 scrolls
fireball (http://ephe.github.io/grimoire/spells/fireball)
dispel magic (http://ephe.github.io/grimoire/spells/dispel-magic)
animate dead (http://ephe.github.io/grimoire/spells/animate-dead)
animate dead (http://ephe.github.io/grimoire/spells/animate-dead)