Download as pdf or txt
Download as pdf or txt
You are on page 1of 19

Knobbly's Enchanted Emporium™

My collection of magical items and equipment sold by an eccentric gnome transmuter who seems to be
everywhere at once and able to pull off incredible craftsmanship like no other. Pulled from some official
and mostly homebrew sources, I used the prices in this PDF to adjust for my own games. I tend to throw
fair amounts of loot around and offer good discounts, so these prices are fair as far as I see it. Use as you
like!

A to Z

Arcane Bracers - (2,000 GP, requires attunement by an arcane spellcaster)


A pair of cloth and leather bracers with Maritime Quartz studs that assist in casting spells by acting
as a conduit. Essentially providing the Subtle spell Metamagic feat, once per turn when you cast a
spell you don't need to use any somatic components. The bracers' studs glow with the color of the
spell school cast through them, requiring a DC [10 + Spell level] Arcana check to realize what spell is
being cast.

Bag of the Bookworm - (4 lbs., 400 GP)


This bag is a university student’s best friend. It is made of brown leather, has one main pouch, many
small non-magical pockets for quills and inkwells, and it can be carried either with one hand or hung
from the shoulder. The bag can carry some supplies and up to 10 large books at once, while always
remaining 4 lbs, in weight. The books are stored in a separate dimension, similar to the effects of a
bag of holding, but only books can be carried within the main pouch.

Bag of Colding - (10 lbs., 2,000 GP)


This bag has an interior space like a bag of holding except it holds its contents at a perfectly chill
36°F (2°C), and holds up to 250 lbs. which cannot exceed a volume of 32 cubic feet. The constant
chill effect keeps produce, meats, and other perishables chilled and fresh. The bag weighs 10 lbs.,
regardless of its contents. Retrieving an item from the bag requires an action.
Bag of Holding - (15 lbs., 4,000 GP)
This bag has an interior space considerably larger than its outside dimensions, roughly 2 ft in
diameter at the mouth and 5 ft deep. This bag can hold up to 500 lbs., not exceeding a volume of 64
cubic feet. This bag weighs 15 lbs., regardless of its contents. Retrieving an item from the bag
requires an action.

Tote of Holding - (5 lbs., 800 GP)


A smaller version of the Bag of Holding, this bag has an interior space considerably larger than its
outside dimensions, and is roughly 2 ft in diameter at the mouth and 3 ft deep. This bag can hold up
to 100 lbs., not exceeding a volume of 20 cubic feet. This bag weighs 5 lbs., regardless of its
contents. Retrieving an item from the bag requires an action.

Beguiling Cloak - (2 lbs., 8,000 GP, requires attunement)


Radiant blues and greens sparkle along the trim of this pale, silvery cloak. The cloak gives a +1
bonus to both Charisma and Intelligence up to a maximum of 17 while attuned. It also increases the
duration of any enchantment or illusion spell its wearer casts or activates by 1 round.

Belaying Glove - (1 lb., 2,800 GP)


A thick brown leather glove with the pattern of a rope and grappling hook etched into the back of the
hand. As an action, point the palm of the glove at a target you can see, speak the command word
and make a ranged attack roll. 50 ft of hempen rope with a small claw, launches from its palm and
on hit wraps itself around the target. Once latched to a target, you can use a Strength check to pull
the target or use the rope to climb up if the target can support your weight. The rope and claw have
an AC of 10, 2 HP and can be burst with (DC 17) Strength, any environmental damage or direct
damage to the rope or claw causes it to disappear. As a bonus action, the rope and claw vanish,
which will end up back in the glove at the beginning of the user's next turn. The rope can safely
support up to 800 lbs. of weight unless the target cannot support such weight. If the rope or hook is
destroyed in any fashion, it will not function for 2 hours.
Bottled Fire - (1 lb., 250 GP)
A rather plain looking vial stopped with a red cork and white wax emblem stamped on top. As an
action, you can snuff out a single light source up to the size of a torch or multiple smaller light
sources within 5 ft. The light is then stored inside the vial as a tiny, thin fiery tornado which keeps the
vial warm to the touch but does not burn. While the light is inside the vial, you can at will cause the
light to go from 5 ft. of dim light to 40 ft bright light. If the vial is opened, the fire goes out until
another source of light is captured.

Bubble Pipe - (.5 lb., 100 GP)


While “smoking” this pipe, bubbles float out in a slow stream. Using an action, the pipe can create
one of two kinds of bubbles: Shapes - Create bubble shapes such as cubes, donuts, pyramids, etc.,
Words - Create one bubble word up to 12 characters long. Bubbles made from the pipe can only fit
within a 1-foot cube and last for 30 seconds, until another action is used, or popped.

Campfire Bead - (600 GP)


This tiny glass bead transforms itself into a small 2 ft tall pile of burning logs whenever its command
word is spoken like the Campfire cantrip. The fire burns for 8 hours or until extinguished, at which
point it turns back into a bead. It can then only be used again, after waiting twice as long as it
burned.

Cat's Cradle - (1 lb., 1,200 GP)


A slender black belt made from the hide of a panther. If you fall you always land on your feet from a
distance of more than 10 feet and you can use your reaction to gain resistance to fall damage. You
can still be knocked prone as normal.

Champion's Belt - (10,000 GP, requires attunement)


This overly large leather belt has a large golden buckle emblazoned with symbols of strength and
power. While wearing this belt you gain a +2 bonus to AC while not wearing any armor and your
Constitution score increases to 17. If your Constitution score is already 17 or greater, you instead
gain advantage on Constitution saving throws. While you are conscious and the belt is visible, you
and all friendly creatures within 30 feet of you cannot be frightened.

Cloak of Elvenkind - (2 lbs., 5,500 GP)


While you wear this cloak with its hood up, Wisdom (Perception) checks are made to see you have
disadvantage. You have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color
shifts to camouflage you. Pulling the hood up or down requires an action.

Cloak of Resistance - (3 lbs., 4,000 GP)


A fine woolen cloak with silk lined interior. Gain +1 to saving throws while wearing it.

Composed Bridle - (2 lbs., 1,200 GP)


A finely made leather bit and bridle for a horse that has adjustable blinders, giving any mount focus
and control to its rider. Any mount wearing this bridle gains immunity to the blinded, deafened, and
advantage against the frightened condition.
Comfy Cloak - (2 lbs., 500 GP)
While you wear this cloak, it magically keeps you comfortable despite any environmental conditions
that aren't hazardous enough to cause you damage. You feel cool in a desert and warm in a
snowstorm, are unbothered by the stink of a swamp or garbage pit, find blowing sand and grit to be
no more bothersome than a few motes of dust swirling in the air.

Comprehending Band - (1,800 GP)


A steel headband with several brass medals inscribed with lettering of different languages. While
wearing this headband, the Comprehend Languages spell can be used as an action at will.

Coral Earring - (200 GP)


A white coral earring that sometimes emits a low sound of waves crashing. While wearing this
earring, the wearer can speak and understand Aquan.

Dramatic Scarf - (1 lb., 200 GP)


This thick silken scarf has two command words that you may speak as a bonus action. The first
command word changes the colors of the scarf to any color or pattern you wish. The second
command word makes the scarf appear to be blown by a gentle or strong wind in a direction of your
choice.

Diva's Hairpin - (750 GP)


A stylish white gold hairpin with two small diamonds. While wearing this hairpin you can change the
color, length and styling of your hair with just your thoughts and actions.

Devil Duster - (1 lb., 50 GP)


A standby of magical households across the world and is a common sight to see among
spell-caster's, the enchanted cleaning broom. Using an action to speak the command word, the
broom will animate along with its small dustpan and begin hovering around dusting all surfaces
within a 30 ft. radius of the activation point . It will follow simple verbal instructions e.g. “Sweep this
room and the kitchen, and deposit the dirt outside in the rubbish pile”. It will avoid objects that are
fragile or dangerous if touched and it can be deactivated again by using an action to speak the
command word.

Dueling Wand - (1 lb., 1,800 GP, requires attunement by a spellcaster)


A well made wooden wand with inscribed runes. While holding this wand, you gain a bonus +1 to
spell attack rolls and initiative. In addition, you ignore half cover when making a spell attack.

Ebonband - (2,000 GP)


A black cloth mask with covered eye holes that somehow grant better night vision. While wearing
this headband, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing
the band increases its range by 60 feet. However, the placement of the mask makes the wearer look
very suspicious...
Enduring Spellbook - (3 lbs., 400 GP)
A spellbooks cover and pages can be alchemically treated to be immune to fire damage or
immersion in water and will not deteriorate with age. Additionally, anything written upon the pages
are protected by a low-level enchantment keeping it safe from this damage as well.

Eternal Glowrod - (1 lb., 200 GP)


This rod’s purpose is to provide light to wizards so they may continue research at night without
worrying about lighting. The rod is made of metal rod parts and its length can be adjusted from 1 ft or
up to 5 ft in length. Each rod end has a claw that will grasp on to anything a human hand can hold
upon command, including another rod end. The rod sheds 10 ft of continuous bright light and 20 ft of
dim light.

Eversnuff Box - (.5 lb., 150 GP)


This is a small tin that produces up to 10 ounces of dried tobacco each day. It produces just one
ounce each time it is used and refills when the box is snapped closed. The eleventh time the box is
opened, the result is a pipeful amount of lumpy ash.

Ever-burning Light - (Torch, 60 GP) (Hooded Lantern, 120 GP) (Bullseye Lantern, 160 GP)
This otherwise normal torch has a continual flame spell cast on it. It sheds light like a regular torch,
but it does not emit heat or deal fire damage. Comes with a leather cover for easy travel. The
hooded and bullseye lanterns have slides which can completely cover the emitted light of the
continual flame.

Evocation Apprentice Staff - (4 lbs., 8,000 GP, requires attunement by a Wizard)


A gnarled black wooden staff, wrapped in leather with a red crystal as its focus. This staff holds two
1st level spells (Burning Hands, Magic Missile) and has 5 charges, you can expend one charge to
cast a spell, and the staff regains 1d4 charges every dawn. Once a week, you can replace one of the
spells for another 1st level spell that you know from the same spell school.

Expansion Ring - (6,000 GP, requires attunement)


An iron band etched with runes within Giant and Sylvan. The ring has 3 charges and regains 1d4-1
charges at dawn. You can use your action to expend 1 charge to cast Enlarge/Reduce on yourself
for 1 minute. Alternatively you can spend all 3 charges to double the size increase or decrease. For
example, if you are a Medium creature, expending one charge allows you to become either Large or
Small, but expending all 3 charges allows you to become Huge or Tiny instead. The damage
increase and decrease that results from changing size also doubles when you become Huge or Tiny
(making it + or – 2d4). You can end the enlarge or reduce effect as an action or until 1 minute has
passed.

Eyes of the Eagle - (2,200 GP, requires attunement)


These crystal lenses fit over the eyes. White wearing them, you gain advantage on Perception
checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely
distant creatures and objects as small as 2 ft across.
Fancy Fan - (200 GP)
A well made hand fan depicting a cloud blowing a breeze. As a bonus action you can use this fan’s
command word to cause it to flutter around you. It will continuously waft a slight breeze towards your
face, cooling you and feeling very pleasant. The fan will flutter for 1 minute at the end of which you
can use a bonus action to utter the command word again.

Feather Token - (300 GP)


This small metal disk is inscribed with the image of a feather. When you fall while the token is in
your possession, you descend 60 feet per round and take no damage from falling. The token
becomes non-magical after you land and shatter. While it’s an expensive form of insurance, frequent
travelers and citizens who work high up in the mountains often appreciate the security it provides.

Field Provisions Box - (5 lb., 5,000 GP)


This well-carved wooden box is carved with runes denoting abundance. When opened, this box
produces a full day's sustenance (good food, water and wine) for up to 15 medium creatures or 5
large creatures. This functions once per day, renewing at dawn.

Fisherman's Friend - (1 lb., 250 GP)


While holding this 1-foot darkwood pole, you can speak a command word and transform it into a fine
fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing
pole into a normal 5-foot pole with a 1-ft fishing net at the end. The user can use an action to speak
the command word changing it to any chosen form, and the pole's weight doesn't change.

Finned Gauntlets - (1 lb., 2,500 GP)


These sharkskin gauntlets are adorned with sweeping fins. The wearer gains a natural swim speed
equal to their walking speed, advantage on Athletics (Str) skill checks to perform special actions or
avoid a hazard while in water and can use the Dash action while swimming.

Fire-Touched Clasp - (1,500 GP)


This set of thin linked metal chains fit over the top of your fingers, hand, and wrist. The chains
shimmer with red, orange colors while being warm to the touch. They follow the placement of the
fingers so they stretch and move slightly when you clench your fist. While this single glove is worn,
the wearer can use a bonus action to give any melee weapon, thrown weapon or unarmed strike
with that hand, an additional 1d4 Fire elemental damage for 3 rounds. This effect does not stack with
elemental damage dealt by the weapon or any other ability unless of the same elemental damage
type.

Fleet-foot Slippers - (3,000 GP, requires attunement)


Rabbit fur slippers with small toggles made of antler. While attuned, if the wearer’s Dexterity is less
than 15, it is increased to 15. If it is 15 or higher, the wearer gains +10 ft. of movement speed and
adds their proficiency bonus to initiative rolls.

Flint Ring - (150 GP)


This simple ring has a single small red gemstone inset in a smooth silver band. Using an action to
speak the command word, a small flame equal to a candle appears an inch away from the ruby
which can set aflame anything it touches like a match would. This small flame will go out or not work
under strong wind conditions, or underwater.

Flying Lantern - (2 lbs., 1,200 GP)


A silver rune-covered lantern with stained glass. On command, it emits clear light for 30 ft. and dim
light up to 60 ft. When active and released, it will remain at the same elevation and follow its owner
by 5 ft. up to a speed of 30 ft., it will avoid visible obstacles.

Freedom Token - (500 GP)


This small metal pin looks like a pair of wings above an open shackle. While you bear it, if you are
paralyzed, grappled or restrained, you can use a bonus action to end the condition and slip free of
any physical bonds holding you. Once you use it, the badge crumbles to metal shavings.
Gentle Lullaby - (1 lb., 1,200 GP)
A small white wooden music box with a tiny mechanical sheep jumping a fence. When this music
box is opened, it plays a quiet, soothing lullaby for 2 minutes. Any creature that is within 20' of the
box for the entire duration must succeed a DC 10 Wisdom saving throw or fall into a deep, pleasant,
restful sleep. Creatures in the area are aware of the spell's effect and can choose to fail the saving
throw. If a creature sleeps for a full 8 hours after this effect, they gain a 1d6 inspiration dice to use on
any dice roll before taking another long rest. Creatures may only gain this effect once per week.

Gem of the Mage - (400 GP)


Etched with eldritch runes, this 1 in. diameter gem allows use of a weapon as a spell casting focus
for spells. For this to work, the gem must be attached to the weapon by pressing the gem against it
for at least 10 minutes. Thereafter, the gem can't be removed unless it is detached as an action or
the weapon is destroyed.

Glare-light - (.5 lbs., 600 GP)


A steel 5-inch cylinder with Transcendental Bronze button at the bottom, and a cap that can be
adjusted to four different positions. A Continual Flame spell inside the tube emits a 30-foot cone of
white light and 30 feet of dim light beyond that. You can use a bonus action to adjust the cap,
reducing the size of the cone down to 20 feet, 10 feet, or turning it off completely.

Glamerweave - (5 ft., 250 GP per detail per outfit)


Glamerweave clothing is imbued with cosmetic illusions. Traditionally, these patterns are contained
within the cloth, but higher-end glamerweave can have more dramatic effects. You could have a
gown that appears to be wreathed in flames, or a hat that’s orbited by illusory butterflies. Regardless
of the design, these are cosmetic effects and have no impact on combat. When making a Charisma
(Performance) or (Persuasion) check while wearing Glamerweave, roll a d4 and add the roll to the
check. This may only be used once per day until the next dawn.

Glove of Storing - (1,500 GP)


This magic glove has the ability to magically contain and summon any one handheld item up to 10
lbs. As a bonus action, snap the fingers of your gloved hand to retrieve the item or stow the item with
a flick of the wrist. While contained within the glove, the stored item is held in stasis and cannot be
damaged unless the glove itself is destroyed (in which case, so is the stored item).

Glove of Retrieving - (3,000 GP, requires attunement)


This magic glove has the ability to magically contain and summon any one handheld item up to 10
lbs. As a bonus action, snap the fingers of your gloved hand to retrieve the item or stow the item with
the flick of the wrist as long as it is within 30 ft. While contained within the glove, the stored item is
held in stasis and cannot be damaged unless the glove itself is destroyed (in which case, so is the
stored item).

Grip Gloves - (1,500 GP)


Fingerless gloves made of very comfortable leather, using alchemically treated pieces in the palm
that makes holding objects easier. While wearing these gloves, have advantage against being
disarmed of objects or weapons you are wielding. Additionally, you have advantage on Strength
(Athletics) checks that you make to climb a surface.
Groomer's Brush - (200 GP)
A rune covered wooden handled brush with fine stiff bristles that some stables employ to assist with
lengthy grooming sessions. As an action, command the brush to begin grooming a creature of your
choice within 10' on its own, following your verbal directions for styling choices. Stops after 30
minutes, and then does not function for 30 minutes before being able to be used again.

Growth Belt - (2 lbs., 4,000 GP, requires attunement)


This thick brass belt covers the waist and part of the stomach, and provides excellent posture
support. Once per long rest, you can activate the belt and instantly you increase in size (as if
affected by the Enlarge spell). This effect lasts for up to 10 minutes or until you command it to end.

Healer's Armband - (4,000 GP, requires attunement)


A leather band with gold celestial runes, the band has 2 charges which it regains each dawn. When
you cast a spell that restores hit points, you can spend a charge from the armband to heal the
maximum dice roll possible for the spell.

Hearthstone - (3 lbs., 300 GP)


These flat, round or ovoid stones of Ignium are cut perfectly to fit into fireplaces or under a mattress,
keeping chambers warm in the coldest winter. One hearthstone keeps a 20-foot-square area
comfortably warm even in extreme cold (below –20° F), or a 40-foot-square area in severe cold
(between 0° F and –20° F). The stone is activated by command word, after which point it continues
to provide heat for 12 hours and renews after 12 hours. An active hearthstone does not give off
enough heat to cook food or cause damage as the heat has no flame. Widely popular for those who
don't like the smell of smoke.

Heavy-load Belt - (2 lbs., 1,200 GP)


This wide leather band is held together with two strands of oxen skin threaded through holes on
each end. The belt's wearer doubles their carrying capacity, push, lift and drag. Additionally it acts as
a Tool Belt, which allows an artisan to store an entire tool kit at the waist. Using a tool belt means
that the artisan’s kit is always ready, regardless of the circumstances. Almost any toolkit may fit into
it unless it requires a surface to use.

Hermit's Prop - (4 lbs., 500 GP)


A wooden walking staff, loosely wrapped in strips of white linen with multiple easy to read common
phrases. While holding the staff, you can use an action to speak the phrase and transform it into a
multitude of items each resembling the staff's simplicity. Items include: club, walking cane, crowbar,
spade, bucket, tankard, foot-stool, or a thick wool cloak. The item remains in its new form until you
use the property again.

Horseshoes of Speed - (4 lbs., 6,000 GP)


A set of four steel horseshoes with small clouds etched into them. When all four are worn by an
appropriate creature, it doubles its movement speed.
Ice-Touched Clasp - (1,500 GP)
This set of thin linked metal chains fit over the top of your fingers, hand, and wrist. The chains
shimmer with silvery colors while being cool to the touch. They follow the placement of the fingers so
they stretch and move slightly when you clench your fist. While this single glove is worn, the wearer
can use a bonus action to give any melee weapon attack, thrown weapon or unarmed strike with that
hand deal an additional 1d4 Cold elemental damage for 3 rounds. This effect does not stack with
elemental damage dealt by the weapon or any ability unless of the same elemental damage type.

Igniting Quiver - (2 lbs., 600 GP)


This magical quiver is made of yellow, orange and red leather that can hold up to 20 arrows. Arrows
drawn and fired from the quiver have the tip of the arrow lit with a tiny mote of fire that deals an extra
1 fire damage on hit. The mote is enough to light volatile materials like oil but will only singe wood.
This effect does not work on magical arrows.

Infinite Chalk - (40 GP)


A short steel tube inscribed with tiny runes that holds a piece of chalk which never runs out.

Infinite Scrollcase - (3 lbs., 3,200 GP, requires attunement)


This elaborate mahogany tube has a slit that runs along its length. A wooden dowel with caps on
the ends of gold fits against the slit, locking into place with jeweled clasps. The scroll case holds up
to fifty scrolls or other parchments, which can be placed within it or removed as with any normal
scroll case. Using a bonus action, you tap the gem at the top and the desired scroll unfurls through
the slit, ready to read or cast from. When you use your action to cast a spell on a scroll from the
scroll case, you gain advantage on Concentration checks for that spell and the spell gains +1 to its
spell save DC or +1 to the spell attack (this does not stack with similar effects granted from items).

Instrument Ring - (3,200 GP, requires attunement)


This seems to be a large silver key ring that is large enough to be worn around the wrist. Up to five
charms can be attached each becoming an intricate copy of a musical instrument or light weapon.
As a bonus action, grab a charm from the ring and it will expand to its former size in hand. As an
action, the key ring can be tapped against any instrument or light weapon, and it will shrink down in
both size and weight until it is a weightless charm affixed to the ring.
If the bracelet is destroyed, all charms will return to their former size. If a charm is destroyed, all the
materials making up that charm will violently expand, likely throwing themselves around with the
force of their expansion.

Knobbly's Chroma-Wands™ - (1 lb., 99.9 GP)


A small wooden box which contains eight slender wooden dowels with colored tips. These tiny
wands act as paintbrushes and color any surface they are pressed on with a brilliant shade of:
Biding Blue, Broad Black, Ever-Green, Ongoing Orange, Persisting Purple, Relentless Red,
Unyielding Yellow, and Waxing White. The marks resemble a brushstroke and can only be forcibly
removed with Prestidigitation or Dispel Magic like effect. After 24 hours, the marks vanish entirely
leaving no trace they were there.
Knobbly's Cozy Couch™ - (199.9 GP)
A small one inch blue cloth cube that when placed on the ground can expand into a full sized couch.
As an action, speak the command word and the cube transforms into a comfortable corner couch
filling a 5 foot square suitable for up to five medium creatures to sit on. A second command word
returns it to its miniature state. If damaged or thrown into a space that does not have enough room
for the couch to expand, it reverts back into the cube.

Knobbly's Ever-full Flask™ - (1 lb., 499.9 GP)


This metal flask is bound in leather and etched with simple images of a tavern. As a bonus action,
speak the command word and it fills with 12 ounces of the user's choice: clean water, cheap ale, or
watery wine. It produces a total of 60 ounces a day.

Knobbly's Everlasting Feedbag™ - (1 lb., 599.9 GP)


This leather feedbag is adorned with a small brass medallion bearing an embossed cornucopia
symbol. When you place an everlasting feedbag around the muzzle of a horse, donkey, or other
similar herbivore creature; suitable feed fills the bag and is replenished until it is removed from the
animal. The bag only fills to feed one large animal per day, and any uneaten feed disappears after it
is removed so it is not recommended to leave it unattended...

Knobbly's Everlasting Rations™ - (2 lbs., 399.9 GP)


This small leather pouch contains enough trail rations to feed a Medium creature for one day,
several variations are available to cater to specific tastes. Every morning at sunrise the pouch
magically creates another day's worth of simple rations, replacing any that remained from the day
before.

Knobbly's Gleaming Mess-Kit™ - (1 lb., 49.9 GP)


A small fine tin mess kit that never remains dirty while the food within always stays in place when
eating. Not much cleaning is needed as stains fall off easily when even a little water is applied.
Typically an enchantment placed upon the cutlery of the finest inns and estates. The kit contains: a
spoon, fork, knife, cup, plate and bowl combo that doubles as a box which clamps together.

Knobbly's Pyre-pot™ - (2 lbs., 149.9 GP)


A 1x1 ft. black clay pot capable of cooking up to three steaks at a time to a perfect medium within
10 minutes! When the lid is closed and the command word is spoken the pot heats up to the perfect
temperature, cooking anything placed within it in 10 minutes or less. The pot can be used up to 1
hour per day, it does not stain and food never sticks to the bottom.

Knobbly's Handy Helper™ - (1 lbs., 1,499.9 GP)


This small metal counter bell has a fine print inscription around the rim. When the bell is rung, a
faceless ethereal butler appears and is ready to serve as the Unseen Servant spell. The servant will
last for 10 minutes, assisting in commands given by the person who rang the bell.
Knobbly's Handy Haversack - (5 lbs., 2,499.9 GP)
This Backpack has a central pouch and two side pouches, each of which is an extra-dimensional
space. The large central pouch can hold up to 80 pounds of material, not exceeding a volume of 8
cubic feet. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic
feet. The haversack always weighs 5 pounds regardless of its contents. Placing an object in the
haversack follows the normal rules for interacting with objects. Using a bonus action, you can
retrieve an item from the haversack, and the item is always magically on top.

Knobbly's Handy Pouch™ - (1 lb., 549.9 GP)


This pouch is enchanted just like a side pouch of a Handy Haversack. This pouch can hold up to 20
pounds of material, not exceeding a volume of 2 cubic feet. The pouch always weighs 1 pound
regardless of its contents. Placing an object in the pouch follows the normal rules for interacting with
objects. Using a bonus action, you can retrieve an item from the pouch, and the item is always
magically on top.

Knobbly's Instant Tent™ - (3 lbs., 3,999.9 GP)


This small folded square of canvas with Knobbly's emblem is one of the adventurers guild's most
requested items. Unfurled and laid out it is the size of a normal blanket, but then can be activated by
speaking the command word, and growing to become a 20-ft-square tent for up to 24 hours. The
inside of the tent is kept temperate, as the spell Leomund's Tiny Hut. There are cots for up to eight
Medium creatures inside, and a lit fire pit with a smokehole. The tent can turn back into the tiny
folded square with another command, it can then only be used again, after waiting twice as long as it
was opened.

Knobby's Magic Bedroll - (8 lbs., 999.9 GP)


This woolen sleeping bag is embroidered with stars and moons in silvery blue thread, also includes
a fine cloth blanket, it also has a permanent faint scent of lavender. This bedroll grants a comfortable
and peaceful night's sleep some adventurers claim is better than a night in the best Inn. While inside,
you gain advantage against weather and environmental conditions. When used during a long rest,
you are able to reroll 1's when using Hit Dice to regain HP, you regain all lost hit dice instead of just
four and are able to gain a full 8 hour rest in 6 hours.

Knobby's Mystical Tea Set - (5 lbs., 1,799.9 GP)


A small 1 x 2-ft excellently crafted wooden carrying case with Knobbly’s insignia emblazoned on the
outside top side. It perfectly holds four silvered ceramic tea cups with silver saucers; three small
pewter jars with spoons that seem to contain an endless supply of tea, sugar, and creamer; and a
silvered self-heating kettle that can steep tea within five minutes. Combining several popular items
into his most favorite creation, this tea set supplies enough tea for 16 medium creatures per day.
Knobbly's Picnic Basket™ - (2 lbs., 599.9 GP)
This plain wooden thatch basket has a linen cover containing a small wooden picnic set of plates
and utensils. Speaking the command words written on the rim causes it to perform several magical
functions. Speak the first command word, the basket unfolds into a 5'ft table with tablecloth setting
up the set of wooden plates, cups and silverware for four. Once per day, speak the second command
word and touch the table to cast Purify Food and Drink targeting everything edible on the table. The
third command word clears the table of summoned items and throws anything else in a rubbish pile
at the end. The fourth causes the table and picnic set to fold back into the basket. Any summoned
item taken more than 10 feet from the table vanishes back to the table or basket.

Knobbly's Refurbishing Hammer™ - (1 lb., 499.9 GP)


This simple looking hammer has a small sigil on the head. When used on an object, the hammer
casts Mending. The hammer can repair up to 50 GP of damage every day, and regains this ability at
dawn.

Knobbly’s Stove of Everlasting Flame™ - (1 lb., 199.9 GP)


Tired of hearing adventurers complain about not being able to start a fire in the middle of rainstorms
or underground, Knobbly created the first of these handy burners for cooking food. This enclosed
metal box easily fits in the palm of someone’s hand. It has two metal flaps on one end that pop open
to reveal a continuously burning flame. The heat of the flame is equivalent to a torch, although the
flame’s size (and the light it produces) is the same as a candle. The metal of the box remains slightly
warm to the touch, whether the flaps are open or not.

Knobbly's Useful Tool™ - (1 lb., 1,999.9 GP)


The original Useful Tool is an artifact created by Transmuter Knobbly as a young prodigy, that was
unfortunately lost some time ago in a night of poor decisions. Now every so often, replicas of it can
be found throughout the Kingdom that provide assistance to crafter's in their time of need. Some say
the original has taken on a degree of sentience and has been creating replicas of itself for inventive
individuals. In its base form, a Useful Tool is a 6 inch long, dull metal hex wrench with its name
emblazoned on the handle. It is unique in that it can be manipulated easily in the user's hands like
clay with a jolt of transmutative energy. As an action casting the Mending cantrip into it, you can
shape the tool into a tool of your choice up to the size of a 10' pole, becoming capable of giving you
advantage on an appropriate ability check. Examples include: superior thieves' tools, a hammer, a
crowbar, surgical tools, climbing aids, shovel, balancing pole, pickaxe, etc. Once it has been
transformed, the tool remains in the form in question until you use an action to reshape it again. The
tool cannot be shaped into weapons or non-practical objects, only actual tools. The tool has (AC 8, 6
Hp) in any form reverting to its base form at 0 Hp and is destroyed if taking more than 8 in one hit.

Knobbly's Wrist-Herald™ - (599.9 GP)


A half circle of an orb sits as the face of a stylish wristband. While focusing on orb, you can use an
action to determine whether it is morning, afternoon, evening, or nighttime outside. In addition, you
can attempt to determine what the weather conditions for the next hour could be with a DC 15
Insight check. The orb always points a small indicator to the north (If on the Material Plane).
Life-line - (400 GP, requires attunement)
This wooden hoop has a piece of thin twine wrapped around the middle of the ring. While you are
attuned and wearing this ring, if you fall to 0 HP the ring shatters and instantly stabilizes you. You do
not require any death saving throws nor do you get to roll any to revive yourself unless you sit
undisturbed for a short rest then use hit dice. You revive normally if healed and if you take damage
you start rolling death saving throws.

Mage's Headband - (10,000 GP, requires attunement)


A silver and gold headband with an elven inscription etched on its rim. You gain a +1 bonus to your
saving throws and your Intelligence score is 17 while you wear this headband. If your Intelligence is
already 17 or higher, you instead gain +1 to your spell save DC. Once per short rest, you can
change a spell from a single target spell with a save, to a single target spell with an attack roll, or
vice versa.

Marvelous Mixer - (.5 lb, 50 GP)


A large wooden spoon with a small red crystal affixed to the end of the handle, this spoon will
automatically mix and stir the contents of any container it is placed within. It cannot stir with more
force than the Mage Hand spell is able to generate, nor does it function when it is not placed upright
in a container.

Mettle Band - (2,500 GP, requires attunement)


An emblem of a pair of gem crossed swords over a shield are set into this cold iron ring. When the
ring gains charges, the swords and shield light up. While attuned to this ring, you feel a surge of
power after feeling an opponent. When you reduce an enemy to 0 hit points with a melee weapon
attack the ring gains up to 3 charges per enemy felled. You can then expend 1 charge or all charges
to add an extra 1d6 force damage per charge to the damage dealt by your next successful attack.
The charges last until your next long rest.

Miner's Multi-tool - (1 lb., 150 GP)


This 3 ft wooden-shaft has a leather hand wrap, and the ends are steel capped with the emblem of
a miner's pick. As an action, the end extends a tool head of your choice of a shovel, miner's pick,
sledgehammer, or hand drill.

Non-Slip Shoes - (1 lb., 1,400 GP)


These strangely colorful shoes have very comfy insoles and are made from many different scales to
make a slight shimmer effect when moving. While worn, your base walking speed increases by 5
feet and you gain advantage on all Acrobatics checks to regain footing on difficult or slick terrain.

Pouch of the Silkworm - (1 lb., 1,500 GP)


This rounded black leather belt pouch has silkworm caterpillars stitched onto the underside of its
flap. The pouch holds up to 50 ft. of silk rope that is reproduced each day at dawn. It remains the
same weight regardless of how much rope is inside.
Primordial Quiver - (Acid/Cold/Fire/Lightning/or Thunder 4,000 GP, 1 lb. (2 lbs. when full))
Constructed of supple leather, the quiver has symbols written in Primordial. It can hold up to twelve
arrows or bolts that gain its elemental property when left inside for at least 10 minutes. Each different
type of quiver imbues arrows or bolts drawn from it with a particular type of energy, indicated by the
symbols it bears. Effected ammunition deals an extra 1d4 points of the appropriate type of damage.
The projectile loses this extra damage after it is used in an attack, or 1 round after it is drawn
(whichever comes first). The quiver can only apply the effect for up to 20 pieces of ammunition each
day.

Prismatic Chalk - (5,000 GP, requires attunement by spellcaster)


A short steel tube inscribed with colored arcane runes that holds a piece of infinite chalk which
never runs out and is able to color surfaces in any desired color of chalk including a prismatic
rainbow. Additionally, this item has 3 charges that renew by 1d4-1 each day at dawn. As an action,
use the chalk to draw an image in mid-air consuming a charge: 1 charge Chromatic Orb; 1 charge
Color Spray; 2 charges Magic Mouth; 2 charges See Invisibility.

Puffing Pipe - (.5 lb., 100 GP)


While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a
single tiny creature, or an object. The form must be small enough to fit in a 1-foot cube and loses its
shape after a few seconds, becoming an ordinary puff of smoke.

Quill of Dictation - (200 GP)


The last person to have touched the quill can activate it as an action and it will write only what they
say. The quill must have enough ink and parchment in order for it to write. The moment it runs out of
clean paper on a page, the quill stops writing and must be activated again.

Rebounding Scabbards - (1 lb., 2,500 GP)


These plain leather scabbards have inscribed lettering and can hold two light one-handed weapons
with the Thrown property. When these weapons are drawn from the scabbard and thrown, they
magically return to the scabbard at the start of your next turn ready to be drawn again.

Replenishing Skin - (5 lbs., 800 GP)


This unremarkable waterskin is made from the hide of a camel. Whenever the skin becomes empty,
it slowly refills with pure water over a period of 1d4 hours. Smaller quantities of water can be drained
from the skin after a shorter time.

Rider's Boots - (1 lb., 1,750 GP)


These riding boots enhance your abilities while you are mounted. While worn, you gain advantage
to checks or saves related to riding, keeping in your saddle or controlling your mount.

Ring of Arming - (4,000 GP, requires attunement)


This perfectly smooth adamantine ring bears the image of a heavily armored knight. As an action to
activate the ring, choose any armor or weapons currently worn which disappear and are stored
magically within the ring. Activate again to choose any armor or weapons currently stored within the
ring which then appear in the appropriate places on the body (items that must be held appear on the
ground, if no free hand is available).
Ring of Counterspells - (6,000 GP, requires attunement)
A tri-colored band of ceramic swirls with red, blue, and yellow twists. One spell of at least 3rd level
or higher can be cast into the ring and kept indefinitely, until the wearer uses their reaction to
automatically use Counterspell as if they had it prepared. In addition this ring treats the spell used as
one level higher than how it was cast into the ring up to a maximum of 6th level. The spell remains in
the ring until used even if the wearer unattunes and attunes again later.

Ring of Four Winds - (2,500 GP)


Four clouds, all a different shade of green or blue, adorn this simple wooden ring. The faces of four
old men puffing up their cheeks are also carved into the sides. The ring can be used as a reaction to
create gusts of wind that grant a +2 bonus to AC against a single attack, or it can cast the Feather
Fall spell. This ring has 4 charges, and regains 1d4-1 charges per long rest.

Ring of Jumping - (2,500 GP, requires attunement)


While wearing this ring, as a bonus action you can cast the Jump spell from it at will, but can target
only yourself when you do so.

Ring of Protection - (3,500 GP, requires attunement)


A golden ring inset with several small precious gems. Gain +1 to AC and saving throws while
wearing it.

Scholar's Lenses - (500 GP)


Silver rimmed spectacles that somehow improves the ability to focus while reading books skillfully
and quickly. While using the lenses for at least one hour with written words, you gain advantage on
skill checks involving reading or investigation of those books or documents and add your proficiency
bonus as if you were proficient in Investigation if not already.

Self-Playing Instrument - (Drum 2 lbs. 300 GP, Harp, 5 lbs. 500 GP)
This musical instrument has two command words. The first causes the instrument to float 2 ft.
above the ground and play a song for the character who spoke the command word. The second
causes the instrument to stop playing songs, and to float itself 20 ft. towards the hands of the
character who spoke the command word before ceasing to float. The user must be within 20 ft. of
the instrument for it to respond to a command word. If it is currently floating and the user is no longer
within 20 ft. of the instrument, it stops playing and falls to the ground. Self-Playing Instruments are
poor musicians but can carry a simple tune using a performance check of (Drum DC 10, Harp DC
12). A talented musician may be able to synchronize multiple of them to play a more complex song
giving them advantage on their performance check.

Sending Stones - (4,000 GP)


These stones come in pairs, with each smooth stone carved to match the other so the pairing is
easily recognized. When one stone is touched, you can use an action to cast the Sending spell from
it. The target is the bearer of the other stone. If no creature bears the other stone it is known and the
spell is not cast. Once used they can't cast the spell again until the next dawn. If one of the stones is
destroyed, the other becomes non-magical.
Shiftweave - (5 lbs., 400 GP)
Transmutation magic is woven into the fabric of shiftweave clothing. When a suit of shiftweave is
created, up to five different outfits can be embedded into the suit. While wearing this outfit, as an
action you can utter a command word to transform your shiftweave outfit into one of the other
designs contained within it.

Sizing Scabbard - (1 lb., 200 GP)


This sleek magical scabbard grows and shrinks in size to accommodate any huge to tiny bladed
weapon. This includes the largest giants' greatswords on down to the smallest fairy daggers. When a
weapon is touched to the scabbard, it shapes perfectly to fit it and the weapon's weight is reduced to
zero, although the scabbard retains its own weight. The scabbard always has the smell of a distant
land that seems familiar but unmemorable.

Slide Boots - (2 lbs., 3,500 GP)


These white leather boots extend to mid-calf and lace up from toe to top. They have small metal
divots attached to the bottom of each sole. The boots allow you to slide along solid normal ground as
if on smooth ice. You can gracefully skate along the ground, turn, or stop suddenly as desired. You
gain a +10 ft bonus to your land speed while wearing the boots. This is a continuous effect and
requires no activation. Skating up an incline removes the bonus to speed, while skating down a
decline increases the boots' to land speed by an additional +10 feet (+20 ft. on decline). When
skating on any surface as slick as ice, you gain an additional +10 feet (+40 ft. on decline).

Soldier's Armband - (1,000 GP, requires attunement)


A leather band with an emblem of a sword and shield. Twice per day the wearer can cast either
Blade Ward or True Strike as a bonus action.

Spoonful of' Sugar - (80 GP)


This silver spoon is engraved with beautiful flowing patterns along the handle. When tipped
downward, over the course of one minute grains of sugar magically appear and roll along the
grooves to fill the spoon. This sugar can be consumed directly, poured or dissolved into any
confection making it euphorically delicious regardless of the tastes of the creature that consumes it.
The spoon creates up to 8 ounces of sugar a day, enough to reasonably flavor 16 cups of tea.

Staff of Healing - (4 lbs., 15,000 GP, requires attunement by a bard, cleric, or druid)
This green tinged wooden staff has a curved top wrapping around a white glass orb. It has 10
charges and regains 1d4+1 expended charges daily at dawn. While attuned and 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). If you expend the last
charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

Steadfast Saddle - (12 lbs., 1,500 GP)


A thick leather saddle with a seat that seems to form to the rider's seat and legs when riding. While
a mount wears this saddle, it cannot be removed without speaking the command word. The mount
gains immunity to the Stunned condition from non-magical sources and gains advantage on
Constitution checks against Forced March checks.
Survival Pouch - (5 lbs., 3,000 GP)
This pouch looks like it's seen its share of rough use, as it is made from rough leather and seems
slightly worn. Five times per day, you can reach into a survival pouch and retrieve your choice of one
of the items below. You can draw out the same item five times in one day, draw out five different
items, or produce any combination of up to five items. Each item lasts for 8 hours or until indicated,
whichever comes first.
• Trail rations for one Medium creature for one day.
• Two gallons of water stored in a waterskin (waterskin disappears if it is emptied completely)
• A tent and two bedrolls sized for Medium creatures.
• A 50-foot coil of hempen rope, shovel or miner's pick
• A campfire (about 2 feet square). The fire can be left to burn, or it can be pulled apart to produce
eight lit torches, each removed torch lasts for 1 hour and reduces the remaining burning time of the
campfire by 1 hour. If the fire is extinguished, the unburnt portion vanishes.
• A shortbow and a quiver of 20 arrows. The bow disappears 1 round after the last arrow has been
drawn from the quiver.
• A mule with bit, bridle, saddle, and sad­dlebags (treat as a summoned creature, except that it will
not fight for you).

Tinder Bag - (50 GP)


A small red leather pouch when you squeeze it as an action, a small burst of sparks to erupt out the
mouth. It replaces the functionality of a tinderbox, but is waterproof and never runs out of charges.

Traveler's Boots - (1 lb., 600 GP)


These well made brown leather boots clean easily, ensure the wearer's feet always stay dry, and the
low-grade healing enchantment prevents them from getting blisters. While wearing these boots, you
may add your proficiency bonus to Constitution saving throws made against Exhaustion when
traveling on foot. If you have proficiency with Constitution saving throws, make the roll with double
proficiency.

Traveler's Rucksack - (8 lbs., 800 GP)


This medium size bag has straps and hooks to easily carry or attach to any equipment. It magically
arranges and holds one week's rations, a two-person tent, bedding, tinderbox, cooking utensils, six
torches, six iron spikes, one flask of oil, one lantern, one full waterskin, one empty wineskin, three
stakes and a mallet, two large sacks and four small sacks. Any item can be easily drawn out as a
bonus or move action, but no other objects (except replacements for those used up) can be put into
the bag.

Treasured Ribbon - (800 GP)


A red ribbon that smells of a woman's perfume. While wearing this ribbon and a Fighter uses the
Second Wind ability, they can also spend a Hit Dice with it.

Vest of Multiplication - (1 lb., 1,500 GP, requires attunement)


A red vest with silver threading of the Gemini constellation. While you wear this vest, you can cast
Mirror Image. Once you have done so, the vest ceases to function until the next dawn.
Warning Bell - (1 lb., 2,000 GP)
This magical bell has 30 charges when first created. It never regains charges, and when its last
charge is expended and its last watch is up, it loses its magic. When you hang this bell and then use
an action to speak the command word, it activates. Set up to ten creatures unaffected by the bell and
thereafter, if an invisible, ethereal, or astral creature approaches within 30' of the bell, it peels. It
likewise peels, if a creature attempts to Stealth or approach within 30' of it. It continues to sound until
the creature that it sensed leaves its detection radius. Once you activate it, the bell remains active
for 12 hours.

You might also like