Items
Items specifications
Boots of Speed

| Wondrous Item, Rare |
| Property: As a Bonus Action, you may click the boots’ heels together, doubling your Speed. Any creature making an Opportunity Attack against you has Disadvantage on the attack roll. The effect ends if you click your heels again, and the property can be used for a total of 10 minutes per Long Rest. |
| Worn by |
Light Crossbow

| Ranged Weapon (Simple, Light Crossbow) |
| Damage: 1d8 Piercing. Properties: Ammunition, Loading, Two-Handed Range: 80/320 ft. Cost: 25 GP |
| Ammunition: Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. |
| Carried by Aelfric |
Hat of Disguise

| Wondrous item, uncommon |
| While wearing this hat, you can use an action to cast the Disguise Self spell from it at will. The spell ends if the hat is removed. |
| Disguise Self: 1st level illusion Casting Time: 1 action Range: Self Target: Self Components: V S Duration: 1 hour |
| Disguise Self: You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. |
| Carried by Aelfric |
Potion of Healing

| Potion, common |
| This potion is a magic item. As an Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 10 Hit Points. |
| Crow 1 Healing Potions Ender 2 Healing Potions Aelfric 0 Healing Potion |
Lightning Strike Dagger +1

| Weapon Finesse, Light Type Simple, Melee Range, Thrown(20/60) Bonus +1 to Attack & Damage Damage 1d4 Damage Type Lightning Very Rare |
| While holding this dagger your movement speed increases with 10 as this dagger enables lightning fast reflexes. |
| If you are holding this dagger any lighting damage spell where you need to make a save for automaticly succeeds. |
| *Exhalted: Becomes a +2 Dagger. |
| When you throw this dagger, you can forfeit your upcoming Reaction to follow it in it’s trail like a Lightning bolt, dealing an extra 1d6 lightning damage in a 5-foot radius around your point of inpact. |
| Carried by Aelfric |
Amulet of Initiative

| Gives advantage on initiative checks once per long rest. |
| Carried by Aelfric |
Boots of Elvenkind

| Wondrous Item, uncommon |
| While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks. |
| Worn by Crow Session 13 |
War Pick

| Martial Melee Weapon |
| Damage: 1d8 Piercing Properties: Versatile (1d10) Mastery: Sap Weight: 2 lb. Cost: 5 GP |
| Sap: If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
| Carried by Ender Session 13 |
Immovable Rod

| Rod, uncommon |
| This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
| Carried by Ender Session 11 |
Necklace of Fireballs

| Wondrous Item, rare |
| This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
| Worn by Aelfric Session 15 |
Bracers of Archery

| Wondrous Item, uncommon (requires attunement) |
| While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons. |
| Notes: Proficiency: Longbow, Proficiency: Shortbow, Damage: Shortbow, Damage: Longbow, Damage, Buff, Combat, Wristwear |
| Carried by Crow Session 15 |
Scimitar of Wounding

| Weapon (Scimitar), Rare (Requires Attunement) |
| Damage: 1d6 Damage Type: Slashing Properties: Finesse, Light Weight: 3 |
| When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. |
| Carried by Crow Session 18 |
Bag of Holding

| Wondrous Item, Uncommon |
| This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened. |
| Carried by Session 18 |

