Magic Items
Caduceus' Crystals
These pink crystalline shards glow faintly with the corruption-resisting essence of the Blooming Grove. As a reaction, you may consume one of these crystal fragments to gain advantage on a Constitution, Intelligence, Wisdom, or Charisma saving throw (i.e. anything other than Strength or Dexterity.) You must decide to use it before rolling the dice.Caduceus' Ointment
This glass jar, 3 inches in diameter, contains 5 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh ½ pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.Eyes of the Eagle - requires attunement
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (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 feet across.Goggles of Night
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.Jewel of Three Prayers (dormant) - requires attunement
The Jewel of Three Prayers is a Vestige of Divergence. The powers of three divine presences thrum within its dormant heart. One of them, a fragment of The Moonweaver's power, has made itself known. The powers of the other two deities wait to be reawakened by a hero. In this state, the Jewel of Three Prayers is a glittering golden disk attached to a fine golden chain. The chain magically resizes to function as a necklace for the creature that wears it. The jewel has the following properties:- You gain a +1 bonus to AC while wearing the jewel.
- While wearing or holding the jewel, you can use an action to cause it to shed bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you extinguish it (no action required).
- The jewel has 3 charges and regains all its expended charges daily at dawn. While holding the jewel, you can expend 1 charge from it to cast the invisibility spell.
Potion of Heroism
This green potion is viscous like a thick tree sap. For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required).Potion of Maximum Power
This glowing orange liquid smells of sugar and plum, but it has a muddy taste. The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die.Ring of Obscuring - requires attunement
This band resembles a cloud and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the fog cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required).
Spear of Catha - requires attunement
This silvery spear is infused with blessings from the Moonweaver.It has a +1 bonus to attack rolls and damage rolls.
Like any spear, it has the thrown (20/60 ft.) and versatile properties.
For a bonus action, you may cause the spear to shed bright light in a 10 ft. radius and dim light for an additional 10 feet. You may extinguish the light as a free action. Also, if you make an attack with the spear and miss, you may immediately use a bonus action to move up to half your walking speed. This movement does not provoke opportunity attacks.