Nhamashal Baldove
Cloak of Billowing 100 gold
5e D&D Xanathar's Guide
Cloak of Billowing
Wondrous Item
Common Shoulder Slot
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Cloak of Many Fashions 150 gold
5e D&D Xanathar's Guide
Cloak of Many Fashions
Wondrous Item
Common Shoulder Slot
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Boots of Elvenkind 250 gold
5e D&D Basic Rules
Boots of Elvenkind
Wondrous Item
Uncommon Feet Slot
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 that rely on moving silently.
SOLD Cloak of Elvenkind 450 gold
5e D&D Basic Rules
Cloak of Elvenkind
Wondrous Item
Uncommon Shoulder Slot Requires Attunement
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and 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.
Robe of Useful Items 500 gold
Robe of Useful Items
Wondrous Item
Uncommon Shoulder Slot
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches:
Horseshoes of Speed 650 gold
Horseshoes of Speed
Wondrous Item
Rare
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.
Ring of Water Walking 750 gold
5e D&D Basic Rules
Ring of Water Walking
Ring
Uncommon Ring Slot
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Saddle of the Cavalier 1000 gold
Saddle of the Cavalier
Wondrous Item
Uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Pipes of Haunting 1250 gold
Pipes of Haunting
Wondrous Item
Uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Bracers of Archery 1500 gold
5e D&D Basic Rules
Bracers of Archery
Wondrous Item
Uncommon Hands Slot Requires Attunement
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.
Cloak of Protection 2500 gold
5e D&D Basic Rules
Cloak of Protection +1
Wondrous Item
Uncommon Shoulder Slot Requires Attunement
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Amulet of Health 3750 gold
5e D&D Basic Rules
Amulet of Health
Wondrous Item
Rare Neck Slot Requires Attunement
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
Cape of the Mountebank 5000 gold
5e D&D Basic Rules
Cape of the Mountebank
Wondrous Item
Rare Shoulder Slot
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. From dimension door:You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet." You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Carpet of Flying 6500 gold
Carpet of Flying
Wondrous Item
Very Rare
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. Four sizes of flying carpet exist:Size | Capacity | Flying Speed |
---|---|---|
3 ft x 5 ft | 200 lb | 80 ft |
4 ft x 6 ft | 400 lb | 60 ft |
5 ft x 7 ft | 600 lb | 40 ft |
6 ft x 9 ft | 800 lb | 30 ft |
Weight: 6 lb
Cloak of Displacement
The construction of a cloak of displacement requires an undamaged skin from a wild displacer beast. In addition, Baldove charges 3000 gold to craft a cloak of displacement.5e D&D Basic Rules
Cloak of Displacement
Wondrous Item
Rare Shoulder Slot Requires Attunement
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
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