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SHIELD OF EXPRESSION
Armor (shield), common
The front of this s hield is s haped in the like ness of a
face. While bearing the shield, you can use a bonus ac-
tion to a.lter the face's expression.
SMOLDERING ARMOR
Armor (any), common
Wisps of harmless, odorless smoke rise from this armor
while it is worn.
STAFF OF ADORNMENT
Staff, common
If you place a n object weighing no more than 1 pound
(such as a s hard of crys ta.I, a n egg, or a stone) above
the tip of the staff while holding it, the object Boats a n
inch from the staff's tip and rema ins there until it is
removed or until the s taff is no longer in your posses-
s ion. The s taff can have up to three s uch objects floating
over its tip at any given time. While holding the staff,
you can ma ke one or more of the objects s lowly s pin or
turn in place.
STAFF OF BIRDCALLS
Staff, common
T his wooden s taff is decorated w ith bird carvings. It has
10 charges. While holding it, you can use an action to
expend 1 cha rge from the staff a nd cause it to create one
of the following sounds out to a range of 60 feet: a finch's
chirp, a raven's caw, a duck's quack, a chicken's cluck, a
goose's honk, a loon's call, a turkey's gobble, a seagull's
cry, an owl's hoot, or an eagle's shriek.
T he staff regains ld6 + 4 expended charges daily at
dawn. If you expend the last cha rge, roll a d20. On a 1,
the s taff explodes in a harmless cloud of bird feathers UN BR E AKABLE A RROW S
and is lost forever.
TANKARD OF SOBRIETY
STAFF OF F LOWERS
Wondrous item, common
Staff, common
This tankard has a stern face sculpted into one side. You
This wooden s taff has 10 charges. While holding it, you
can drink a le, wine, or any other nonmagical a lcoholic
can use an action to expend 1 char ge from the staff and
cause a Bower to sprout from a patch of earth or soil beverage poured into it without becoming inebriated.
The tankard has no effect on magical liquids or ha rmful
within 5 feet of you, or from the staff itself. Unless you
choose a specific kind of flower, the staff creates a mild- subs ta nces such as poison.
scented daisy. T he flower is harmless a nd nonmagical, UNBREAKABL E ARROW
a nd it grows or withers as a normal flower would.
Weapon (arrow), common
The s taff regains ld6 + 4 expended cha rges da ily at
dawn. If you expend the last cha rge, roll a d20. On a 1, This arrow can't be broken, except when it is within an
the staff turns into flower petals and is los t forever. antimagic. field.
TALKING DOLL VETERAN'S CANE
Wondrous item, common (requires attunement) Wondrous item, common
While this stuffed doll is within 5 feet of you, you can When you grasp this walking cane and use a bonus ac-
s pend a s hort rest telling it to say up to s ix phrases, none tion to s peak the comma nd word, it transforms into an
of which can be more than six words long, and set a con- ordina ry longsword a nd ceases to be magical.
dition under which the doll speaks each phrase. You can
also replace old phrases with new ones. Whatever the WALLOPING AMMUNITION
Weapon (any ammunition), common
condition, it mus t occur within 5 feet of the doll to make
it s peak. For example, whenever someone picks up the This a mmunition packs a wa llop. A creature hit by the
doll, it might s ay, "I want a piece of candy." The doll's ammunition must s ucceed on a DC 10 Strength saving
phrases a re lost when your attunement to the doll ends . th row or be knocked prone.
CHAPTER 2 1 DUNGIWN MASTER'S TOOLS

