Page 138 - Xanathar's Guide To Everything
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CLOCKWORK AMULET                                  HAT OF VERMIN
           Wondrous item, common                             Wondrous item, common
           This copper amulet contains tiny interlocking gears  This hat has 3 charges. While holding the hat, you can
           and is powered by magic from Mechanus, a plane of  use an action to expend 1 of its charges and speak a
           clockwork predictability. A creature that puts an ear to  command word that summons your choice ofa hat, a
           the amulet can hear faint ticking and whirring noises  frog, or a rat (see the Player’s Handbook or the Monster
           coming from within.                               Manual for statistics). The summoned creature magi-
             When you make an attack roll while wearing the am—  cally appears in the hat and tries to get away from you
           ulet, you can forgo rolling the d20 to get a 10 on the die.  as quickly as possible. The creature is neither friendly
           Once used. this property can’t be used again until the  nor hostile, and it isn’t under your control. It behaves as
           next dawn.                                        an ordinary creature of its kind and disappears after 1
                                                             hour or when it drops to 0 hit points. The hat regains all
           CLOTHES OF MENDING                                expended charges daily at dawn.
            Wondrous item, common
           This elegant outfit of traveler’s clothes magically mends  HAT OF WIZARDRY
           itself to counteract daily wear and tear. Pieces of the out-  Wondrous item, common (requires attunemenr by a
           fit that are destroyed can’t be repaired in this way.  Wizard)
                                                             This antiquated, cone—shaped hat is adorned with gold
           DARK SHARD AMULET                                 crescent moons and stars. While you are wearing it, you
           Wondrous item, common (requires attunement by a   gain the following benefits:
           wariock)                                          - You can use the hat as a spellcasting focus for your
           This amulet is fashioned from a single shard of resilient  wizard spells.
           extraplanar material originating from the realm of your  - You can try to cast a cantrip that you don’t know. The
           warlock patron. While you are wearing it, you gain the  cantrip must be on the wizard spell list, and you must
           following benefits:                                  make a DC 10 Intelligence (Arcana) check. If the
           - You can use the amulet as a spellcasting focus for  check succeeds, you cast the spell. If the check fails,
             your warlock spells.                              so does the spell, and the action used to cast the spell
             You can try to cast a cantrip that you don’t know. The  is wasted. In either case, you can’t use this property
             cantrip must be on the warlock spell list, and you  again until you finish a long rest.
             must make a DC 10 Intelligence (Arcana) check. If the
             check succeeds, you cast the spell. If the check fails,  HEWARD’S HANDY SPICE POUCH
             so does the spell, and the action used to cast the spell  Wondrous item, common
             is wasted. In either case, you can’t use this property  This belt pouch appears empty and has 10 charges.
             again until you finish a long rest.              While holding the pouch, you can use an action to ex-
                                                             pend l of its charges, speak the name of any nonmag-
           DREAD HELM                                        ical food seasoning (such as salt, pepper, saffron, or
            Wondrous item, common                            cilantro), and remove a pinch of the desired seasoning
           This fearsome steel helm makes your eyes glow red  from the pouch. A pinch is enough to season a single
           while you wear it.                                meal. The pouch regains 1d6 + 4 expended charges
                                                             daily at dawn.
           EAR HORN OF HEARING
            Wondrous item, common                            HORN OF SILENT ALARM
           While held up to your ear, this horn suppresses the ef—  Wondrous item, common
           fects of the deafened condition on you, allowing you to  This horn has 4 charges. When you use an action to
           hear normally.                                    blow it, one creature of your choice can hear the horns
                                                             blare, provided the creature is within 600 feet of the
           ENDURING SPELLBOOK                                horn and not deafened. No other creature hears sound
            Wondrous item, common                            coming from the horn. The horn regains ld4 expended
           This spellbook, along with anything written on its  charges daily at dawn.
           pages, can’t be damaged by fire or immersion in water.  INSTRUMENT OF ILLUSIONS
           In addition, the spellbook doesn't deteriorate with age.  Wondrous item, common (requires attunement)
           ERSATZ EYE                                        While you are playing this musical instrument, you
            Wondrous item, common (requires attunement)      can create harmless, illusory visual effects within a
           This artificial eye replaces a real one that was lost or  5—foot—radius sphere centered on the instrument. If
           removed. While the ersata eye is embedded in your eye  you are a bard, the radius increases to 15 feet. Sample
           socket, it can’t be removed by anyone other than you,  Visual effects include luminous musical notes, a spec—
           and you can see through the tiny orb as though it were a  tral dancer, butterflies, and gently falling snow. The
           normal eye.                                       magical effects have neither substance nor sound, and  J .r"  _
                                                             they are obviously illusory. The effects end when you
                                                             stop playing.

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