The Liberation of Sliberberg Resistance Aresnal

Anti-magic crossbow bolts

Ammunition (bolt), rare

When these bolts are fired from a crossbow and hit a creature, the target must succeed on a DC 15 Wisdom saving throw or have any active magical effects (spells or magical item abilities) effecting them suppressed for 1 minute.

Aunty Foul’s curses.

Wondrous Item (jar of curses), uncommon

Aunty Foul sells her curses in jars of thick, sticky black liquid. As an action, a player can smear some of the contents of the jar onto a weapon or douse it into food or drink. On a successful attack, the curse takes effect, depending on the curse bought. Choose one of the curses from the table.

Curse NameEffect
Frog SauceThe afflicted is transformed into a frog (polymorph spell effect).
Word SaladThe afflicted speaks in incoherent gibberish, preventing spellcasting.
Bug JuiceThe afflicted is transformed into a giant cockroach.
Chocolate MooseThe afflicted is transformed into a moose.
Fire SauceThe afflicted believes they are on fire, using their action every turn to try to extinguish themselves.
Pumpkinhead PieThe afflicted’s head turns into a pumpkin, rendering them blind, deaf, and mute.
Caesar SaladThe afflicted’s allies feel an uncontrollable urge to attack them.

Each jar has enough goop to coat three weapons

Banner of Defiance, generated using Google Imagen3

Wondrous Item (banner), rare

The banner is blood-red and has a golden fist emblazoned upon it. As an action, the banner can be rooted in the ground. While rooted, every allied creature within a 30-foot radius has an advantage on wisdom checks related to morale and resisting the effects of fear. The banner cannot be used again until the next morning.

Wondrous Item (banner), rare

The banner is white and has the symbol of Ilmater emblazoned upon it. As an action, the banner can be rooted in the ground. While rooted, every allied creature within a 30-foot radius regains 1d4 hit points every round. The banner cannot be used again until the next morning.

Wondrous Item (banner), rare

The banner is gold and has the symbol of Ilmater emblazoned upon it. As an action, the banner can be rooted in the ground. For the next 4 minutes, every allied creature within a 30-foot radius gains +2 AC and an advantage on checks to resistance and end conditions. The banner cannot be used again until the next morning.

Befuddling Gas Vial

Consumable (Uncommon)

When the vial is opened, it releases a cloud of befuddling gas in a 10-foot radius centered on the point where the vial was opened. All creatures within the area must succeed on a DC 13 Wisdom saving throw or become effected by the confusion spell for 2 minutes. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

The Captain’s Boots

Wondrous Item (boots), rare (requires attunement)

These large, well-made boots smell like dirty feet. Creatures wearing these have advantage on dexterity checks. Furthermore, the wearer can walk on water at will.

Cape of the battlemage

Wondrous Item (cape), rare (requires attunement)

This high-collared silk cape is finished with gold trim. While wearing it, you can use it to cast the dimension door spell as an action. Furthermore, you can cast fly on yourself as an action. The spell duration is reduced to 5 minutes. When used, either property of the cape cannot be used until the next dawn.

Cloak of the background

Wondrous Item (Uncommon)

While wearing this hooded cloak, you can press up against a wall or similarly large object, causing the cloak to reflect the color and pattern of whatever is behind it. While blending into the background, you have +2 and advantage to stealth checks. The blending effect ends once you move.

Clockwork Springald.

Siege Weapon Uncommon

These small cart-mounted siege weapons have the properties of normal Springalds but have an additional clockwork mechanism that reloads the bolt. The springalds can be loaded and fired in the same turn.

Collar of Connection

Wondrous Item (Rare)

The item consists of a pet collar and a linked bracelet. The collar is worn by an animal of size medium or smaller, and the bracelet is worn by a creature the animal identifies as its owner. The animal and owner know exactly where each other is at all times. Furthermore, the owner can use a sending spell at will to communicate with the collar’s wearer.

Conspirator’s Notebooks, generated using Google Imagen3
 

Conspirators’ Notebooks

Wondrous Item (Uncommon)

These plain-looking notebooks come in sets of 2 or more. Anything written in one appears on the corresponding page in all the other notebooks in the set, regardless of distance or plane. Pages removed from the notebook lose their magical power.


 Dark Conversion Necklace

Wondrous Item (necklace), rare (requires attunement)

This necklace is strung with skull-shaped silver beads and onyx beads. As an action, the wearer can expend hit dice to gain spell slots or sacrifice spell slots to regain hit dice. The conversion rate is 1 hit die for a spell slot or 1 spell slot for a hit die. If the wearer attempts to use the Dark Conversion Necklace when neither hit dice nor spell slots are available, they must make a Constitution saving throw (DC 15). On a failure, the user takes on 1 level of exhaustion

Demolitionist’s Mark

Wondrous Item (Rare)

This slip of paper has a rune of destruction marked upon it. When placed against a wall and lit on fire, the paper detonates with enough force to destroy a stone wall. The mark is good for only one detonation.

Despair and Dread.

Weapon (daggers), rare

These paired daggers are made of feysilver and have spiderweb motifs on the handles and blades. As a bonus action when striking with Dread, you can force a creature to make a DC15 constitution check. If they fail, Dread deals an additional 1d4 hitpoints, and Despair gains a charge.

As an action while wielding Despair, you can consume 1 or more charges to grant your next attack additional poison damage. Each consumed charge deals 1d4 additional poison damage. Despair can hold up to 3 charges.

Diving Bell

Wondrous Item (Bell), rare

Once daily, when this small silver handbell is rung, it creates a large bubble of air centered on the bell. Creatures within the bubble can breathe underwater for two hours as if they were on land. The bubble is large enough to accompany five Medium creatures.

Elina’s brew

Potion, uncommon

Elina Foul promises each bottle of this potion comes with a surprise. When drunk, it restores 4d6 hit points and deals one random other effect from the following table

d6Effect
1You gain 1d4 temporary hit points until the end of your next turn.
2Your AC increases by +1 for 1 minute.
3Your speed increases by 5 feet for 1 minute.
4Your skin turns green for 5 minutes.
5You shout everything you say for the next 5 minutes.
6You are paralyzed for 1 minute.

Elina’s Hex Be gone

Potion, rare

This reddish potion smells like cinnamon. When drunk, it ends one curse affecting the drinker.

Elven blade

Weapon (any one-handed bladed weapon), Rare

These finely crafted weapons are often adorned with basket hilts with vine motifs. You gain +1 to attack and damage rolls while using this weapon and can use either your strength or dexterity modifier for the weapon as if it had the Finesse property.

Elven armor

Armor (Plate, Chain Mail, Ring Mail, Splint Armor or Half Plate Armor) rare

While wearing elven armor, you do not have disadvantage on stealth checks.

Feysilver weapon

Weapon (any), uncommon

These weapons coated in feysilver hum with energy and deal additional damage to fey creatures. When a feysilver weapon is used to deal damage to a fey creature, it deals 1d6 additional cold damage


 Flash Strike weapon

Weapon (Rapier or long sword), rare (requires attunement)

This fine silver rapier or estoc has 5 charges. As an action, the wielder can consume one charge to perform a Flash Strike. Flash strike turns the wielder into a streak of light and lunges the weilder 30 feet, ignoring terrain and opportunity attacks and allowing travel through clear obstacles like windows. On hit, it deals additional 1d6 radiant damage to the target. The rapier regains all expended charges at dawn.

Forceful Pusher Arm

Wondrous Item (Prosthetic), Uncommon

Once per short rest as an action, the wielder can unleash a wave of pushing force in a straight line up to 15 feet long and 5 feet wide. Any Creatures caught in the line must make a DC 14 Strength saving throw or be pushed 10 feet away from the wielder. Otherwise, the arm functions as a regular arm.

Fumigators flask

Wondrous Item (flask), uncommon

When opened, this metal thermos-like flask releases a pungent cloud of noxious vapor. The flask becomes the center of a continuous stinking cloud until the flask is closed. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

Grappling Crossbow, generated using Google Imagen3

Grappling Crossbow

Weapon (Crossbow), uncommon

As an action, the user can launch a grappling hook with a thin, magically reinforced cable using the crossbow. The grappling hook has a range of 100 feet and can attach to any surface or creature of size large or larger.


 Hand of Hidden Blades

Wondrous Item (Prosthetic), Rare

As an action, an attuned creature can sprout a set of blades from the hand’s fingertips. The blades do 1d4 extra damage to unarmed attacks. Otherwise, the hand functions as a regular hand

Loudwood Speaking Trumpet

Wondrous Item, uncommon

When speaking through the Loudwood Speaking Trumpet, the user’s voice is magically enhanced and projected with extraordinary clarity. The sound can be heard clearly up to 2 miles away.

Mask of Many Faces

Wondrous item, rare (requires attunement)

As an action, you can place the mask over a humanoid creature’s face and say a command word. The mask takes on the likeness of that person’s face, and the wear’s face becomes blank and featureless. While wearing this mask, you can use an action to assume the likeness of a humanoid whose face you have stolen. The appearance includes facial features, hair, and voice. Your size remains the same, and you retain all of your statistics. The disguise lasts for up to 1 hour or until you use an action to dismiss it or change it into another form.

Mirror of Communion, generated using Google Imagen3
 

Mirrors of Communion

Wondrous Item, Rare

This ornate silver hand mirror has a frame shaped like an elven man and woman talking to each other. As an action, the wielder can speak the name of any other owner of a Mirror of Communion. If the mirror of the spoken individual is picked up by its intended recipient, the pair of mirrors starts to glow with ethereal light. The individuals can see each other in the mirror as if looking at their own reflection. The individuals can also hear each other as if they were in the same room. All mirrors of Communion are attuned to all other mirrors of its type.

Mouse Friend Mask

Wondrous Item (Uncommon), requires attunement

While wearing this mask, you can use an action to shrink yourself to the size of a mouse. While mouse-sized, mice and rats are friendly to you and can speak with you as if you had cast speak with animals.

Plate Armor of the wolf

Armor (Plate), Rare

This finely made plate armor of blackened steel features a wolf-shaped helmet and engraving of howling wolves. While wearing the armor, the player gains a +1 to AC; your speed increases by 20 feet at night.

Orb of Divination

Wondrous Item (Rare)

Once per day, the orb allows its user to cast the Divination spell. The answer to the user’s question magically appears as text within the glass orb. The answer cannot appear longer than 20 words.

Portable Door

Wondrous Item (Rare)

This large piece of folded-up cloth can be unfolded into a rectangle 7 feet high by 5 feet wide that looks like a 2-dimensional door. As an action, you can place it against a wall to turn the cloth into a door.

Reset bombs

Wondrous Item (Rare)

These small clockwork devices the size of a lemon have the power to rewind the flow of time. When activated, they rewind time back one  minute in a 10-foot radius. Once used, the device is destroyed.

Ring of the hearth

Ring, (Rare)

The ring has a garnet in a fireplace-shaped setting. Once daily, the wearer can use an action to teleport to the place they consider home.

Ring of the Mephits (magma)

Ring, uncommon

As an action, the wearer can summon a magma mephit. The mephit appears in an unoccupied space within 30 feet of the wearer and is under their control. It takes its turn immediately after the wearer’s and follows their commands. The wearer can issue verbal commands (no action required), and the mephit acts to the best of its ability. The mephit can be dismissed early as a bonus action.

Rosethorn Sword, generated using Google Imagen3
 

Rosethorn sword

Weapon (sword), rare

When you land a critical hit with this weapon, the target bleeds profusely. At the start of the affected creature’s turn, it takes 1d4 bleeding damage. The bleeding can be stopped by a successful DC 15 Medicine check or any magical healing.

Smart Brick

Wondrous Item (Rare)

When mortared into a wall, the smart brick creates a perfectly disguised secret entrance that only opens to the creature who placed the brick in the wall and those creatures designated by the brick’s owner as allies. The brick loses all power when removed from the wall.

Smoking ammo

Ammunition (Arrows or Bolts)

When shot, these arrows or bolts form a thick smoke cloud covering a 30-foot radius. The cloud’s area is heavily obscured. The cloud persists as long as the bottle is open. The smoke dissipates after 1 minute. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

Spellsheild glove

Wondrous Item, Rare

The glove has three charges. As a reaction, when the wielder is targeted by a spell that requires a ranged spell attack or allows a dexterity saving throw, they can expend one charge to gain +2 Ac or +2 to their dexterity roll. The gloves regain all charges at dawn.

Starshine Lantern

Wondrous Item (uncommon)

The Starshine Lantern does not require fuel and produces a steady, unending light that extends in a 60-foot cone and dim light for an additional 60 feet beyond that. The light emitted is exceptionally bright, equivalent to bright sunlight.

String of Firecrackers

Wondrous Item, Uncommon

When lit and tossed, these strings of small black powder charges create a series of five loud bangs. Start a timer d4. When the timer reaches zero, the nearest patrol arrives to investigate, or if the players have already encountered a patrol, that patrol disengages and investigates the noises.

Suit of Perpetual Diving, generated using Google Imagen3

Suit of Perpetual Diving

Wondrous Item, rare

This heavy, old-fashioned diving suit is made from thick, reinforced leather with metal plating and a brass helmet. While wearing this suit, you can breathe underwater for unlimited time and are unaffected by any environmental pressures or effects that normally harm surface-dwellers at great depths. However, while wearing this suit, you cannot swim.

Thunderclap Arms

Wondrous Item (Prosthetic), Rare

The thunderclap arm has three charges. You can consume one of the charges, clap your hands, and release a shockwave of force radiating 10 feet from your position. Each creature must make a DC 15-strength saving throw. On a failed save, a creature takes 2d6 Thunder damage and is pushed 10 feet away from you. The arms regain all charges at dawn.

Timepiece of Returning

Wondrous Item Very Rare (requires attunement)

Timepieces of Returning are rare magical watches crafted by Master Thistledown, who crafts only two of these watches each year. As an action, the attuned user can sketch a specific pattern on the ground and activate the Timepiece of Returning. When activated, the user sets a timer lasting up to 3 days. When the timer runs out, the user and up to four designated individuals return to where the watch was initially activated.

Verdant armor

Armor (Any), Rare

While wearing verdant armor, a creature resists poison damage and regains 1d4 hp per round in sunlight.

Vice Grip Hand

Wondrous Item (Uncommon)

The Vice Grip Hand is a prosthetic hand that grants an advantage on saving throws and ability checks made to resist being disarmed or having an object forcibly removed from the hand. Additionally, the hand provides an advantage on Strength (Athletics) checks to maintain a hold on a grappled creature or object.

Witchbane Sword

Weapon (sword), rare

This sword’s black blade seems to radiate cold. Attack rolls against spellcasters are made with an advantage and deal extra d4 damage.

Witchblade knife

weapon (dagger), uncommon

This dagger has a blade that seems to glow slightly when a spellcaster holds it. If the wielder can cast at least one spell, they can expend one spell slot to deal 1d8 extra radiant damage on a hit.