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CLOCKWORK AMULET
Wondrous item, common
This copper amulet contains tiny interlocking gears
and is powere d by magic from Mechanus, a plane of
clockwork predictability. A creature that puts an ear to
the amulet can hear faint ticking and whirring noises
coming from within.
When you make an attack roll while wearing the am-
ulet, you can forgo rolling the d20 to get a 10 on the die.
Once used, this property can't be used again until the
next dawn.
CLOTHES OF MENDING
Wondrous item, common
This e legant o utfit of traveler's clothes magically mends
itself to counteract daily wear and tear. Pieces of the out-
fit that are destroyed can't be repaired in this way.
DARK SHARD AMULET
Wondrous item, common (requires attunement by a
warlock)
This amulet is fashioned from a single shard o f resilient
extraplanar material originating from the realm of your
warlock patron. While you are wearing it, you gain the
following benefits:
- You can use the amulet as a spellcasting focus for
your warlock spells. - You can try to cast a cantrip that you don't know. The
cantrip must be on the warlock spell list, and you
must make a DC 10 Intelligence (Arcana) check. If the
check succeeds, you cast the spell. If the c heck fails,
so does the spell, and the action used to cast the spell
is wasted. In either case, you can't use this property
again until you finish a long rest.
DREAD HELM
Wondrous item, common
This fearsome steel helm makes your eyes glow red
while you wear it.
EAR HORN OF HEARING
Wondrous item, common
While he ld up to your ear, this horn suppresses the ef-
fects of the deafened condition on you, allowing you to
hear normally.
ENDURING SPELLBOOK
Wondrous item, common
This spellbook, along w ith anything written on its
pages, can't be damaged by fire or immers ion in water.
In addition, the spellbook doesn't deteriorate with age.
ERSATZ EYE
Wondrous item, common (requires attunement)
This artificial eye replaces a real one that was lost or
removed. While the ersatz eye is embedded in your eye
socket, it can't be removed by anyone other than you,
and you can see through the tiny orb as though it were a
normal eye.
HAT OF VERMIN
Wondrous item, common
This hat has 3 charges. While holding the hat, you can
use an action to expend 1 of its charges and speak a
command word that summons your choice of a bat, a
frog, or a rat (see the Player's Handbook or the Monster
Manual for statistics). The summoned creature magi-
cally appear s in the hat and tries to get away from you
as quickly as possible. The creature is neither friendly
nor hostile, and it isn't under your control. It behaves as
an ordinary creature of its kind and disappears after 1
hour o r when it drops to^0 hit points. The hat regains all
expended charges daily at dawn.
HAT OF WIZARDRY
Wondrous item, common (requires attunement by a
wizard)
This antiquated, cone-shaped hat is adorned with gold
crescent moons and stars. While you are wearing it, you
gain the following benefits:
- You can use the hat as a spellcasting focus for your
wizard spells.
You can try to cast a cantrip t hat you don't know. The
cantrip must be on the wizard spell list, and you must
make a DC 10 Intelligence (Arcana) check. If the
check succeeds, you cast the spell. If the check fails,
so does the spell, and the action used to cast the spell
is wasted. In e ither case, you can't use this property
again until you finish a long rest.
REWARD'S HANDY SPICE POUCH
Wondrous item, common
This belt pouch appears empty and has^10 charges.
While holding t he pouch, you can use an action to ex-
pend 1 of its charges, speak the na me of any nonmag-
ical food seasoning (such as salt, pepper, saffron, or
cilantro), and re move a pinch of the desired seasoning
from the pouch. A pinch is enough to season a single
meal. The pouch regains ld6 +^4 expended charges
daily at dawn.
HORN OF SILENT ALARM
Wondrous item, common
This horn has 4 charges. When you use an action to
blow it, one creature of your c hoice can hear the horn's
blare, provided the creature is within^600 feet of the
horn and not deafened. No other creature hears sound
coming from the horn. The horn regains ld4 expended
charges daily at dawn.
INSTRUMENT OF ILLUSIONS
Wondrous item, common (requires attunement)
While you are playing this musical instrument, you
can c reate harmless, illusory visual effects within a
5 -foot-radius sphere centered on the instrument. If
you are a bard, the radius increases to 15 feet. Sample
visual effects include luminous musical notes, a spec-
tral dancer, butterflies, and gently falling snow. The
magical effects have neither substance nor sound, and
they are obviously illusory. T he effects end when you
stop playing.
CHAPTER 2 I DUNGEON !\!ASTER'S TOOLS