Skip to content

Common Items

This is a presentation of Common rarity magic items available in my game. This is an incomplete list and does not represent all common items anywhere in my Eberron; these are just the ones I happen to have added so far.

Accompanying Instrument

Wondrous item, common (requires attunement by a bard)

As an action you can start to play this instrument, after which it begins playing itself, floating within 5 feet of you as long as you maintain concentration, as if on a spell. All Charisma (Performance) ability checks made with the accompanying instrument are made with advantage.

Market Price: 45 gp

Agile Armor

Armor, common

This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.

Type Market Price
Hide 45 gp
Ring mail 70 gp
Chain shirt 90 gp
Scale mail 90 gp
All-weather Cloak

Wondrous item, common (requires attunement)

This warm and sturdy cloak is made of finely woven cloth. When you wear this cloak you become resistant to extreme hot or cold climates and no longer have to make saving throws to resist the effects of such environments. This cloak does not protect you from taking damage from cold or heat due to attacks, traps, or other adventuring hazards.

Market Price: 60 gp

Armblade

Weapon, common (requires attunement by a warforged)

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Market Price: 80 gp

Battlefocus Diadem

Wondrous Item, common (requires attunement)

Dhakaani hobgoblins use these circlets to unnerve enemies and maintain psychological dominance over their troops. When worn it gives your face a fearsome, savage cast that you can't turn off. You gain advantage on Charisma (Intimidation) ability checks but disadvantage on Charisma (Persuasion) ability checks.

Market Price: 55 gp

Birdcall Wand

Wand, common

This wooden wand is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the wand and 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.

The wand regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wand explodes in a harmless cloud of bird feathers and is lost forever.

Market Price: 70 gp

Buoyancy Elixir

Elixir, common

When you drink this clear, effervescent liquid, your body becomes unnaturally buoyant for 1 hour. When you are immersed in water or other liquids, you rise to the surface (at a rate of up to 30 feet per round) to float and bob there. You have advantage on Strength (Athletics) checks made to swim or stay afloat in rough water, and you automatically succeed on such checks in calm waters.

Market Price: 80 gp

Cardsharp's Fold

Wondrous item, common (requires attunement)

Plain and forgettable, this hat is passed quietly between professional cheats. It’s not flashy, but when the stakes are high, it helps you know just when to call, fold, or switch your bet. The wearer of this hat is inexplicably lucky when engaged in games of chance. Whenever gambling with dice, the wearer may roll twice and choose either outcome to represent this luck. Whenever the wearer is choosing a card, shell, racer, fighter, or otherwise placing stakes, he may learn the outcome of one other choice and choose that instead if he wishes.

Market Price: 55 gp

Charlatan's Dice

Wondrous item, common (requires attunement)

These two six-sided dice appear unremarkable at first glance, but subtle enchantments and fine arcane etching link them together deceptively. When you attune to the pair, you gain the following benefits:

  • When you roll one or both these dice, or one while the other is on your person, you may choose which number appears face-up on the rolled die. The die tumbles and lands normally but always shows your chosen result.

  • As a bonus action, you can mentally alter the appearance of both dice to mimic any nonmagical six-sided dice. Both must be within 5 ft.

  • While attuned, you can always recognize either die on sight, regardless of magical disguise, illusions, or mimicry. This recognition is automatic and requires no action.

To all but the most careful observers, the dice appear perfectly mundane. Gambling houses and confidence tricksters across Khorvaire know them by rumor, and possession of a pair can invite either admiration or broken fingers.

Market Price: 80 gp

Cleansing Stone

Wondrous item, common

A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person.

Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.

Market Price: 100 gp

Climbing Elixir

Elixir, common

When you drink this elixir, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The elixir is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Market Price: 40 gp

Collapsible Pole

Wondrous item, common

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Market Price: 40 gp

Cutthroat's Blade

Weapon (dagger or shortsword), common, common

You have advantage on attack rolls made with this weapon against a target if another enemy of the target is within 5 feet of it, and it has no allies within 5 feet of it.

Type Market Price
Dagger 70 gp
Shortsword 90 gp
Dhakaani Might Coin

Wondrous item, common

This heavy bronze coin bears the crest of a long-dead Kech clan and is etched with a stylized war cry in Dhakaani script. You can clench it in your hand as an action. Doing so gives you advantage on Strength checks and Strength saving throws for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

Market Price: 45 gp

Dread Circlet

Wondrous item, common

This blackened iron circlet is set with a sliver of garnet glass. While you wear it, your eyes glow with a dim red light — a haunting effect.

Market Price: 60 gp

Durable Book

Wondrous item, common

The gnomes of House Sivis developed these highly durable books. This book is crafted entirely from durable paper, bound with enchanted thread and covers. It is immune to the effects of fire, water, mold, insects, mundane wear, and time. Its contents cannot be altered or destroyed except by a disintegrate spell or similar high-level magic.

Sivis archivists and inquisitives use durable books to preserve sensitive knowledge across generations, even in hostile environments.

Market Price: 55 gp

Durable Paper

Wondrous item, common

The gnomes of House Sivis developed this paper, which is resistant to fire, water, tearing, and age. It cannot be burned, soaked, crumpled, or torn by nonmagical means. It resists magical damage as if it had resistance to all damage types. Writing on it cannot be smudged or erased except by deliberate magical means (such as dispel magic or wish).

A creation of the meticulous Sivis gnomes, durable paper is prized for secure recordkeeping, long-term contracts, and arcane formulae.

Market Price: 25 gp

Eldeen Manifest Stone

Wondrous item, common

Gatekeeper druids of the Eldeen Reaches created these stones to alert them when entering a manifest zone. Their work often takes them into the strangest parts of the forest, where discovering an unmapped zone quickly can be vital.

This ring-shaped stone has a hole worn through its center and is typically worn on a leather thong around the neck. It can be carried in any way, as long as it remains visible when it flashes.

When moving into or out of a manifest zone, the stones briefly flash bright light in a 5-foot radius and dim light for an additional 5 feet. The color of the light changes based on which plane they've now passed into. A DC 10 Arcana check is enough to identify which plane the stone is indicating. It's always the same color for each plane so once the user has learned the color once you won't need to repeat the check for that plane.

Market Price: 80 gp

Elixir of Highly Effective Coffee

Elixir, common

When you drink this elixir, you gain the following benefits for the next 8 hours: magic can't put you to sleep, and you can remain awake during a long rest and still gain its benefits.

This sweet, amber-colored brew has no effect on creatures that don't require sleep, such as elves.

Market Price: 45 gp

Enchanting Perfume

Wondrous item, common

This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic.

Market Price: 80 gp

Everbright Lantern

Wondrous item, common

This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.

Market Price: 55 gp

Everburning Torch

Wondrous item, common

This item appears to be identical to a regular torch. However, when you speak a command word it lights up with a green flame and continues burning until you speak another command word. The torch provides bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Market Price: 70 gp

Everpolished Armor

Armor, common

This armor is imbued with a minor persistent abjuration field that repels grime and tarnish, keeping it bright. Everpolished armor ensures its wearer appears immaculate regardless of the surrounding chaos.

While wearing this armor, it remains spotless and gleaming at all times, even in mud, blood, or ash. The effect is purely cosmetic: dents and cracks may still form, but the armor's surface always looks pristine unless physically damaged.

In many military and political circles, armor that remains clean is viewed as a symbol of discipline, magical superiority, or social standing, and may afford its wearer greater credibility — or suspicion.

Type Market Price
Ring Mail Armor 90 gp
Farsight Scope

Wondrous item, common

This sleek, rune-etched scope is designed to mount onto any crossbow. Its black finish always appears freshly wet, as if caught in a recent downpour. It has a maker's mark from the Brelish army.

While this scope is affixed to a crossbow and you are attuned to it, the weapon's normal range and long range are both increased by 30 feet. Affixing or removing the scope requires 1 minute of work. It requires no tools, as the scope fits itself into place as though adhered.

Market Price: 80 gp

Feather Fall Token

Wondrous item, common

This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, it activates and casts feather fall for you. You descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical.

Market Price: 30 gp

Goodberry Wine

Wondrous item, common

Drinking this wine heals 10 hit points. This effect is not subject to that property of the Mournland that prevents nearly any kind of natural or magical healing from working.

Market Price: 100 gp

Handy Spice Pouch

Wondrous item, common

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6+4 expended charges daily at dawn.

Market Price: 45 gp

Healing Elixir

Elixir, common

You regain hit points when you drink this elixir. The number of hit points depends on the elixir's rarity, as shown in the Potions of Healing table. Whatever its potency, the elixir's red liquid glimmers when agitated.

Type Healing Market Price
Least Healing Elixir 2d4+2 55 gp
Illusive Instrument

Wondrous item, common (requires attunement)

While you are playing this musical instrument, you can create 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 spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.

Market Price: 70 gp

Karrnathi Scout's Cuirass

Armor, common

This cuirass was issued to forward scouts in the Karrnathi armor operating in muddy trenches and collapsed siege tunnels. The leather armor's thick oil-coating repels mud, blood, and hostile grabs alike; it has a shiny, greasy look to it. While wearing the armor, you have advantage on ability checks and saving throws made to escape a grapple. In addition, while squeezing through a smaller space, you don’t have disadvantage on attack rolls and Dexterity saving throws.

Market Price: 80 gp

Keenblade Oil

Potion, common

You can apply this fine, silvery oil to one piercing or slashing weapon or up to 5 pieces of piercing or slashing ammunition. Applying the oil takes 1 minute. For 10 minutes, any attack with the coated item scores a critical hit on a roll of 19 or 20.

Market Price: 90 gp

Knockabout Weapon

Weapon, common

This bludgeoning weapon helps you knock your opponents to the ground or away from you. When you hit a creature with this magic weapon, you can shove the target as part of the same attack, using your attack roll in place of a Strength (Athletics) check. The weapon deals damage as normal, regardless of the result of the shove. This property of the club can be used no more than once per hour.

Type Market Price
Club 30 gp
Light hammer 30 gp
Quarterstaff 30 gp
Kundarak Embercube

Wondrous Item, common

Forged in the arcforges of House Kundarak and inscribed with sigils tied to Fernia, the Sea of Fire, this 3-inch cube of alloyed brass and black stone emits a steady, dry warmth when activated.

While active, the Embercube maintains the temperature in a 15-foot radius around it at 95 degrees Fahrenheit (35°C), regardless of external conditions. The warmth is clean and smokeless, ideal for travel, campsites, or inhospitable environments like Risia-touched ruins.

The cube’s heat is powered by a bound Fernian ember elemental and can be toggled on or off with a bonus action by any creature holding it.

Market Price: 90 gp

Lhazaar Sailors' Almanac

Wondrous item, common (requires attunement)

These books are passed down and revised from sailor to sailor in the Lhazaar Principalities, with each generation adding hard-won lessons from the sea. Packed with firsthand knowledge, they blend tradition, theory, and survival instinct into a single leather-bound volume.

If you spend a short rest reading and contemplating this book, you gain advantage on any skill check made aboard a water vehicle (including, but not limited to, how to operate it), or while you are in, on, over, or underwater for the next 1 hour. This helps you perform better on or below deck, on docks, piers, or wharfs, on bridges, etc.

Market Price: 55 gp

Lockbreaker Dagger

Weapon, common

You can use this stiletto-bladed dagger to open locks by using an action and making a Strength check. The DC is 5 less than the DC to pick the lock (minimum DC 10). On a success, the lock is broken.

Market Price: 70 gp

Lyrandar Signal Flare

Wondrous item, common

This flare were developed by House Lyrandar to enable a ship in distress to signal nearby craft for aid. This short rod-shaped device has an opening at one end and a red crystal at the other.

As an action, you can smash the crystal on any solid surface, which causes the other end of the rod to launch a ball of brilliant light up to 1,000 feet away. The energy ball will hover in place for 2 hours before fading. Once used, the flare rod burns out and is useless.

Market Price: 60 gp

Map of Many Places

Wondrous item, common

This magic map looks like a blank sheet of grungy parchment. As an action you can use the command phrase “ where am I? ” to have the parchment magically show a topographical map of the area within a 5-mile radius, including all objects, structures, and terrain features larger than 20 cubic feet. The map remains for 1 hour or until you roll it up as an action. Once used, this property can’t be used again until the next dawn.

Market Price: 90 gp

Masquerade Tattoo

Wondrous item, common (requires attunement)

Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Fluid Ink: As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self: As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.

Market Price: 90 gp

Meat Pie Medal

Wondrous item, common

You gain 2d4+2 temporary hit points when you use an action to press this medal to your mouth. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

While magical, this medal is slightly warm to the touch (as if it’s fresh from the oven) and smells faintly of baked pie crust.

Market Price: 100 gp

Message Earrings

Wondrous item, common

The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4+1 expended charges daily at dawn.

Market Price: 70 gp

Mithral Armor

Armor, common

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Type Market Price
Chain Shirt 100 gp
Oracle Charm

Wondrous item, common

This small charm is made of a small slender bone— hopefully an animal bone. As you contemplate a specific course of action that you plan to take within the next 30 minutes, you can snap the charm in half as an action to gain the benefit of an augury spell. Once used, the item is destroyed.

Market Price: 80 gp

Preserving Bag

Wondrous item, common

Ghallanda developed these chilled preserving bags to better keep raw meat and other foodstuffs tending to spoil rapidly, especially in the summer heat of the Talenta plains. This leather bag is sealed with a large metal buckle resembling a snow crystal and can hold 2 cubic feet/60 pounds. The temperature inside the bag is always 40 degrees Fahrenheit (5 degrees Celsius).

Market Price: 70 gp

Projecting Quill

Wondrous item, common (requires attunement)

Crafted by House Sivis, this crystal-tipped quill has 3 charges. While holding it, you can use an action to expend 1 charge to inscribe a message of up to 25 words on a nonmagical surface within 30 feet. The message appears in a language you know and fades after 24 hours or when dispel magic is cast on it.

The quill regains all expended charges daily at dawn.

Market Price: 100 gp

Prosthetic Limb

Wondrous item, common

This item replaces a lost limb a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.

Market Price: 35 gp

Quick-donning Armor

Armor, common (requires attunement)

This armor is woven with minor transmutation enchantments, allowing it to fit to the wearer with a spoken command, and come loose just as quickly with another. It allows for swift transitions between battle-readiness and travel or disguise.

While wearing this armor, you can speak the command word as an action to doff it instantly; the armor seamlessly wraps around your body in a swirl of metal and leather. While not wearing it if it's within 5 feet of you, you can speak a second command word as an action to don it instantly; it collapses neatly to the ground in a single piece. The armor grants no additional magical properties.

Type Market Price
Padded Armor 30 gp
Leather Armor 35 gp
Studded Leather Armor 60 gp
Hide Armor 70 gp
Ring Mail Armor 90 gp
Scribe's Pen

Wondrous item, common (requires attunement)

You can use this pen to write on any surface. It never runs out of ink. You can change the ink color as an action. If you use the pen to write on a creature that isn't a construct, the writing fades after 7 days.

Market Price: 100 gp

Self-Mending Rope

Wondrous item, common

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.

Market Price: 35 gp

Sharpening Elixir

Wondrous item, common

This divinatory tonic was developed by a half-elf alchemist. By custom the bottle is decorated with the designs used on unity wine goblets. When consumed, the liquid gives the user a series of hunches leading them to better decision-making in the immediate future. When you drink this potion, you have advantage on the next ability check you make within 10 minutes, after its effect ends.

Market Price: 55 gp

Sharpshooter's Bow

Weapon, common

The normal range of this bow is doubled, but its long range remains the same.

Type Market Price
Shortbow 55 gp
Longbow 70 gp
Shield Token

Wondrous item, common

When you would be hit by an attack, you can use your reaction to increase your AC by 5 until the start of your next turn, including against the triggering attack. You must be wearing the token and able to see the creature that made the triggering attack to use this property. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

Market Price: 35 gp

Shiftweave

Wondrous item, common

When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can't be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn't gain their magical properties.

Market Price: 100 gp

Silver Bell Necklace

Wondrous item, common

This style of healing charm necklace is often found around the neck of a priestess of Boldrei, goddess of community. The necklace has 7 silver bells hanging from it. As an action, you can touch one of the bells and simultaneously touch a creature, restoring 5 hit points to that creature. The bell then turns black. Once all the bells turn black, the necklace’s magic is expended.

Market Price: 100 gp

Skeleton Key

Wondrous item, common

A question mark is worked into the head of this key. The key has a 50 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.

Market Price: 70 gp

Spell Scroll

Scroll, common

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.

Type Market Price
Cantrip 45 gp
1st-Level Spell 100 gp
Spellshard

Wondrous item, common

This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that's no more than 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within.

While holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank 'pages' in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it.

A wizard can use a spellshard as a spellbook, with the usual cost in gold and time to 'scribe' a spell into the shard.

Market Price: 55 gp

Spellwrought Tattoo

Wondrous item (tattoo), common

Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, you cannot cast the spell again in this way until the next dawn.

The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity.

Type Market Price
Cantrip 70 gp
Survival Knife

Weapon, common

When holding this sturdy knife, you can use an action to transform it into a crowbar, a fishing rod, a hunting trap, or a hatchet (mainly a chopping tool; if wielded as a weapon, it uses the same statistics as this dagger, except it deals slashing damage). While holding or touching the transformed knife, you can use an action to transform it into another form or back into its original shape.

Market Price: 90 gp

Tactile Unguent

Wondrous item, common

Cat burglars, gearworkers, locksmiths, and even street performers use this gooey substance to increase the sensitivity of their hands. When found, a container contains 1d4 + 1 doses. As an action, one dose can be applied to a creature’s hands. For 1 hour, that creature has advantage on Dexterity (Sleight of Hand) checks and on tactile Wisdom (Perception) checks.

Market Price: 100 gp

Tea Kit Pouch

Wondrous item, common

This finely tooled leather pouch is about the size of a traveler’s shaving kit and contains an ornately decorated teacup, a matching saucer, and a small compartment for loose tea leaves. The kit also includes a tiny spoon and a cloth napkin.

When the pouch is opened and its command word is spoken, the teacup fills with steaming hot tea. An alternate command word creates iced tea. The tea is flavored according to the tea leaves currently stored in the side compartment. If the compartment is empty, the cup instead fills with flavorless water.

The pouch can magically produce up to 2 gallons of liquid per day. Once it has reached this limit, it cannot produce more until the next dawn.

Market Price: 70 gp

Temperate Blanket

Wondrous item, common

One side of this 5 feet by 5 feet magic leather blanket is made from the hide of a polar bear while the other is made from salamander skin. While wearing the blanket you can tolerate temperatures as low as ?50° Fahrenheit (-45 °C) and as high as 120° Fahrenheit (50 °C) without any additional protection.

Market Price: 80 gp

Timeteller

Wondrous item, common

This flat, rune-etched disk of polished crystal is about as wide as a human palm. It hums faintly when turned in the hand, resonating with planar rhythms and the position of the sun.

While holding the disk, you can use an action to sense the current phase of the day. It indicates the time to within a three-hour window (such as early morning, late afternoon, or midevening). This property functions only on the Material Plane.

Market Price: 45 gp

Tracking Dart

Weapon, common

When you hit a Large or smaller creature with an attack using this colorful magic dart, the target is splattered with magical paint, which outlines the target in a dim glow (your choice of color) for 1 minute. Any attack roll against a creature outlined in the glow has advantage if the attacker can see the creature, and the creature can’t benefit from being invisible. The creature outlined in the glow can end the effect early by using an action to wipe off the splatter of paint.

Market Price: 100 gp

Tricky Lock

Wondrous item, common

This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player's Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage.

Market Price: 80 gp

Unbreakable Arrow

Weapon (arrow), common

This arrow can't be broken. As such it is not subject to the 50% breakage chance after use. At the end of a battle, you can recover 90% of your expended ammunition by taking a minute to search the battlefield. This item is also available in crossbolt bolt form.

Market Price: 25 gp

Versatile Hourglass

Wondrous item, common

This 4-inch-tall hourglass is made of clear, unbreakable crystal and is filled with fine yellow sand. When you invert it, you can command it to measure any duration from 1 minute up to 24 hours. When the sand runs out, it emits a clear pinging sound for 10 seconds.

Market Price: 70 gp

Veteran's Cane

Wondrous item, common

This worn walking cane is capped with steel and wrapped in old leather. When you grasp it and use a bonus action to speak its command word, it transforms into an ordinary longsword. Speaking the command word again (as a bonus action) causes the sword to revert back into a cane. The item can be transformed in either direction at will, but provides no combat bonuses.

Market Price: 60 gp

Warmage's Focusstone

Wondrous item, common (requires attunement by a spellcaster)

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an Antimagic Field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

Market Price: 70 gp

Waybread Box

Wondrous item, common

This bright tin box is five-inches square, two inches deep, and has a hinged lid. When you open the lid, it fills with heavy flatcakes which contain enough nourishment for a medium creature for 24 hours. As you open the lid, you can speak aloud the name of any food and the flatcakes will taste like that food, though they spoil if uneaten within 24 hours. Once the box has supplied 7 meals it can’t be used again until 7 days have passed.

Market Price: 80 gp

Wayfinding Amulet

Wondrous item, common

House Tharashk developed these amulets to ensure their scouts didn't get lost in the deep swamps of the Shadow Marshes. This amulet allows the wearer to navigate without visible landmarks of any sort.

The wearer fixes a point in their mind and the amulet gives a sharp tug in the correct direction. It must be on their person at all times to work; removing the amulet resets it. The amulet does not account for roads, walls, cliffs, or bodies of water.

The location must be one known to the wearer, and they must have either visited it before or it must be a popularly well-known location. The amulet cannot be used to locate an item or person, nor a lost location.

Market Price: 55 gp

Wayfinding Runedisk

Wondrous item, common

A polished crystal disk set in a dwarven-forged brass casing, this device is a standard issue among House Orien courier-scouts and Breland reconnaissance units. Etched with tiny elemental runes, it resonates faintly with planar ley lines.

While holding the lodestone, you can use an action to determine which way is true north. This function only works while on the Material Plane.

Market Price: 35 gp

Whisperbark Relay

Wondrous item, common

Crafted from magically treated slivers of whisperbark grown in the Eldeen Reaches, this slim runed baton is used for silent signaling over distance.

The relay has 4 charges. While holding it, you can use an action to activate it and designate a creature within 600 feet who is not deafened. That creature alone hears a brief, magical tone or signal only they can perceive. The sound may resemble a whistle, chime, or other agreed-upon cue. No other creature hears anything.

The relay regains 1d4 expended charges daily at dawn.

Market Price: 45 gp