The Avengers of Titania
Boots of Elvenkind
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Belt of Dwarvenkind
While wearing this belt, you gain the following benefits:
Your Constitution score increases by 2, to a maximum of 20.
You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one.
If you aren’t a dwarf, you gain the following additional benefits while wearing the belt:
You have advantage on saving throws against poison, and you have resistance against poison damage.
You have darkvision out to a range of 60 feet.
You can speak, read, and write Dwarvish.
Ring of the Dread Emperor
While wearing this ring, you can turn Invisible as an action. Anything you are wearing or carrying is Invisible with you. You remain Invisible until the ring is removed, until you Attack or Cast a Spell, or until you use a Bonus Action to become visible again.
Arkenviir Shortsword (Shortsword +1)
Earring of Communication
Ring of Protection
You gain a +1 bonus to AC and saving throws while wearing this ring.
Gem of Brightness
This prism has 50 Charges. While you are holding it, you can use an action to speak one of three Command words to cause one of the following effects:
• The first Command Word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a Bonus Action to repeat the Command Word or until you use another function of the gem.
• The second Command Word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
• The third Command Word expends 5 Charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second Command Word.
When all of the gem’s Charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success
Wand of Magic Missiles
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Bag of Holding
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Earring of Communication
Deals an extra 1d6 damage to Undead and Fiends.
Have been known to glow in the presence of Undead, but not always.
Goggles of Night
While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet.
Pendant of Seeing
The wearer may cast Alarm once a day. Should the necklace be taken off while the spell is in effect, the spell fades.
Full Plate of the Dread Emperor
• Plate Armor +1
• This armor does not impose disadvantage on stealth checks.
• While wearing it, you are immune to critical hits
• You can speak and understand Abyssal and Infernal.
• Unarmed strikes with your clawed gauntlets are considered as
magical damage with a +1 to damage and attack rolls with a damage die of 1d8.
Speak the command word as an action to gain the effect of the Etherealness spell for 12 seconds or until you remove the armor or use an action to speak the command word again. This property of the armor cannot be used again until the next dawn.