This silk sheet displays faded images of old myths of the city of Gate Pass.
When worn as a belt, sash, or cloak, this item alerts you when you are about to perform an action or use an item that would modify your alignment before you actually carry it out. Additionally it allows you to cast magic weapon without using a spell slot by whispering the command phrase Please don’t let my death be in vain. This special ability cannot be used again until the next dawn.
This two-foot-long, red, lacy cord radiates faint divination magic.
While wrapped around the hands or wrists of two people at once, it changes color to a darker shade if both people share a common ancestor within three generations, all the way to black if they are siblings.
This seed contains a sleep-inducing hallucinogen. Upon eating a seed, make a DC 12 Constitution saving throw, becoming poisoned for 10 minutes on a failure. You can voluntarily fail this saving throw, but the poison has no effect if you do not sleep or magic cannot put you to sleep.
When poisoned by a dream seed, you fall asleep and experience incredibly vivid dreams and visions. Another creature can use an action to wake you. Otherwise, if the sleep runs its course, the you wake after 10 minutes.
For the next hour after waking from the dreams, you experience a sense of foresight and can take the Dodge action as a bonus action.
This necklace of ivory leaves radiates faint divination magic.
While wearing the necklace, you can speak and understand Sylvan but cannot speak or understand any other languages.
Cut from the First Tree of Innenotdar, the Living Blade was once bonded to the heroine Anyariel. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When the Living Blade is first encountered, it is in the form of a greatsword, but it can be turned into almost any type of weapon as long as it does not have complex, moving parts or multiple segments — so no crossbows, flails, chains, nets, or whips. You can choose the form of the weapon when you first attune to it and when you finish a long rest. Regardless of the form, it appears to be roughly carved from wood, but it takes no damage from fire and is strong as if it were made of metal.
If the Living Blade is on the same plane of existence, you can summon it as a bonus action on your turn. It teleports instantly to your hand, though often with a dramatic flourish, such as by appearing in a burst of flame overhead and plunging its blade into the ground at your feet.
The Living Blade bonds to your life force, and its power grows with yours, gaining additional features based on your character level. Multiple versions of the same effect don’t combine. Instead you use the most potent
version of the effect.
5th Level or Higher: When you take fire damage, you can use your reaction to cause the blade to erupt with flames. These flames shed bright light in a 40- foot radius and dim light for an additional 40 feet. While the Living Blade is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last for 1 minute. You can end the flames early if you use a bonus action to mentally quench the flames or you drop or sheathe the Living Blade.
9th Level or Higher: You gain a +2 bonus to attack and damage rolls made with this magic weapon.
When you are hit by a creature’s melee attack while wielding the Living Blade, you can use your reaction to halve the attack’s damage against you, and the same amount and type of damage is dealt to the creature that hit you. You cannot use this feature again until you have completed a long or short rest.
13th Level or Higher: While the Living Blade is ablaze, it deals an extra 2d6 fire damage to any target it hits.
17th Level or Higher: You gain a +3 bonus to attack and damage rolls made with this magic weapon.
You can cast wish once while holding the Living Blade. It
draws on your life force to fulfill the wish - you gain a level of exhaustion at the start of each of your turns until you die. You can be restored to life only by means of a wish spell.