While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
(requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a crow. While you are in the form of the crow, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
By peering at a magical object through this small ornate lens, the viewer learns information about the item as if they had cast the identify spell.
(requires attunement) While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn.
The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.
(requires attunement) While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
(requires attunement) Produced by a special needle, this magic tattoo evokes fury in its form and colors.
Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:
When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
This dagger is a +1 weapon, and has all the normal properties of a dagger.
This item has one charge, and regains an expanded charge at dawn.
On a hit, the wielder can expend the charge of the dagger, and cause the creature hit to immediately lose any concentration, as well as any magical effect currently on the target.
(requires attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
This stone takes the form of a small, flat, tennis ball sized rock embedded in an amulet.
Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green stone is worn.
(requires attunement)