Magical Items

A handy guide to the special items that we received!

Sending Stones
Virtually instantaneous, long-distance communication. Kinda like a phone, I guess, but creepier.

Bag of Holding
Technically in Val's possession but common property at this point.

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.

Mirror Slippers
Slippers that can enter mirror dimension. Requires a long rest before it can be used again.

Vial of the Blod Rune
This clear crystal, needle-tipped vial is seems the appropriate size for a Medium or Small creature. The giants who crafted them liked this smaller size because it made the vials easier to conceal. The vial is marked with a red blod (blood) rune. The vial has the following properties.

Charm of Blood. As an action you can draw the blood of a creature by touching the empty vial to it. The vial momentarily numbs the area of the body from which the blood is drawn. To do this without being noticed you must make a Dexterity (Sleight of Hand) check opposed by the target's Wisdom (Perception) check. If you drink all the creature's blood from the vial as an action within 24 hours of drawing it, that creature must succeed on a DC 17 Wisdom saving throw or it is charmed by you for 4 hours or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you. Once you use this property, you cannot use it again until you finish a long rest.

Impersonate Other. As an action you can draw the blood of a creature who is the same size and type as you by touching the empty vial to it. The vial momentarily numbs the area of the body from which the blood is drawn. To do this without being noticed you must make a Dexterity (Sleight of Hand) check opposed by the target's Wisdom (Perception) check. If you drink all the creature's blood from the vial as an action within 24 hours of drawing it, your physical appearance changes to match that of the target's. All of your equipment and statistics stay the same. This change lasts 6 hours, or until you dismiss it as an action. Once you use this property, you cannot use it again until you finish a long rest.

Vial Weapon. You can wield the vial as a melee weapon with which you are proficient. The vial deals 1d4 piercing damage and has the light and finesse properties. When you make an attack and deal damage with the vial you can use your reaction to regain a number of hit points equal to the damage you dealt to the creature. Once you use this property, you cannot use it again until you finish a short or long rest.

Gift of Blood. You can transfer the vial's magic to a nonmagical item - a melee weapon or a diamond - by tracing the blood rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the vial is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

Diamond. The diamond is now a blod stone. The blood of the creature inside the blod stone is the same blood from the same creature that was inside the vial when the transfer took place. If the vial is empty when attempting to transfer the magic to a diamond, the transfer cannot be completed.

Weapon. The weapon is now an uncommon magic weapon. When you make an attack and deal damage with the weapon you can use your reaction to regain a number of hit points equal to the damage you dealt to the creature. Once you use this property, you cannot use it again until you finish a short or long rest.

Bag of Tricks
A bag that will randomly conjure an animal, which obeys the conjurer. Requires a long rest before it can be used again.

Skull of the Hellig Rune
This human skull is gilded. A black hellig (sacred) rune is emblazoned on its top. The skull has the following properties, which only work while it is on your person.

Religious Expert. You have advantage on Intelligence (Religion) checks.

Reveal Truths. You can cast the following spells without expending any material components (spell save DC 17): augury, detect evil and good, divination, and zone of truth. After casting a spell from the skull, you must complete a long rest before you can cast the same spell from the skull again.

Gift of Sacred Ground. You can transfer the skull's magic to a place by tracing the hellig rune there with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius. The transfer takes 8 hours of work that requires the skull to be within 5 feet of you. At the end, the skull is destroyed, and the whole area is under the effect of a hallow spell (spell save DC 17) that cannot be dispelled by normal means. You choose all of the spell's variables.

Teleportation Bracelets
Bracelets that can teleport someone to the location of the other bracelet. In episode 37, the DM changed the rules: the bracelet can now only teleport willing creatures and no wagons (too big). Requires a long rest before it can be used again.

Branch of the Liv Rune
This curving birch branch is 2 feet long and three inches thick. Small buds make it seem as if leaves could spring out of the branch at any second. The liv (life) rune is burned into the side of the branch. The branch has the following properties, which only work while it is on your person.

Healing Grace. Whenever you cast a spell of 1st level or higher to restore hit points to a creature, the creature regains 1 additional hit point.

Remove Harmful Condition. As an action, you touch one willing creature and immediately end any blinded, deafened, poisoned, paralyzed, or stunned condition afflicting it. You can also use this ability to remove one level of exhaustion from a creature. Once you use this property, you can't use it again until you finish a short or long rest.

Spare the Dying. As an action you can cast the spare the dying.

Gift of Life. You can transfer the branch's magic to the corpse of a creature that has been dead has been dead for no more than 200 years, that didn’t die of old age, and that isn’t undead by tracing the uven rune on it with your finger. The transfer takes 8 hours of work that requires the branch to be within 5 feet of you. If the creature's soul is free and willing, the target returns to life with all its hit points. This process neutralizes all poisons, cures all diseases, and removes all curses afflicting the creature when it died. This process closes all wounds and restores any missing body parts. At the end of the transfer, the branch is destroyed, and the creature has a black tattoo of the rune appear somewhere on its body.

Kitty Cape
Allows user to turn into a cat. They gain the usual cat stats. Requires a long rest before it can be used again.

Emerald of the Kong Rune
This emerald is cut into a rhomboid shape, three inches on each side and three inches thick. A gold kong (king) rune is clearly seen within its core. The emerald has the following properties, which only work while it is on your person.

Inspiring Leadership. As an action you can speak a magic word of inspiration to one creature you can see within 30 feet of you. That creature has advantage on attack rolls and saving throws against being frightened until the end of your next turn. Once you use this property twice, you can't use it again until you finish a short or long rest.

Natural Leader. You have advantage on Charisma (Intimidation) and (Persuasion) ability checks made to influence creatures of the same type as you.

Ruler's Command. At the start of your turn, one creature of your choice within 5 feet of you can take the Help action as a reaction. Once you use this property twice, you can't use it again until you finish a short or long rest.

Gift of the King. You can transfer the emerald's magic to a nonmagical item - a crown or a ring - by tracing the kong rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the emerald is destroyed, and the rune appears in gold on the chosen item, which gains a benefit based on its form:

Crown. The crown is now a rare magic item that requires attunement. While you wear it, you have advantage on all Charisma (Persuasion) checks.

Ring. The ring is now a rare magic item that requires attunement. While you wear it you can speak, read, and write any language and communicate telepathically with any creature that understands a language within 30 feet.