Arc 6 Items

Items introduced in Arc 6, sorted alphabetically. Items marked with a "\*" behind their name were submitted via Patreon.

* **Alchemy Jug**, a jug carried by Kix that can magically produce different kinds of liquid. Official item from the Dungeon Master's Guide.
* **Bag of Tricks**, a cloth bag, Kipp carries one in grey and one in rust. Inside it is a fuzzy object, that, when thrown, changes into a creature determined with a d8. Official item from the Basic Rules.
* **Candle**, a magic candle Lottie carries around that can never be extinguished. She carries it in a brass candle holder and uses it as her Spiritual Focus to conduct seances and cast spells.
* **Compass of the Sparrow\***, Salas's magic item. "This elegant compass helps Salas find his way, somewhere, at least. Once put on the compass can show the direction of something as if locate object was cast. The duration of the spell lasts until the next dawn." [Adapted from a submission by Olivia on Patreon]
* **Dreamlily**, a psychoactive liquid. Official item.
* **Eirden Skins**, thick, warm skins that can function as makeshift cold weather gear if need be, and give the character wearing it advantage on their hourly Constitution saving throws.
* **Eyes of the Eagle**, glasses carried by Beryl that grant advantage on Perception checks that rely on sight. Official item from the Basic rules.
* **Goggles of Night**, dark lenses that Lottie carries. They give her darkvision of 60 feet. Official item from the Basic Rules.
* **Grandma's Dawnfather Socks\***, Bengy's magic item. "This thoughtful gift from Bengy's dear grandma is surprising for two reasons. One that anyone would think to give Bengy a gift in the first place. And second, not only does it keep his toes warm, it packs a punch as well. While wearing these socks, you're unarmed strikes do 1d8 plus strength bludgeoning damage plus 1d6 fire damage." [Submission by Darcy Atlas Wren]
* **Headband of Intellect**, a crown that is smelted to Kix's head to grant him an Intelligence score of 19. Official item from the Basic Rules.
* **Hourglass**, a little hourglass that Kix worked on with their magical tinkering to make it smell like warm vanilla sugar, Kipp's favourite scent.
* **Long Johns of Elvenkind\***, Berkeley's magic item. "These Long Johns help Berkeley operate at peak adventuring performance when he ventures out into the cold, allowing him to blend in to the background and wait for his time to strike while wearing these long johns and freezing temperatures. You are affected by the spell pass without trace." [Submission by Laundry Scent on Patreon]
* **Orb of Solitude\***, Gust's magic item. "This small translucent pearl provides Gust with both social and safety benefits. As an action, you can speak the pearls command word. When the pearl's command wor is spoken, it expands into an orb that can be cast around the heads of you and up to two other creatures of your choice. The orb is filled with pleasant, breathable air and has an AC of 14 and 10 hit points. Sound cannot pass through the orb, but all creatures wearing the orb are able to hear each other speak. Wearing is a fun word in that. I can dismiss any orb as a bonus action. Once the orb has been cast, it cannot be cast again until the next dawn." [Adapted from a submission from Kokirifairy]
* **Quarterstaff of Warning**, a weapon of warning carried by Lottie. While she carries it, it gives her advantage on initiative, and she and any of her companions within 30 feet of her cannot be surprised as long as they are not incapacitated by anything other than nonmagical sleep. Official item from the Dungeon Master's Guide. For Lottie, this weapon is an item her ghosts are really attuned to, and they push it into her hands when they sense danger around her.
* **Repeating Shot Crossbow**, a crossbow carried by Kix that does not have to be loaded and has a +1 to attack and damage rolls. Official item from Eberron: Rising from the Last War.
* **Rope of Climbing**, a magical rope carried by Kix that can move, fasten and unfasten itself on command. Official item from the Basic Rules.
* **Scimitar of Warning**, a weapon of warning carried by Beryl. While she carries it, it gives her advantage on initiative, and she and any of her companions within 30 feet of her cannot be surprised as long as they are not incapacitated by anything other than nonmagical sleep. Official item from the Dungeon Master's Guide. Beryl has gotten this scimitar from her mother, and she feels like her mother is always with her, protecting her.
* **Timothy's Terrific Took**\*, Aezrelle's magic item. "This hat is able to bolster Aezrelle's shape changing ability, though it has limitations that remain mysterious to her. Once per long rest, while wearing this hat, you can use your action to transform yourself into an animal of your choosing. As if the polymorph spell has been cast, you may only transform and do animals native to Canada." [Submission by Petall on Patreon]