Nomad: Treasures

Trinkets of all shapes and sizes with slight magical properties. These treasures lose their magical property after 24 hours of leaving the nomad's possession or 24 hours after a nomad has died. If your treasure is irrecoverable for longer than 2 days, you may roll a d6 after finishing a long rest. On a  you are able to find a suitable replacement for the treasure you lost. Treasures regain their magical properties, if lost, by spending 24 hours within the nomad's possession.

#### **Amulet of Silence ½ lb.**

Nothing within a foot of this plain, silver amulet can make any noise.

#### **Book of Knowledge 2 lb.**

You learn one additional hidden tradition of your choice from the nomad's Hidden Traditions list.

#### **Boris' Lucky Coin ¼ lb.**

While wearing this featureless copper circle around your neck, at the start of your turn roll a d100. On a 99 or 100, you negate all damage dealt to you until the start of your next turn.

#### **Engraving Quill ¼ lb.**

This pewter quill with a dark brown feather engraves through wood, stone, and similar materials as easily as if it were writing on paper. The tip only goes up to half a centimeter into the surface at any time. When used on paper, this magical quill does not require ink.

#### **Ether Flute 1 lb.**

When this flute is played as an action, all undead within 30 feet of it must pass a Wisdom saving throw versus your Tradition save DC or their movements and actions are stopped until the music stops or they are damaged in any way. Undead who are engaged in combat when the playing starts, have advantage to this saving throw.

#### **Faerie Lantern 2 lb.**

This iron lantern is always cool to the touch, and appears to be completely empty. Inside, however, is an invisible spriteling. The sprite can make no noise or affect the lantern around it. What it can do, however, is glow any visible color with an intensity of a candle to a campfire as well as understand Common, Elven, and Sylvan. The sprite is friendly to you, but may change its attitude as the situation permits.

#### **Fisherman's Blanket 5 lb.**

This thick woolen blanket will become perfectly dry with a single shake, regardless of how wet it is, and is always pleasantly warm. Anyone who has this blanket wrapped around their body is also immune to the effects of cold weather.

#### **Goblin Jaw 1 lb.**

This bleached-white goblin jawbone is etched with runes of necromancy. The jaw allows you to cast the *speak with dead* spell with no material components when pressed into place of a dead creature's jaw. The jaw regains its use of this effect at dawn.

#### **Howling Horn 2 lb.**

This horn makes a very convincing wolf's howl and gives you a bonus equal to your Charisma modifier on Animal Handling checks against wolves and dogs. Sounding it loudly enough will call all wolves and dogs within earshot to your location. They are not charmed by you, and might very well eat you when they show up.

#### **Juggler's Batons 6 lb.**

These weighted sticks, painted bright red, will always make their way back to the thrower's hand before hitting the ground. You gain a bonus equal to your Wisdom modifier on Performance checks with these batons.

#### **Mage Hat ½ lb.**

This pointy magical hat seems to be able to enhance your attacks with magic while making you look like a wizard. You may deal an additional 2 fire, cold, or lightning damage on your damage rolls.

#### **Map of the Truth ¼ lb.**

When this map is read by someone trying to remember something that happened to them within the last 10 days, they will remember every detail of the event as if it had just happened. This process takes up to ten minutes of searching the map. Alternately, the map may be used as an action to show what transpired within 30 feet of the map 1 minute ago. The map regains its use of both effects at dawn.

#### **Money Belt 1 lb.**

This thin, leather belt has a spot for one coin purse to be tied to. When the power word is spoken, up to 10 silver coins are converted into gold coins. This item regains use of this effect at dawn.

#### **Moon Rock 3 lb.**

This yellow-grey rock emits an enormous magical presence of an unknown school of magic. Divination spells, such as *scry*, perceive heavily warped information within a radius of 10 feet of the rock. The rock's magical presence makes everyone within 10 feet of the rock indistinguishable. Also, anyone who uses *detect magic* within 30 feet of the rock can detect nothing but the rock's overwhelming presence.

#### **Reverse Torch 1 lb.**

This rune-carved, gray-wood torch has a replaceable head. When lit, the torch emits darkness out to 15 feet that overpowers candlelight and is overpowered by lantern and campfire-light. When meeting a torch's light, the light and darkness blend into each other between the two sources.

#### **Smuggler's Purse 2 lb.**

A simple coin purse, with an eye drawn onto the bottom. It holds any amount of a coin, but will always look and feel empty.

#### **Spoon of the Bat ½ lb.**

If this thin metal spoon is tapped against something hard, it rings out a loud, sharp tone. This gives the wielder blindsight out to 20 feet as long as the wielder has a free hand to hold to spoon and can hear the tone clearly.