Items

Index of Magic Items currently in the party's possession:

**Axe of Hurling** - Alegard (Requires attunement, 3/3 slots used)

A +1 Handaxe. Can only be thrown. Range 30/60. Damage 1d6 + Strength + 1 . On any attack roll except a critical miss, returns to the thrower's hand.

**Animated Shield** - Alegard (Requires attunement, 3/3 slots used)

As a bonus action, speak the command word to have the shield fly into the air and protect you for 1 minute.

**Bag of Holding** - Lanzu (No attunement required)

The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet, but weighs 15 pounds regardless of contents. 10 minutes of air inside (divide by number of creatures inside). Weird things can happen if you combine with other similar items.

**Driftglobe** - Harlan (No attunement required)

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the *light* or *daylight* spell. Once used, the *daylight* effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

**Hat of Disguise** - Kassodar (Requires attunement, 3/3 slots used)

As an action, cast *Disguise Self.* The spell ends if the hat is removed.

**Mariner's Breastplate +1** - Harlan (No attunement required)

In addition to being a +1 breastplate, this armour gives the wearer a swim speed equal to their walking speed. If you start your turn underwater at 0hp, you rise to the surface at 60ft/turn. No, you cannot get the bends from this.

**Monocle of Vulnerability** - Kassodar (Requires attunement, 3/3 slots used)

2 charges, recharges both each dawn. As a bonus action, consume a charge +1 to attack roll on your next spell, or +1 to spell save DC. Can consume both charges at once for +2 or +1/+1.

**Net of Mending +1** - Zeela (No attunement required)

Acts as a net as described in the PHB, but self-repairs each day at dawn, and has +1 to attack rolls.

**Pearl of Power** - Zeela (Requires attunement, 2/3 slots used)

Use an action and speak the command word to regain one expended spell slot of your choice. If the chosen expended spell slot was 4th level or higher, the 3rd slot is a third level slot, creating a temporary extra 3rd level spell slot if no 3rd level slots are expended (lasts until a long rest is taken). Once used, the pearl cannot be used again until next dawn.

**Periapt of Wound Closure** - Clint (Attunement required)

While you are wearing this pendant, you stabilize whenever you are dying at the start of your turn. When you roll a hit die to regain hit points, double the number of hit points recovered.

**Ring of the Ram** - Lanzu (Attunement Required, 1/3 slots consumed)

3 charges, restores 1d3 at dawn. Can expend 1 charge to make an attack roll at +7 to hit, dealing 2d10 force damage on a hit. Can expend 1-3 charges on a strength check made to break an object that isn't being worn or carried, granting +5 to the roll with each charge spent.

**Ring of Warmth** - Alegard (Requires attunement, 3/3 slots used)

Grants resistance to cold damage. You and everything you wear are unharmed down to -45 deg C.

**Ring of Protection + 1** - Zeela (Requires attunement, 2/3 slots used)

+1 to AC and all Saving Throws.

**Rope of Binding** - Nobody? (Backscratcher left it)

Has not yet been used in combat. Is known to be able to constrict opponents when the command word is spoken.

**Sprint Shoes** - Kassodar (Requires attunement, 3/3 slots used)

Grants advantage on initiative rolls