Magic Adventuring Gear

Find slightly magical adventuring gear here, separate from the full magic item compendium. These magic items are found in general stores, adventuring gear stores, and not often found in full magic item shops.

Magic Adventuring Gear

  • The Arcane Watcher’s Lens is a rare item that functions in a similar fashion as the base watcher’s lens, except it can give you vision as if you had darkvision up to 400ft, increasing the distance giving the user darkvision while they use the lens. The lens comes with an upgraded tripod and a hard case to protect it, which is around 2ft tall. The tripod is 2ft tall and the lens is 1ft in diameter. 

  • Appearing as a strange smoky black orb with a miniature sun at its core, resembling the image of a black hole contained in an orb. This orb is the size of a human’s palm, and when activated by using the command phrase as an Action(5e)/Standard Action(3.5e), the orb emits an aura of shadow that snuffs out nonmagical flames and absorbs the flames. The wielder of the Blacksun Orb can attempt to snuff out non-living, magical flames by using another Action after the Orb was activated, forcing the wielder to make a DC 17 CON Save(5e)/DC 17 Fort Save(3.5e) to snuff out the magical flame

  • This holy oil acts as a lotion and when dyed as a war paint. This oil is rubbed into the skin of the user, and they do not take fire damage from static flames that are present on their body. The borrian Wickers and Wickermen use this oil to reduce the pain or eliminate the pain of their flaming wickermasks, and use it on their masks to prevent them from burning. This oil also prevents damage from Alchemists fire or Brightburn Oil. It is a favored item among the Borrian peoples.

  • These torches are battery powered, using Phoenix Feather Batteries(Lasts for 2 weeks) or Navarii Cores(Lasts for 1 month). These lights will alert you should a fiend or undead enter the 20ft light radius of the torch. 

  • These dark grey, metal bottles are used to purify standing water, purify rotten water, or cleanse water that is unsafe to drink. The flask acts as if the Purify food and water spell was cast. The flask can hold 1 litre of water, and cleanses the water within 1 hour.

  • Specially made for Alithean Dragon Hunters, these monocles are a prized possession, and enable the wearer to see through clouds, heavy fog, and rain. This monocle provides clear vision up to 60ft away in these types of weather conditions, seeing in grey, white, and black instead of full color.


  • False-Keys are a favorite among the rogues and thieves of the criminal underground. Presenting as normal looking house keys made of brass, these keys use transmutation magic to replicate the appearance of any other key that is of similar size. The False-Keys can replicate a key up to 2 inches longer and 1 inch wider than the false-key is normally.  The keys are not exact replicas, and cannot open the locks that the real key is meant to open, but will pass as the key. A creature investigating a False-Key has to make a DC 16 Investigation check to notice that it is not the real key.

  • The Firewalker Salve comes with a bright red glass bottle like a potion, but is full of an orange lotion. When placed upon hands and feet, it enables you to walk upon extremely hot surfaces or climb up extremely hot surfaces without taking damage. This effect lasts for 1 hour. 

  • These elegant golden cages function as an extra-dimensional space for small or tiny birds like messenger pigeons and other birds. Often owned by messenger services in Alith and warcamps across the empires of Abirria and Borr, these cages can hold up to 3 birds inside them comfortably. The cage appears as a 3ft tall, 2ft wide cylindrical cage. 

  • Gleaming Oil turns nonmagical armor into Armor of Gleaming for 1 week before the effect ends. The armor does not stay dirty and cleans itself to a point of shining and gleaming in sunlight while this effect is active. 

  • Ironward Oil is a strange forest green oil that feels physically heavier than regular oils. On close inspection, you will see flakes of solid black iron floating in the oil. This oil, when used to clean or polish armor or or weapons will make the armor resistant to bludgeoning damage for 24 hours, with a single flask of oil able to treat up to Splint Armor and 3 flasks able to treat up to full-plate. When used on a weapon, this oil will enable the weapon to ignore resistances to Bludgeoning, Piercing, and Slashing damage from nonmagical sources. 

  • These strange glasses take the form of a pair of eyeglasses made of dark blue mithril. The glasses heighten the sight of those with darkvision, enabling them to see in color within their normal range of darkvision.

  • These strange arcanic and white mithril chainmail gloves are famous among magical researchers in the empire of Alith, and are used for molecular magic.  These gloves enable the wielder of the Abirrian or Alithean Runes to manipulate already made objects by transforming a certain part of it into another material or altering an already existing magical effect. When you know Abirrian or Alithean Runes you can use these gloves to utilize your known runes to manipulate something already made or manipulate an item while making one. These items are driven by imagination and creativity. 

  • These simple keys are enhanced by transmutation magic. They can take the exact shape and form of a key the user has seen before or is familiar with. These keys can unlock most nonmagical locks. The key transforms as an Action(5e)/Standard Action(3.5e). The key has a small chance of failing. Roll a percentile, and on a 1-5, the key breaks and the magic dissipates.

  • Mindcaps are the tool of the Myconids and the humanoid creatures of the Depths and the Core. These tight metal caps cover your head and protect your face against mindflayers mind reading and conversion abilities. A mindflayer must make a successful attack and a contested STR check to remove the cap from your head.

  • Mithril Canisters are used for storing magical energy and are a prime component of biological warfare and magical energy batteries for airships, certain weapons, and magical cannons. These canisters are not necessarily cheap for the adventurer, but far too expensive for those who are not adventurers with a solid form of income. Mithril Canisters are able to hold up to 2 2nd level or lower damaging spells damage, 1 litre of magical liquids, or can store up to 3lbs of foreign material.  The canisters seal themselves when you are done with filling them up, and can be opened with an action. You can release properly stored damage, pour out or spray the litre of liquid, or pour out the 3lbs of foreign material at your own pace. These canisters prevent the user from taking any of the damage stored, being burned or hurt by the liquid, or dealing with any adverse effects from the foreign material.

  • These small canisters can hang on a belt or a sash, and can store small amounts of energy from your own spells, hold up to 8oz of liquids, or 0.5lb’s of foreign material. They act similarly to pouches and small vials, but are able to hold far more magically imbued materials and liquids, and are far more oriented towards battle and spellcasters.

  • Nightrings are black, circular rings that absorb light in a 5ft radius, turning bright light into dim light in a 5ft radius centered on the wearer. This effect must be activated as the ring darkens and its magic takes effect. This effect lasts for 1 hour, and can be done once per long rest.

  • Portable Forges are items that enable you to forge safely outside of a fully functioning forge. These items are expensive and require proper cleaning and upkeep. It takes 3 hours to properly clean the forge and it must be cleaned before it can be used again. These forges are 5 feet tall, 4 feet wide, and 5 feet long, and weigh 400lbs. 

  • These small dolls fit inside a simple pants pocket, but when activated, grow to medium size and take on the humanoid appearance that the user decides. These dolls take on the humanoid features and can even say a few sentences chosen by the user to assist in the cover. These dolls are meant to taunt or distract law enforcement or whoever is chasing the criminal using the doll. In order to notice the doll is not real, the pursuer must pass a DC 15 Perception or Investigation check. Activated as a Bonus Action(5e)/Swift Action(3.5e).

  • The Sealing Coin Pouch enables the user to lock the coin pouch using transmutation magic, transforming the opening into solid fabric. The coin pouch is also able to lock onto your hip or pack with similar magic. Attempting to open this pouch requires the use of magic or a magical set of thieve’s tools. The pouch can contain up to 300 coins inside of it at a time before the magic begins to weaken and the pouch cannot seal itself.

  • This strange looking scope is used by sailors and naval captains to see clearly through fog and storms with a command word and a description of a target they are looking for, highlighting the target in light blue when the target is sighted with the scope. The wielder of the scope cannot see through the fog or stormy weather, but the scope highlights the targeted vessel, item, or person in light, directing the user towards its general direction. This effect only works on nonmagical items and vessels, but identifies people you are familiar with.

  • A singer’s horn is a common find in Abirria, as it is used in place of technology.  A Singer’s Horn is a decorated ivory horn from a Deka, and is blessed with thaumaturgy and minor illusion magic. This horn produces illusionary notes and lyrics when one sings into it, and the voice that emerges from it is quite loud as the Thaumaturgy kicks in. 

  • Siren-Caps are small, circular, flat caps that are around 6 inches in diameter, and are inch thick, with a large dark green bubble on top. When placed on the ground, these caps will burst with the sound of shrieking, similar to the shrieking fungus.  This scream forces creatures in a 20ft radius to make a DC 13 CON save. On a failed save, the creature is momentarily stunned for 6 seconds/1 round and then becomes aware once again.

  • Sparktorches are torches that can be used multiple times, up to three times as a normal torch at their max duration. These torches are infused with magical fire and can be activated with a Bonus Action/Swift Action.

  • These magical collars are used to train animals and beasts to understand more complicated commands. These are made for specific creatures, but most cost the same 600gp. Most animal breeders and trainers have these made for specific animals, similarly to ordering barding. While wearing the collar, the creature gains an intelligence of 10(+0) for the purposes of training and remembering commands. If a creature wears the collar for longer than a month and is trained while wearing the collar, the creature is able to remember the command when the collar is taken off, provided the creature was trained regularly for a week per command during the time it wore the collar.

  • A Treasurer’s Glass is a strange handheld monocle that attaches to the pocket of your shirt, and can be held up to inspect gemstones, gold, silver, and bronze items. When used as an Action, the Treasurer’s Glass will glow yellow if the item has been in contact with magic in the last week.

  • These bright blue aluminum cans are found in cases of 20 on Mithiian ships, and are sold in large, bulk numbers in the Mithiian adventuring stores. These cans are popped open as a Bonus Action, and are pointed towards a ship’s sails or pointed behind smaller vessels without sails. The canister releases a great sheet of air that can temporarily speed up a ship in case of emergency.

  • These strange 1 inch vials are filled with a white fog. The vial is sealed with a white cork and when the vial is shaken, the fog swirls into a tornado inside the vial. The vials are meant to be thrown and smashed or unsealed then thrown. On impact, the vials act similarly to a fragmentation grenade, but instead of releasing solid material, release a semi-powerful gust of wind that can clear a 20ft radius of smoke, acid fog, or something similar that can be dispersed with wind. They have a range of 30ft that they can be thrown, and the effect only lasts for 1 round. You can throw these using a bonus action. 

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Standard Adventuring Gear

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