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Handy Enchantments

P
roprietors of magic items piece values which make them

could never afford the over- available to adventurers of decid-

head of their shops if all their goods edly lighter pockets.

cost as much as a castle! Enchanted

trinkets fill the gap between the


WRITING Levi Thompson
mundane and the magical, and COLOR ART Jared M. Boone
EDITING Mike Myler
although each is listed with a rarity LAYOUT Frank Michienzi

they also have the suggested gold

Enchanted Trinkets: Jared M. Boone  |  EN World EN5ider


In addition, while wearing these boots you can
Book of Endless Pages use a bonus action to cast jump on yourself without
Wondrous item, uncommon (requires attunement by a the need for components by releasing the tensions
wizard; cost 150 gold) of the soles’ coiled magical springs, making each
While you are attuned to this small leather bound burst out. For the duration of the spell your speed
blue book, you can write and copy any number of increases by 10 feet when making a long or high
spells into its pages without needing to worry about jump. At the end of the duration the boots are
running out of space to contain the spells due to immediately destroyed.
its infinite amount of pages. You must still pay the
normal costs for copying a spell into the spellbook.
In addition, while you are attuned to and holding Circlet of Connection
this spellbook, you can use an action to erase all Wondrous item, common (requires attunement;
of the writing contained within, copying it into cost 70 gold)
another spellbook that you touch. The spellbook While wearing this circlet, you gain limited telep-
being copied into must have enough pages for the athy out to a range of 5 feet. You can only use this
spell contained in the Book of Endless Pages. After- telepathy to communicate simple ideas, emotions,
wards the Book of Endless Pages crumbles into dust. and images to creatures that you are familiar with
that are within range. Also, while you are wearing
this circlet, it cannot be removed against your will.
Boots of Bounding In addition, while you are attuned to and wearing
Wondrous item (boots), common (requires attunement; this circlet, you can use an action to psionically gain
cost 85 gold) awareness of creatures around you for 1 minute.
While wearing these rugged brown boots, you While psionically aware, you know the position of
can use a bonus action to activate the springs in any invisible creatures within 5 feet of you. At the
their heels, increasing your speed by 5 feet for up end of this property’s duration, the circlet evapo-
to 1 hour. You can end this property’s effect at any rates into the air.
time (no action required). When you take a short or
long rest, as long as you spend at least 10 minutes
during the rest winding the clockwork key that is
on the inner side of each boot, you regain the use of
this property.

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Enchanted Trinkets: Jared M. Boone  |  EN World EN5ider


remains for 1 hour or until reduced to 0 hit points,
Enchanted Earring obeys your commands for the duration, and is
Wondrous item, common (requires attunement; friendly towards you and your allies.
cost 95 gold)
This earring magically attaches itself to your
ear when you attune to it and cannot be removed Hat of Helping
against your will. You gain one of the following Wondrous item (hat), uncommon (requires attunement;
proficiencies while wearing the earring, chosen cost 150 gold)
when you attune to it: While attuned to and wearing this hat, you can
• Deception use the Help action to aid an ally attacking a crea-
• Performance ture that is within 10 feet of you or your ally. Once
• Persuasion you use this property, you cannot do so again until
• One kind of musical instrument of you finish a short or long rest.
your choice In addition, you can use an action to cause the
In addition, when you fail an ability check using hat to launch up from your head into the air and
the proficiency granted by the earring, you can explode in an array of prismatic colors, inspiring
choose to reroll the ability check with advantage. every ally of your choice within 10 feet of you
Using this property causes the earring to immedi- (including you). A creature inspired this way gains
ately lose its magic, turning it into a mundane piece advantage on the next attack roll, ability check, or
of jewelry that crumbles into dust the next time it saving throw that it makes before the end of your
is removed. next turn. Using this action immediately destroys
the hat.

Everlasting Candle
Wondrous item, common (requires attunement; Monocle of Detection
cost 90 gold) Wondrous item, common (requires attunement;
This small, magical candle emanates arcane cost 95 gold)
power that allows it to burn without using up wax. This monocle magically affixes itself over one
While holding the candle you can use a bonus action of your eyes when you attune to it and cannot be
to speak a command word that makes it rise into removed against your will. The monocle magically
the air, floating no more than 5 feet off the ground adjusts to fix your eyesight. You gain one of the
where it emits bright light in a 5-foot radius and following proficiencies while wearing the monocle,
dim light for an additional 5 feet. The candle hovers chosen when you attune to it:
in this way until you or another creature grasps it. • Insight

If you move more than 60 feet from the hovering • Investigation

candle, it follows you until it is within 60 feet of you • Perception

taking the shortest route to do so. If prevented from • One type of gaming set

moving the candle sinks gently to the ground, it In addition, when you fail an ability check using
becomes inactive, and its light winks out. the proficiency granted by the monocle, you can
In addition, while the candle is hovering you can choose to reroll the ability check with advantage.
use an action to cause its fire to instantly consume Using this property causes the monocle to imme-
the whole candle, destroying it and summoning diately lose its magic, though it remains affixed in
a steam mephit in its place. The steam mephit place until you remove it, at which point it crumbles
into dust.

Enchanted Trinkets: Jared M. Boone  |  EN World EN5ider


it, you can cause the magic of the quarterstaff to
temporarily daze the target. On a hit, the creature
must make a DC 12 Constitution saving throw or
become stunned until the end of your turn. If the
creature succeeds on the saving throw, you cannot
use this property again until the next dawn. When
a creature fails its saving throw, the quarterstaff
immediately loses its magic, becoming a mundane
quarterstaff and ending your attunement with it.

Vehiculist’s Wheel
Wondrous item, common (requires attunement;
cost 80 gold)
After you attune to this steering wheel, when it
is not on your person or within 30 feet of you for
more than 1 minute you immediately lose your
attunement to it, and you cannot reattune to it for at
Shield of Channeling least 1 week. While attuned to the steering wheel,
Armor (shield), uncommon (requires attunement by a you can use a bonus action to attach it to a vehicle
cleric or paladin; cost 120 gold) that is not being driven or detach it. Once attached
When you attune to this shield, the holy symbol to a vehicle, you gain proficiency with the vehicle.
of your deity or domain is magically inscribed In addition, while you are piloting a vehicle that
upon the surface. Once attuned to it, the shield can the steering wheel is attached to, you can use your
be used as a spellcasting focus for your cleric or bonus action to command the vehicle, instead of
paladin spells, and you can don or doff it using a the regular action. Once you use this bonus action,
bonus action (instead of an action). the steering wheel immediately loses its magic and
In addition, while you have this shield donned, becomes permanently affixed to the vehicle it is
you can use a bonus action to channel its divine attached to.
magic to cast a cantrip you choose from the cleric
spell list. Afterwards the shield immediately loses
its magic and becomes a mundane shield. Weapon of Bonding
Weapon (any), common (requires attunement;
cost 100 gold)
Staff of Staggering While you are attuned to this weapon, your
Weapon (quarterstaff), uncommon (requires attunement; attunement with it cannot be broken by spending
cost 120 gold) any amount of time or distance apart from it.
The magic within this quarterstaff is dormant In addition, while you are not holding the weapon
and it is otherwise a mundane item until you have you can use an action to reach out, grasping it
attuned to it. Once you have attuned to the quarter- through the Ethereal Plane and teleporting it to
staff, it becomes a magical weapon that can be used your hand. You can use this action even if your
as a spellcasting focus. hands are tied or cuffed. After teleporting to you
In addition, while you are attuned to the quar- the weapon immediately loses its magic, becoming
terstaff and hit a creature with a melee attack using a mundane weapon. e

Enchanted Trinkets: Jared M. Boone  |  EN World EN5ider

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