Rings
Ring of Borrowed Aggility
(4/12, Ag, Body)
This magic ring borrows aggility from the wielder's future self.
Borrowing When activated, the player gets 1d4 times 6s of enhanced agility. During which they:
- Have advantage on Athletics and Acrobatics checks.
- Double their movement speed.
- Add 1d10 to their attack rolls.
Paying After their enhanced agility is used up, the player must pay 1d4 times 6s of hindered agility. During which:
- They have disadvantage on Athletics and Acrobatics checks.
- Halve their movement speed.
- Have 1d10 added to all attack rolls against them.
Ring of Saved Fortune
(3/12, Cu, Spirit)
This magic ring saves luck for the wielders future.
Saving Whenever the player rolls a natural 20, they may choose to reroll their die, adding one charge to the ring.
Spending Whenever the player rolls a d20, they may choose (after they roll) to spend one charge to reroll the die.
Charges
The ring has a maximum of player_level/2 charges.
Ring of Saved Wit
(2/12, Cu, Mind)
This magic ring saves magic for the wielders future.
Saving When making a damage roll for a spell, the player may choose to roll 1d8 and subtract it from the damage role adding one charge to the ring.
Spending When making a damage roll for a spell, the wielder may choose to roll any number of d8s and add them to the damage role subtracting one charge for each d8 from the ring.
Charges
The ring has a maximum of player_level/2 charges.
Ring of Memories
(2/12, Au, Mind)
This magic ring saves magic for the wielders future.
Saving When making a damage roll for a spell, the player may choose to roll 1d8 and subtract it from the damage role adding one charge to the ring.
Spending When making a damage roll for a spell, the wielder may choose to roll any number of d8s and add them to the damage role subtracting one charge for each d8 from the ring.
Charges
The ring has a maximum of player_level/2 charges.
Weapons
Sword of the Forsaken
Weapon (longsword +1), cursed

This ebony blade is etched with silver runes that shimmer faintly in moonlight.
When equiped, the wielder is granded a radius of Blind Sight equal to the raidus of their Normal Vision.
Cursed. This weapon is cursed, a secret that unveils itself once it bonds itself to its wielder. Each time the sword is unsheathed, a shadow emerges from the wielder's own shadow visible only to the wielder and attacks. The sword resists being sheathed until the shadow is defeated. Should the wielder be slain, the sword vanishes, reappearing in a sanctified place, awaiting its next owner.
Legend asserts that the curse will be broken when finally joined with its long lost sister sword.
Sword of the Redeemed
Weapon (longsword +1), cursed

This gleaming white blade is inlaid with gold runes that glow warmly in the sunlight.
When drawn, the all creatures within sight no longer have shadows.
Once per day, this weapon can make one Blinding Smite attack recharging at sunrise.
Cursed. This weapon is cursed, a secret that unveils itself once it bonds with its bearer. Each time the sword is unsheathed, it radiates a blinding light only visible to the wielder and they are unable to use their Normal Vision until it is sheathed. Should the wielder be slain, the sword vanishes, reappearing in a sanctified place, awaiting its next owner.
Legend asserts that the curse will be broken when finally joined with its long lost sister sword.
Armor
Cloak of Frog
Wondrous item, rare (requires attunement)
This dark green cloak is nondescript except for the faint trail of frogs that follows it. This cloak has 3 charges. While wearing the cloak, you can use an action to expend one or more charges to cast "Summon Frog" which summons a dozen frogs within the casters vision. The cloak regains 1d4 - charges daily at dawn.
Misc.
The Chronicle of the Adventurer's Path
Wondrous Item (Unique, requires attunement to a party)

The Chronicle of the Adventurer's Path is an exquisite leather-bound tome adorned with silver filigree and mystical runes. The pages within are made from a magical parchment that records the deeds and stories of those it is attuned to, writing in an elegant script that appears as the events unfold. The book seems to have an infinite number of pages, never running out of space for the tales of heroism and adventure.
Sometimes it seems to write things the aventurers don't yet know.
Living Chronicle
The book automatically records the adventures, battles, and significant events of the attuned party, narrating their journey. This feature activates only when the book is within the party's possession.
Once per session, if a player takes the time to write their thoughts, plans, or reflections on their adventures in the book, it rewards the writer for their contribution to their story by restoring one spell slot of up to 3rd level or gives the player inspiration to spend on a future roll.
Apendix Arcanum
As the Chronicle enters new towns and regions it fills its Appendix with information about the location such as locations, people of interest, and shop inventories.
The Siphon Compass
Magical Item (Unique, requires attunement)
This ornate brass compass features a single delicate needle set within its crystal-covered face. When brought within 10 feet of a magical source actively being siphoned by a spell or ancient elven siphoning runes, the needle will indicate the direction of the corresponding magical sink—the location to which the energy is flowing. Conversely, if the compass is within 10 feet of a magical sink receiving siphoned magic, the needle will point directly toward the source from which the magic originates.
The compass provides clear, immediate direction, simplifying the identification of magical conduits. It is invaluable for tracing complex magical connections or uncovering hidden ritual locations.
Spells
Disguise Elf
1st Level Illusion
Casting Time: 1 action Range: Self Target: Self Components: V S Duration: 1 hour Classes: Bard, Sorcerer, Wizard
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look like an elf until the spell ends or until you use your action to dismiss it. You are the same height and weight, you can't change your body type, in fact the only thing that really chanegs is your ears.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Cause Beer
1st-level Conjuration
Casting Time: 1 action Range: 60 feet Components: V
You summon a pint of beer to pour anywhere you can see in range. The beer is served as if from an invisible spout and does not come with a container. The source of the beer is always the nearest domestic brewery.
At Higher Levels the the spell produces one more beer per level.
Diss Guy Elves
Cantrip Enchantment
Casting Time: 1 action Range: 60 feet Target: An you can see and that can hear you within range Components: V Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at an elf that identifies as as a "guy" you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Tornskin
1st-level Transmutation
Casting time: 1 action Range: Touch Components: S, M (dried bramble bush stalk) Duration: Concentration, up to 1 minute
You touch a friendly creature, making wooden thorns and spines grow all over its body. Until the spell ends, whenever the target of the spell melee attacks, it takes damage against itself to your spellcasting ability. The damage is piercing.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the reaction increases by 1d4 for each slot above 1st.