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The Show Must Go On
Golden Theatrical Mask of Dionysus
Reward · Wondrous · Requires Attunement

While worn or held, you have advantage on Charisma (Persuasion or Intimidation) checks against satyrs, fauns, and other revel-fey.

Once per long rest, as a bonus action, you can sense illusion magic and magically tampered objects within 60 feet until the end of your next turn (they shimmer faintly to you).

Once per short rest, when a creature within 30 feet fails a Charisma saving throw against being charmed or frightened, you can use your reaction to let it reroll that save.

A palm-sized golden mask on a braided leather cord — comedy on the front, tragedy on the reverse, warm to the touch.

Maenad Midnight
Ariadne's Kylix Shard
Reward · Wondrous · 1/Long Rest

Once per long rest, as an action, you press the shard to your brow or an ally's within 5 feet. That creature ends one charm, frenzy, or intoxication effect on itself and has advantage on the next Wisdom saving throw it makes within 1 minute.

While carried, you also know whether a drink within 10 feet is poisoned or magically intoxicating (no action).

A curved clay fragment painted with black ivy and a sleeping crown, edges sealed in pale wax.

Riddles at the Peak
Clay Tablet of Savano
Reward · Wondrous · 1/Long Rest

Once per long rest, after you hear a creature speak a statement within the last minute, you can use a reaction to know whether that statement was a deliberate lie (as Arkteia's Blessing of the Sphinx).

While holding the tablet you have advantage on Intelligence (Investigation) checks made to solve riddles, cyphers, or symbolic puzzles.

A palm-sized sun-baked clay tile etched with Fibonacci notches and a single golden paw-print.

The Laurels of Olympia
Olive Token of Nike
Reward · Wondrous · 1/Long Rest

Once per long rest, as an action, touch the token to a creature within 5 feet that has legendary actions, legendary resistance, or a recharge (5–6) ability. Until the start of your next turn, that creature can't take legendary actions and has disadvantage on its next attack roll.

While carried, once per short rest you may gain advantage on one contested ability check made during a contest, race, or public challenge.

An olive-wood disc stamped with winged Victory, faintly warm even in cold air.

The Night of Open Jars
Shard of Elpis
Reward · Wondrous · 1/Long Rest

Once per long rest, as a bonus action, you or an ally within 30 feet who can see the shard ends the Frightened condition and gains advantage on Wisdom saving throws until the end of your next turn.

Once per short rest, when you fail a Wisdom saving throw, you can reroll it and must use the new roll.

A palm-sized shard of a clay lamp, glazed gold on the inside, one edge carved with half a grin, still smelling faintly of beeswax and ozone.

The Night of Open Jars
Blessing Cord of Elpis
Reward · Wondrous · Consumable

Consumable - single use

When Zeus thanks the party for mercy, each PC may take a short gold-and-wool cord. Once, before making a saving throw, you may snap the cord to gain advantage on that save. If the save is against being frightened, charmed, or despairing divine compulsion, you instead automatically succeed. The cord is then gone.

A thin cord of white wool wrapped in a single golden eagle-feather filament.

The Mill of Midas
Ashen Loaf Charm
Reward · Wondrous · 1/Long Rest

Once per long rest, as a reaction when you or an ally within 10 feet would be affected by a curse, petrification-to-metal effect, or Midas-like greed magic, you can cause that effect to fail against that creature.

While carried, you have advantage on Wisdom (Insight) checks to detect greed-driven lies or cursed coin.

A thumb-sized gray loaf charm on a baker's twine, smelling of rain, ash, and honest flour.

The Sibyl's Last Page
Laurel-Ash Phial
Reward · Wondrous · 1/Short Rest

Once per short rest, as an action, sprinkle ash to grant yourself advantage on one Intelligence (Investigation) or Intelligence (Religion) check made to read omens, hidden script, or prophecy.

Once per long rest, as an action, cast the ash into a magical fire within 30 feet: that fire deals no damage and can't spread until the end of your next turn, and any creature in it can move out without taking fire damage that turn.

A glass tear filled with gray ash and green sparks, tied with red Cumaean wool.

Arena of the Labors
Olive-Resin Club
Reward · Weapon · +1 Weapon

+1 club

Once per short rest when you hit a beast or monstrosity with this club, the attack ignores resistance to bludgeoning damage from nonmagical attacks.

Once per long rest, as an action, you plant the club in ground within 5 feet (DC 14 Strength or Athletics check). Until the start of your next turn, the first creature of your choice that moves at least 20 feet toward you in a straight line must either end that move adjacent to the club or take 4d10 piercing damage and fall prone (no save).

A short olive-wood club sticky with dark resin, twelve notches cut into the haft.

Bellerophon's Bargain
Humble Bridle
Reward · Wondrous · 1/Long Rest

While holding the bridle, you have advantage on one Animal Handling, Acrobatics, or Persuasion check involving a flying mount or celestial beast per short rest.

Once per long rest, when you or a mount you ride reduces a creature to 0 hit points, you can choose to knock it unconscious instead and force it to use its movement on its next turn to flee if able (it won't attack until it has left your sight).

Plain leather tack with a moonlit bit that grows lighter when thanked aloud. Pegasus-blessed restraint: a bargain that rewards open hands more than applause.

Judgment at Delphi
Sunlit Tripod Shard
Reward · Wondrous · 1/Short Rest

Once per short rest, as an action, you cast noon-light from the shard: until the end of your next turn, forged documents, illusionary voices, and false prophecy within 30 feet cast crooked shadows you can see.

Once per long rest, as an action, choose a creature within 30 feet that is invisible, shapechanged, or possessing another body; it must succeed on a DC 15 Charisma saving throw or its true body is outlined in sunlight and it can't benefit from being invisible or from possession until the end of your next turn.

A warm bronze triangle that casts noon shadows even at dusk. A broken piece of Delphi's tripod, still hungry for true light on false words.

Karkinos at the Keel
Coral Feast-Horn
Reward · Wondrous · 1/Short Rest

Once per short rest, as an action, blow the horn. Each shark, crab, octopus, or other beast with a swimming speed within 30 feet must succeed on a DC 13 Wisdom saving throw or spend its next turn moving away from you by the safest route.

Once per long rest, as an action, one Huge or larger aquatic monstrosity or beast within 30 feet must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn.

A small coral trumpet, warm and faintly pulsing like a living heart.

Lightning on Dead Oars
Lodestone Nail of Auster
Reward · Wondrous · 1/Short Rest

Once per short rest, as an action, drive the nail into a surface within 5 feet or brandish it at a construct or undead within 30 feet. That target has disadvantage on attack rolls until the end of your next turn and takes 2d8 lightning damage.

Once per long rest, while the nail is driven into a ship, vehicle, or structure, creatures of your choice within 30 feet of it have resistance to lightning for 10 minutes.

An iron nail that hums softly whenever thunder gathers, tip always cool.

Sinbad and the Roc of Serendib
Serendib Noon-Diamond
Reward · Wondrous · 1/Short Rest

Once per short rest, as an action, flash the diamond at one creature within 30 feet that can see you. It must succeed on a DC 13 Dexterity saving throw or be blinded until the end of its next turn.

Once per long rest, when you flash it at a Huge or larger beast or monstrosity that can fly, on a failed DC 15 Constitution save it is also unable to use grappling or nest-quake style lair actions until the end of its next turn.

A fist-sized rough diamond that flashes as if noon lives inside it, even under cloud.

Stymphalian Storm
Thunder-Bell Cord of Stymphalos
Reward · Wondrous · 1/Long Rest

Once per long rest, as an action, you cast the cord like a net (range 15 feet, one Medium or smaller flying creature). On a hit (ranged attack), the target is restrained until the end of your next turn, falls if it relies on wings, and can't take reactions while restrained this way.

While carried, once per short rest you can impose disadvantage on one creature's next ranged attack made within 30 feet of you (reaction, when you hear or see the attack declared).

A tarred hemp cord threaded with blue wire and three small bronze storm-bells.

The Theatre of Python
Castalian Coil-Charm
Reward · Wondrous · 1/Short Rest

Once per short rest, as a reaction when you or an ally within 30 feet fails a saving throw against poison or a serpentine grapple/constrict, you can force a reroll of that save. Once per long rest, as an action, choose a Huge or larger beast or monstrosity with a serpentine body within 30 feet; until the end of your next turn, it has disadvantage on attack rolls and cannot take legendary actions, as Castalian light binds its coils.

A bronze serpent coiled around a single drop of Castalian water on a laurel cord.

The Atlantean Toll
Bronze Tithe-Token
Reward · Wondrous · 1/Long Rest

Once per long rest, as an action, brandish the token at one aquatic beast, monstrosity, or humanoid within 30 feet that claims sea-tax or boards ships. It must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute (repeat save at end of turns) and can't climb or board your vessel until the end of its next turn.

While carried, you have advantage on one Charisma (Intimidation or Persuasion) check per short rest against creatures that respect Poseidon's law.

A heavy bronze seal stamped with a trident and wave-tithe marks, cold as deep water.

The Boar of Calydon
Moon-Black Bristle
Reward · Wondrous · 1/Long Rest

While carried, once per short rest you have advantage on one Wisdom (Survival), Wisdom (Insight), or Charisma (Persuasion) check tied to a hunt or rivalry.

Once per long rest, as an action, touch the bristle to a beast or monstrosity within 5 feet: until the start of your next turn, it can't regain hit points and any aura it emits (frightening, cursing, or damaging) is suppressed.

A hand-length iron bristle wrapped in red wool, smelling of wet leaves and moonless soil.

The Bronze Heart of Crete
The Aegis Pin
Reward · Wondrous · Requires Attunement

+1 AC

Once per long rest, as a bonus action, choose yourself or an ally within 5 feet: that creature gains 15 temporary hit points and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of your next turn.

Once per short rest, you have advantage on one check made to climb, brace, or sabotage a Large or larger construct or siege engine.

A cold bronze nail etched with spiraling aegis scales, tip darkened by ichor-oil.

The Clashing Gates
Bronze Dove of Phineus
Reward · Wondrous · 1/Long Rest

Once per long rest, as an action, release the dove: for 1 minute it flies a path you choose within 120 feet, and you and allies within 10 feet of its path ignore difficult terrain from waves, rubble, or shifting stone.

Once during that minute, when a trap, closing gate, or environmental hazard would force a Dexterity saving throw, you can use a reaction to grant advantage on that save to creatures of your choice within 30 feet.

A palm-sized bronze dove with one real white feather lodged in its throat. Phineus's timing-bird, kept after the Clashing Rocks learned to miss one more ship.

The Debt of Antaeus
Sky-Shackle Link
Reward · Wondrous · 1/Long Rest

Once per long rest, as an action, wrap the link around a Large or smaller creature within 5 feet (Strength saving throw DC 15 negates). On a failure, the creature is lifted 10 feet into the air, restrained by the chain until the end of your next turn, and while so lifted it can't benefit from regeneration or legendary resistance tied to touching the ground.

While carried, once per short rest you have advantage on one grapple contest.

A single sky-iron shackle link etched with cloud-runes, always a hair lighter than it should be.

The Ferry Overfull
Balanced Obol Ledger
Reward · Wondrous · 1/Short Rest

Once per short rest, as an action, open the ledger toward one undead or one creature attempting to cross a threshold, ferry, or portal within 30 feet. It must succeed on a DC 14 Wisdom saving throw or end its turn without attacking and without forcing a boarding or crossing.

Once per long rest, you can name up to six creatures; for 10 minutes they count as having paid a mundane ferry or gate toll to guardians that respect such payment.

A slim black ledger bound in ferry-rope, each page stamped with a single balanced obol.

The Ford of Twin Spears
Twin-Seal of the Ford
Reward · Wondrous · Requires Attunement

While attuned, once per long rest as an action you present one face of the seal to a willing ally within 30 feet: for 1 minute that ally gains a +2 bonus to attack rolls and saving throws.

Alternatively, once per long rest as an action at a ford, bridge, or border shrine, you bind both faces together: hostile humanoids of two warring factions you name within 60 feet have disadvantage on attack rolls against each other for 1 minute (they can still attack you). Charisma save DC 15 ends the effect early for a creature.

A double-faced bronze seal — crescent Amazon face and aspis Spartan face — joined by a river-loop hinge.

The Isle of Stonegaze
Polished Bronze Mirror
Reward · Wondrous · 1/Short Rest

Once per short rest, as a bonus action, angle the mirror at a creature within 30 feet that uses a gaze attack or that you can see making one. That creature must succeed on a DC 15 Constitution saving throw or be subjected to its own gaze effect (or restrained until the end of its next turn if the gaze has no self-targeting rules).

While carried, you have advantage on saving throws against being petrified.

A round bronze hand-mirror scavenged from a collapsed altar, face bright as still water.

The Kraken's Toll
Seal of the Deep
Reward · Wondrous · 1/Long Rest

Once per long rest, as an action, hold the Seal aloft and speak Poseidon's name. Choose one Huge or larger aquatic creature, or one tentacle/lair feature within 60 feet: it must succeed on a DC 16 Wisdom saving throw or immediately withdraw to a safe distance, ending any grapple it maintains and becoming unable to attack you until the end of its next turn.

While carried, sea beasts of CR 2 or lower are hesitant to attack you first if another target is available.

A heavy sea-green seal stamped with a closed eye and a trident, always damp with cold brine.

The Kraken's Toll
Aello's Storm-Gold Feather
Reward · Wondrous · 1/Short Rest

While carried, the feather vibrates when an aberration, elemental, or monstrosity with a swimming speed is within 120 feet (DM confirms direction on a successful DC 12 Arcana check).

Once per short rest, as an action, present the feather: one fey, harpy, or siren within 30 feet has its attitude shift one step toward friendly for 10 minutes, and Charisma checks to parley with it are made with advantage during that time.

A harpy primary feather sheathed in crackling gold, smelling of ozone and wet rope.

The Shattered Pact of Ironstone Hills
Bronze Pact Medallion
Reward · Wondrous · 1/Long Rest

Once per long rest, as an action, invoke the medallion against one humanoid or giant within 30 feet that is fighting under false pretenses or magical deception. It must succeed on a DC 14 Wisdom saving throw or spend its next turn ending hostility toward you and your allies if persuaded (DC 14 Charisma (Persuasion), advantage).

While carried, the medallion grows warm within 200 feet of active petrification magic and hot within 60 feet.

A heavy bronze medallion stamped with twin clan marks, veins of gold that heat near serpent-magic.

The Shattered Pact of Ironstone Hills
Kephira's Obsidian Shard
Reward · Wondrous · 1/Long Rest

Once per long rest, as a bonus action, shatter a false image: end one illusion of your choice within 30 feet that you can see, or impose disadvantage on the next Constitution saving throw a creature within 30 feet makes to maintain concentration.

Once per short rest, when you succeed on a save against being petrified or restrained by a gaze, you can use your reaction to force the gazer to make the same save (DC equal to the original).

A knife-length shard of black glass veined with gold, still faintly warm like a liar's cheek.

The Weeping Maw
Scroll of Splashfire Blessing
Reward · Scroll · 1/Long Rest

This blessed scroll does not vanish when used; one designated PC keeps it. Once per long rest, as a bonus action, you coat one ranged weapon you are holding for 10 minutes.

While coated, when you hit a creature with that weapon, the target and each other creature within 5 feet of it take 2d4 fire damage. When you miss with that weapon, the intended target still takes 1d4 fire damage. The coating ends early if you coat a different weapon.

A soot-edged vellum scroll smelling of pitch-fat and sacred oil, edges singed but never crumbling.

The Wilting Court
Tearstone Afterglow
Reward · Wondrous · 1/Long Rest

Once per long rest, as an action, touch a creature within 5 feet afflicted by a curse, geas, or grief-fueled magical compulsion: that creature has advantage on saving throws against that effect for 1 minute, and if the effect allows repeated saves, it may make one immediately.

While carried, once per short rest you have advantage on one saving throw against being charmed or frightened.

A cool garnet ember on a myrtle cord, no longer a full Tearstone — only the afterglow of one.

The Wilting Court
Wilted Myrtle Trophy
Reward · Wondrous · 1/Long Rest

Once per long rest, as a bonus action, you gain resistance to necrotic and fire damage until the end of your next turn, and your next weapon attack before then deals an extra 2d6 necrotic damage on a hit.

While carried, you have advantage on saving throws against being frightened by undead or fey.

A blackened myrtle sprig stiff as wire, leaves edged in ash-violet shadowfire stain.

The Witch of Aeaea
Moly Seed Charm
Reward · Wondrous · 1/Long Rest

Once per long rest, as a bonus action, anoint yourself or an ally within 5 feet: that creature has advantage on Wisdom saving throws against being charmed or transformed for 10 minutes.

Once per short rest, while holding the charm near a beast that was magically altered, you have advantage on Wisdom (Animal Handling) checks to calm it.

A single milk-white moly seed set in a bronze bead, smelling of crushed garlic and sea-wind.

Weave of Arachne
Moonbone Shuttle
Reward · Wondrous · 1/Short Rest

Once per short rest, as an action, you pluck a magical thread within 15 feet: gain advantage on one Dexterity (Stealth) or Intelligence (Arcana) check involving webs, looms, wards, or written bindings.

Once per long rest, as an action, end one spell effect of 3rd level or lower that is rewriting, geasing, or magically renaming a creature you can touch (the creature may choose to keep beneficial effects).

A white bone shuttle threaded with a hairline of moon-silver that never tangles.

Wings Over the Wine-Dark Sea
Conch Echo of Relative Silence
Reward · Wondrous · 1/Short Rest

Once per short rest, as an action, you and allies within 10 feet automatically succeed on saving throws against magical song, charm-song, or siren effects until the end of your next turn.

Once per long rest, as an action, release a silence-pulse: each creature concentrating on a spell within 30 feet must succeed on a DC 15 Constitution saving throw or lose concentration, and song-based attacks fail until the start of your next turn.

A pale conch etched with closed lips, cracked along one spiral but still cold to the ear.

Apples of the West
Sunset Shears
Reward · Wondrous · 1/Long Rest

Once per short rest, you have advantage on one Dexterity (Sleight of Hand) or Wisdom (Perception) check involving orchard wards, vines, or silent theft.

Once per long rest, as an action, snip a magical vine, rope, or tether within 5 feet: end that restraint or one legendary reaction a Huge or larger beast or dragon would take before the start of your next turn (DM chooses the lost reaction if several apply).

Tiny bronze pruning shears warm as late afternoon, blades catching sunset even at noon.

The Fleece of Colchis
Ram's Bell of Phrixus
Reward · Wondrous · 1/Long Rest

Once per short rest, as a bonus action, ring softly: one beast or construct within 30 feet must succeed on a DC 13 Wisdom saving throw or be distracted until the end of its next turn (disadvantage on Perception and opportunity attacks).

Once per long rest, as an action, ring at one dragon or Huge beast within 30 feet: on a failed DC 16 Constitution save, its speed is halved and it has disadvantage on Wisdom (Perception) checks for 1 minute.

A thumb-sized golden bell on a scrap of fleece-wool cord, tone soft as sleep.

The Hot Gates
Ares's Bloodied Favor
Reward · Wondrous · 1/Long Rest

Once per long rest, as a bonus action when you are bloodied (at or below half your hit point maximum), you gain 20 temporary hit points and advantage on Strength and Constitution saving throws for 1 minute.

Once per short rest, when you take the Help action to aid an ally holding a doorway, pass, or shield wall, that ally gains a +2 bonus to AC until the start of your next turn.

A blood-dark bronze disc etched with a boar and spear, warm as a fresh wound, cord stiff with dried favor-blood.

The Pomegranate Dead
Obol of True Passage
Reward · Wondrous · 1/Long Rest · Revivify ×1

Once per long rest, as an action, strike the Obol against a bell, gate, or ferry within 30 feet: for 10 minutes, you and up to five allies are treated as having lawful passage by undead guardians of CR 5 or lower (they won't attack first unless attacked).

Once per short rest, offering the Obol as a scent-token (action, not consumed) grants advantage on one Animal Handling or Persuasion check against an underworld beast or psychopomp.

A black-iron coin stamped with a closed eye, warm like living blood.

Troy's Hollow Gift
Cedar Heart-Key
Reward · Wondrous · 1/Long Rest

Once per short rest, you have advantage on one check to sabotage, repair, conceal, or open a construct, siege engine, or hidden panel.

Once per long rest, as an action while adjacent to a Large or larger construct or wooden structure, choose lock, wake, or cripple: lock prevents it from opening or moving for 1 minute (DC 15 Strength ends); wake grants it 20 temporary hit points and advantage on its next attack; cripple gives it disadvantage on attack rolls and halves its speed for 1 minute.

A carved cedar heart with bronze pins that click through four quiet settings. The colossus's quiet conscience — a fourth turn that belonged to no king.

Chains on Caucasus
Kindling Nail
Reward · Wondrous · 1/Long Rest

Once per short rest, you have advantage on one Strength (Athletics) check to climb, anchor a rope, or force a portal.

Once per long rest, as an action, wedge the nail into a chain, manacle, or binding within 5 feet: for 1 minute that binding can be opened without a check by you, or you impose disadvantage on checks to restrain a creature with that binding.

While carried, you have resistance to fire from divine or eagle-cult sources once per long rest (reaction when you take that damage).

A black nail with a coal-red seam and a head shaped like a tiny torch. Adamant kindness driven where iron learned cruelty on the Caucasus crag.

Phaethon's Reins
Spare Golden Rein
Reward · Wondrous · Requires Attunement

While attuned, once per short rest you have advantage on one Athletics, Acrobatics, or Animal Handling check made while flying, falling, or controlling a vehicle.

Once per long rest, as a reaction when you or an ally within 30 feet falls, the rein lashes out and that creature's fall speed becomes 60 feet per round until it lands, taking no falling damage from that fall.

Once per long rest, as an action, gain advantage on one contested check to control a chariot, ship, or flying mount for 1 minute.

A sun-warm cord of braided gold, too light to fall and too bright to stare at directly.

Phaethon's Reins
Chlamys of the Unburnt
Reward · Wondrous · Requires Attunement

Immune to fire · resistant to radiant

While attuned and worn, you are immune to fire damage and have resistance to radiant damage. Nothing you wear or carry ignites.

Once per long rest, as a reaction when you or a creature within 5 feet takes fire or radiant damage, sweep the cloak across it: that creature takes no damage from that effect.

Once per short rest (no action), end the burning, blinded, or heat-exhaustion condition on yourself.

A short travel-cloak of pale salamander wool, warm as noon and unmarked by any flame that has tried it.

Phaethon's Reins
Talaria of the Herm
Reward · Wondrous · Requires Attunement

6 × 10 min of flight per long rest

While attuned and worn, you take no falling damage, you always land on your feet, and you are never knocked prone while airborne.

As a bonus action, gain a flying speed equal to your walking speed for 10 minutes, up to 6 times per long rest. The sandals set you down gently if the duration ends aloft.

Once per short rest, as a reaction when a creature within 60 feet falls, its fall becomes gentle and it takes no falling damage.

Plain courier's sandals with small grey wings at the heel that beat only when your feet leave stone.

Mother of the Deep Coil
Tripod Brand of Arima
Reward · Wondrous · 1/Short Rest

Once per short rest, as an action, brand a beast or monstrosity within 5 feet: it has disadvantage on attack rolls against you until the end of its next turn.

Once per long rest, as an action, press the brand to stone or coil within 5 feet: cancel one creature's attempt to summon or call reinforcements this round, or dismiss one summoned creature of CR 5 or lower as it arrives (no save).

An ash-black iron brand warm to the touch, face stamped with a Delphic laurel.

The Hundredfold Binding
Tenages's Dial
Reward · Wondrous · 1/Short Rest

Once per short rest, as an action, read the light: advantage on one Investigation, Arcana, or Survival check to navigate solar traps, fever-wards, or timed mechanisms.

Once per long rest, as an action adjacent to a magical lock, seal, or binding tied to light, fire, or celestial magic, you open it without a check or impose disadvantage on the next save a creature makes to maintain such a binding within 30 feet.

A palm-sized bronze astrolabe ticking with stolen star-hours, pointers warm at noon.

Victory Unchained
Fillet of Unclaimed Victory
Reward · Wondrous · Requires Attunement

+1 to saving throws

Once per long rest, as a reaction when you or an ally within 30 feet hits a Huge or larger creature, you deal an extra 2d10 radiant damage and that creature loses one legendary action use until the end of the round (minimum 0).

Once per short rest, when you succeed on a check to break bonds, seals, or restraints, one ally within 30 feet gains 10 temporary hit points.

A thin gold-and-olive fillet that refuses to stay tied until Victory herself knots it.

Victory Unchained
Nike's Boon Token
Reward · Wondrous · Consumable

Consumable - single use

Once, the table redeems this token for one boon Nike offered: (1) a sanctuary that can't fall while at least one bearer defends it (structures have resistance to siege damage and defenders advantage on saves vs. fear while inside); (2) a ship that always finds Misthaven mist (advantage on navigation checks to home port; once, auto-succeed escape from a naval hazard); or (3) call one previously chosen Victory helper into a future battle for 1 minute (uses the helper's session card). The token then vanishes.

A single olive leaf cast in pale gold, veined with volcanic glass from Etna's rim.

The Labyrinth of the Unshapen
Chrysalid Lens Shard
Reward · Wondrous · 1/Long Rest

Once per long rest, as a reaction when you or an ally within 30 feet would be transformed, polymorphed, or forcibly reshaped, you can cause that effect to fail against that creature.

Once per short rest, as an action, study a beast or monstrosity within 60 feet through the shard: learn one damage vulnerability, resistance, or immunity it has (DM's choice if several), and your next attack roll against it before the end of your next turn is made with advantage.

A thumb-sized shard of iridescent crucible glass, edges smoothed, catching colors that aren't in the room.

The Wrath of Pyrakmon
Wineskin of Maron
Reward · Consumable · Wondrous

Consumable - 3 doses

As an action, administer one measure to a willing or grappled creature. It must succeed on a DC 17 Constitution saving throw or be poisoned and incapacitated until the end of its next turn (success: poisoned only). Giants and Huge creatures have disadvantage on this save.

Only Maron's vineyard can refill it. Set remaining measures after the session (minimum 1 if any wine was unused).

A goatskin wineskin stamped with Maron's vine-seal, smelling of Apollo's sun and crushed grapes.

The Wrath of Pyrakmon
Naxian Seal (Kept Against Orders)
Reward · Wondrous · Requires Attunement

While attuned, once per long rest as an action you command minor sea-spirits within 10 miles: for 1 hour a ship you designate has advantage on checks to sail with the wind, or a ship you oppose has its speed halved and disadvantage on such checks.

Once per short rest, as a bonus action while aboard a vessel, fill or slack the sails immediately (advantage or disadvantage on the next navigation or chase check). Elara — and Poseidon's agents — will seek the Seal.

A lacquered trade charter disc engraved with Naxian law and a hidden Binding of Poseidon beneath the wax.

The Sleepless Queen
Sleepless Fangs of Lamia
Reward · Crafting Component · Wondrous

Kept whole, the pair are a crafting component. Over a long rest, a character proficient with smith's tools or leatherworker's tools can set them into one weapon (DC 15 check; on a failure the attempt costs the rest but not the fangs). The weapon becomes a Fangbound Weapon: once on each of your turns when you hit a creature that is not a construct or undead with it, you deal an extra 1d6 necrotic damage and regain hit points equal to half that amount. Three times per long rest, when you hit a creature that is grappled, restrained, incapacitated, or unable to see you, you can instead deal an extra 4d6 necrotic damage, regain hit points equal to half that amount, and reduce the target's hit point maximum by the necrotic damage dealt until it finishes a long rest. A creature reduced to a hit point maximum of 0 by this weapon dies. Unset, the fangs alone let their bearer sense any creature within 60 feet whose hit point maximum is currently reduced.

Two curved fangs the length of a finger, ivory going to amber at the root, warm in the hand and very slightly damp however long they are left to dry.

The Sleepless Queen
The Sleepless Eye
Reward · Wondrous · 1/Long Rest

While you hold the eye, you have advantage on Wisdom (Insight) checks to detect a disguise and you automatically know whether a creature you can see within 30 feet is in a form other than its true one. Once per long rest, as an action, hold the eye up to a shapechanger within 30 feet that can see it: it must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn, and any regeneration or similar trait it has does not function until then. Once per long rest, as an action, press the eye to a creature that is unconscious at 0 hit points: it is stable and cannot lose hit points for 1 minute.

"She gave up her eyes so she could sleep. It did not work. Make her look." — Theoxena, Senior Pythia