Erato’s Bough

Weapon +1 (Shortbow), uncommon
Keywords: Feywild, Chaotic, Colorful, Disjointed, Toxic, Wooden

You have a +1 bonus to attack and damage rolls made with this magic weapon.

This shortbow was crafted from a fallen bough from one of the elder dryads with a deep role in the histories of the Olympian pantheon. It resembles cypress wood, seemingly grown and shaped more than crafted, and slowly regenerates damage dealt to it. It resists acid damage and other sources of decay.

It changes colors to match the seasons, and plays a musical sound like panpipes when fired rather than the distinctive thrum of a bow. This diffuse noise grants advantage to Dexterity (Stealth) checks to re-Hide when firing from stealth. If the colorful keyword or at least two other keywords are matched, targets struck by the bow have disadvantage on rolls to disbelieve auditory illusions until they complete a short or long rest.

The bow always teleports with its owner if it is close to hand. If it’s within ten feet of you when you are teleported, it appears at your feet wherever you land. It will even travel with you if the mode of transport normally will not include items. If the disjointed keyword or at least three other keywords are matched, you can use the bow to attack a space from which a target teleported since your last turn as if you were attacking the target (even if the target is now out of your range or line of sight), as the arrow forces its way through the momentary portal made.

You can apply poison to the bow and it will automatically transfer this to the arrows. If the toxic keyword or at least four other keywords are matched, attacks from the bow deal an additional 1d4 poison damage.

If the wooden or feywild keywords are matched, on a critical hit with the bow, a dryad appears adjacent to the target and acts as an ally on your turn (it is capable of taking reactions as soon as it appears, but does not receive actions until your next turn). It cannot move more than 30 feet from the spot it appeared, and disappears shortly after combat completes.

Night Flyer’s Goggles

Goggles of Night; Wondrous item, uncommon
Keywords: Khorvaire, Dark, Energetic, Metallic, Tempestuous, Confining

While wearing these dark lenses, you have darkvision out to a range of 40 feet plus 10 feet for each matched keyword. If you already have darkvision, wearing the goggles increases its range by the same distance.

These goggles appear too-well-made, as if mass-produced by purpose-built machinery. It may feature subtle mechanisms beyond the technology level of most worlds. It slowly repairs itself if broken, and attempts to speed the process of mending have advantage.

If the tempestuous keyword is matched, you take half damage from falling.

If the confining keyword is matched, you can remove unlocked restraints from you as a free action (such as a safety belt).

The Earthen Rod (of the Hex Staff)

Immovable Rod; Rod, uncommon

Keywords: Elemental Earth, Corrosive, Cutting, Dark, Stonelike, Toxic

This smooth, cylindrical rod is jointed at the center. You can use an action to rotate the rod a turn around this joint, which causes the rod to become magically fixed in place. Until you or another creature uses an action to rotate the rod back, it doesn’t move, even if it is defying gravity. The rod can hold up to 6,000 pounds of weight, plus 1,000 pounds per matched keyword. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 26 (+2 per matched keyword) Strength check, moving the fixed rod up to 10 feet on a success.

Made of dense black stone, this rod is slotted at either end as if it can be joined with similar rods to form a staff. If at least part of the rod is touching grounded stone or dense earth, its weight capacity is doubled and the DC to move it is increased by 4.

If the corrosive or toxic keywords are matched, when activated the rod creates an approximately-seven-foot diameter bubble centered on itself that prevents uncontained dangerous fluids from passing (e.g., poisonous or diseased water, sprays of acid, etc.). This sphere of protection provides total cover against acid arrow, poison spray, acid splash, and the like (but does not affect poisons or acids in containers or coating weapons). The sphere doesn’t filter the fluids, but restrains them if they are dangerous.

If the dark, cutting, or stonelike keywords are matched, when the rod is activated anyone touching it gains Necrotic, Slashing, or Bludgeoning Resistance (respectively).

Call of the Void

Ring of Feather Falling; Ring, rare (requires attunement)

Keywords: Baator, Lawful, Evil, Confining, Hot, Stonelike

When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

This ring appears to be made of black cast iron shot through with veins of fiery red rust with an almost feather-like motif. It is rough to the touch despite long use, but strong enough to not be in danger of falling apart. As long as you live, you must drop it through true accident or deliberately transfer ownership to lose it.

The ring is always immune to heat and being trapped. It doesn’t normally pass these abilities onto the wearer, but will never overheat and damage the wearer, or become trapped (e.g., pinned beneath stone). It cannot be transmuted into any other substance than its normal form (slightly reshaping itself to fit if the attuned wearer changes form to no longer have normally-sized fingers).

If the hot keyword or two other keywords are matched, you can double your jumping distance when leaping over open flames, lava, or similar sources of great heat. If the stonelike or three other keywords are matched, you can triple your jumping distance when leaping over pits or crevasses of stone or earth. If both effects are available and relevant (e.g., jumping over a stone channel full of lava), you quadruple your jumping distance.

If the confining or four other keywords are matched, when you are grappled or restrained, you can choose to end either condition as your move action on your turn if there is a ledge that is at least 10 feet above the next lower level within five feet of you. Upon doing so, you fall off the ledge.

If the evil keyword is matched, whenever you have the opportunity to shove a creature within five feet of you off of a ledge, you must make a wisdom saving throw to avoid doing so. The DC is 8 for a valued friend or true innocent, 12 for an ally, or 16 for an enemy.

If the lawful keyword is matched, you have advantage on attempts to shove (or opponents have disadvantage on saving throws against magical effects you use to reposition them).