In a world suffused with magic, what kind of magic do the “common folk” use in their day-to-day lives? What so-called hedge magic is used by the butcher, the baker, the candlestick maker—all to make their lives a little more manageable, productive, and safe?
Bag of Marbles
Wonderous Item, Uncommon (Requires Attunement)
This small, innocuous-looking leather bag contains glass marbles, and one marble can be removed at a time. When a marble is tossed on the ground, it magically becomes hundreds of marbles that create difficult terrain in a 10-by-10-foot square. Any Large or smaller creature entering or leaving the square must make a DC 13 Dexterity saving throw to avoid ending their movement and falling prone. The marbles disappear after 1 minute. One marble appears in the bag at dusk every day, up to a maximum of three marbles. If the last marble is removed, the bag become nonmagical and crumbles into dust.
Cloak of Banality
Wonderous Item, Uncommon (Requires Attunement)
Wearing this threadbare gray cloak, all Perception checks using sight, sound, or smell to spot you have disadvantage. If the cloak is removed, all Perception checks to find you have advantage for 24 hours.
Dagger of Subtle Sharpness
Weapon (Dagger), Uncommon (Requires Attunement)
When an attack made with this black-bladed, rune-engraved dagger would be at disadvantage due to some condition or magic, the attack is instead made normally.
Gloves of the Blacksmith
Wonderous Item, Common (Requires Attunement)
Used by blacksmiths and dwarven crafters, these heavy leather work gloves extend up to the elbow and are stitched with runes made from enchanted red twine. They adjust size and length to fit any attuned wearer. While worn, you cannot gain levels of exhaustion from excessive heat and will not suffer any levels of exhaustion for the first 8 hours of strenuous effort, but after that time, exhaustion accrues normally.
Gloves of the Subtle Blade
Wonderous Item, Uncommon
These simple but stylish kid gloves are commonly used by nobles or by assassins. With a simple flick of the wrist, you can summon a nonmagical dagger in either or both hands as a bonus action. The dagger(s) requires no action to dismiss.
Jar of Smoke
Wondrous Item, Common
This small, blackened clay jar is stoppered with a small red-wax seal. When the seal is broken or the jar is shattered, dense smoke is released within a 10-foot radius until the end of your next turn. The area is heavily obscured, and any creature that ends its turn in the area must make a DC 13 Constitution saving throw or take 1d4 poison damage.
Jug of Refreshment
Wonderous Item, Common
Once per day, this rune-engraved clay jug can be filled with any potable liquid (such as water, milk, or alcohol), holding up to 20 servings per day. Drinking one serving from it removes one level of exhaustion. One creature can gain this effect up to three times per day. Any creature drinking a fourth serving or more gains no benefit.
Licking Toad
Wonderous Item, Uncommon
This small jade frog figurine has 3 charges. When the toad is licked, you have advantage on the first saving throw you make in the next minute against poison. The item regains 1d3 charges every dawn.
Oil of Disguise
Potion, Uncommon
This viscous liquid can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). The affected creature then gains the effect of a disguise self spell for 8 hours.
Stone of Health
Wonderous Item, Uncommon (Requires Attunement)
This small green stone has the rune for vitality etched in its smooth surface. While carried, you have advantage on Constitution saving throws against disease or poison.
Vigilant Spear
Weapon (Spear), Uncommon (Requires Attunement)
Often wielded by guard captains and patrol leaders, this spear grants a +5 bonus to initiative.
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