
3-book bundle · PDF
Road and Workshop Treasures
5E compatible · 2024 revised rules
Contains images and text generated by AI.
44 magic items for travel, vehicles, and practical tasks. Includes printable item cards.

3-book bundle · PDF
5E compatible · 2024 revised rules
Contains images and text generated by AI.
44 magic items for travel, vehicles, and practical tasks. Includes printable item cards.
12 magic items for 2024 fifth edition, including tools to compress food, carry supplies, and protect against extreme weather.

While touching both halves, spend 1 minute choosing a whole number of hours from 1 to 24. Each half then displays that many tiny embroidered leaves. One leaf unravels on each half whenever an hour passes. At the chosen time, all six knots on each half gently untie, even if a half is on another plane. The count runs from the moment you finish preparing the halves.
The halves can be prepared again only while touching each other; doing so replaces the previous countdown. A creature can feel a wrist ribbon's knots untie, including through gloves. A sleeping creature wearing it wakes from ordinary sleep at that moment. The knots stay untied after the signal. Preparing the ribbon again reties them. You can prepare the ribbon any number of times.

Spend 10 minutes sewing the button onto one nonmagical garment and adjusting it on a willing creature. If every measurement needed to fit that creature is between half and twice the garment's original measurement, it fits comfortably; otherwise the preparation changes nothing. The material's appearance and quantity remain the same; excess cloth forms orderly pleats, and expanded parts become correspondingly thinner.
The fit lasts while the button is attached. Removing it restores the original measurements over 1 minute. If the garment contains a creature when the button is removed, restoration waits until the creature takes it off, then takes 1 minute. Only one garment can be adjusted at a time, including one awaiting restoration.
Armor, footwear with rigid soles, and objects attached to the garment keep their original measurements. Spend 10 minutes adjusting the attached button to refit the garment to a willing creature within the same measurement limits. You can repeat this preparation any number of times.
20 magic items for 2024 fifth edition, including tools to record routes, detect approaching creatures, and move vehicles along walls.

The jar contains five measures. Spend one measure and at least 1 minute painting a continuous trail up to 600 feet long on solid surfaces within your brush's reach. Painting uses your ordinary movement and takes as long as needed to travel the trail. You can pause and resume from its last mark; one measure covers one connected trail. Name up to six willing creatures present when you first paint. Those names remain fixed for that trail. For 7 days from the first stroke, a named creature retracing the trail sees bright blue arrows pointing toward its starting end. Other creatures see the pale strokes.
Removing a mark leaves a visible gap in that course. The paint works underwater, and ordinary washing leaves it intact; scrubbing 1 foot of trail for 1 minute removes that section. After 7 days, the paint becomes ordinary blue dust. An empty jar is an ordinary container.

The chalk has 3 charges and regains all expended charges at dawn. Spend 1 minute and 1 charge drawing up to six arrows at a passage junction, each pointing along a visible branch. Name up to six creatures present as exempt.
For 24 hours, whenever a Small or larger creature other than an exempt creature moves toward the junction along a marked branch within 100 feet of the drawing, that branch's arrow turns red for 1 minute. Measure distance along the passage. Invisible creatures trigger the arrow. Further qualifying movement restarts its minute. Detection works through intervening barriers along that passage. A red arrow identifies only the branch where movement was detected. Reading it requires seeing the drawing.
The marks work underwater. Moving their surface away from the junction or scrubbing the drawing for 1 minute ends the effect. Its arrows then become ordinary white chalk.
12 magic items for 2024 fifth edition, including tools to copy surface patterns, measure cavities, and carry loads hands-free.

While a creature wearing a belt fastened by this buckle has the Petrified condition, another creature touching the buckle can take a Magic action and choose an unoccupied space adjacent to the wearer that can contain it and its equipment. All effects currently giving the wearer the Petrified condition end on it. The wearer and its actual equipment appear in the chosen space, keeping their posture.
An empty limestone cast of the wearer's former petrified shape stays in its old space. The cast is an object with AC 17 and 1 Hit Point. It crumbles into ordinary dust after 1 minute or when reduced to 0 Hit Points.
After the wearer is freed this way, the buckle can be used again at the next dawn.

Over 1 minute, you can draw the sleeve over one nonmagical object weighing no more than 2 pounds and measuring no more than 1 foot in any dimension. It tightens into a light shell. The sleeve encloses one object at a time. While enclosed, the object takes no damage from being dropped up to 30 feet or from pressure of up to 100 pounds resting on it. A fall beyond 30 feet or an impact from being thrown or launched affects the object normally. Other sources of damage affect it normally.
Removing the casing takes a Utilize action and returns it to a silk sleeve. The sleeve weighs 4 ounces, and the enclosed object's weight stays the same. If the enclosed object later exceeds either limit, the casing opens immediately.
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