TEXT: EN World EN5idEr | Enchanted Trinkets: Rogues in the House
   
  writing Brandes Stoddard
   color art Yihyoung Li
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  F
  or outlaws, the urban lower 
  classes, and adventurers, magic 
  provides the edge needed to survive 
  another day. Magic costs money 
  however and the wealthy are not 
  caught in such a position. What does 
  one do? Fortunately every market 
  worth its salt has at least one stall 
  selling odds and ends that promise 
  to bring about a touch of luck, help 
  escape a scrape, or just bring a little 
  wonder into one’s life. 
  These enchanted trinkets have 
  a magic item rarity but also a sug-
  gested gold piece cost tailored to 
  the item. Most items have a reusable 
  feature and a more powerful feature 
  that exhausts its power permanently.
  Enchanted 
  Trinkets
  Rogues in the House
  
  Enchanted Trinkets: Rogues in the House | EN World EN5idEr
  Open Game Content | The game rule information 
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  (including illustrations in the public domain), in-character 
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  character and place names, trade dress, “EN Publishing,” 
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  New Magic Items
  Cage of Folly
  Wondrous item, common (requires attunement; cost 75 gp)
  This small silver or gold birdcage traps your bad 
  ideas and puts them on display. When you fail an 
  Intelligence (Arcana, History, Nature, or Religion) 
  check, a little piece of a mechanical bird material-
  izes inside the cage: first the feet, then legs, body, 
  wings, and head. You can immediately reconsider 
  and reroll the ability check. The cage of folly can be 
  used once every 24 hours, and recharges at the end 
  of each week.
  Once you have used the birdcage five times, the 
  bird sings a mocking song for 1 hour when you fail 
  an Intelligence (Arcana, History, Nature, or Reli-
  gion) check. If you open the birdcage and let the 
  bird go free, it gives you one piece of good advice 
  about a current problem or question that you face. 
  At the GM’s discretion, the advice may give you 
  advantage on one ability check made in the next 
  week. Afterward it flies away as the birdcage loses 
  its magic and becomes a mundane item (though 
  some who have released their birds claim to have 
  encountered them again in the wilds later.)
  Charcoal Stick of Aversion
  Wondrous item, common (cost 150 gp)
  At every level of society—but especially when 
  you’re on the bottom—going unnoticed can be 
  a great benefit. Invisibility is one thing but effec-
  tively hiding your home and your possessions can 
  be harder. As an action, you can expend 1 charge 
  to draw a large X on one object up to the size of a 
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  normal door. This has no effect on creatures, or ob-
  jects worn by creatures. Creatures other than you 
  that see the marked object roll a DC 10 Intelligence 
  saving throw. On a failed save, they do not notice 
  the marked object as anything out of the ordinary 
  from its surroundings (such as a blasphemous icon 
  in a church, a barrel of gunpowder in a kitchen, or 
  an unsheathed weapon resting against the wall of a 
  bedroom going unnoticed). On a success, they can 
  interact with the object normally. A creature that re-
  mains in the area and is consciously searching for 
  the kind of object that you have marked receives a 
  new saving throw at the end of each minute. A crea-
  ture interacting with a marked object automatically 
  reveals it to all creatures who observe the interac-
  tion. A charcoal mark lasts for 24 hours or until it is 
  wiped away as an action. 
  Alternatively, you can expend 2 charges to in-
  crease the DC to notice the object to 15. 
  The charcoal has 2 charges and regains 1 ex-
  pended charge daily at dusk. If you expend the last 
  charge, the charcoal is consumed. 
  Conch of the Secret Voice
  Wondrous item, common (cost 120 gp)
  The verbal components of spellcasting present 
  a major problem for magician-thieves in need of 
  total silence. When you cast a spell with a verbal 
  component, you can hold the conch’s opening up 
  to your mouth and expend a charge. If you do, the 
  shell completely absorbs the noise of your verbal 
  component and the spell still takes effect.
  Alternatively, you can use an action and expend 
  3 charges to cause the conch to speak with its secret 
  voice. The conch utters the verbal component to the 
  last spell that was cast into it, even in a magically 
  silenced area. The creature holding the conch still 
  expends a spell slot and must provide the somatic 
  and material components.
  This conch has 3 charges and regains 1 expended 
  charge daily at dawn. If you expend the last charge, 
  the conch loses its magic and becomes a mundane 
  object (speaking ever after only with the voice of 
  the tides).
  
  EN World EN5idEr | Enchanted Trinkets: Rogues in the House
  Getaway Boots
  Wondrous item, common (cost 75 gp)
  Experienced thieves know that the most dan-
  gerous bounty hunters can practically track them 
  across open ocean to say nothing of muddy city 
  streets—these supple brown leather boots bring 
  some misdirection into the mix. While you are 
  wearing these boots, your footprints indicate a 
  creature of your type but the race, height, weight, 
  and sex that you choose when you pull the boots on. 
  Alternatively, you can use an action to end one 
  divination spell currently affecting you. If you do, 
  the boots remove themselves from your feet and 
  make tracks in a different direction. After 1 mile, 
  the boots fall apart into a pile of mundane leather.
  Glass Ring
  Wondrous item, common (cost 150 gp)
  Though glass is expensive and not found in all 
  buildings, breaking a window is a common aspect 
  of burglary—a dangerous part if there are guards 
  to worry about. As a bonus action, you can make 
  the hand and arm wearing the ring pass through a 
  single pane of glass for 1 minute. Objects that you 
  hold in that hand also pass through the glass. If 
  your hand or arm are still through the glass at the 
  end of the duration, you take 1d10 slashing damage 
  as the glass breaks. 
  Alternatively, when you hit a creature made of 
  glass or crystal with a melee attack using the hand 
  wearing the ring, you can command the ring to 
  shatter. The hit deals an additional 2d8 damage.
  The ring has 2 charges and regains 1 expended 
  charge daily at dawn. If you expend the last charge, 
  roll a d20. On a 1, the ring loses its magic and be-
  comes a mundane item. 
  Legerdemain Gloves
  Wondrous item, common (cost 100 gp)
  Stage magic may not be as impressive as true 
  wizardry but it can still delight an audience and 
  that’s where these supple gray leather gloves got 
  their start, but con artists and thieves find uses for 
  them as well. While wearing both of these gloves, 
  once per minute you can teleport an item, up to the 
  size of a dagger, from one hand to the other.
  The gloves can teleport an item a longer distance, 
  but their magic is forever exhausted in the process. 
  When you wear one glove and another creature 
  within 120 feet wears the other, you can teleport 
  an item up to the size of a dagger into the hand 
  of the creature wearing the other glove. If you do, 
  the gloves dry, crack, lose their magic and become 
  mundane items.
  Lockpicks of Memory
  Wondrous item, common (cost 150 gp)
  It’s good to learn from your experiences but even 
  better to learn from someone else’s. For a guild of 
  thieves with a legacy of control and access within a 
  city, these enchanted tools are a truly valuable as-
  set. You can use these lockpicks and an action to 
  unlock any lock that the lockpicks have previously 
  opened. The lockpicks twitch in your hands when 
  they come within 5 feet of a lock they have been 
  used to open within the last year.
  Alternatively, you can exhaust the lockpicks’ 
  magic completely to borrow a skill or memory from 
  a previous user. You can choose to either watch 10 
  minutes of a previous user’s memory (taken from 
  the span of time they had the lockpicks in their 
  possession) or for 10 minutes you can gain one skill, 
  tool, or language proficiency of the previous user. 
  At the end of the duration, the lockpicks rust away 
  to nothing.
  Note. The cost listed above is for a relatively re-
  cent set of lockpicks of memory; at the GM’s discretion, 
  older versions may cost much more.
  Second-Light Lantern
  Wondrous item, common (cost 35 gp)
  Many humanoid races have darkvision but some 
  find that this curious lantern (which can be a hood-
  ed lantern or bullseye lantern) is worth carrying all 
  the same, particularly scholars and spies who often 
  need the finest possible detail without revealing 
  themselves to others. When you light this lantern, 
  you can expend 1 charge to shed second-light. 
  
  Enchanted Trinkets: Rogues in the House | EN World EN5idEr
  Second-light is visible only to creatures with dark-
  vision and they see the full range of colors in things 
  illuminated by it. 
  Alternatively, you can expend 1d3 charges to shed 
  a still more specialized light, visible only to those 
  who are touching the lantern’s handle. This light 
  lasts for a number of minutes equal to the charges 
  expended.
  The lantern has 3 charges and regains 1 expended 
  charge daily at dusk. If you expend the last charge, 
  roll a d20. On a 1, the lantern loses its magic and 
  becomes a mundane item. 
  Tempest Mantle
  Wondrous item, common (cost 50 gp)
  Guard patrols don’t do their best work in driv-
  ing rain or bitter cold—because they really want to 
  be somewhere else. This enchanted trinket is very 
  popular with sailors and fishermen, as it can save 
  their lives in the most dangerous environments. 
  While you wear this hooded oilskin mantle, you 
  never have disadvantage on Wisdom (Perception) 
  checks from heavy precipitation.
  Alternatively, you can use an action to exhaust 
  its magic. If you do, for 24 hours you ignore the 
  effects of freezing temperatures and you automati-
  cally succeed Constitution saving throws against 
  exhaustion while in frigid water. At the end of the 
  duration, the mantle loses its magic and becomes a 
  mundane item.
  Tools of the Hidden Hand
  Wondrous item, common (cost 30 gp)
  Carrying thieves’ tools is frequently illegal with-
  out a license or certification for locksmithing and 
  even then can be an unfortunate piece of circum-
  stantial evidence in the courts. As an action, you can 
  alter their shape of these thieves’ tools to resemble 
  any one set of artisan’s tools. If used for any task 
  related to their new appearance, the illusion fades. 
  The illusion can also be detected by a creature that 
  spends an action inspecting them and succeeds on 
  a DC 13 Intelligence (Investigation) check.
  Alternatively, while you are touching these 
  thieves’ tools you can command them to truly 
  become whatever type of artisan’s tools they are 
  disguised as. You add your proficiency bonus to 
  the first ability check you make with that set of ar-
  tisan’s tools. Afterward the artisan’s tools remain 
  in their new form as all magic fades from them and 
  they become a mundane item.
  Wand of Cobwebs
  Wand, common (cost 150 gp)
  A convincing way to cover one’s tracks is to create 
  the appearance that an area hasn’t been disturbed 
  in a long time. This spindly wooden wand sheds 
  a little dust whenever you touch it. While holding 
  it, you can use an action and expend 1 charge to 
  conjure wispy cobwebs in a 1-foot cube within 30 
  feet of you that you can see. The cobwebs must be 
  anchored to two solid masses or layered across a 
  floor, wall, or ceiling. The ground beneath the cob-
  webs is covered with a layer of dust that suggests 
  at least a year of disuse. The cobwebs and dust last 
  until cleared away.
  The wand has 10 charges and regains 1d6+4 ex-
  pended charges daily at dusk. If you expend the last 
  charge, roll a d20. On a 1, the wand disintegrates 
  into a mass of cobwebs. e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 222 - Enchanted Trinkets.pdf