Sinker's Needle
Wondrous item (non-magical), no attunement
A palm-sized compass in a plain casing of dull grey metal. Its needle is bare and bright. It has no north. Wherever you hold it, however you turn it, the needle points down: toward the floor, toward the bottom of a pit, toward whatever lies lowest. Hold it upside down and the needle swings to follow. Drop it from a cliff and the needle still points down while it falls. Nothing marks it, scratches it or bends it.
- Indestructible. The compass is immune to all damage and to every condition, and no spell or effect (including Disintegrate) can harm or alter it.
- Not magical. It radiates no magic and is unaffected by Dispel Magic or an Antimagic Field.
- Always down. While you hold it, you always know which way is down, even if you are Blinded, in magical darkness, spinning, or in free fall.
- Way down. You have Advantage on Wisdom (Survival) checks to find a route downward through unfamiliar terrain, such as picking the right branch in a cave system or the right ledge on a wall.
Inspired by the Star Compass from Made in Abyss by Akihito Tsukushi (homage).
Mendgold
Potion (relic), common, single use
A ball of dull gold the size of a plum. It is flexible, like thick clay, and always cold to the touch, even in a fire's glow. Pressed to a wound, it softens and spreads. Where it touches, torn flesh is replaced by gold, which closes the wound and stays. The new gold is flexible like skin and cold. It leaves a gold scar.
- Use. As a Bonus Action you can press Mendgold to your own wounds. Or take the Utilize action to press it to a creature within 5 feet of you.
- Heal. The creature regains 2d4 + 2 Hit Points. The ball is used up.
- Scar. The healed wound leaves a patch of cold, flexible gold on the skin. It is harmless, and can't be removed except by Greater Restoration or similar.
Mechanically identical to a Potion of Healing. Detect Magic shows a faint aura.
Properties
The Quiet Guard
Wondrous item, rare, requires attunement
A heavy bracelet of gold alloy, plain except for a faint seam running around it. Only one has been found on the first layer. It was never meant to be worn for show: when its wearer wills it, the bracelet unfolds into a round shield of gold.
- Summon. While attuned, you can use a Bonus Action to unfold the bracelet into a gold Shield, or to fold it back into a bracelet.
- Shield. It is a normal Shield (+2 AC). Using it follows your class's shield proficiency, as with any shield.
- Both hands free. The shield is strapped to your forearm by the bracelet, so it doesn't take up a hand. You can hold a light weapon in each hand and still benefit from the shield, which allows Two-Weapon Fighting with a shield up. Two-Weapon Fighting still requires light weapons.
Properties
Updraft Cloak
Wondrous item, rare, requires attunement
A long cloak woven from pale gold-grey thread, so light it seems to move without wind. In the outflow of air that blows outward from the light rod, it billows like a sail.
- Slow fall. As a Reaction when you fall, you can cast Feather Fall (no components). Once used, you can't use it again until the next dawn.
- Limit. The cloak only works for falls of 300 feet or less. If the fall is longer than 300 feet, Feather Fall automatically fails.
Properties
Keeper's Ring Calendar
Wondrous item, rare, requires attunement
A thick ring of dark gold alloy with twelve small notches cut around its outer edge. Some notches are worn smooth, others are still sharp. Each notch is the size of a grain of rice. When the light is up, they catch it. It is warm when you put it on. The notches look like decoration, and no one has found a way to read them.
- Count. While attuned, you always know how many days have passed since you entered the Well, even underground, in magical darkness, or after losing track of time. This is the ring's own magic. It does not come from the notches.
Properties
Praying Bead
Wondrous item, uncommon, no attunement
A small bead of gold alloy, cool and smooth, found pressed into the stone palms of the kneeling Keepers on the first layer. Holding it, you feel quiet, as though someone has asked you to stop and pray.
- Calm. As an action, you can hold the bead and end the Charmed or Frightened condition on yourself.
- Quiet. Creatures that would sense your fear by smell or sound have Disadvantage on noticing you while you hold the bead.
Properties