Lesser Chestplate of Many Hands armor(breastplate, half plate, or plate), rare (requires attunement)

While wearing this armor you have control of the two extra arms grafted onto the metal spikes on the chestplate’s back. You are not even sure what creature these humanoid arms are from. These arms can hold most objects, and do basic tasks such as open a potion bottle, or swing a one handed weapon.

Extra Muscle

Your two additional arms help you out with strength related tasks, and you gain a +2 bonus when making a Strength check or saving throw, including grapple checks. Additionally, your carrying capacity is increased by 30 pounds for each of these extra arms that are empty and able to assist you.

Overwhelming Army

When you take the Attack action you can choose to make up to two additional attacks, one for each of the extra arms that are holding a weapon, using the weapon the arm is holding. Once used, this feature can not be used again until after your next short rest.

2025-03-09
#378
Greater Chestplate of Many Hands armor(plate, half plate), very rare (requires attunement)

While wearing this armor you have control of the four extra arms grafted onto the metal spikes on the chestplate’s back. You are not sure what creature these humanoid arms are from, but they are not all the same color or type. These arms can hold anything you can, and do basic tasks such as open a potion bottle, or swing a one handed weapon.

Extra Muscle

Your four additional arms help you out with strength related tasks, and you gain a +4 bonus when making a Strength check or saving throw, including grapple checks. Additionally, your carrying capacity is increased by 30 pounds for each of these extra arms that are empty and able to assist you.

One Man Army

When you take the Attack action you can choose to make up to four additional attacks, one for each of the extra arms that are holding a weapon, using the weapon the arm is holding. Once used, this feature can not be used again until after your next short rest.

2025-03-09
#379
Greater Purse of Minauros wondrous, very rare (requires attunement)

This deep red coin pouch is stitched in gold thread and sinched with a black braided serpent carrying an onyx in it’s mouth.
When attuned with this item you can reach into it to pull out a number of copper, silver, or gold pieces that fit in your hand. You can pull out coins worth up 20 gold per day. If you attempt to pull out more than this in a day you must make a Constitution check DC 15. On a failure you reach in and pull your hand out empty handed, taking 1 Necrotic damage per coin you tried to grab.

Time Is Money

If you concentrate on the serpent’s onyx with the name of a destination in mind you, and up to eight willing creatures that are touching you, teleport to within eyesight of the destination that the name best describes as if using the spell Teleportation with a familiarity of Very Familiar. This requires 1 gold, per 25 miles traveled, per creature teleported. If you do not have sufficient gold in your possession when attempting this you take 1d8 Necrotic damage per creature you attempted to teleport, including yourself, and can not use this ability again until your next long rest.

A Fool And His Gold

As a bonus action you can make any metal within a 5-foot cube in sight range appear as if it is actually gold. This does not change the properties of the metal in any way, and if a creature uses its action to examine it they can determine it is not gold with a succesful Intelligence (Investigation) check DC 18. This effect lasts as long as you are touching or able to see the metal.

Curse. After taking out 500 gold, or sleeping while touching this purse, the next night as you rest a Shadow Demon taking the form of a giant snake materializes 120 feet above you with the goal of swallowing the purse. If it succeeds it vanishes and after completing your next long rest you are cursed. If it fails, you get a vision of the current location of Minauros. This repeats each time the conditions are met until the demon succeeds.

When cursed a red and black snake tattoo manifests around your wrist, trailing down your arm. You are no longer considered attuned to the purse but can still use it’s abilities with a snap of your fingers so long as the tattoo remains. This tattoo lets Minauros know your location at all times. Additionally, when you use Time Is Money you now descend from a black maw in the sky, pouring down in a dark ichor that slowly seeps into the ground.

2025-02-09*
#377
Ring of Druidic Roots ring, very rare

This wooden claw ring fits perfectly along the whole length of your first finger, and across its ridge is the moss covered bones of a humanoid’s finger. Once per day, while wearing this item, as an action you can touch a plant and telepathically ask it a single question. You get a telepathic response you can understand, so long as the plant is still healthy enough to answer.

Stages of Strength

Occasionally after using this ring its effects will grow stronger. If you can read Druidic etched into the ring you see “every time you speak with your roots, I will bring you closer to them”. These stages of strength are cumulative and the ring grants the new effects each time it advances while also keeping the previous effects, but only while wearing it. If you take off the ring you cant use its abilities until you put it back on, and any abilities that coincide with rests or the sun dont take effect again until your next rest.

Seedling
You gain advantage on rolls against magical plant-based effects that would limit your movement such as Entangle. Also, during sunny days if you spend at least 8 hours outside you only need half as much food.

Sprout
You gain the ability to move at your full movement speed in plant-based difficult terrain.

Sapling
Your AC can no longer be less than 16, regardless of the armor you are wearing.

Spry Tree
If you spent at least 8 hours in the sun the previous day you wake up with 1d4+1 goodberries sprouting from the ring after each long rest, as if you cast the spell Goodberry.

Ancient One
If you stand perfectly still you are indistinguishable from a tree, and you can commune with plants around you. After standing still for 1 hour you blend into your surroundings and can communicate an unlimited number of times with any plants within 30 feet, or plants who’s roots touch the roots of plants within range. This effect lasts as long as you remain still.

Curse. This curse is a multi-stage curse that slowly takes effect the more the wearer uses it. This curse does not reset for a creature when the ring is taken off, and can only be removed with a Wish spell. Every 10 times the ring is used the curse progresses to the next stage, starting at the Seedling stage after being used a number of times equal to your Constitution score or being worn for 30 consecutive days. These stages are cumulative and you keep all previous effects when you advance to the next stage.

Seedling: Suddenly you can no longer take the ring off, it feels as if the bones of the ring are becoming your own, and the moss begins to creep along the back of your hand.

Sprout: If you bleed, you notice your blood is no longer red but beginning to muddy, and you regularly find leaves and twigs in your hair. If you if you roll less than a 10 for your Initiative you start last.

Sapling: Your skin is darkening, and is rough to the touch, like bark. You take extra damage from sources of fire. If you were immune to fire you are now only resistant to fire. If you were resistant to fire, or had no resistance, you are now vulnerable to fire instead.

Spry Tree: Branches and leaves begin growing from your upper body, and your lower body is noticably thicker. Your base movement speed decreases by 10 feet and if you could naturally fly, you can no longer fly.

Ancient One: You are all but a plant yourself. Every long or short rest you must make a DC 12 Wisdom saving throw. On a failure you spend the rest unconscious, with your arms spread wide. At the end of the rest you must repeat the saving throw. On a success you regain consciousness. On a failure, you are petrified as a tree, though your ability to communicate with plants remains. This petrification can be ended in the typical ways such as Greater Restoration, but also with the spell Awaken.

2025-02-18*
#376
Bonith’s Forge Dust wondrous, rare

This dust made from powdered bioluminescent insects and the bones of a single creature type can be used as an additive during the forging process for metal weapons. Up to three weapons can be coated in this dust while being smithed. Weapons coated in this way faintly glow when within 100 feet of any creature of the same type as the bones used. The closer the creature is, the brighter it glows.

2025-01-02
#360
Anti-Shifting Charm wondrous, uncommon

This small brass charm is a confusing jumble of animal appendages, some of which you have never seen, and hangs from a stout bracelet.
While wearing this charm you have advantage against any spell that would change your form, such as Polymorph or True Polymorph. Additionally, if you are a shapechanger you can not use your shapechanger feature until you remove this charm.

2025-01-02
#368
Spined Reef Flail weapon(flail), rare (requires attunement)

This flail is created from a writhing ball of tendrils and spines. At times you are sure it moves slightly on its own. It has 8 charges and regains 1d6+2 expended charges each day at dawn.  
Any attack made with this weapon is not affected by water or being underwater. Additionally, as a reaction, you can expend a charge to reroll the attack and take the second result.  
Additionally, any time you hit with this flail you can choose to expend a charge to deal an additional 2d8 Piercing damage.

2025-03-08*
#365
Singeing Scimitar weapon(scimitar), rare

This scimitar is made from a single massive pincer knapped to what could be called a blade. Its jagged edges almost tear more than slice, and the wounds it leaves are not for the faint of heart.
On a critical hit with this weapon you deal an additional 1d6 Acid damage. Additionally, the target creature screams out in pain and until the end of their next turn has disadvantage on attack rolls and ability checks. If the creature was concentrating on a spell they automatically fail the Constitution saving throw to maintain their concentration.

2025-03-10*
#364
Lance of The Death Crab weapon(lance), rare

This lance is made from the leg of an enormous crab, honed to a razor tip. When you attack an undead creature this lance does Radiant damage instead of Piercing, and if it hits an undead with a CR of 1/2 or lower it immediately dies.
Additionally, this lance is not affected by water, or being underwater, and does not require two hands to wield while underwater.

2025-01-02
#366
Bow of the Toxic Depths weapon(longbow, shortbow), very rare (requires attunement)

This bow has an emerald sheen to it, and its strung with a blood red sinew. If you touch this bowstring without gloves or some form of protection you take 1 Acid damage each time you do so. This weapon has 12 charges and regains 3d4 expended charges each day at dawn.
When you make an attack with this bow you can expend a number of charges, and when you do the arrow is dissolved mid-flight as it is consumed by a bolt of acid. On a hit the target takes 2d10 Acid damage. Hit or miss, the bolt then explodes in a shower of bile. The target and each creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 1d6 Acid damage for each charge expended. Any attack made when you expend charges is not affected by water or being underwater, unlike regular bow attacks.

2025-01-02
#362
Wand of Lesser Polymorph wand, uncommon (requires attunement)

This wand has 7 charges. It regains 1d6+1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand suddenly turns into a Tiny creature of the DM’s choosing and escapes from your grasp. 
While holding it, you can use an action to expend 1 of its charges, targeting a creature you can see within 60 feet. 
The target creature must succeed a Wisdom saving throw (DC 15) or be transformed into a beast of your choice as per the spell Polymorph, though the  chosen beast must be the same size as the target. The transformation lasts until the end of their next turn or until the target drops to 0 hit points or dies. It spends the duration confused by it’s new form and is considered Stunned.

2025-03-09*
#367
Voidmind Shard potion, very rare

This vial contains a single large fragment of gray brain tissue, carefully preserved. When consumed you feel a rush of power, and a sense of helplessness, as you are forced to bear witness to the massive scale of the cosmos. For the next minute you are Paralyzed as you are overwhelmed with visions and knowledge.  
After this mind-bending moment you gain proficiency with any combination of up to 6 skills, tools, or languages. If you have the Spellcasting feature you can choose to replace any number of these proficiencies with spells instead.

Curse. For each item you chose to learn or gain proficiency in you lose a valuable memory, of the DM’s choice. This can not be reversed except by a Wish spell or deity. Additionally, there is the shadowy creature that lurks in your dreams from this night onward.

2025-01-02
#361
Juggernaut's Burdenous Plate armor(plate, half plate), very rare

This oversized set of plate armor is obviously made from the chitin of some creature rather than metal. It is a mottled brown, covered in protruding spines, and it is incredibly dense. While wearing it you feel like you could run through a wall and not even feel it. However due to the massive bulk of this armor if your strength score is lower than 16, your movement speed can not be higher than 10 while wearing it.
While wearing this plate armor any Bludgeoning damage you take is reduced by 10, you are resistant to Acid damage, and have advantage on saving throws against being knocked Prone or Restrained.

2025-03-10*
#363
Bonith's Watchful Talismans wondrous, very rare

This dirty bag has 2d4+2 stained bone talismans inside it that give you an uneasy feeling if you have the bag open for too long.
Whenever you hold one of these talismans as an action you can make a DC 12 Intelligence(Arcana) check to attempt to concentrate on it.  On a success you are able to see through all of the talismans, except the one you are holding, as if you were there, until you choose to stop, but can not see through your own eyes while doing so.

Curse. If there are too many talismans that are not covered or wrapped (such as in a bag or a cloth) you are overwhelmed by all the things you can see when you use one. You can safely view up to your spellcasting modifier, or your Constitution modifier if you are not a spellcaster. If the number of uncovered talismans is greater than this modifier, you take 1d10 psychic damage plus 1 additional psychic damage for every uncovered talisman above your modifier. This damage can not be resisted or reduced in any way. If this effect reduces you to 0 hit points you are transported to the plane of Pandemonium (or Xoriat).

2025-01-01
#375
Impossible Tar wondrous, rare

This large barrel is full of a sticky substance that is intensely black and viscous. If the barrel breaks or you tip it over it the substance oozes forth. It takes 1 minute to cover a 5 foot square and can cover up to 20 squares. 
Any creature that enters or ends their turn on a square covered in Impossible Tar must make a DC 12 Strength saving throw or be Restrained. A creature restrained in this way can use its action to make a DC 15 Strength check and on a success it frees itself.  If a creature becomes Prone while Restrained by Impossible Tar it can no longer free itself and must be assisted by another creature.
The tar lasts for one week outside the barrel, until it is frozen, or until exposed to universal solvent. It is too sticky to put back in the barrel.

2025-01-01
#374
Cloak of Acute Paranoia wondrous, rare (requires attunement)

This cloak is made from a deep purple hide so unique you can only assume comes from an otherworldly being.
While wearing the cloak you always know the location of all creatures within 15 feet of you if they would be visible to you. This effect applies even while unconscious, and when a creature enters this radius for the first time if you are sleeping you can make a DC 10 Constitution check to attempt to wake up.
Additionally, you have advantage on Wisdom(Insight) checks to check if a creature is lying to you, though you only know if they are or not, not what they might be lying about.

Curse. Each night there is a 5% chance you perceive a creature moving near you but if you wake up nothing is there. Additionally, you have disadvantage on saving throws against being Frightened, and automatically fail saving throws against Fear Ray from Beholders, Death Tyrants, and Spectators.

2025-01-01
#372
Charm of Allsight wondrous, very rare

This charm has 1d6+2 eyes affixed to its fleshy surface and if you watch them long enough you will see one occasionally dart back and forth.
As an action you can crush an eye on the charm to cast True Seeing on yourself, ignoring components.
When all 6 eyes are crushed the charm lets out a shriek before shriveling into a husk.

2025-01-01
#373
Staff of Frightful Awareness staff, very rare (requires attunement)

This ancient ash branch has a startling number of eyes carved into its knots and gnarls.
The staff has 10 charges and regains 1d8+2 expended charges each day at dawn.

While attuned to this staff as an action you can expend a charge to heighten your senses for the next hour. During this time you can not be surprised, and you have a +5 to your passive Wisdom(Perception) and checks.
Additionally, as a reaction to a creature using a feature or ability that would inflict the condition Frightened you can expend a number of charges to cast Heroism, without expending a spell slot, targeting a number of creatures equal to the charges expended. If you are not a spellcaster you use Charisma as your spellcasting modifier for this effect.

2025-01-01
#371
Deck of Many Hallways wondrous, very rare

This deck of sturdy playing cards have a beautiful abstract design and when inspecting them you can see an endless void through their suits. While counting or shuffling this deck it is easy to lose track of where you are. As an action you may draw a card and activate it by placing it against a vertical surface at least 5-foot square within reach. When activated a card opens up an interdimensional hallway. You can choose how for this hallway goes; For instance “until the other side of this wall”, or “250 feet”, however the maximum distance traveled is the value of the drawn card times 50 feet. Numbered cards’ values are equal to their number, while face and ace card values are 10 and 15 respectively. After a card is activated its suits fade. A faded card has a value of 2 when activated again, regardless of its actual number or type. Once all cards in the deck have been activated this item becomes a mundane deck of playing cards.

Interdimensional Hallways

Interdimensional hallways created by this deck are always one tenth the length on the inside as they are on the outside, so a 100 foot hallway would only take 10 feet to travel through. These hallways are not visible or tangible in any way from outside them except for the one-way doors at each end and last for one hour or until one of the doors is destroyed. If a door is destroyed before it collapses creatures in the hallway must make a DC 12 Dexterity Saving throw. On a failure they take 2d10 bludgeoning damage and are expelled out of the hallway from the closest door; However, on a critical failure the creature is transported to another plane or demiplane of the DM’s choice instead. On a success they take half as much damage and can choose which door they are expelled from.

2022-03-02
#359
Viper's Vertebrae wondrous, rare (requires attunement)

This unique bracelet is made from snake vertebrae and features silver and topaz charms. When within 15 feet of a snake the vertebrae vibrate subtly, creating a quiet rattle.
As an action you can choose to transform into a snake. You can choose to appear as any species of snake and for your size to either be Tiny or Huge. Your hit points, physical, and mental ability scores are not replaced; However you are limited in the actions you can perform. You cant speak, cast spells, or take any other action that requires hands or speech. Additionally, your gear melds into the snake form and you can not activate, use, wield, or otherwise benefit from your equipment. As an action, or if you become incapacitated, you revert to your original form.
If you are a Tiny snake you gain a swimming speed equal to your walking speed and a climbing speed of 20 feet. If you are a Huge snake you gain advantage on Intimidation checks and Strength checks. As either size you gain Blindsight out to 10 feet.

2021-11-03
#358