Watchful Talisman 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 that can not be resisted or reduced in any way and 1 additional psychic damage for every uncovered talisman above your modifier. If this effect reduces you to 0 hit points you are transported to the plane of Pandemonium (or Xoriat).

2025-02-19
#366
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.

2025-02-19
#365
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.

2025-02-19
#363
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.

2025-02-19
#364
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.

2025-02-19
#362
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*
#361
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*
#360
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
Ring of Fallen Leaves ring, artifact (requires attunement a creature that knows planar magic)

This ring is a complicated tangle of copper and bronze oak leaves. It magically resizes to fit any finger you put it on.
This item holds 10 charges and regains 1 expended charge each day at dawn.
While attuned to this ring you can identify the type of any tree you can see, and have proficiency in Intelligence(Nature) checks.

Plane of Perpetual Autumn

While attuned with this ring you are aware of, and in control of, the Demiplane of Perpetual Autumn. This demiplane is a lush deciduous forest with a giant oak many times larger than normal at the center. The trees in this forest are always beautiful warm tones with the occasional purple. You can walk for several miles in any direction before finding the edge of the demiplane. If you concentrate, you know of all creatures within the demiplane and where they are.

Ever-present Portal

As an action you can expend 2 charges to create a portal to the Demiplane of Perpetual Autumn, or a portal from the demiplane to the Prime Material plane, that lasts for 1 hour or until you create another portal. This costs 1 less charge if you create the portal adjacent to a Huge or larger oak tree.
The portal you create is 5 feet wide, 10 feet tall, and is bordered by branches. You can expend an additional 2 charges to double the size of the portal. When you create a portal to the Material Plane you can choose any location you are very familiar with, or a permanent teleport circle. When you create a portal to the demiplane you can choose any location within it.

If you create a portal in the same location for 8 consecutive days that portal becomes a permanent portal. A permanent portal can only be dispelled by Dispel Magic cast at 9th level, Wish, or if this ring has at least 1 charge and you expend all remaining charges to destroy it.

2021-10-31
#357
Helmet of Occlusion wondrous, rare (requires attunement)

This helmet is very notably missing any way to see out of it as its visor is completely solid, but it is overlaid with a multitude of artistically crafted eyes.
While wearing this helmet you have blindsight out to 60 feet and are blind beyond that radius. Blindsight allows you to see through obscured areas, magical and nonmagical darkness, and you can not be Blinded by most effects, but it does not allow you to see through walls or objects. This particular blindsight allows you to see creatures and objects easily, but things such as words on a page, or colors, are impossible. Creature’s basic emotions and health are expressed via color.
Additionally, creatures trying to determine your thoughts or mood via mundane means, such as an Insight check, have disadvantage while you are wearing this helmet.

Curse. If you doff this helmet after wearing it for an hour or longer, you are Blinded for 1 minute for each hour you were wearing it, up to 1 hour total. This effect can not be removed by Lesser Restoration.

2021-10-25
#356
Augmier's Cozy Cottage wondrous, very rare

This large 1-foot diameter orb holds a diorama of a wattle and daub cottage in the woods. This diorama changes with the seasons and is intricately detailed. 
In the diorama you can see a gnomish word chiseled into the side of the cottage. If you speak this command word while holding the orb and standing on a reasonably flat area with at least a 20-foot cube of space you suddenly find yourself inside the cottage. The cottage instantly transports from the orb into the space you are standing, and any creatures in the space the cottage now occupies are placed in a free space within the cottage if they fit, or outside if they do not.
This 20-foot square cottage is furnished with 3 bunk beds, a large table with 6 chairs, a fireplace, and several empty bookshelves and chests along the wall.
If you speak the command word again while touching both the cottage and orb, the cottage and any objects in the shelves or chests return to the orb. Any creatures in the cottage remain where they were.
The cottage can only be taken from and returned to the orb once per day.

2021-10-25
#355
Pamsprei's Stabilizing Powder wondrous, common

This pouch of coarse yellow powder smells almost sickly sweet but has no noticeable taste. When dissolved into a liquid it keeps it from souring or going bad for an additional 3 days the first time it is added, but its effects are removed by Purify Food And Drink.
This pouch contains enough for up to 10 gallons of liquid.

2021-10-24
#354
Companion's Compass wondrous, rare

This set of five identical compasses are lacking the distinctive cardinal direction markers you might be expecting, and you also note they each have four pointers, rather than one.
So long as these compasses are on the same plane of existence as each other they will always point to each other. If a compass is on another plane any corresponding pointer will begin spinning in circles until the compass it points to is again on the same plane.

2021-10-24
#353
Charm of Isoptera wondrous, uncommon

This small fired clay orb has an intricate network of bored holes through it. 
This item has 10 charges and regains 1 expended charge each day at dawn.

As an action you can touch this orb to a surface made of wood or clay and expend a number of charges. A number of cubic feet of material is destroyed equal to the number of charges expended as the area is swarmed with phantom termites. The material removed can be in any shape, so long as it is contiguous and not overly complex.

2021-10-17
#352
Gemcutter weapon(warpick), rare

This otherwise ordinary pick has three empty facets in its head where gemstones might be set. Each facet is surrounded by a delicate circlet of runes.
When you make a successful attack with this weapon it gains one charge.

As an action you can press on a semi-precious stone or gem set within one of this item’s facets and expend a number of charges to magically refine it. Expending 5 charges increases its value by 10 gold. Expending 10 charges increases its value by 25 gold. Gems and semi-precious stones refined in this way can not be increased to be worth more than 100 gold.

2021-10-10
#351
The Bathyal's Mask wondrous, very rare (requires attunement)

This tarnished silver mask covers the bottom of your face and is heavily inlaid with turquoise and coral. This item has 12 charges and regains 2d6 expended charges each day at dawn.

Breath of the Deep

As an action while wearing this mask you can expend a charge to activate it, sealing it tightly to your face. For the next hour you can breathe normally in any environment, and you have advantage on Saving Throws made against harmful gases and vapors.

Tidal Pressure

As an action you can expend a number of charges to create a 30-foot sphere of brackish water, within 120 feet of you, for each charge spent. These spheres last for 10 minutes before evaporating. Any creature inside these spheres must make a DC 16 Strength check to move outside of the sphere.
Additionally, as an action you can expend a number of charges to target that many creatures inside the brackish spheres. Each targeted creature must make a DC 16 Strength saving throw as the water churns around them. On a failure, the target creature takes 4d10 bludgeoning damage and is Restrained. On a success they take half as much damage and are not Restrained. A Restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

2021-10-10
#350
Planar Godfather Clock wondrous, uncommon

This looming grandfather clock has 5 faces arranged whimsically along its chestnut trunk. The primary face of this clock is a typical mundane mechanism, but the 4 smaller faces are magically aligned with different locations or planes.
You can cast a spell that allows vision or transport to another location, such as Scrying or Plane Shift, using one of these clocks as a spellcasting focus. When you do so that clock face will transform to be able to show the current time at the target location of the spell, including visually representing when dusk and dawn occur.
If the target location does not have a concept of day and night, or the day/night cycle is longer than 48 hours, the clock face becomes blank, and will remain blank until aligned with a new location.

2021-10-09
#349
Fan of Elemental Flame wondrous, rare

This fan has a beautifully engraved case of brass and each time you open it has a different vibrant design on its face.
As a bonus action you can open this fan, which stays open for the next minute or until you close it again. When you open the fan its design, which corresponds to an element, is chosen randomly by rolling a d6. The elements are as follows: Acid, Cold, Lightning, Necrotic, Poison, and Radiant.
After opening this fan if you use it as a spellcasting focus to cast a spell of 1st level or higher that deals Fire damage, you can replace half of the spell’s damage dice (rounded down) with the damage type chosen by the fan.

2021-10-08
#348
Transcendent Tankard potion, uncommon

This miniature keg is sealed with blue wax and filled with a pint of bitter ale. After drinking all the contents you gain several effects for the next hour.

  • You can see into the Ethereal Plane out to a range of 120 feet as a blue haze.
  • You can see Invisible creatures and objects outlined in a halo of yellow light.
  • You have Tremorsense out to a range of 120 feet.
  • You are Poisoned even if you would normally be immune to the condition.

Each minute you are Poisoned in this way you must make a DC 10 Constitution saving throw or become Stunned for the next minute as you are overwhelmed by everything you see. If the Poisoned condition is removed, or after one hour, you lose all the above effects and gain a level of exhaustion.

2021-10-08
#347