
This large acorn is covered in delicate carvings of leaves and vines and has been carefully preserved in a glass vial. The first time the acorn touches dirt it explodes with life, covering everything around it in verdant flora. Over the next minute the acorn erupts into a massive tree, 120 feet tall, and with a trunk easily 10 feet in diameter. During the following hour a grove of trees springs from the ground in a 100 foot radius around the towering tree and all manner of flora along with them. Small dancing lights illuminate the bows of these trees both night and day, providing dim light to those under the trees. Undead and fiends are unable to enter the grove and can not possess, charm, or frighten creatures within it. Any creature possessed, charmed, or frightened by such a creature is no longer affected upon entering.
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.
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.
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
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.
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
This pouch contains enough for up to 10 gallons of liquid.
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.
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.
This deck of cards features a well dressed creature from a different profession or walk of life on each card.
As an action you can draw a card from the deck, changing all your clothing, but not your belongings, to match the creature on the card. This clothing fits well, no matter your race or build, and this change lasts until midnight, you draw another card, or
Suits and Sashes
Numbers are everyday professions, anything from a cobbler or a blacksmith to a clergy member or librarian. Faces are nobility or high ranking individuals. If you draw an Ace you can choose what your outfit is, even an exact match of another creature’s outfit you have seen before. Additionally, you gain a bonus while wearing this outfit based on the suit drawn.
Hearts. You have advantage on Charisma(Persuasion) checks and Wisdom(Insight) checks.
Diamonds. You have advantage on Charisma(Performance) checks and Intelligence(Arcana) checks.
Clubs. You have advantage on Charisma(Intimidation) checks and Strength(Athletics) checks.
Spades. You have advantage on Charisma(Deception) checks and Wisdom(Perception) checks.
This stoppered flask has a faint, nearly indistinguishable sound when shaken. The decanter weighs 2 pounds. This item has 6 charges and regains all expended charges each day at dawn.
You can use an action to remove the stopper and speak one of three Command words, whereupon sand pours out of the flask and a number of charges are expended. The sand stops pouring out at the start of your next turn. Choose from the following options:
- “Pile” expends one charge to create a small pile of sand that can cover a 1-foot-square.
- “Dune” expends three charges to create a pile of sand that is 10 feet across and is about 5 feet tall. This sand is expelled with some force, and moves Large or smaller creatures that would be covered by the sand to the edge of the pile.
- “Desert” expends 6 charges to create a veritable sea of sand that erupts from the decanter as a 30 foot geyser. This sand covers a a 20-foot circle and is up to 10 feet deep at it’s center. Any creature in the radius of the sand is pushed towards the edge of the area until it would no longer be covered by sand, unless it has a burrow speed.
This black leather gauntlet has an intricate bronze ridge down it’s back with five carefully cut stone “gems” set in it’s winding pattern. You can focus on these gems and choose an area of terrain no larger than a 40-foot-cube within 120 feet that you can see. You can reshape dirt, sand, or clay in this area in any manner you choose so long as you maintain concentration (as if concentrating on a spell) for at least the duration required to do so: to reshape a 10-foot-cube it takes an action, 1 minute for a 25-foot cube, and 10 minutes for a 40-foot-cube.
You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot cube, you can create a pillar up to 20 feet high, raise or lower the area’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes the entire duration for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
This effect doesn’t directly affect plant growth, natural stone, or structures. The moved earth carries any of these things along with it. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, if these transformations would make the terrain itself unstable it will collapse when you stop concentrating on it.