This silvered sword has a broad blade that glints yellow in the sun. It’s golden hand-and-a-half hilt has an exorbitantly large diamond as the pommel.
Undead’s Bane
This sword deals Radiant damage instead of Slashing damage to any undead creature. Additionally, when you take the Dodge action until the beginning of your next turn you have resistance to Necrotic damage.
Heaven’s Fury
While wielding this sword you can command a fraction of the might contained in the armories of the Upper Planes. Once per day as an action you can swing the sword down at point you can see. When you do so a crack like thunder can be heard as a hail of massive 20 foot swords crash into the ground in a 30 foot radius around the point you chose. These swords fly from the heavens, piercing through almost any object in their path before disappearing in a flash.
Any creature in the area must make a DC 14 Dexterity saving throw. If you are proficient in Religion you add your proficiency to this DC. On a failure the creature takes 3d12 Piercing damage and 3d12 Radiant damage. Celestial creatures automatically succeed this saving throw.
Angelic Properties
This sword can not rust or shatter, and you can summon this sword to you as a bonus action if you have a free hand unless it is blocked by an antimagic field or a ward against magical travel such as
Curse. If you knowingly attack an innocent creature the sword will immediately streak with black, lose all magic ability, and its diamond will shatter. Additionally, you take 1 fire damage as a symbol is branded into your forehead.
If you unattune with this sword it will begin floating, before, with a clap like thunder, it soars into the sky and returns to the Upper Planes.
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
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.
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
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
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
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
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
A dark-purple heart steadily beats inside this small hardwood chest. All creatures within 60 feet of the box can hear a quiet heartbeat, and feel the rhythmic thump deep within them.
Mortal’s Fragility
As an action you can point at a creature you can see within 60 feet and force them to make a DC 12 Constitution saving throw as they feel a tremor in their heart. On a failure they take 3d6 Necrotic damage and their hit point maximum is reduced by an amount equal to the damage dealt. On a success they take half as much damage and their hit points are not reduced. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature with no heart automatically succeeds this saving throw.
Immortal’s Resistance
If you are killed while attuned with this heart you are brought back to life at the next dawn as if by the spell
Curse. Each time you use the feature Mortal’s Fragility if you have a heart and are not undead you must also make the saving throw against taking necrotic damage, though your hit point maximum is not reduced.
Additionally, if you are resurrected by the Immortal’s Resistance feature you are now considered undead and have the Sunlight Sensitivity feature: while in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

This staff has a cluster of eyeballs attached to it which have been preserved using
Unrelenting Gaze
As an action you can activate this staff, causing the eyes to open. When you do so choose an outlined undead within 120 feet of you, or a creature you can see within 60 feet of you. The target creature must make a DC 16 Wisdom saving throw. On a failed saving throw it takes 3d8 psychic damage and is Frightened of you until the end of its next turn. If the creature is an undead it is Stunned until the end of its next turn instead of Frightened. On a successful saving throw the creature is not affected.
These robes are rumored to have once been soaked in the blood of an undead, or whatever fluid was left in their body that could be called blood. While wearing them whenever you cast a spell from the school of Necromancy you gain 1d4 temporary hit points per spell level that last for 10 minutes.
This set of deep black and purple plate armor has some spiderwebs in it but otherwise is in pristine condition. This item has 3 charges and all expended charges recharge at dawn.
Arachnid Manipulation
While you are attuned to this armor you are able to convey basic commands and feelings to spiders and spider-like creatures allowing you to cast
Spider Summoner
As an action you can expend a charge to simultaneously cast
Curse. When you are near spiders you sometimes hear whispers from Lolth herself of things she wants you to do. Additionally, any charges that are not expended by midnight are automatically used at point(s) of the DM’s choice within range. Any creatures summoned in this way have no duration and are not under your control, though they will not be hostile towards you unless you attack them.
This spear is perfectly balanced, it’s shaft made from solid oak, and the tip gleams in the faintest of light. On a successful attack you can choose to deal either Piercing or Radiant damage and on a critical hit it deals an additional 2d6 Radiant damage. While attuned with this spear it has the property Thrown (60/180). If you throw and miss it immediately returns to your hand, but on a successful attack it returns at the beginning of your next turn. Additionally, you score a critical hit on a roll of 16 or higher when throwing this spear. This spear can not be broken except by a deity or avatar of a deity.
Eyes of Odin
Each of your eyes is able to see things you weren’t able to before by closing the other. If you look through your left eye you are able to read all written languages, and if you look through your right eye you can see ethereal and invisible creatures up to 60 feet away.
Curse. When you attune to this weapon you are wracked with immense pain in your right eye and when you are finally able to open it a void filled with stars gazes back from within your socket. When you look through your right eye you see everything as if viewing it from the Ethereal Plane. Your eye can not be restored except by intervention of a deity, but in return you keep the Eye of Odin feature even after un-attuning from this weapon.
This ball of golden thread glimmers in the light and while you are holding it you always know which direction is north. If you tie this thread tightly around an object the thread becomes anchored. When you do this the knot around the anchor, and end of the thread, vanish as if dissolving into thin air. As the ball of thread moves away from the anchor it continues to unravel as if securely fastened, but after a few inches the thread fades into nothing and can not be touched and can not be seen except with Truesight. This ball of thread never runs out as long as you are on the same plane of existence as the anchor. When you quickly yank three times on the ball of thread it activates and becomes taut. When it is activated all thread within 10 feet of the ball of thread becomes visible but still can not be touched, allowing you to trace it back to the anchor, no matter how far it may be. This thread can only be cut with a silvered weapon or by going to another plane of existence but immediately breaks if the anchor is moved more than 5 feet after the thread is tied. If broken or cut, all unwound thread immediately disintegrates. This thread can only be anchored to one object at a time, and after being activated, cut, or broken, can not be used again for 3d12 days.
This elegant longbow is made of a bright gold, and despite its overbearing size draws with ease that defies common sense making this bow’s range twice that of a regular longbow. This bow contains 8 charges and regains all expended charges each day at dawn. While attuned you are granted divine health by the gods themselves and are immune to all disease and poisons as well as the poisoned condition.
Aim of Delphi
At the beginning of your turn you can choose to expend a charge to activate the bow until the end of your turn. While the bow is activated you may make attacks against any creature within range with advantage, even if they have full cover. When you do so, the arrows disappear in mid-flight, suddenly reappearing at their target.
Bringer of Healing and Plagues
When you make a successful attack with this weapon you may choose to expend a charge to cast
Averter of Evil
When you make a successful attack with this weapon against an undead or fiend you instantly destroy it if its challenge rating is 2 or lower. If it is not destroyed it takes an additional 2d6 Radiant damage.