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 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 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.
This ebony staff is topped with a lifelike hand carved from shimmering translucent crystal.
It has 10 charges and regains 1d10 expended charges each day at dawn. While attuned to this item you are able to cast
Shimmering Shield
As a reaction to you or a creature you can see being targeted by a ranged weapon or ranged spell attack, you can expend a charge to create a 10-foot wide 15-foot tall crystal hand between the targeted creature and the attack. Each time a hand is created, it appears in a brilliant flash of dazzling lights and each creature within 15 feet of it must make a DC 14 Constitution saving throw or be Blinded until the beginning of it’s next turn.
This crystal hand has 12 AC and 30 hit points and is vulnerable to Force damage. It lasts until it is destroyed or until you use this feature again.
This crystal orb is a matte white with no distinguishing factors whatsoever, and yet it has a mesmerizing quality when you gaze into it. While attuned to this orb you have advantage on saving throws against the spells
As an action you can touch a creature with the orb and force it to make a DC 18 Charisma saving throw. On a success they feel incredibly parched, but are otherwise unaffected. On a failure the target creature is transported to a demiplane of infinite desert. Each minute a creature trapped within the demiplane must make a DC 12 Constitution saving throw. On a failure they gain 1 level of exhaustion. On a success, or when they reach 3 or more levels of exhaustion, they are expelled from the demiplane and reappear in the nearest unoccupied space to where they left. Once used this feature can not be used again until your next long or short rest.
This ancient staff carved from stout oak is without any ornamentation beyond its natural gnarls and twists, and a small inscription. If you are able to read Elven you can gather that it was created for a crusade to heal the forests and restore balance that was lost. This staff has 8 charges and regains 1d8 expended charges each day at dawn.
Reach of Infinite Branches
When you cast
Tangled Canopy
You know the cantrip
Roots of The Great Oak
If you expend a charge and spend 1 minute concentrating you can cast
Branches’ Blessing
As an action you can expend a charge while touching a Large tree or plant in a swamp or dead forest to stimulate it to grow so long as it is still standing. Within one hour you can notice it’s bark being restored, and buds beginning to form. You regain any charges you expended to heal a plant in this way after your next long or short rest.
This acorn is nearly as large as a man’s fist and very heavy for its size. You can use an action to slam it into the ground and the moment you do so it sprouts and begins putting out roots. At the beginning of your next turn the acorn suddenly grows into a 30-foot tall tree appropriate to the area. When this tree appears all creatures within 15 feet must make a DC 15 Dexterity saving throw as the trunk and branches rapidly expand, taking 3d10 bludgeoning and 3d10 piercing damage on a failed save, or half as much damage on a successful one.
After this tree finishes it’s rapid growth it is just like any other tree, and will continue to grow at a normal pace.
You can see vines pressing up against the sides of this large vial even through the dirty liquid inside it. If you throw this vial when it shatters it immediately covers a 20-foot radius in a mass of vines and small plant life. All creatures in this radius when the vial shatters must succeed on a DC 17 Dexterity saving throw or become restrained. A creature restrained by the vines, or one that can touch a creature restrained by the vines, can use its action to make a DC 14 Strength check. On a success, the target is no longer restrained. Additionally, the area now covered in vines and plants is considered difficult terrain.

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.
On this scarred white seed the size of a man’s fist you see ancient runes. When you attune with this seed you learn the meaning of these runes and how to awaken it. If you plant this seed in the earth and call it’s name; Over the next minute the two jagged birch saplings rapidly form and a stag rises from the ground.
The stag has hide as tough as bark, with a mane of leaves, and the twin saplings as its antlers. This majestic beast has the statistics of a warhorse but an AC of 16, ignores difficult terrain made of earth, and can not be slowed or damaged by non-magical plants. Additionally, if you are attuned to this stag, while riding it you are granted its protection, and your AC can’t be less than 16 regardless of what armor you are wearing.
It is friendly to you and follows your commands as best as it is able. If you give it no commands it defends itself but otherwise takes no other actions. If this steed dies it returns to its seed form and can not be summoned again for 3d10 days.
This thin flexible rod has a sturdy string attached to the end, and a mechanism to release and reel back in the string as needed. Tied to the end of this 50-foot long string is a small hook. When either the hook or string is broken it quickly grows back as the detached hook and string disintegrate. As an action, you can make a ranged attack using this rod against a Large or smaller creature within 30 feet if you. You may add proficiency to this attack if you are proficient in Dexterity (Sleight of Hand). On a hit, the creature becomes tangled in the string and is grappled (escape DC 16). While a creature is grappled in this way you may pull them 10 feet towards you as an action. The grapple ends if they end their turn farther than 30 feet away, you drop the fishing line, or another creature detangles them as an action. Additionally, when trying to catch fish with this item you may make any related checks with advantage.