This reinforced metal shield has a crystal orb embedded in its center. On the left side there is a slot, through which you can see it is obviously hollow, and just underneath it is a phrase inscribed in gnomish.
If you insert a weapon with the properties light and thrown into the slot the crystal begins to glow and a distinct whirring can be heard from the shield. As an action you can point the shield at a target and speak the command word expelling the weapon violently. Make a ranged attack (range 80/320) against the target, with proficiency if you have proficiency with shields. On a hit you deal 2d6 damage of the weapon’s damage type.
After one minute, or if you insert another weapon into the slot during this time, the weapon(s) shatter and the whirring stops.
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).
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 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 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.
This javelin is heavily weathered and is carved out of a single piece of what seems to be solid stone but is strangely light to be made of such a dense material.
It has 3 charges and regains all expended charges each day at dawn.
While you are on solid ground as a bonus action you can reach a free hand to the floor and speak its command word. When you do so if the javelin is on the same plane as you it disintegrates and rises out of the ground to meet your hand.
Additionally, if you hit a creature with this weapon you can choose to expend a charge. When you do so the creature must make a DC 16 Constitution saving throw or be Restrained for the next minute as a coating of stone creeps up from the ground and covers their legs. The creature may, as an action, attempt a DC 16 Strength saving throw to break free.
This rough semi-translucent crystal is nearly the size of a man’s head and quite difficult to see into but appears to have an ever-changing light show within its core. When you find it it has four smaller but almost identical crystals nearby.
All five of these crystals have hammered gold bands around them with large elemental runes chiseled into them. You can identify Fire, Cold, Acid, and Lightning runes on every crystal.
The main crystal holds 20 charges and regains up to 3d6 expended charges each day at dawn. The child crystals hold no charges, and instead consume charges from the main crystal.
While you are attuned to this item as a bonus action you may select a damage type from the runes. The selected type determines the type of all child crystals.
Any creature holding a child crystal, and within 120 feet of the main crystal, may expend a charge and envision striking a target they can see within 120 feet as a bonus action. When they do so a small shimmer flies through the air from the main crystal to the activated child crystal and a magic bolt streams towards the envisioned target dealing 1d4 damage of the selected element.
When a creature activates a child crystal as a reaction you may choose a number of charges to expend and fire that many additional bolts from their crystal at the target.
While holding the main crystal you roughly know where each child crystal is at all times as long as it is on the same plane of existance as you.
This scroll is sealed with white wax that shimmers in the light and has the crest of a lightning bolt. When the seal is broken a tiny cloud the size of a fist appears 5 feet directly above the scroll. This cloud grows until it is 5 feet wide before beginning to rain. It rains 1d4 gallons of water over the course of 1 minute. This water is perfectly clear and could even be described as glittering. After 1 minute a single lightning bolt strikes the ground from the tiny cloud before it dissipates, and any creature within 5 feet of that point must make a DC 12 Dexterity saving throw or take 1d10 Lightning damage.
You see a bonsai tree within a simple glass enclosure. It has a well shaped clay dish and cork around its lip, sealing off the glass tube over the small tree. Despite the tree being completely enclosed you can see an obvious breeze swirling around the glass. When you pull the glass off there is a small burst of air and the breeze dissipates.
Each day the tree sheds a single leaf. This leaf does not wither no matter how long it dances along in the breeze within the bottle. Any leaf that is plucked from the tree has no special properties.
If one of these leaves is crushed or ripped
If more than three of these leaves are crushed or ripped
If there is ever more than 10 leaves in one place, or the bonsai container is opened when there is more than 10 leaves,
Timeless. On a successful DC 14 Nature check you estimate that this bonsai must be hundreds of years old, and is in excellent condition, yet you see no signs of it needing to be watered. You reason that it must somehow subsist on sunlight alone within its glass enclosure.