This odd contraption is composited of a small crystal orb set within a larger metal semi-sphere. As a bonus action you can press the button recessed into the metal sphere to activate it. The turn after it has been activated the orb levitates until it is 20 feet in the air, or as high as the above terrain will allow, and begins spinning as it glows a soft orange. Each turn it will make a ranged spell attack against the nearest creature it can see within range. It has a +5 spell attack modifier, a range of 30 feet for every 5 feet it is above the ground, and on a hit it deals 2d6 fire damage. After 10 minutes, or firing 10 times, it stops glowing, falls to the ground, and can not be activated again until the next dawn.
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 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 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.
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
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.
If this large seed wasn’t covered in intricate carvings of leaves you might think that it was just another fruit pit someone threw out.
As you attune with this item it slowly begins to sprout, sending tendrils around your hands and arms. As a bonus action while you are touching the seed you can command it to activate. When you do so the seed springs to life, covering you in armoring vines over the next turn. You can don the armor in this way once per short rest. While wearing this armor you have an AC equal to 13 + your Dexterity modifier and if you know Druidic you can speak to the vines, gaining a climbing and crawling speed equal to your walking speed as the vines assist you. You can choose to doff the armor as a bonus action, causing the vines to shrivel and fall off by the end of your next turn, the seed returning to its dormant state.
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.
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.
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 item consists of a metal tube the length and width of a man’s forearm attached to a glassy gray orb in front of a large reinforced wooden stock. The stock has a hole on the back you can open and pour a bag of ball bearings into as an action. It can store up to three bags of ball bearings and weighs 12 pounds regardless of how many ball bearings it has stored. As an attack action you can strike the glassy orb and it will expel a number of ball bearings of your choice, up to 1000 ball bearings (1 bag worth), with a dull thud. Interestingly the ball bearings have increasing velocity proportional to the number of ball bearings expelled.
If you expel 200 or more ball bearings all creatures within a 30 foot cone must make a DC 15 Dexterity saving throw. On a failure the creature takes 1d4+1 bludgeoning damage for every 200 ball bearings expended, or half on a success. Creatures farther than 15 feet from you take no damage on a success.
These calf-high metal boots are heavily reinforced and each have two crystal orbs in their soles. These boots have 3 charges, and regain one charge each day at dawn.
While wearing them as a bonus action you can utter the command word inscribed in gnomish on the sole of the right boot, expending a charge to activate the boots. Until the end of your turn you can fly in any direction you choose, up to twice your remaining movement speed. When your turn ends if you are still flying you descend at a rate of 60 feet per round.
This metallic cylinder is about the length of a man’s hand, it has a spike on one end and a button on the other. As an action you can press the button and throw the blast shield up to 30 feet. Or if you are holding the blast shield you can throw the blast shield at your feet as a reaction to any attack or effect that includes you or an adjacent creature. As soon as the spike makes contact it creates a 15 foot sphere, centered on the blast shield, equivalent to Otiluke’s Resilient Sphere that lasts until the end of your next turn. Once the blast shield has been used in this way it cannot be used again until the next dawn.
This cloudy white orb has a scarlet sheen to it and when you stare into its depths you see shadows flickering throughout it. It weighs 3 pounds and is the size of a grapefruit. You can discover the commands for the orb by studying it’s depths for a short rest. When you study the orb it will reveal it’s command words in gnomish script within the shadows. As an attack action, you may speak a command word while holding the orb to do one of the following:
- You absorb a light or thrown weapon you are holding into the orb. If it is already holding 10 such weapons, nothing happens.
- You pull out a weapon of your choice that is stored in orb. If you do not have a free hand to pull it from the orb it falls to the ground.
- You expel a weapon of your choice from the orb and it flies towards a creature. Make a ranged weapon attack with proficiency. This attack’s range is 20/60 and does the same damage as the weapon would normally do.
These bracers have a layer of angularly carved stone fastened over a pair of leather gloves. While wearing them and touching stone or earth with the gloves you gain several effects. If you are not a spellcaster these effects use your constitution modifier as your spellcasting modifier.
- As a ranged spell attack you can form a small disk of stone or compacted earth and send it flying at a creature you can see within 60 feet. This does bludgeoning damage equal to 1d8 + your spellcasting ability modifier. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
- You can cast
Mold Earthas an action.
- As an action you can cast either
Earth Tremoror Earth Bind. Once you use this feature you must finish a long rest before you can use it again.