The closest of comrades, and often siblings get these wide banded wrist or ankle tattoos. Creatures who share this tattoo know the general direction of their tattooed partner at all times. Whenever the bonded “brother” is suffering or in danger the other can feel twinges of pain from the tattoo. Additionally, they gain advantage to all checks to find or assist their brother when they are in peril. When a tattooed partner perishes the other feels intense agony throughout their body originating in pulses from the tattoo and loses 10 years of their own life.
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 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 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 ebony shield appears completely smooth but if you run your hand over its face you can feel a large motif of a skull. It has studs of gold around its edge and on the back is an intricate circle of runes etched in a deep purple.
When you make a saving throw against an effect or spell that deals Necrotic damage while wearing this shield you may make the save with advantage. If you succeed on this saving throw you take no damage from the effect. Additionally, if you die while attuned with this shield you can not be raised as an undead.
This appears to be a normal deck of red backed playing cards, but if you inspect it closely there is a faint aroma of spices and the pattern on the cards is tiny mixing bowls, spoons, and aprons. These cards are never in the order you remember, as if they magically shuffle themselves when you arent looking. If a creature has Truesight they can see that each of these cards is in fact a spice or ingredient that has been manipulated to function as a playing card.
As a bonus action you can draw a card from the deck and consume it, return it to the deck, or give it to another creature. If you give it to another creature they may consume the card as a bonus action on their turn if they so choose. When you first put it into your mouth all you can taste is the bitterness of inked paper until suddenly flavor explodes over your tongue.
Flavors
1: The flavor, it is indistinguishable. It is as if all the others have mixed together in the worst way. You spend the next turn wretching and can not take a reaction for the next minute. If you can handle this though, you can handle anything. For the next 10 minutes you can not taste anything, you are immune to the Poisoned effect, and are resistant to Poison damage.
2-3: Chili, cayenne, or pepper. You have never tasted spice this strong before, you take 1d4 fire damage and your mouth nearly glows it is so hot. For the next 10 minutes you can not burn your tongue while eating or drinking, any creature that you bite takes an additional 1d10 fire damage, and you do not feel full while drinking liquids.
4-5: Peppermint or spearmint. The fresh taste seems to spread, tingling over your whole body. For the next hour your movement speed increases by 15, but everything that you touch is cold, and almost feels electric. You are vulnerable to Lightning and Cold damage for the duration.
6-7: Garlic. The intensity of garlic emanates not just from your mouth but your entire body. For the next day you have disadvantage to any Charisma checks you make while talking to people, but undead will not willingly move within 10 feet of you. Additionally, as a bonus action you can make a breath attack against a creature within 5 feet and that that creature must make a DC 14 Constitution saving throw or take 1d12 Poison damage. This deals 3d12 Poison damage to vampires and vampire spawn.
8-9: Oregano and Sage. The earthy flavors bring you a sense of immense earthly wisdom. For the next hour you have advantage on all Intelligence and Wisdom checks and saves, however for some reason your vision goes fuzzy. For the duration creatures and objects farther than 30 feet away are considered heavily obscured for you.
10: Allspice. The flavors have melded in a pleasant and well refined joy to the tongue. You feel your mind relax and transcend your mortal restraints. Your exhaustion level is reduced to 0, and for the next minute you are proficient in all skills and saving throws.
This large blue banner is decorated with a flaring yellow crest and mounted on the end of a 10 foot brass pole. As you hold it you can feel the same sense of self confidence that soldiers must when they know their standard is marching right behind them.
The banner has no effect unless it is held aloft by a creature. While holding this banner you can not make any attacks or cast any spells requiring somatic components. While held aloft the banner has an aura that affects all creatures within 250 feet that have either touched it in the last 24 hours, or are wearing a matching crest.
This magical item has 20 charges and regains 2d10 expended charges each day at dawn.
Symbol of Strength
Creatures affected by the banner are immune to being Frightened and any charm effect that would make them endanger another creature affected by the banner has no effect.
Bastion of Fortitude
Whenever a creature affected by this banner must make a saving throw that creature gains a bonus to the saving throw equal to half your charisma modifier rounded up (minimum of 1).
Surge of Hope
As an action you can wave the banner and expend any number of remaining charges to bolster that many creatures affected by the banner. Each bolstered creature gains temporary hit points equal to 3d6 + your Charisma modifier that last until the banner is no longer aloft. Additionally, they are immune to the effects Blinded, Deafened, and Poisoned, while the temporary hit points remain.
This short, dull metallic rod has a note tied around it with string. The note claims that it was crafted to contain the holy light of “the ancient god of some clerics I am pals with. They live on a mountain so you know it’s legit” and is signed with Reynier’s signature. It is partially hollow on one end and has a button on the other.
This rod contains 5 charges and regains 1d4+1 charges each dawn. When you press the button a 6 inch beam of light flashes from the hollow of the rod out to 30 feet before quickly flickering out. The first creature hit by this beam regains 2d8 hit points as they are bathed in the warm light. If there are hit points left over after the creature has reached maximum hit points or the creature is already at maximum hit points they must make a Constitution saving throw equal to 8 + the remaining hit points. On a failure they are Stunned for 1 turn and are Blinded for the next minute as their eyes and mind are overwhelmed with a burning sensation and pure light. At the end of each of its turns, it can make another Constitution saving throw. If it succeeds, the effect ends.

This ring is set with three black opals in an ornately shaped silver band.
Once per short rest at the end of a hostile creature’s turn you can teleport to an unoccupied space up to 60 feet away in a puff of purple smoke. You can then make a melee attack with advantage against a creature within reach. Additionally, once per day at the end of a hostile creature’s turn you can take the attack action as if it is your turn.
Curse. If you use either of this ring’s features the first attack roll against you within the next minute has advantage. If this attack hits you you take an additional 2d8 Necrotic damage.
This warhammer has an unusually large head made of blue tinted steel, and weighs 5 pounds.
On a critical hit with this weapon you deal an additional 2d10 radiant damage. If you score a critical hit against an undead creature you gain half of the radiant damage in temporary hit points as the hammer dimly glows.
Curse. On a critical failure with this weapon all creatures within 5 feet of the hammer, including yourself, must make a DC 15 constitution saving throw or take 2d10 necrotic damage as the hammer hums loudly and crackles with dark energy.
Additionally, while attuned to this hammer you take half healing from spells of 2nd level or lower.
This bone ring has a deep purple inlay, and is set with an onyx. While wearing this ring, every short rest you take you gain 1d6+4 temporary hit points.
As a bonus action you can choose to expend all remaining temporary hit points gained in this way to cast
Additionally, while attuned to the ring you know the cantrip
Curse. Each time you gain temporary hit points from this ring it consumes a hit die. If there are no hit dice to be consumed you take damage equal to the temporary hit points gained, although you can not drop below 1 hit point from this effect.
Permanent Curse. The first time the ring consumes any of your hit points it becomes permanently attuned to your very soul.
The ring dissolves into your finger, the finger withers, and purple veins spider through your hand from the finger. Now when you cast eldritch blast using your temporary hit points it originates from your chest, ignoring verbal and somatic components, but leaves a dull purple mark where it originated. The veins in your hand and the purple mark spread almost imperceptibly each time you do this.
After your finger withers
When cursed in this way the curse and attunement can not be removed without destroying the soul of the creature bound to the ring.