This rectangular shield of blackened iron has a maze of deep grooves in it stained a dull red. As a reaction to being hit by an attack you can activate the shield. When you activate the shield you feel a sharp pang in your hand and forearm and the grooves in the shield glow a sickly red as a dark barrier of magical force surrounds you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and are lightly obscured.
Curse. Every time you activate Bloodwraught it gains a charge, and you take 1d8 Necrotic damage for each charge Bloodwraught has. These charges reset each day at dawn.
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
As an action you can pour this potion over a section of your body that is severely damaged or missing, such as a hand, toes, tail, or even a whole leg. Over the course of 5 minutes the missing or damaged section is completely restored.
Curse. You gain an unnatural interest in fresh humanoid blood after using this potion. Additionally, any of your limbs that have been restored by trollsblood are each cursed as well. If you do not consume humanoid blood for 30 days, any part of your body restored by the potion shrivels, and become unusable until you consume humanoid blood.
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 pendant is made of pewter and black iron, and has a blood red ruby in the center. As an action, you can activate the pendant, forming a scarlet circle of magic runes at your feet for a brief moment. Small plants, brush, and grass within a 10-foot radius of you begin to wither as if targeted by the spell
Curse. Each time this pendant is activated if less than half of the 10-foot radius is covered in living nonmagical plants you take 3d6 necrotic damage that can not be resisted or reduced in any way, but still gain the effects of the pendant on your next turn.
As you swing this sling around your head you can hear it whistling, and the ammunition begins to glow a faint white.
This sling has 8 charges and regains 1d6+2 charges each day at dawn.
If you expend a charge when you make an attack with this weapon the ammunition screams forward in flash of light. You make a single attack roll against all targets in a 1-foot wide 60-foot long line. On a hit the target takes an additional 2d4 piercing damage.
This sling is made from dark leather, painted with a bright orange motif. It smells of smoke and sulphur when you fire it. This item has 10 charges and regains 1d8+2 charges each day at dawn.
When you make an attack with this sling you can expend a charge and as you do so the ammunition begins smoking before it ignites in a fiery trail to your target. When you make an attack in this way you deal an additional 2d6 fire damage on a hit. If you instead expend 4 charges while making an attack the ammunition explodes into a fireball on contact with a creature or surface. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and it ignites flammable objects in the area that aren’t being worn or carried.
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.