
These bug-eyed brown tinted goggles are able to see through even the murkiest and muddiest of waters. While wearing them you always treat visibility underwater as if it is clear water and bright light, even in obscuring underwater effects such as the Kraken’s Ink Cloud.
This stoppered flask has a faint, nearly indistinguishable sound when shaken. The decanter weighs 2 pounds. This item has 6 charges and regains all expended charges each day at dawn.
You can use an action to remove the stopper and speak one of three Command words, whereupon sand pours out of the flask and a number of charges are expended. The sand stops pouring out at the start of your next turn. Choose from the following options:
- “Pile” expends one charge to create a small pile of sand that can cover a 1-foot-square.
- “Dune” expends three charges to create a pile of sand that is 10 feet across and is about 5 feet tall. This sand is expelled with some force, and moves Large or smaller creatures that would be covered by the sand to the edge of the pile.
- “Desert” expends 6 charges to create a veritable sea of sand that erupts from the decanter as a 30 foot geyser. This sand covers a a 20-foot circle and is up to 10 feet deep at it’s center. Any creature in the radius of the sand is pushed towards the edge of the area until it would no longer be covered by sand, unless it has a burrow speed.
This black leather gauntlet has an intricate bronze ridge down it’s back with five carefully cut stone “gems” set in it’s winding pattern. You can focus on these gems and choose an area of terrain no larger than a 40-foot-cube within 120 feet that you can see. You can reshape dirt, sand, or clay in this area in any manner you choose so long as you maintain concentration (as if concentrating on a spell) for at least the duration required to do so: to reshape a 10-foot-cube it takes an action, 1 minute for a 25-foot cube, and 10 minutes for a 40-foot-cube.
You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot cube, you can create a pillar up to 20 feet high, raise or lower the area’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes the entire duration for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
This effect doesn’t directly affect plant growth, natural stone, or structures. The moved earth carries any of these things along with it. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, if these transformations would make the terrain itself unstable it will collapse when you stop concentrating on it.

This item is a rodent skull, weathered from years of exposure to the elements, with it’s mouth wired shut around a vial of water. Inside the vial you can see a pink lily bud floating on the surface. This bud always points towards the closest natural water source, no matter how far it is. If there is no natural water source on your plane of existence, the lilly will wilt and remain wilted until it returns to a plane with water.
This tiny crystal sphere features an intensely detailed mountain covered in loose snow. When you shake it the snow flies around the miniature landscape, creating a swirling snowstorm. The wind in this diorama always blows towards the point of highest elevation in your current plane of existence.
This piton is made of folded iron and confusingly heavy. It functions as a normal piton, however after 1 minute of contact with solid stone the rocks around it trembles and coalesces to form a stone foothold with no seams or cracks.

This large metal tin opens to reveal a sticky dull-green paste. When applied to any surface besides metal or glass it easily sticks, and rapidly grows a thick layer of moss and other small plants. If you cover yourself with this paste after 1 minute you have a layer of natural camouflage that lasts up to a day before it falls off. There is enough paste in the tin to cover 4 small or medium creatures.
While covered in moss paste if you hold completely still in an area of heavy foliage you can not be seen unless the searching creature makes a successful DC 18 Wisdom(Perception) check, or is within 15 feet of you and has a Passive Perception of 15 or higher.
This reinforced leather pack has a set of six glass spheres along its sides. These spherical vials are nearly indestructible from the inside, hold one gallon, and can seal once full. They seem to be connected through the pack to a hose via a set of magically enhanced tubes and nozzles but can be detached if desired.
As an action you can activate the apparatus, and attempt to capture a Tiny or smaller creature, a liquid, or something such as leaves or a cloud of flies, that you can touch. If the target is a creature they must succeed a DC 16 Dexterity or Strength saving throw (target’s choice) or be captured within one of the six vials. To use the apparatus in this way you must have at least one empty vial. If you wish to empty a vial you can do so as a bonus action on your turn, expelling the contents up to 15 feet away.
This spear has a shaft of aged ash, and it’s constantly dripping head is rusted from being perpetually damp.
Highlands
As an action, you can drive the spear into dry ground and create a cylinder of brackish murky water 5 feet deep and 15 feet in diameter centered on the spear. The water will not flow outside this cylindrical space it is confined to.
When you remove the spear as a bonus action the water is violently sucked back into the tip of the spear and any creature, except you, inside the brackish water must make a DC 14 Strength saving throw or be pulled 10 feet towards you.
Lowlands
As an action, you can plunge the spear into water 5 feet deep or less to create a 15 foot radius of dry land. Water that enters this area is repelled to the sides.
When you remove the spear as a bonus action the displaced water erupts out of the tip of the spear in a 20 foot cone. Any creature in this area must make a DC 16 Strength saving throw or be pushed back 15 feet.
This flashy amulet has an impressively large green emerald as it’s centerpiece and is ornamented with onyx and blackened steel. When you slip it over your head you can hear it speak to you, and know that it holds a fragment of a dragon’s consciousness within it.
Ancient Presence
When you are attuned to this amulet as you wear it it begins to change even your physical body the presence within it is so powerful. Over the course of a month jet black scales grow down your spine and your eyes become emerald green. You gain immunity to Acid damage, resistance to Poison damage, and Darkvision out to 120 feet. If you unattune from this amulet you lose these benefits, but your scales and eye color do not change back.
Caustic Soul
As an action if you are within the area of poisonous or harmful gases you can breathe in the toxins surrounding you and exhale a roiling stream of acid and poison 60 feet long and 10 feet wide. Each creature in the line must make a DC 18 Constitution saving throw, taking 4d8 Acid damage and 4d8 Poison damage on a failed throw or half as much on a successful one. If breathing the gas in this way would cause you to make a saving throw you make that save with advantage and take no damage on a success.
Master of Fear
You can not be frightened by any creature with a CR less than or equal to 12. Additionally, any Adult or younger dragon that tries to use their Frightful Presence feature on you must instead make a saving throw against their own effect.
Sentience. Zerrndrock is a sentient neutral evil amulet with an Intelligence of 20, Wisdom of 18, and a Charisma of 24. It has proficiency in Insight, Deception, and Charisma saving throws, with a proficiency bonus of +6, and it has hearing and blindsight out to a range of 120 feet. The amulet can speak, and understand Common and Draconic, but can only communicate telepathically with its wearer. Its voice is low and rumbling but soothing in a way.
Personality. Zerrndrock speaks quietly but with authority that only comes with age and immense confidence. His only goal is resurrection and to be freed from the amulet. He is not friendly, and never will be, but will play the part of a wise grandfather giving sage advice and encouragement, or almost anything else including lying or getting the wearer killed if he thinks it will sway the wearer closer to his selfish goal. Doing what he must to gain trust is just a part of this scheme, even if he does not enjoy it. Zerrndrock is clever and has endless patience, and will never lash out or grow impatient unless he believes he is within reach of his centuries-long goal.
These boots are made from a rubbery animal hide and come up to your knees. The soles are especially thick and have a glowing green rune on the heel. While wearing these boots you are able to walk across the top of water, mud, or bog, so long as it is not deeper than 5 feet. If it is deeper than 5 feet you sink until your feet are 5 feet from the bottom.
Additionally, you ignore nonmagical difficult terrain caused by water, mud, or swamps.