This simple leather pouch has several charred bones in it and a small dusting of ashes. There is no smell of smoke though, so you know these must be quite old.
When attuned to this bag of bones no matter how far you are from them if you are incapacitated a ghostly figure rises from your body. This is not your soul, and you do not know whose it is. You gain the following benefits while incapacitated from this ghostly figure.
Once per turn you can mentally command the wandering soul to deal 1d8 necrotic damage to a creature you do not recognize as an ally within 30 feet. You do not know what or who that creature is, only if it is a creature you already know and if you consider them an ally or not.
Additionally, if a creature makes a melee attack against you they must make a Wisdom saving throw (DC 10) or become Frightened of you for the next minute, or until they are farther than 30 feet from you, as their mind is bombarded by the wandering soul.
Lastly, once per turn you can telepathically reach out to a humanoid corpse within 30 feet and determine the answer to a single yes or no question if the creature knew the answer in life. You can ask a corpse up to three questions in this way.
Curse. While the wandering soul remains in the bones you can not un-attune from this item unless you are within the area of a Hallow spell. If
If all of the bones are removed from the bag the bones begin to clatter and an Avatar of Death is summoned by the creature that removed the bones. It screeches at the creature for disturbing its slumber and begins attacking it. It is resistant to all damage from any creature except the one that summoned it.
If the Avatar of Death is defeated a putrid black smog wafts out from the bones and they become mundane. If the avatar reduces the creature they were attacking to 0 hit points it places the bones back within the pouch and vanishes.
This cloak is made from a deep purple hide so unique you can only assume comes from an otherworldly being.
While wearing the cloak you always know the location of all creatures within 15 feet of you if they would be visible to you. This effect applies even while unconscious, and when a creature enters this radius for the first time if you are sleeping you can make a DC 10 Constitution check to attempt to wake up.
Additionally, you have advantage on Wisdom(Insight) checks to check if a creature is lying to you, though you only know if they are or not, not what they might be lying about.
Curse. Each night there is a 5% chance you perceive a creature moving near you but if you wake up nothing is there. Additionally, you have disadvantage on saving throws against being Frightened, and automatically fail saving throws against Fear Ray from Beholders, Death Tyrants, and Spectators.
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
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.
This simple collared robe is fastened with silver clasps and appears unassuming until you touch it’s surface. When touched it ripples with mesmerizing colors.
This item has 8 charges and regains 1d6 + 2 expended charges each day at dawn.
While wearing this robe when a creature within 60 feet that can see you makes an attack against you as a reaction you can expend a charge to force that creature to make a DC 16 Wisdom saving throw. On a failure they are charmed for the next minute. while charmed by this effect, the creature is incapacitated and has a speed of 0. This effect ends if it takes any damage or if someone else uses an action to shake the creature out of its trance.
Additionally, as an action, you can expend a charge to change the robe to any color, style, or design, you want. This change is more than an illusion and physically transforms the cloak in a cascade of brilliant light before your eyes.
This polished armor is heavily adorned with bronze and gold and has a band of red hanging from it’s left pauldron. It is said to have belonged to a legendary warrior who led his men to battle with reckless abandon.
While wearing this armor you are immune to being frightened and while charmed if you would injure a creature you consider to be an ally the effect on you immediately ends.
Additionally, as an action, you can rally your allies to you. For the next minute you emanate an aura of confidence and can not be stunned or knocked prone. For this duration friendly creatures within 30 feet of you are immune to being frightened or charmed, and hostile creatures within 30 feet have disadvantage to Wisdom saving throws.
Once you use this ability you can not use it again until your next long rest.
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These black gauntlets have gold and feathered edging, with engraved motifs down their arms. While wearing them when you cast a spell that deals fire damage the flames flicker black instead of orange and ignore resistance to fire damage. If these black flames reduce a creature to 0 hit points, it disintegrates into a pile of ash.
Rise From Ashes
When you would be reduced to 0 hit points you instead appear to burst into flames and disappear, leaving a pile of ash in your space. Until the beginning of your next turn you do not exist on any dimension or plane, and are considered dead; However, at the beginning of your next turn you return with 1 hit point amidst a wreath of black flames in an unoccupied space within sight of your ashes (or if that is not possible, the nearest unoccupied space). All creatures within 30 feet of this space must make a DC 18 Dexterity saving throw as they are engulfed in the inferno. They take 8d10 fire damage on a failed save, or half as much on a successful one.
After using this feature you can’t use it again for the next 2d6 days.
This wooden mask is of a majestic black and white canine. As you put it on you can feel the beastial energy emanating from it. This magical item has 4 charges and regains 1d4 expended charges after a long rest.
As a bonus action you can use your beastial energy to intimidate a beast within 30 feet of you. The target beast must succeed on a DC 15 Wisdom saving throw or become frightened of you for the next minute. The beast can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Additionally, as an action you can expend a number of charges as you release a primal howl. When you do so a number of dire wolves equal to the charges spent are summoned to unoccupied spaces around you. These dire wolves are friendly to you and your companions. Roll initiative for them as a group, which has its own turns. They obey any verbal commands that you issue them to the best of their abilities. If you don’t issue any commands to them, they defend themselves, but otherwise take no actions. Each dire wolf disappears in a puff of mist when it drops to 0 hit points or after an hour has passed.