This bag of coarse powder is made from the bones of an immensely strong undead, and it dries out your skin when you come into direct contact with it. As an action you can spread a handful of this powder over an adjacent square and for the next year, or until purposefully dispersed by another creature, undead with a CR of 3 or lower can not willingly come within 10 feet of the powdered space. The bag holds four handfuls of bone powder.
This dust made from powdered bioluminescent insects and the bones of a single creature type can be used as an additive during the forging process for metal weapons. Up to three weapons can be coated in this dust while being smithed. Weapons coated in this way faintly glow when within 100 feet of any creature of the same type as the bones used. The closer the creature is, the brighter it glows.
This lance is made from the leg of an enormous crab, honed to a razor tip. When you attack an undead creature this lance does Radiant damage instead of Piercing, and if it hits an undead with a CR of 1/2 or lower it immediately dies.
Additionally, this lance is not affected by water, or being underwater, and does not require two hands to wield while underwater.
This dirty bag has 2d4+2 stained bone talismans inside it that give you an uneasy feeling if you have the bag open for too long.
Whenever you hold one of these talismans as an action you can make a DC 12 Intelligence(Arcana) check to attempt to concentrate on it. On a success you are able to see through all of the talismans, except the one you are holding, as if you were there, until you choose to stop, but can not see through your own eyes while doing so.
Curse. If there are too many talismans that are not covered or wrapped (such as in a bag or a cloth) you are overwhelmed by all the things you can see when you use one. You can safely view up to your spellcasting modifier, or your Constitution modifier if you are not a spellcaster. If the number of uncovered talismans is greater than this modifier, you take 1d10 psychic damage plus 1 additional psychic damage for every uncovered talisman above your modifier. This damage can not be resisted or reduced in any way. If this effect reduces you to 0 hit points you are transported to the plane of Pandemonium (or Xoriat).

This deck of sturdy playing cards have a beautiful abstract design and when inspecting them you can see an endless void through their suits. While counting or shuffling this deck it is easy to lose track of where you are. As an action you may draw a card and activate it by placing it against a vertical surface at least 5-foot square within reach. When activated a card opens up an interdimensional hallway. You can choose how for this hallway goes; For instance “until the other side of this wall”, or “250 feet”, however the maximum distance traveled is the value of the drawn card times 50 feet. Numbered cards’ values are equal to their number, while face and ace card values are 10 and 15 respectively. After a card is activated its suits fade. A faded card has a value of 2 when activated again, regardless of its actual number or type. Once all cards in the deck have been activated this item becomes a mundane deck of playing cards.
Interdimensional Hallways
Interdimensional hallways created by this deck are always one tenth the length on the inside as they are on the outside, so a 100 foot hallway would only take 10 feet to travel through. These hallways are not visible or tangible in any way from outside them except for the one-way doors at each end and last for one hour or until one of the doors is destroyed. If a door is destroyed before it collapses creatures in the hallway must make a DC 12 Dexterity Saving throw. On a failure they take 2d10 bludgeoning damage and are expelled out of the hallway from the closest door; However, on a critical failure the creature is transported to another plane or demiplane of the DM’s choice instead. On a success they take half as much damage and can choose which door they are expelled from.
This pouch of coarse yellow powder smells almost sickly sweet but has no noticeable taste. When dissolved into a liquid it keeps it from souring or going bad for an additional 3 days the first time it is added, but its effects are removed by
This pouch contains enough for up to 10 gallons of liquid.
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.

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 stoppered flask sloshes with a cavernous echo as if its much larger than it appears and always weighs 2 pounds. As an action you can remove the stopper and pour out 1 gallon of fresh water. The water stops pouring out at the start of your next turn. The decanter holds 30 gallons of water in total, and can not be refilled by normal means.
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 dark pebble is etched with minute circular patterns and has a single ridge running around its circumference. When you hold it you feel as if the earth itself is whispering to you, suggesting you swallow the pebble to get closer to it and understand it better. When swallowed, you notice nothing at all for 1d4 days, until you feel a sudden chill and stiffening along your spine. Over the next few minutes your skin darkens and hardens. Fractured plates of stone grow from underneath your skin on your arms, ribs, and jutting along your spine across your back. You gain resistance to piercing, slashing, and lightning damage as well as tremorsense out to 30 feet. Additionally, as an action, if you put your ear to the ground and concentrate as if concentrating on a spell your tremorsense extends out to 500 feet until you move from that spot or lose concentration, whichever comes first.
Curse. Once your flesh has started turning to stone you have vulnerability to Thunder damage. Additionally, while within sight of your bound mountain (that the DM chooses) each morning you hear it whisper to you, calling you to it, and you must succeed on a DC 8 Wisdom saving throw or spend that day compelled to walk towards the base of the peak. This compulsion is not mind control, and you do nothing rash to follow it, but it is a constant distraction and pull while you are not trying to travel towards the mountains. These effects, including your skin’s appearance, can not be reversed except by a