This leatherbound book of ancient parchment is sealed shut and you are unable to figure out how to open it, but just by holding it you can feel that there is untold knowledge within it.
While attuned to this book you are able to speak with plants and animals as if affected by the spells
Curse. If you do not cast either True Seeing or Contact Other Plane for at least one day while attuned to this book you begin to see and hear things. When you make a critical fail on an ability check, or at any time your DM chooses, you suffer one of the following effects: You see something that does not exist until the end of your next turn, something near you appears to change forms until the end of your next turn, or you hear the voice of another creature near you.
You become so used to seeing things that you shouldn’t, speaking with that that doesn’t speak, and encountering other planar beings simply by being near this book that you automatically fail the first saving throw for any illusory effect or spell from the school of Illusion because you assume that it is one of the many apparitions you often encounter.
This rough circlet chiseled from black ice has a single onyx set in its face and glistens a cold blue in the light. While you are attuned to this circlet you automatically succeed on saving throws against effects that would deal necrotic damage and are resistant to psychic damage. Additionally, you know the cantrip
Curse. If you die while attuned with this circlet you rise 24 hours later as a corrupted version of your former self unless you are restored to life or your body is destroyed. This curse can only be removed while surrounded by Black Ice or by
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.
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
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 well-crafted hide armor is a deep red, but does not appear to be dyed by conventional means, and does not have a single blemish or scratch.
Hand of Apollo
Once per short rest you can cast
Averter of Evil
While wearing this armor each day at dawn you can choose one type of creature: aberrations, fey, fiends, or undead. Creatures of this type have disadvantage on attacks rolls against you, and you can not be Charmed, Frightened, or Possessed by your chosen creature type until the next day.
This glove has a cuff that extends down the length of your forearm and is stitched from a dark-brown supple leather. The tips and pads of its fingers as well as the palm are reinforced with black leather. It has a short silver claw extending out from the tip of the thumb and small silver plates covering the back of each finger. To attune to this item you must wear it for the duration.
This item has 25 charges, and if you have a positive Wisdom modifier it gains an additional number of charges equal to your Wisdom modifier times 5. It regains all expended charges after a long rest. When you make a successful unarmed attack with this glove you can expend a number of charges to deal that much additional Necrotic damage.
When you wield a Sickle it deals 1d6 slashing damage, has the property Finesse, and when you wield it with two hands it deals an additional 1d6 Necrotic damage.
Hand of Repose
While attuned to this glove you know the cantrip
Curse. The moment you finish attuning to this glove the arm you are wearing it on is wracked with pain. You take 1d12 Necrotic damage and your vision extends out into the Ethereal plane despite your body remaining in the mortal plane. You hear whispers around you growing ever closer until your senses return to your body and you become aware of how light your arm is.
While the glove is covering your arm you cant notice any difference, but when you take off the glove you can see that your arm stops in a withered stump. Your arm and hand are gone. When the glove is “worn” where your arm once was you can “use your hand” as normal, but it is incorporeal otherwise.
If you have the feature Lay on Hands whenever you use it you make a Wisdom saving throw (DC 8). On a failure your pools of energy conflict and you must roll 1d10, expending that many charges and dealing that much Necrotic damage to the target creature.
If you dispel the curse on this item it is destroyed and your arm does not return.
This simple round shield is rimmed with a band of clear crystal that is hard as iron.
While attuned to this shield you have proficiency with Intelligence saving throws if you did not before. This shield has 3 charges that recharge on a long or short rest. While you are wielding this shield as a reaction you can choose to expend a number of charges to activate it at the end of another creature’s turn.
Force of Mind
You expend 1 charge to target a creature within 30 feet and make an Intelligence check contested by the target’s Wisdom or Intelligence check (the target chooses the ability to use). If you succeed, you knock the target prone and push it 10 feet away from you.
You expend 2 charges to instantly cast
This rough keyring has 8 keys on it, 3 of which appear to be copies of the same key. From a distance no one would really attach any significance to them, they are just slightly eccentric keys. While you are attuned to and carrying this ring of keys you gain an effect for each key. If you are not a spellcaster the keys use your Constitution modifier as your spellcasting modifier.
1. The first has a thick, almost spherical head, and 3 spikes protruding downward from it, the longest of which is the shaft of the key. This key allows you to cast
2. The second is flat and glimmers with an orange tint. The cuts in its shaft are violently spiky, and stick out farther than most keys. This key allows you to cast
3. The third key is stout and has a bit on both sides of the shaft. It feels warm when you hold it in your hand. This key allows you to cast
4. The fourth key has a crooked shaft that you could swear that the pattern of the curves in the shaft changes when you aren’t looking. This key allows you to cast
5. The fifth key has a rough texture and 10 holes drilled through its head and shaft. When you take fire damage as a reaction you can have the key take up to 10 fire damage in your stead, before resistances are applied, and store the damage taken. You can not use this reaction again until the energy stored is expended. When you cast a spell or cantrip from this keyring you can choose to expendexpend the stored damage before the DM announces the result of the attack or save, adding it to the damage taken by the first creature hit, if any.
6-8. The last three keys all are shaped the same, but they are larger than the others, and cracked. Flickering light can be seen flowing through the cracks in the keys. Each key has a single charge of
Curse. If you target a fiend with any spell from this item you automatically become the new target for the spell and must roll against yourself.
This item is visibly sculpted to look like a humanoid heart. It has a large ruby depressed into its left side. When you attune to this heart a light within the ruby begins softly pulsating in time with your own pulse, and a soft thrumming can be heard coming from within the stone.
While attuned to this item you must fail 5 death saving throws to die instead of 3.
Additionally, once per day as an action you can choose to cast either
Curse. While attuned with this item you are vulnerable to thunder damage.
If you un-attune with this item or it is destroyed you immediately drop to 0 hit points and begin making death saving throws. Additionally, you gain 1d4 levels of exhaustion that lasts for 10 days and can only be removed by