This black chunk of obsidian is a rough spherical shape with no sharp edges. As you look into its murky center you can see an almost infinitely receding sea of gold, white, and blue flecks of color. When you hold it you can swear you can hear how silent it is.
This item has 3 charges. While holding it, you can use an action to expend a number of its charges to create a sphere of swirling emptiness at a point within 120 feet of you. The radius of the sphere is equal to the number charges expended x 10 feet. Space itself begins to warp within the area and each creature within the sphere must make a DC 14 Strength saving throw; a creature can choose to fail this saving throw if it wishes. On a failed save they are pulled to an unoccupied space nearest to the center of the vortex. On a successful save they take 2d8 force damage and are not moved.
This item regains all of its expended charges after a long or short rest.
Curse. The first time this item is used after a long or short rest the user takes 1d8 Necrotic damage for each charge they expended as a tiny piece of their life force is pulled into Limbo. This damage can not be resisted and if a creature goes unconscious from taking this damage a gate appears beneath them and they are sucked through it to Limbo. This gate is one-way only and can’t be reopened.
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 ring is a complicated tangle of copper and bronze oak leaves. It magically resizes to fit any finger you put it on.
This item holds 10 charges and regains 1 expended charge each day at dawn.
While attuned to this ring you can identify the type of any tree you can see, and have proficiency in Intelligence(Nature) checks.
Plane of Perpetual Autumn
While attuned with this ring you are aware of, and in control of, the Demiplane of Perpetual Autumn. This demiplane is a lush deciduous forest with a giant oak many times larger than normal at the center. The trees in this forest are always beautiful warm tones with the occasional purple. You can walk for several miles in any direction before finding the edge of the demiplane. If you concentrate, you know of all creatures within the demiplane and where they are.
Ever-present Portal
As an action you can expend 2 charges to create a portal to the Demiplane of Perpetual Autumn, or a portal from the demiplane to the Prime Material plane, that lasts for 1 hour or until you create another portal. This costs 1 less charge if you create the portal adjacent to a Huge or larger oak tree.
The portal you create is 5 feet wide, 10 feet tall, and is bordered by branches. You can expend an additional 2 charges to double the size of the portal.
When you create a portal to the Material Plane you can choose any location you are very familiar with, or a permanent teleport circle. When you create a portal to the demiplane you can choose any location within it.
If you create a portal in the same location for 8 consecutive days that portal becomes a permanent portal. A permanent portal can only be dispelled by
This looming grandfather clock has 5 faces arranged whimsically along its chestnut trunk. The primary face of this clock is a typical mundane mechanism, but the 4 smaller faces are magically aligned with different locations or planes.
You can cast a spell that allows vision or transport to another location, such as
If the target location does not have a concept of day and night, or the day/night cycle is longer than 48 hours, the clock face becomes blank, and will remain blank until aligned with a new location.
These gauntlets are made from a dark marbled stone, finely chiseled. They somehow flex and articulate with no visible joints, and are far too heavy to be practical when you first put them on. When you attune with them you feel them suddenly lighten, and you are able to move freely once again.
These gauntlets have 4 charges and regain 1d4 expended charges each day at dawn.
While wearing these gauntlets your unarmed strikes deal 1d6 additional bludgeoning damage.
When you touch a stone surface you can expend a charge as an action to form up to a 10-foot cubed area of the stone you are touching into any shape that suits your purpose. For example, a weapon, statue, or small passage through a wall, so long as the wall is less than 10 feet thick. The object you create can have simple hinges but fine mechanical detail is not possible. Additionally, if you expend a charge and concentrate for 1 minute, as if concentrating on a spell, you can create a stone object that is no more than 5 feet in any dimension out of thin air.
This looks like a simple red cloak but the size suggested it was made for a child. Inside the hood however is a magic circle sewn into the lining in vivid blue thread. The circle is divided into 8 segments, the last of which looks to be sewn with a different pattern. This cloak holds 8 charges, each represented by a segment within the hood of the cloak.
Each short rest the cloak regains up to 1 charge, and each long rest the cloak regains up to 7 charges.
Over The River
As a bonus action you can expend a charge to cast Misty Step, but instead of a silvery mist you are surrounded by a small flurry of autumn leaves and a babbling brook can be briefly heard.
Through The Woods
As an action if you are in wild unsettled territory, you can expend all 8 charges and choose a plane of existence (you may specify a target in general terms, such as the City of Brass on the Elemental Place of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination at the DMs discretion). Alternatively, if you know the sigil sequence of a teleportation circle on another place of existence, you can choose that circle.
As you pick a location a small tree with red leaves and pale smooth bark shoots from the ground, rapidly encasing you before you disappear from sight within its foliage. The tree remains where you once were, forever growing in the plane you left.
Curse. This cloak is only able to regain the 8th charge by killing a creature to protect an innocent in danger and dripping the cloak with its blood. It can not recover the last charge by resting.
Within this fist sized vial is a bright aquamarine water, clear as crystal, that refracts light that passes through it. When poured out onto the ground it reaches from the ground to form tentacles that whip into a Large four legged creature. This creature has the body of a horse but at the end of its graceful neck is the head of a sea creature. It is the same color as the water within the vial but is mostly opaque, with a dark mane. It is equipped with a saddle, bit, and bridle, especially made for its physique out of white leather. Any of this equipment dissolves into a puddle of water if carried more than 10 feet from the steed.
The steed will remain for the next 10 hours before slowly dissolving into a puddle over the course of 1 minute, allowing the rider to dismount. However it will abruptly convulse into a mist if it takes any fire damage, is reduced to 0 hit points, or enters into an environment of extreme cold or extreme heat.
The steed uses the statistics for a warhorse, except it has a speed of 80 feet, and a swimming speed of 40 feet. You can ride it as any other well trained mount and it will do its best to avoid taking damage until you give it a command. When the steed is destroyed or reaches the end of its time it returns to the vial if it is open and will not form again for 1d4 days. If the vial is not open it will wait until the next dawn to attempt to return to the bottle before permanently leaving for the plane of water.
This greatsword has a blade of folded steel that shimmers in the light and a hilt adorned with pearl inlays. When you attune to it you feel a faint presence touch your mind and you hear a whisper through your thoughts. The sword can telepathically communicate with anyone touching it, but it seems far away and is barely audible. It asks you for souls, it does not care of what or whom, to be sent to the ethereal plane. Or in simpler terms, for you to kill.
Bloody Displacement
Every time you draw blood with this sword you can feel it’s satisfaction. When you successfully hit a creature with this sword you may teleport up to 10 feet, and when you reduce a creature to 0 hit points with this sword you may teleport up to 30 feet. You must teleport to an unoccupied space when you teleport in this manner.
Otherworldly Movement
Once per short rest as an action while holding the sword you can cast
Planar Beacon
When this sword is driven into the ground it can serve as a destination sigil for a spell such as
Additionally, any creature that has touched the sword within the past 24 hours can take a knee and mentally reach out to the sword as an action. If they are on the same plane as the sword, within 1 mile, and if the sword is still driven into the ground from since they last touched it they are teleported to a random unoccupied space within 10 feet of the sword. Any creature teleported in this manner is Incapacitated for 1 minute as they recover from being forcefully shunted through the Ethereal Plane.
Curse. After using any feature of this sword you are Deafened for 1 minute almost as if your sense of hearing hasn’t returned along with your body after traveling through the Ethereal Plane.
You are Deafened while on the Ethereal plane and all you can hear is the voice of the sword loud and clear almost as if it is resounding all around you. Your hearing can not return to normal until you leave the Ethereal plane.
This chainmail is dull and rusted, and has red links of an unknown metal woven throughout it chaotically. No amount of scrubbing and polishing can clean off the rust that has accumulated.
While wearing this armor when your speed is reduced to 0 a dark sigil appears beneath your feet and rusty chains fly up from the ground, encircling you and any creature grappling you. While these chains are wrapped around you you have resistance to all Bludgeoning, Piercing, and Slashing damage. Any hostile creature that in entangled in these chains or ends their turn within 5 feet of these chains takes 1d12 Necrotic damage.
Any creature entangled by the chains, including you, must make a DC 16 Strength check to escape. The chains and sigil disappear once all creatures trapped by them have escaped or died. They also disappear if exposed to
Curse. Each time you try and fail to escape from the chains you take 1d6 Necrotic damage. If you become unconscious while entangled by the chains the sigil brightly glows for 3 rounds before dragging you through the ground and transporting you to The Abyss unless you are are stabilized or regain consciousness.
This leather pouch contains 2d10 small light blue beans that are chill to the touch. As an action you can plant one of these beans at your feet. The turn after a bean is planted thick spiked vines rapidly sprout, so as long as it is not planted in a hot or desert area, and the bean is consumed. A 20-foot square centered on the bean becomes difficult terrain and any creature who enters or starts their turn in the area must make a DC 12 Constitution saving throw taking 2d6 cold damage from the vine’s freezing spikes on a failed save, or half as much on a successful one. A creature unaffected by the difficult terrain takes no damage.
This crystal orb is filled with water and has no visible opening but is covered in magic runes. If you learn the proper command word from the runes you can speak the command word to allow the water to permeate the orb and create one of two effects.
- The water coalesces around you like a coating of mucus. You are able to breathe as normal but are completely covered with 1 inch barrier of magical water for 1 minute. Fire is unable to pass through the barrier but all other effects and objects are. While the barrier is active you are considered immune to fire damage.
- The water forms a 20 foot square wall that is 1 inch thick, oriented as you choose. This wall remains for 1 minute and fire damage is halved if the fire effect passes through the wall to reach its target. In addition, beings from the plane of fire must make a DC 18 Constitution check to pass through the wall.
When the effect ends the water falls to the ground and loses all magical properties. The orb refills each day at dawn or if it is on the plane of water it refills after 1 hour.