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 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
When you find this chainmail it appears to have a thin film over it and is trimmed with white fox fur. When you touch the armor it is immediately obvious that the film is frost as the metal is as cold as ice.
This item has 5 charges and regains all expended charges each day at dawn.
While you are attuned to this armor you have resistance to Cold damage and are impervious to extreme weather, both cold and hot. Additionally, you know the
All terrain around you in a 10 foot radius ices over with a magical frost and is considered difficult terrain for creatures other than you. The radius of frost moves with you but does not damage any plants or objects that it freezes. Additionally, any enemy creature that ends their turn on this ice can not take reactions until their next turn.
At the beginning of your turn you may choose to expend a charge to gain 1d4+1 temporary hit points at the beginning of each turn for the next 10 minutes as the armor slowly builds up its layer of frost.
As an action you may expend 2 charges as you snap your fingers to freeze the enemies around you. All enemy creatures within 30 feet of you must make a Constitution saving throw. On a failure they take 3d8 Cold damage and are Restrained for the next minute as ice races from your feet to clutch at their legs. On a success they take half as much damage and are not Restrained. A creature who is Restrained by this effect can repeat the saving throw at the end of each of its turns. If you are not a spellcaster you use your Constitution modifier as your spellcasting ability for this effect.
These thick leather gloves go all the way up your forearms and cinch tightly above the elbow. The back of the hand is covered in a white filigree that gently spirals all the way up the glove and the palms are chill to the touch.While wearing these gloves you have resistance to Cold damage and even when Restrained, or Grappled by a creature Large or smaller, your movement speed can not drop below 10.
If you grapple a creature with both hands while you are wearing these gloves that creature takes 2d6 Cold damage each turn until they are no longer grappled. If they break the grapple they must roll a Constitution saving throw equal to 10 + your proficiency bonus. On a failure they are Restrained by ice until the beginning of their next turn.
As an action once per short rest you can activate the gloves and small particles of snow begin to swirl around you until suddenly the gloves turn into large gauntlets of blue ice. For the next minute your gauntlets are frozen solid but do not inhibit movement. While your gauntlets are frozen you can not be shoved or pushed magically and any enemy creature that ends their turn within 5 feet of you takes 2d6 Cold damage. Additionally, when you make an unarmed attack you can choose to deal Cold damage instead of Bludgeoning.
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.
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. 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 dark gray heathered cloak is unusually stiff, even more so than the starched capes of nobles, and on closer inspection you surmise that it has a tight weave of wires of varying thicknesses throughout it. It weighs about 6 pounds and will not tear.
While wearing this cloak as a bonus action you can pull it over you to shield yourself. Until the beginning of your next turn you have resistance to piercing and slashing damage but are considered Restrained by the stiff material.
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.
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.
Once per short rest as an action while holding the sword you can cast
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 padded armor is covered in mottled blue cracked carapace. While wearing this armor you have resistance to lightning damage.
As an action you can plant your feet and begin channeling electrical energy as if concentrating on a spell. For the next minute electricity crackles from your head to your feet. You can stop channeling early as a bonus action, however, if you lose concentration before you stop channeling you take 4d8 lightning damage. Once you have used this feature you can’t use it again until you have finished a long rest.
While channeling, as an action, you can fire a 1 foot wide 20 foot long line of searing lightning from your mouth. When you fire a beam of lightning each creature in the line must make a Constitution saving throw DC 15. On a failed save, a creature takes 4d8 Lightning damage and on a successful save, it takes half as much damage.
Additionally, any creature that grapples you or makes a melee attack targeting you while you are channeling this energy takes 1d8 Lightning damage.
These bulky leather gloves are decorated with a white filigree and are chill to the touch. If you grapple a creature with both hands while you are wearing these gloves that creature takes 1d6 cold damage each turn until they are no longer grappled. If they break the grapple they must roll a Constitution saving throw equal to 8 + your proficiency bonus. On a failure they are Restrained by ice until the beginning of their next turn.