This tattoo is an interwoven web of right angles, usually stretching from the torso to fingertips. You gain two abilities and you may use one per short rest.
- You cast a spell up to 5th level ignoring verbal and somatic components.
- You cast any 1st level spell or cantrip that would normally be an action or bonus action as a reaction to being attacked, or as an opportunity attack.
This halberd’s angular head is made from a glistening bronze, and its handle is carved out of light ash. This item has 4 charges, and regains all expended charges each day at dawn, or when exposed to a natural sandstorm.
As an action you can expend a charge and sweep the halberd across the ground to create a 30-foot-radius sphere of thick whirling sand centered on you. This cloud of sand spreads around corners, and its area is heavily obscured for all creatures except you. The cloud lingers in the air for the next minute or until a strong wind disperses it. Each creature, except yourself, that is completely within the cloud at the start of its turn must make a Constitution saving throw DC 13. On a failed save, the creature spends its action that turn coughing and can not speak. This save is made with disadvantage if you are in a desert or an area that is primarily sand, however, creatures that don’t need to breathe automatically succeed this saving throw.
While you are holding the halberd you can cast the
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 halberd’s angular head is made from a glistening bronze, and its handle is a highly polished light ash.
Once per short rest as an action you can sweep the halberd around you to create a 30-foot-radius sphere of thick whirling sand centered on you.
The cloud of sand spreads around corners, and its area is heavily obscured for all creatures except you. The cloud lingers in the air for the next minute or until a strong wind disperses it.
Each creature, except yourself, that is completely within the cloud at the start of its turn must make a Constitution saving throw DC 13. On a failed save, the creature spends its action that turn coughing and can not speak. Creatures that don’t need to breathe automatically succeed this saving throw.
While you are holding the halberd you can cast the
This mahogany grinder has a simple oak inlay and is smooth from use. When the handle is turned new well ground fresh spices come out as you would expect, but it seems like it’s never the same spice twice.
This grinder has 3 charges and it regains all charges on a short rest.
You can turn the handle of the grinder either clockwise or counterclockwise, expending a charge each time you do so. When the handle is turned roll 1d10 to determine the spice that is ground. Clockwise, and the spices nicely fall from the grinder with no special effects. Counter-clockwise and after a small delay large shards of spices spew from the mouth of grinder up to 15 feet away affecting anything they hit in strange ways. You can make an ranged attack against a creature within range and on a hit the spice effect takes place. If you have multiple attacks this replaces one of them.
Spices
- Salt.The target creature takes 1d4 Piercing damage and is compelled to attack you with its next attack.
- Peppercorn. The target takes 1d4 Fire damage and 1d4 Piercing damage from the spicy shards.
- Paprika. The target feels a burning sensation and must succeed an Intelligence saving throw DC 12 or use their next action to try to “put out the fire”.
- Nutmeg. The target must make a Wisdom saving throw DC 12 or be Charmed for the next minute or until they take damage.
- Thyme. Spines of dried thyme pierce the target doing 1d10 Piercing damage.
- Oregano. A small 5 foot cloud of oregano forms around the target Blinding them until the end of their next turn or until they move out of the cloud.
- Cloves. Whole cloves pummel the target, dealing 1d10 Bludgeoning damage.
- Ginger. The target creature is overcome by the zing of ginger and must use their reaction to move 5 feet in any direction if they are able to move.
- Mint. The creature feels an immense chill surround them. They take 1d8 Cold damage.
- All Spice. The aroma is almost overwhelming. Roll twice on this table, if a 10 is rolled again you must re-roll that result. This effect only consumes 1 charge.
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.
Mental Grasp
You expend 2 charges to instantly cast
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 bone ring has a deep purple inlay, and is set with an onyx. While wearing this ring, every short rest you take you gain 1d6+4 temporary hit points.
As a bonus action you can choose to expend all remaining temporary hit points gained in this way to cast
Additionally, while attuned to the ring you know the cantrip
Curse. Each time you gain temporary hit points from this ring it consumes a hit die. If there are no hit dice to be consumed you take damage equal to the temporary hit points gained, although you can not drop below 1 hit point from this effect.
Permanent Curse. The first time the ring consumes any of your hit points it becomes permanently attuned to your very soul.
The ring dissolves into your finger, the finger withers, and purple veins spider through your hand from the finger. Now when you cast eldritch blast using your temporary hit points it originates from your chest, ignoring verbal and somatic components, but leaves a dull purple mark where it originated. The veins in your hand and the purple mark spread almost imperceptibly each time you do this.
After your finger withers
When cursed in this way the curse and attunement can not be removed without destroying the soul of the creature bound to the ring.