This small fired clay orb has an intricate network of bored holes through it. 
This item has 10 charges and regains 1 expended charge each day at dawn.
As an action you can touch this orb to a surface made of wood or clay and expend a number of charges. A number of cubic feet of material is destroyed equal to the number of charges expended as the area is swarmed with phantom termites. The material removed can be in any shape, so long as it is contiguous and not overly complex.
This crown is the same hue as solid gold, though slightly translucent and doesnt weigh as much as you might expect it to. It is encrusted in yellow gemstones and glistens with every movement. It has 10 charges and regains 1d6 + 4 charges each day at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of bees appears, and consumes and destroys the crown before dispersing.
While wearing the crown, as an action you can expend a number of charges to create one of the following effects.  
1 charge, you cause a swarm of harmless flying insects to spread out in a 15-foot radius around you. The insects remain for 10 minutes, until you disperse it, or a wind of at least 10 miles an hour disperses it. This area is heavily obscured for all creatures besides you.
4 charges, you cast 
5 charges, you cast 
This rod is polished to a mirror sheen and adorned with a small crown.
You can use this rod as a spellcasting focus, and any spell you cast while doing so has a bright yellow or golden hue.
While holding this rod when you cast 
Additionally, as an action you can choose a 10-foot cube to become a mass of magical honey. This area is difficult terrain and any creature within it or that enters it for the first time must succeed a DC 14 Constitution saving throw or be hindered as if under the effects of the spell 
This large 1-foot diameter orb holds a diorama of a wattle and daub cottage in the woods. This diorama changes with the seasons and is intricately detailed. 
In the diorama you can see a gnomish word chiseled into the side of the cottage. If you speak this command word while holding the orb and standing on a reasonably flat area with at least a 20-foot cube of space you suddenly find yourself inside the cottage. The cottage instantly transports from the orb into the space you are standing, and any creatures in the space the cottage now occupies are placed in a free space within the cottage if they fit, or outside if they do not.
This 20-foot square cottage is furnished with 3 bunk beds, a large table with 6 chairs, a fireplace, and several empty bookshelves and chests along the wall.
If you speak the command word again while touching both the cottage and orb, the cottage and any objects in the shelves or chests return to the orb. Any creatures in the cottage remain where they were.
The cottage can only be taken from and returned to the orb once per day.
This crystal orb is a matte white with no distinguishing factors whatsoever, and yet it has a mesmerizing quality when you gaze into it. While attuned to this orb you have advantage on saving throws against the spells 
As an action you can touch a creature with the orb and force it to make a DC 18 Charisma saving throw. On a success they feel incredibly parched, but are otherwise unaffected. On a failure the target creature is transported to a demiplane of infinite desert. Each minute a creature trapped within the demiplane must make a DC 12 Constitution saving throw. On a failure they gain 1 level of exhaustion. On a success, or when they reach 3 or more levels of exhaustion, they are expelled from the demiplane and reappear in the nearest unoccupied space to where they left. Once used this feature can not be used again until your next long or short rest.
This bracelet is made from spider silk and littered with bits of carapace and tiny spines. While attuned to this bracelet you constantly have insects and bugs harmlessly following you as if drawn to you.
As a bonus action you can direct these vermin towards a target within 60 feet. The target creature must succeed a DC 14 Constitution saving throw have disadvantage on the next attack roll it makes before the end of its next turn.
Additionally, as an action, you can summon up to ten Giant Centipedes, six Swarms of Beetles, or three Giant Spiders, to empty spaces within 30 feet of you. Each creature obeys your verbal commands, and in combat, they act on your turn each round. Once you have used this feature you can not use it again until you take a long rest.
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.
Arachnid Manipulation
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 
Spider Summoner
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 small clay flask is covered in ancient hieroglyphs but one stands out against all the others; a large hieroglyph of an eye. As an action you can throw this bottle up to 30 feet or pour it on the ground. When you do so the liquid shines like gold in the light before twinkling into four swarms of bees in the nearest spaces. For the next hour these bees attack anyone hostile towards the creature currently holding the bottle before returning to mundane water droplets and falling from the sky.
This odd contraption is composited of a small crystal orb set within a larger metal semi-sphere. As a bonus action you can press the button recessed into the metal sphere to activate it. The turn after it has been activated the orb levitates until it is 20 feet in the air, or as high as the above terrain will allow, and begins spinning as it glows a soft orange. Each turn it will make a ranged spell attack against the nearest creature it can see within range. It has a +5 spell attack modifier, a range of 30 feet for every 5 feet it is above the ground, and on a hit it deals 2d6 fire damage. After 10 minutes, or firing 10 times, it stops glowing, falls to the ground, and can not be activated again until the next dawn.
This reinforced metal shield has a crystal orb embedded in its center. On the left side there is a slot, through which you can see it is obviously hollow, and just underneath it is a phrase inscribed in gnomish.
If you insert a weapon with the properties light and thrown into the slot the crystal begins to glow and a distinct whirring can be heard from the shield. As an action you can point the shield at a target and speak the command word expelling the weapon violently. Make a ranged attack (range 80/320) against the target, with proficiency if you have proficiency with shields. On a hit you deal 2d6 damage of the weapon’s damage type.
After one minute, or if you insert another weapon into the slot during this time, the weapon(s) shatter and the whirring stops.
This rough axe has a series of holes, each trapping a stone bead, behind its cutting edge. These beads shake and rattle each time the axe is swung, making a deep humming sound.
On a critical hit with this weapon a small swarm of beetles fly from the beads and attack all creatures within 5 feet of the target creature, not including you, dealing 2d4 piercing damage to each creature.  
While holding this weapon as an action you can make a DC 10 Animal Handling check, on a success a small swarm of beetles emerges that can accomplish any task that Mage Hand could and lasts 1 minute. You can summon up to three swarms in this manner, these swarms are under your control but will not attack.
If you put down or for any reason stop holding this weapon any swarms you currently have summoned attack you for the remainder of the minute, or until you pick up the weapon again, dealing 2d4 piercing damage a round per swarm.
 
           
           
           
          