This small golden amulet is about an inch across and resembles an eye half closed over an inlaid ruby. It hangs on three frail chains coming from each corner of the eye. While wearing this amulet when you make an opportunity attack against a creature you may make another opportunity attack before the beginning of your next turn so long as the second attack is not against the same creature.
Curse. When a creature puts this amulet over their head it tightens around their temples and the eye snaps open. It cannot be taken off unless the curse is removed and the chains cannot be broken despite their dainty appearance.
While wearing this charm you have disadvantage on saving throws against being Blinded, and disadvantage on Wisdom saving throws against Beholders, Death Tyrants and Spectators. If you are charmed by any of these creatures the duration of the charm is permanent unless the curse is removed or the enchantment is broken by
This black hooded cape has a mantle of iridescent raven feathers on its shoulders and is trimmed with a similarly iridescent ribbon. This item has 4 charges and regains 1 expended charge each day at sunset, or 1 charge for each raven sacrificed.
As an action you can expend a charge to activate the cloak and a billowing plume of phantom ravens erupts from the mantle. The ravens spread into a 60-foot radius sphere centered on you and move with you for the next minute before disappearing. This area is considered lightly obscured and spreads around corners.
While these ravens surround you, you gain the following benefits:
You always know how many small or larger creatures are within the cloud of ravens, but not what creatures, or where they are.
Additionally, you do not provoke attacks of opportunity.
Finally, as an action you can command these ravens to attack a creature within the radius. The target creature must make a Wisdom saving throw DC 14. On a failure they take 4d4 Psychic damage and are Blinded until the beginning of their next turn. On a success they take half as much damage and are not Blinded.
While wearing these goggles everything you see looks strange and warped. Colors and patterns weave their way through your vision and at times even appear like spectral creatures. Because of this while wearing these goggles you can not read or reliably discern color, and you make all Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage. However, illusions are almost imperceptible to you. You automatically succeed on saving throws against visual illusions such as
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 amulet is three golden eyes hung on a set of three connected chains. A large eye, half closed over a ruby, and two smaller eyes just above it on either side.
While wearing this amulet when you make an opportunity attack against a creature you may make up to two additional opportunity attacks before the beginning of your next turn so long as you do not make more than one opportunity attack against any creature.
Additionally, as a bonus action you can activate the amulet and the two small eyes snap open. When you do so you gain Truesight out to a range of 30 feet for the next 10 minutes. During this time you can not suffer from the condition Blinded. This feature can not be used again until the next dawn.
Curse. When a creature puts this amulet over their head it tightens around their temples and the largest eye snaps open. It cannot be taken off unless the curse is removed and the chains cannot be broken despite their dainty appearance.
While wearing this charm you automatically fail saving throws against being Blinded, and have disadvantage on Wisdom saving throws against Beholders, Death Tyrants and Spectators. If you are charmed by any of these creatures the duration of the charm is permanent unless the curse is removed or the enchantment is broken by
You find a cigar box painted a deep red with intricate mahogany trimmings. Inside is several dozen miniature swords. They are about 5 inches long and far too small for anyone but maybe a fairy to hope to use them.
While attuned to this item as an action you can open the box and scatter the swords. When you do so the swords will levitate just before hitting the ground and then start to rise as they enlarge to full sized longswords, surrounding you in a sparse 10 foot sphere for the next hour.
After the hour is up they fall to the ground and shrink back to their original size. If you open the box they will slowly float into it, saving you the trouble of picking them all up.
Once you have used this feature you can not use it again until you complete a long or short rest.
While the swords are surrounding you, you have Half Cover against ranged attacks, you can make an opportunity attack against any creature that leaves this sphere without expending your Reaction, or as a Reaction you can make an opportunity attack against any creature entering this sphere. Additionally, when you would make a melee attack you can choose to target any creature adjacent to, or inside, this sphere of swords with a magical longsword attack instead.
This metal rod is about 4 feet long and straight most of the way down before telescoping to a small metal foot. It has two handles welded to the top that look like they were hacked off of a teapot, and two folding flaps attached just before the shaft begins tapering.
When you press down on the rod the tapering section resists but eventually collapses in on itself as if it has a complex spring mechanism underneath it. As a bonus action you can unfold the flaps and stand on them, one foot on each side of the rod, and as you do so you begin to bounce slightly.
Whenever you jump while riding the jumping stick you add 1d6 to your jump height or length. If this roll is lower than your dexterity modifier you can instead use your dexterity modifier. While riding the jumping stick if you enter rough terrain or fail a dexterity saving throw you automatically fall prone. However, enemies have disadvantage on attacks of opportunity against you.
This helmet has large semi-spheres that cup over your ears. These metal earmuffs are lined with wool and quite cozy.
Even while not attuned to the helmet, while you are wearing it you have disadvantage to any checks that involve hearing. However, you are immune to being Deafened and you gain advantage to saving throws against taking Thunder damage.
When you are attuned, as an action you can focus your hearing in another location. When you do this you create an invisible sensor within 1 mile in a location familiar to you (a place you have visited or seen before), or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place until you dismiss it and can’t be attacked or otherwise interacted with.
When you do this you can hear without the hearing disadvantage imposed by the helmet, but you can only hear as if you are in the sensor’s space.
A creature that can see the sensor (such as a creature benefiting from See Invisibility or truesight) sees a bulbous fleshy ear about the size of your palm.
This sword is splotched over with black and blue stains and feels extremely light. It has a scabbard covered in old parchments and weathered runes.
As an action you can transform the sword into an ink pen or back into a shortsword and when you do so specific runes across the scabbard glow softly. Once per day an action you can activate the sword by running your hand across the runes on the scabbard. Inky black tendrils curl out from the scabbard creating a copy of a set of runes on the surface of the blade. For the next 10 minutes when you hit a creature with this weapon that creature has disadvantage on the first attack roll it makes before the end of its next turn.
Additionally, once per short rest you can create 1d4 sheets of parchment as an action and yet another section of runes glow softly. Any previous sheets of parchment you have created in this manner are destroyed when you create new sheets unless they have sufficient information on them to be considered valuable artistically or intellectually.
The Matador’s Mantle is a gaudy short red cape with gilded edges and intricate stitching. As a bonus action while wearing this cape, you can spend 15 feet of movement to move 5 feet without provoking opportunity attacks.
This odd gift made by a forest dryad appears to be a large cluster of oddly colored grapes. Truly though it is alive, and each day at dawn it grows 2d10 new purple spheres the size of a small marble. While they make look very much like a fruit on closer inspection each sphere is a shiney bulb of wood which is quickly made obvious to anyone who attempts to eat them. All “grapes” that have been plucked off the vine wither and grow mushy by the end of the day, making them useless.
These little wooden spheres are easily plucked off and the bunch can hold up to 50 of them before it stops growing more. As a bonus action a creature can grab a handful of the wooden orbs and scatter them on an adjacent space. Each time you do this it costs 20 grapes. Any creature moving from or through this space must make a DC 10 Dexterity check or fall prone. A creature does not have to make this check if they move at half speed. If you do this twice on the same square any creature moving from or through this square must make the Dexterity check at disadvantage.