This bold silver circlet has a facet where a gem should sit, but it is empty. While wearing this circlet if you would take psychic damage, any effect or spell tries to read your thoughts, divine your location, or charm you, the circlet activates. For the next minute the circlet wards your mind and body so it appears as empty as the void itself. For the duration you are immune to psychic damage and the charmed condition, your thoughts are unreadable by any means, and your location can not be divined. Once activated the circlet can not activate again until the next dawn.
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 that can not be resisted or reduced in any way and 1 additional psychic damage for every uncovered talisman above your modifier. If this effect reduces you to 0 hit points you are transported to the plane of Pandemonium (or Xoriat).
This simple collared robe is fastened with silver clasps and appears unassuming until you touch it’s surface. When touched it ripples with mesmerizing colors.
This item has 8 charges and regains 1d6 + 2 expended charges each day at dawn.
While wearing this robe when a creature within 60 feet that can see you makes an attack against you as a reaction you can expend a charge to force that creature to make a DC 16 Wisdom saving throw. On a failure they are charmed for the next minute. while charmed by this effect, the creature is incapacitated and has a speed of 0. This effect ends if it takes any damage or if someone else uses an action to shake the creature out of its trance.
Additionally, as an action, you can expend a charge to change the robe to any color, style, or design, you want. This change is more than an illusion and physically transforms the cloak in a cascade of brilliant light before your eyes.
This polished armor is heavily adorned with bronze and gold and has a band of red hanging from it’s left pauldron. It is said to have belonged to a legendary warrior who led his men to battle with reckless abandon.
While wearing this armor you are immune to being frightened and while charmed if you would injure a creature you consider to be an ally the effect on you immediately ends.
Additionally, as an action, you can rally your allies to you. For the next minute you emanate an aura of confidence and can not be stunned or knocked prone. For this duration friendly creatures within 30 feet of you are immune to being frightened or charmed, and hostile creatures within 30 feet have disadvantage to Wisdom saving throws.
Once you use this ability you can not use it again until your next long rest.

This large acorn is covered in delicate carvings of leaves and vines and has been carefully preserved in a glass vial. The first time the acorn touches dirt it explodes with life, covering everything around it in verdant flora. Over the next minute the acorn erupts into a massive tree, 120 feet tall, and with a trunk easily 10 feet in diameter. During the following hour a grove of trees springs from the ground in a 100 foot radius around the towering tree and all manner of flora along with them. Small dancing lights illuminate the bows of these trees both night and day, providing dim light to those under the trees. Undead and fiends are unable to enter the grove and can not possess, charm, or frighten creatures within it. Any creature possessed, charmed, or frightened by such a creature is no longer affected upon entering.
This delicate ring has a rose carved from a shining ruby as it’s focus. While wearing this ring once per long rest you can activate it as a bonus action. For the next 10 minutes any humanoid that ends its turn within 30 feet of you must make a DC 18 Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw it is charmed by you until dusk or dawn, whichever is sooner, or until you or your companions do anything harmful to it. The charmed creature regards you as captivatingly beautiful and charismatic, regardless of your appearance.
This crystal circlet is a deep aqua crested with white and in its center is set a gold symbol.
When you attune to this item 6 spheres of water, each 3 feet across, manifest as if drawing the water from the air itself before shrinking to the size of a fist and orbiting your head.
This item has 6 charges, represented by the orbs of water, and regains all expended charges at dawn.
If you are not a caster all magical effects of this item use your Wisdom as your spellcasting ability. While you are attuned to this item you are able to breathe underwater as if it was dry land and have a swimming speed equal to your movement speed.
Ebb and Flow
While attuned to this item you know the cantrip
Tides of Battle
As an action you can expend a charge to fire a sphere of water at the ground. When it strikes the ground a wave of water splashes out in an area up to 30 feet long, 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 Bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames within its area and within 30 feet of it.
Sphere of Influence
As an Attack action if you still have at least one charge remaining you may make a ranged spell attack against a target you can see within 30 feet. If you are able to make multiple attacks with the attack action this replaces one of them. When you do so one of the spheres of water orbiting you suddenly expands and flies towards the target before returning to its previous place and size. On a hit you deal 3d8 magical Bludgeoning damage.
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 large blue banner is decorated with a flaring yellow crest and mounted on the end of a 10 foot brass pole. As you hold it you can feel the same sense of self confidence that soldiers must when they know their standard is marching right behind them.
The banner has no effect unless it is held aloft by a creature. While holding this banner you can not make any attacks or cast any spells requiring somatic components. While held aloft the banner has an aura that affects all creatures within 250 feet that have either touched it in the last 24 hours, or are wearing a matching crest.
This magical item has 20 charges and regains 2d10 expended charges each day at dawn.
Symbol of Strength
Creatures affected by the banner are immune to being Frightened and any charm effect that would make them endanger another creature affected by the banner has no effect.
Bastion of Fortitude
Whenever a creature affected by this banner must make a saving throw that creature gains a bonus to the saving throw equal to half your charisma modifier rounded up (minimum of 1).
Surge of Hope
As an action you can wave the banner and expend any number of remaining charges to bolster that many creatures affected by the banner. Each bolstered creature gains temporary hit points equal to 3d6 + your Charisma modifier that last until the banner is no longer aloft. Additionally, they are immune to the effects Blinded, Deafened, and Poisoned, while the temporary hit points remain.
This tall brass rod is etched with an abstract circular design that seems to be devoid of any pattern and has a 4 foot section of a curled, shriveled, Aboleth tentacle affixed to its top. The tentacle is a dark sickly green, and it’s so tough you aren’t sure you could pierce it.
While you are attuned to this tentacle you can breathe underwater and have a +5 on any Intelligence (Religion) checks, and +5 on Intelligence (History) checks to recall things about religions or gods.
Bloody Awakening
Once per short rest as an action if you slice your hand or wrist and drip your own blood onto the tentacle as you hold the rod the tentacle rejuvenates, and expands down the rod engulfing your arm. For the next minute you can not use that arm as it is encased in a giant tentacle. However you may make melee attacks with proficiency with the tentacle. It has a reach of 10 feet and deals 2d6 bludgeoning damage on a hit.
After the minute is up the tentacle shrivels once again, receding back up the rod, and releasing your arm, now covered in slime. Until the next day your arm remains a pale green tint where the tentacle covered it and the cut you made to awaken the tentacle refuses to fully close, even in response to magical healing.
Aboleth’s Eye
While the tentacle is engulfing your arm you may use an action to focus your gaze and force all creatures in a 30 foot cone to make a Wisdom saving throw DC 14 or take 1d6 psychic damage.
This wide gold circlet is set with a single cloudy aquamarine and is etched with a pattern resembling a brick wall.
This circlet has 4 charges, and regains 1d4 charges each day at dawn. When you must make a Wisdom, Charisma, or Intelligence saving throw you can choose to expend a charge to gain advantage on that saving throw. If you expend a charge in this way while incapacitated you automatically succeed the saving throw, as the effect meets with an impenetrable wall within your mind.
Additionally, when you attune to this item you may pick a mental saving throw, either Wisdom, Charisma, or Intelligence, and are proficient in saving throws using the chosen ability until you un-attune to the circlet.