This long cloak is a humble brown, but is covered in long stiff spikes that lay flat. While wearing it if another creature attempts to grapple you they take 1d4 piercing damage and take damage each turn they continue to grapple you if they succeed. Additionally each time you take the disengage action you may sweep the cloak at them, making a melee attack against a creature within 5 feet of you, and dealing 1d8 piercing damage on a hit.
This thin flexible rod has a sturdy string attached to the end, and a mechanism to release and reel back in the string as needed. Tied to the end of this 50-foot long string is a small hook. When either the hook or string is broken it quickly grows back as the detached hook and string disintegrate. As an action, you can make a ranged attack using this rod against a Large or smaller creature within 30 feet if you. You may add proficiency to this attack if you are proficient in Dexterity (Sleight of Hand). On a hit, the creature becomes tangled in the string and is grappled (escape DC 16). While a creature is grappled in this way you may pull them 10 feet towards you as an action. The grapple ends if they end their turn farther than 30 feet away, you drop the fishing line, or another creature detangles them as an action. Additionally, when trying to catch fish with this item you may make any related checks with advantage.
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 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.
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.
This box contains 15 black ivory cards. The deck contains 3 cards each of Spiked Gauntlet, Hand of Death, and Stone Fist as well as 6 Strong Hand cards. You may randomly draw a card as an action or bonus action and throw it into the air, forming a floating disembodied hand depending on the card. Each hand lasts 1 hour, until dismissed as an action, or otherwise specified. When their time runs out or they are dismissed their respective card reappears in the deck. These hands move with you, slowly floating around you waiting for commands, and can move up to 30 feet from you. These hands can manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial, but can not activate magical items. When a hand makes an attack it does so with your proficiency modifier and if applicable, your spellcasting ability.
Army of Hands
As an action you can command up to three hands currently floating around you to do anything they are able to as long as it is within within 30 feet from you. If you are not a spellcaster your spellcasting ability for the sake of using this item is your constitution.
Strong Hand. This large hand can carry up to 30 pounds. If commanded to it can attempt to shove a creature of medium size or smaller within range. It does so using your proficiency and spellcasting modifier as it’s bonus. On a successful shove it dissipates and it’s card reappears in the deck.
Spiked Gauntlet. This armored hand has spikes on its knuckles and can carry up to 10 pounds. If commanded to it can make a melee spell attack against a creature within range. On a hit it deals 1d4 magical piercing damage and dissipates, it’s card returning to the deck. The damage dealt by this hand increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). On a hit it crumbles and it’s card reappears in the deck.
Hand of Death. This ghostly skeletal hand is too fragile to carry anything with significant weight. If commanded to it can make a melee spell attack against a creature within range. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Additionally, the hand shatters and it’s card reappears in the deck. The damage dealt by this hand increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Stone Fist. This rough stone hand can carry up to 10 pounds, and is too clumsy to manipulate tiny or fragile objects. As a reaction to any ranged, melee, or spell attack being made against a creature within range you can command one of these hands to block it. The attack is completely blocked, the fist shatters, and it’s card reappears in the deck.
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.
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.