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 small brass charm is a confusing jumble of animal appendages, some of which you have never seen, and hangs from a stout bracelet.
While wearing this charm you have advantage against any spell that would change your form, such as
This wand has 7 charges. It regains 1d6+1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand suddenly turns into a Tiny creature of the DM’s choosing and escapes from your grasp.
While holding it, you can use an action to expend 1 of its charges, targeting a creature you can see within 60 feet.
The target creature must succeed a Wisdom saving throw (DC 15) or be transformed into a beast of your choice as per the spell
This unique bracelet is made from snake vertebrae and features silver and topaz charms. When within 15 feet of a snake the vertebrae vibrate subtly, creating a quiet rattle.
As an action you can choose to transform into a snake. You can choose to appear as any species of snake and for your size to either be Tiny or Huge. Your hit points, physical, and mental ability scores are not replaced; However you are limited in the actions you can perform. You cant speak, cast spells, or take any other action that requires hands or speech. Additionally, your gear melds into the snake form and you can not activate, use, wield, or otherwise benefit from your equipment. As an action, or if you become incapacitated, you revert to your original form.
If you are a Tiny snake you gain a swimming speed equal to your walking speed and a climbing speed of 20 feet. If you are a Huge snake you gain advantage on Intimidation checks and Strength checks. As either size you gain Blindsight out to 10 feet.
This set of white linen clothes has no ornamentation save a simple hem, but is completely spotless and can not be dirtied.
Once per short rest, as an action, you can make these clothes change appearance to any type, color, or style, as long as it is worth 5 gold or less. If a creature touches these clothes they can make a DC 14 Intelligence (Investigation) check, and on a success realize these clothes are not as they appear.
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 hammer has radiating lines carved into each of its faces and a small metal sundial on its handle. It has 3 charges and regains all expended charges each day at dawn. When you hit a creature with this hammer you can expend a charge to force the target to make a DC 16 Constitution saving throw. Creatures holding a hammer of any type automatically succeed on this saving throw. On a failure, they are frozen in place and the world appears to fast forward in front of their eyes. For the next minute they can not be interacted with in any way, they are immune to all damage, their movement speed is 0, and they are incapacitated. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
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.
The object you see before you is best described as an ever-undulating ball of liquid mercury with a red glow deep inside its core. The closer your hand gets the more it seethes.
This item has 6 charges and regains all expended charges at dawn.
As an action you can command the orb to transform into any simple or martial weapon of your choice, When you do so it rapidly bubbles and cools before floating into your hand. If it is already transformed you can command it to transform in your hand, or back into it’s orb form, as a bonus action.
Any metal it transforms into is a dark iron, and any wood is ebony. Every weapon has large claws are carved into the handle, and a ruby is embedded into it somewhere. If the weapon it transforms into has the ammunition property each time you attack with it a piece of ammunition made of black iron materializes and then disappears again after it strikes. These weapons always count as magical for overcoming resistances. When not stored in a container the orb floats right beside you just above waist height. If it is not at your side you can summon it to you, and command it to transform, as an action.
Flash of Wrath
When you hit a creature with this item you may expend a charge to create three bolts of crackling black energy that leap from the creature to as many as three other creatures within 30 feet of the first. A creature can be targeted by only one of the bolts. Each target, including the first creature, must make a Dexterity saving throw DC 15. A creature takes 8d6 Lightning damage on a failed save, or half as much damage on a successful one.
Overwhelming Charisma
As an action you may expend 2 charges to shout a command in Infernal. When you do so choose a number of creatures up to your Charisma modifier (minimum 1) within 60 feet to make a Wisdom Saving throw with a DC equal to 14 plus your Charisma modifier (minimum 14). On a failure a creature falls prone and spends their next turn groveling.