
This dagger has a hilt of wrought iron, with a black opal set in its guard. The blade is chipped from obsidian, but obviously magically hardened.
If you are standing in dim light or darkness as an action you can make a thrown attack with this dagger against any creature you can see that is also in dim light or darkness as if they are within 20 feet of you.
If you have a free hand you can summon this dagger as a bonus action while standing in darkness.
Once per day as an action you can create a cloud of magical darkness, as if you cast
This tall rectangular shield is lavishly emblazoned with a towering mountain and set with onyx. As a bonus action while standing on stone or earth you may activate the shield to create a 5-foot-square pillar of stone and onyx in an unoccupied space within 30 feet of you that rises to a height of 15 feet or until it meets the ceiling. This pillar sinks back down into the earth after 1 minute, or when you create another pillar, leaving the ground undisturbed.
This double door cabinet looks like it was made for dolls by a skilled toy-maker. When you open it, if there is room, it expands to its full size and quickly becomes 5 feet high and 3 feet wide. This item has 12 charges and regains all expended charges each day at dawn.
Inside is 3 brooms, mops, and buckets, as well as a small collection of cleaning rags, soap that never runs out, and aprons, that all belong to the cabinet. These objects are teleported back into the cabinet every time it is opened.
While holding any of the supplies that belong to the cabinet, as an action, you can expend a charge to animate that object as if under the effects of
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 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 round brazier is carved from a chunk of dark petrified wood. It has hundreds of small holes bored into it which resembles a starry night sky when lit. Any fire that burns within this brazier blazes blue and white instead of the usual yellows and reds.
If you set up and light this brazier darkness falls over the land at the next dusk. Once activated the sun appears to never rise within a 25 mile radius of this brazier, and any light sources within this radius only produce dim light. If a creature enters this radius during the day the sun appears to set for them over the course of 10 minutes.
This effect lasts until the sunrise after this brazier is put out or moved, and cannot be dispelled by a light spell.
This long glass vial is filled with a constantly shifting smoke as black as night. You can notice subtle blue tones pulsing through the inky darkness if you look closely.
This item holds 10 charges and regains 1 expended charge each day at sunset.
As an action you can unstopper this vial, expending a charge to do so. Over the next minute the smoke continues to pour out of the vial seemingly without end and the sky darkens as if the sun has set. All daylight or moonlight within a 5 mile radius becomes darkness for the next hour. Additionally, light sources within this radius only produce dim light.
For each additional minute the vial is open another charge is expended and the duration of this effect increases by 1 hour. If there are no remaining charges the duration does not increase.
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
This rough semi-translucent crystal is nearly the size of a man’s head and quite difficult to see into but appears to have an ever-changing light show within its core. When you find it it has four smaller but almost identical crystals nearby.
All five of these crystals have hammered gold bands around them with large elemental runes chiseled into them. You can identify Fire, Cold, Acid, and Lightning runes on every crystal.
The main crystal holds 20 charges and regains up to 3d6 expended charges each day at dawn. The child crystals hold no charges, and instead consume charges from the main crystal.
While you are attuned to this item as a bonus action you may select a damage type from the runes. The selected type determines the type of all child crystals.
Any creature holding a child crystal, and within 120 feet of the main crystal, may expend a charge and envision striking a target they can see within 120 feet as a bonus action. When they do so a small shimmer flies through the air from the main crystal to the activated child crystal and a magic bolt streams towards the envisioned target dealing 1d4 damage of the selected element.
When a creature activates a child crystal as a reaction you may choose a number of charges to expend and fire that many additional bolts from their crystal at the target.
While holding the main crystal you roughly know where each child crystal is at all times as long as it is on the same plane of existance as you.
Each of the bucklers from this set has two spines, one on either side that slope to a razor sharp tip, giving it the shape of an eye. The main body of the bucklers has a hammered finish while the spines are both polished perfectly smooth. As you initially inspect the bucklers you can not find any way to wear them. There are no straps or handholds, simply an engraved name on the back of each buckler.
While you are are attuned to these bucklers and within 120 feet of them you can gesture or call to one or both of them as an action. When you do so they will fly to you if able, going around obstacles and creatures, before snapping into place on your forearms. They float several inches off your arm, moving with you as if they are attached.
They can not be moved from your arm unless you allow it. When you brush one or both of them off as a bonus action they will fall to the ground.
While wearing these bucklers you can not wield a shield but you gain +1 to your AC. Additionally, you can make melee attacks with proficiency using these bucklers as if they are a Light Finesse weapon and they deal 1d6 Piercing damage.
This weapon is tarnished and dingy, as if it has been exposed to the elements for far too long, but is not rusted. You can not find its sheath anywhere and its handle is bare metal with no wrapping.
You can activate this weapon as a bonus action. As you activate it you hear a cacophony of jumbled whispers and the weapon seems to almost guide itself towards its target, leaving a sickly blue trail behind it. While it is activated you have a +1 bonus to attack rolls made with this weapon.
After it has been activated for one minute you must make a DC 14 Wisdom saving throw. On a failure you take 1d12 Psychic damage as the voices crowd your mind and your vision flashes white. On a success you take half as much damage. For every minute the weapon is activated you gain an additional +1 to hit with this weapon. However, for every minute the weapon is active you must make another DC 14 Wisdom saving throw, and the damage you take increases by 1d12.
Each time you make a Wisdom saving throw against this weapon’s effect you may choose to try to break free from it. On a success you take no damage and the weapon is deactivated. On a failure you are unable to clear the voices from your head and you take damage as normal.
Curse. When you attune to this weapon you make a binding pact with an ancient one. If you die while attuned to this weapon or go unconscious while the weapon is activated your soul will be trapped within the weapon as one of the many voices, and just as all the other souls, you can not be released until a favor for the ancient one has been completed by another person. If you un-attune with this weapon before completing a favor for the ancient one you are certain you will suffer great misfortune.