These bracers have a layer of angularly carved stone fastened over a pair of leather gloves. While wearing them and touching stone or earth with the gloves you gain several effects. If you are not a spellcaster these effects use your constitution modifier as your spellcasting modifier.
- As a ranged spell attack you can form a small disk of stone or compacted earth and send it flying at a creature you can see within 60 feet. This does bludgeoning damage equal to 1d8 + your spellcasting ability modifier. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
- You can cast
Mold Earth as an action. - As an action you can cast either
Earth Tremor orEarth Bind . Once you use this feature you must finish a long rest before you can use it again.
This granite door is roughly carved with triangular art deco patterns on one side, and intricately overlapping circles on the other, its doorknob and frame are a well oiled and sturdy oak. When looking at this door it is painfully obvious that unlike every other door you have seen, this one is not set within a wall, but you can also notice that the frame has many holes and grips carved along each edge.
The door and frame weigh 135 pounds, and is large enough for a human to pass through comfortably. If you place the door flush against a wooden or stone wall, after 1 minute the doorknob will flash a pale amber if the wall is 1 foot thick or less, and a deep red if it is greater than 1 foot thick. After the knob flashes amber, as long as the door remains flush to the wall, you can open the door and pass through the wall as if there has always been an opening where it was set. When it is removed the opening immediately disappears as if there was never a door there.
This crown is the same hue as solid gold, though slightly translucent and doesnt weigh as much as you might expect it to. It is encrusted in yellow gemstones and glistens with every movement. It has 10 charges and regains 1d6 + 4 charges each day at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of bees appears, and consumes and destroys the crown before dispersing.
While wearing the crown, as an action you can expend a number of charges to create one of the following effects.
1 charge, you cause a swarm of harmless flying insects to spread out in a 15-foot radius around you. The insects remain for 10 minutes, until you disperse it, or a wind of at least 10 miles an hour disperses it. This area is heavily obscured for all creatures besides you.
4 charges, you cast
5 charges, you cast
This rod is polished to a mirror sheen and adorned with a small crown.
You can use this rod as a spellcasting focus, and any spell you cast while doing so has a bright yellow or golden hue.
While holding this rod when you cast
Additionally, as an action you can choose a 10-foot cube to become a mass of magical honey. This area is difficult terrain and any creature within it or that enters it for the first time must succeed a DC 14 Constitution saving throw or be hindered as if under the effects of the spell
This dust made from powdered bioluminescent insects and the bones of a single creature type can be used as an additive during the forging process for metal weapons. Up to three weapons can be coated in this dust while being smithed. Weapons coated in this way faintly glow when within 100 feet of any creature of the same type as the bones used. The closer the creature is, the brighter it glows.
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 plus 1 additional psychic damage for every uncovered talisman above your modifier. This damage can not be resisted or reduced in any way. If this effect reduces you to 0 hit points you are transported to the plane of Pandemonium (or Xoriat).
This charm has 1d6+2 eyes affixed to its fleshy surface and if you watch them long enough you will see one occasionally dart back and forth.
As an action you can crush an eye on the charm to cast
When all 6 eyes are crushed the charm lets out a shriek before shriveling into a husk.
This ancient ash branch has a startling number of eyes carved into its knots and gnarls.
The staff has 10 charges and regains 1d8+2 expended charges each day at dawn.
While attuned to this staff as an action you can expend a charge to heighten your senses for the next hour. During this time you can not be surprised, and you have a +5 to your passive Wisdom(Perception) and checks.
Additionally, as a reaction to a creature using a feature or ability that would inflict the condition Frightened you can expend a number of charges to cast
This large 1-foot diameter orb holds a diorama of a wattle and daub cottage in the woods. This diorama changes with the seasons and is intricately detailed.
In the diorama you can see a gnomish word chiseled into the side of the cottage. If you speak this command word while holding the orb and standing on a reasonably flat area with at least a 20-foot cube of space you suddenly find yourself inside the cottage. The cottage instantly transports from the orb into the space you are standing, and any creatures in the space the cottage now occupies are placed in a free space within the cottage if they fit, or outside if they do not.
This 20-foot square cottage is furnished with 3 bunk beds, a large table with 6 chairs, a fireplace, and several empty bookshelves and chests along the wall.
If you speak the command word again while touching both the cottage and orb, the cottage and any objects in the shelves or chests return to the orb. Any creatures in the cottage remain where they were.
The cottage can only be taken from and returned to the orb once per day.
This ebony staff is topped with a lifelike hand carved from shimmering translucent crystal.
It has 10 charges and regains 1d10 expended charges each day at dawn. While attuned to this item you are able to cast
Shimmering Shield
As a reaction to you or a creature you can see being targeted by a ranged weapon or ranged spell attack, you can expend a charge to create a 10-foot wide 15-foot tall crystal hand between the targeted creature and the attack. Each time a hand is created, it appears in a brilliant flash of dazzling lights and each creature within 15 feet of it must make a DC 14 Constitution saving throw or be Blinded until the beginning of it’s next turn.
This crystal hand has 12 AC and 30 hit points and is vulnerable to Force damage. It lasts until it is destroyed or until you use this feature again.
This crystal orb is a matte white with no distinguishing factors whatsoever, and yet it has a mesmerizing quality when you gaze into it. While attuned to this orb you have advantage on saving throws against the spells
As an action you can touch a creature with the orb and force it to make a DC 18 Charisma saving throw. On a success they feel incredibly parched, but are otherwise unaffected. On a failure the target creature is transported to a demiplane of infinite desert. Each minute a creature trapped within the demiplane must make a DC 12 Constitution saving throw. On a failure they gain 1 level of exhaustion. On a success, or when they reach 3 or more levels of exhaustion, they are expelled from the demiplane and reappear in the nearest unoccupied space to where they left. Once used this feature can not be used again until your next long or short rest.