These gauntlets each have a large facet where you would expect a gem to sit, but instead holds a finely cut chunk of granite. These gauntlets hold 4 charges, and regain all expended charges each day at dawn.
While attuned to these gauntlets you gain tremorsense out to a range of 10 feet. Additionally, as an action, you can create a 10-foot-by-10-foot wall of hardened earth within 120 feet of you so long as it is touching dirt or sand. This wall is 6 inches thick, has an AC of 13, 50 hit points, and lasts 10 minutes or until you create a new wall. However, when you expend a number of charges you can create and maintain that many additional walls for the next 10 minutes. If a wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice).
This stoppered flask has a faint, nearly indistinguishable sound when shaken. The decanter weighs 2 pounds. This item has 6 charges and regains all expended charges each day at dawn.
You can use an action to remove the stopper and speak one of three Command words, whereupon sand pours out of the flask and a number of charges are expended. The sand stops pouring out at the start of your next turn. Choose from the following options:
- “Pile” expends one charge to create a small pile of sand that can cover a 1-foot-square.
- “Dune” expends three charges to create a pile of sand that is 10 feet across and is about 5 feet tall. This sand is expelled with some force, and moves Large or smaller creatures that would be covered by the sand to the edge of the pile.
- “Desert” expends 6 charges to create a veritable sea of sand that erupts from the decanter as a 30 foot geyser. This sand covers a a 20-foot circle and is up to 10 feet deep at it’s center. Any creature in the radius of the sand is pushed towards the edge of the area until it would no longer be covered by sand, unless it has a burrow speed.
This black leather gauntlet has an intricate bronze ridge down it’s back with five carefully cut stone “gems” set in it’s winding pattern. You can focus on these gems and choose an area of terrain no larger than a 40-foot-cube within 120 feet that you can see. You can reshape dirt, sand, or clay in this area in any manner you choose so long as you maintain concentration (as if concentrating on a spell) for at least the duration required to do so: to reshape a 10-foot-cube it takes an action, 1 minute for a 25-foot cube, and 10 minutes for a 40-foot-cube.
You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot cube, you can create a pillar up to 20 feet high, raise or lower the area’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes the entire duration for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
This effect doesn’t directly affect plant growth, natural stone, or structures. The moved earth carries any of these things along with it. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, if these transformations would make the terrain itself unstable it will collapse when you stop concentrating on it.
This stoppered flask sloshes with a cavernous echo as if its much larger than it appears and always weighs 2 pounds. As an action you can remove the stopper and pour out 1 gallon of fresh water. The water stops pouring out at the start of your next turn. The decanter holds 30 gallons of water in total, and can not be refilled by normal means.
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.
This dark pebble is etched with minute circular patterns and has a single ridge running around its circumference. When you hold it you feel as if the earth itself is whispering to you, suggesting you swallow the pebble to get closer to it and understand it better. When swallowed, you notice nothing at all for 1d4 days, until you feel a sudden chill and stiffening along your spine. Over the next few minutes your skin darkens and hardens. Fractured plates of stone grow from underneath your skin on your arms, ribs, and jutting along your spine across your back. You gain resistance to piercing, slashing, and lightning damage as well as tremorsense out to 30 feet. Additionally, as an action, if you put your ear to the ground and concentrate as if concentrating on a spell your tremorsense extends out to 500 feet until you move from that spot or lose concentration, whichever comes first.
Curse. Once your flesh has started turning to stone you have vulnerability to Thunder damage. Additionally, while within sight of your bound mountain (that the DM chooses) each morning you hear it whisper to you, calling you to it, and you must succeed on a DC 8 Wisdom saving throw or spend that day compelled to walk towards the base of the peak. This compulsion is not mind control, and you do nothing rash to follow it, but it is a constant distraction and pull while you are not trying to travel towards the mountains. These effects, including your skin’s appearance, can not be reversed except by a
This flashy amulet has an impressively large green emerald as it’s centerpiece and is ornamented with onyx and blackened steel. When you slip it over your head you can hear it speak to you, and know that it holds a fragment of a dragon’s consciousness within it.
Ancient Presence
When you are attuned to this amulet as you wear it it begins to change even your physical body the presence within it is so powerful. Over the course of a month jet black scales grow down your spine and your eyes become emerald green. You gain immunity to Acid damage, resistance to Poison damage, and Darkvision out to 120 feet. If you unattune from this amulet you lose these benefits, but your scales and eye color do not change back.
Caustic Soul
As an action if you are within the area of poisonous or harmful gases you can breathe in the toxins surrounding you and exhale a roiling stream of acid and poison 60 feet long and 10 feet wide. Each creature in the line must make a DC 18 Constitution saving throw, taking 4d8 Acid damage and 4d8 Poison damage on a failed throw or half as much on a successful one. If breathing the gas in this way would cause you to make a saving throw you make that save with advantage and take no damage on a success.
Master of Fear
You can not be frightened by any creature with a CR less than or equal to 12. Additionally, any Adult or younger dragon that tries to use their Frightful Presence feature on you must instead make a saving throw against their own effect.
Sentience. Zerrndrock is a sentient neutral evil amulet with an Intelligence of 20, Wisdom of 18, and a Charisma of 24. It has proficiency in Insight, Deception, and Charisma saving throws, with a proficiency bonus of +6, and it has hearing and blindsight out to a range of 120 feet. The amulet can speak, and understand Common and Draconic, but can only communicate telepathically with its wearer. Its voice is low and rumbling but soothing in a way.
Personality. Zerrndrock speaks quietly but with authority that only comes with age and immense confidence. His only goal is resurrection and to be freed from the amulet. He is not friendly, and never will be, but will play the part of a wise grandfather giving sage advice and encouragement, or almost anything else including lying or getting the wearer killed if he thinks it will sway the wearer closer to his selfish goal. Doing what he must to gain trust is just a part of this scheme, even if he does not enjoy it. Zerrndrock is clever and has endless patience, and will never lash out or grow impatient unless he believes he is within reach of his centuries-long goal.
This simple crown made of ice, enchanted to never thaw or crack, is set with rough diamonds and sapphires. This item has 3 charges and regains 1 expended charge each day at dawn.
While attuned to this crown you know the cantrip
This amulet is a heart of hammered brass, with flames of gold and copper twisting around it. If you speak Ignan you know that this is an insignia of the Order of the Fiery Heart. While wearing this amulet you have advantage against exhaustion checks due to cold weather and resistance to fire damage. As a reaction to making a saving throw against taking cold damage you can choose to succeed the saving throw before rolling. Once you have used this feature you can not use it again until the next day at dawn.

This helmet is made from the skull of a primeval bison and it’s horns are covered in runes. While wearing this helmet if you move at least 10 feet in a straight line after taking the Dash action, you begin to stampede. Your stampede ends if you stop moving in a straight line or at the end of your turn. You can stampede multiple times per turn.
While stampeding you have resistance to all damage except Psychic damage. Additionally, while stampeding if you would move through the space of an object or creature that is Large or smaller you can make a melee attack with proficiency against the target. On a hit you deal 3d10 magical bludgeoning damage and the target is pushed 5 feet to the left or right, your choice. On a miss you slam into the target and your stampede ends.
This extraordinarily long whip is braided from silvery strands of wiregrass. It has a reach of 15 feet instead of 10 feet, and when you attack a target 15 feet away you deal an additional 2d4 slashing damage.