These short purple gloves are tipped in silver and are made from a light flexible material that seems extraordinarily difficult to tear. While you are wearing these gloves if you make a successful unarmed attack against a creature that is concentrating on a spell that creature is marked for the next minute. As a bonus action you can choose a marked creature and force them to make a Constitution saving throw with a DC equal to 8 plus your proficiency modifier. On a failure they lose concentration, and they are unable to cast any spells until the end of their next turn.
Additionally, once per day you can activate the gloves as an action and in a violent purple flash an Antimagic Field appears around you, as if you cast the spell
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 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 ancient staff carved from stout oak is without any ornamentation beyond its natural gnarls and twists, and a small inscription. If you are able to read Elven you can gather that it was created for a crusade to heal the forests and restore balance that was lost. This staff has 8 charges and regains 1d8 expended charges each day at dawn.
Reach of Infinite Branches
When you cast
Tangled Canopy
You know the cantrip
Roots of The Great Oak
If you expend a charge and spend 1 minute concentrating you can cast
Branches’ Blessing
As an action you can expend a charge while touching a Large tree or plant in a swamp or dead forest to stimulate it to grow so long as it is still standing. Within one hour you can notice it’s bark being restored, and buds beginning to form. You regain any charges you expended to heal a plant in this way after your next long or short rest.
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 thin reed has a series of holes in it, and an intricate carving clearly depicts a storm rolling down it’s length. It can be played much like a flute, and when played small wisps of clouds form around you. This item has 10 charges and regains 1d8+2 expended charges each day at dawn or 1 charge for each hour it is exposed to a natural rainstorm.
An as action, you can expend a number of charges to cast a spell or create an effect from the following list with a spellcasting modifier of +4.
- 1 charge, cause a light rain to start or stop falling around you in a 20-foot radius
- 2 charges, cast
Warding Wind - 3 charges, cast
Call Lightning orWind Wall - 4 charges, cast
Storm Sphere - 5 charges, cause a light rain to start or stop falling in a 1 mile radius
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 blade is a mottled black and blue, with speckles of white throughout it. It’s hilt slowly shifts shape even as you hold it, and when you attack, the weapon leaves a shimmering trail in it’s wake.
Return To Nothing
As an action you can cast
Once used this property of the sword can not be used again until the next dawn.
Wall of Emptiness
As an action you can swing this sword through the air while clearing your mind and focusing on the infinite nothingness of the void. When you do so a rift of stars and darkness appears where your blade was. This rift forms a 20-foot tall and 60-foot long jagged wall extending from you that remains for the next minute. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).
Anything that passes through this wall disappears into the void for the duration. When the wall dissipates with a roar any creatures or objects that disappeared into it are ejected into the nearest unoccupied space.
Once used this property of the sword can not be used again until the next dawn.
These soft leather shoes don’t appear special in any way until you see the soles. The soles of these shoes are littered in runes written in complicated interlocking patterns.
While wearing these slippers you can not be tracked except by magical means. You leave no tracks or sign of your passage, no matter the terrain, and your tread is completely silent, even through things such as dry leaves or snow.
Additionally, as an action, you can activate the slippers to cast
This ornamental dagger is made from stone and edged in gold. Embedded along its spine there are three polished obsidian beads. When you hit a creature with this weapon you can cast
Once used, this property of the dagger can’t be used again until the next dawn. After all three beads are shattered this weapon becomes a nonmagical dagger.