This greatsword has a blade of folded steel that shimmers in the light and a hilt adorned with pearl inlays. When you attune to it you feel a faint presence touch your mind and you hear a whisper through your thoughts. The sword can telepathically communicate with anyone touching it, but it seems far away and is barely audible. It asks you for souls, it does not care of what or whom, to be sent to the ethereal plane. Or in simpler terms, for you to kill.
Bloody Displacement
Every time you draw blood with this sword you can feel it’s satisfaction. When you successfully hit a creature with this sword you may teleport up to 10 feet, and when you reduce a creature to 0 hit points with this sword you may teleport up to 30 feet. You must teleport to an unoccupied space when you teleport in this manner.
Otherworldly Movement
Once per short rest as an action while holding the sword you can cast
Planar Beacon
When this sword is driven into the ground it can serve as a destination sigil for a spell such as
Additionally, any creature that has touched the sword within the past 24 hours can take a knee and mentally reach out to the sword as an action. If they are on the same plane as the sword, within 1 mile, and if the sword is still driven into the ground from since they last touched it they are teleported to a random unoccupied space within 10 feet of the sword. Any creature teleported in this manner is Incapacitated for 1 minute as they recover from being forcefully shunted through the Ethereal Plane.
Curse. After using any feature of this sword you are Deafened for 1 minute almost as if your sense of hearing hasn’t returned along with your body after traveling through the Ethereal Plane.
You are Deafened while on the Ethereal plane and all you can hear is the voice of the sword loud and clear almost as if it is resounding all around you. Your hearing can not return to normal until you leave the Ethereal plane.
This halberd’s angular head is made from a glistening bronze, and its handle is carved out of light ash. This item has 4 charges, and regains all expended charges each day at dawn, or when exposed to a natural sandstorm.
As an action you can expend a charge and sweep the halberd across the ground to create a 30-foot-radius sphere of thick whirling sand centered on you. This cloud of sand spreads around corners, and its area is heavily obscured for all creatures except you. The cloud lingers in the air for the next minute or until a strong wind disperses it. Each creature, except yourself, that is completely within the cloud at the start of its turn must make a Constitution saving throw DC 13. On a failed save, the creature spends its action that turn coughing and can not speak. This save is made with disadvantage if you are in a desert or an area that is primarily sand, however, creatures that don’t need to breathe automatically succeed this saving throw.
While you are holding the halberd you can cast the
This rough circlet chiseled from black ice has a single onyx set in its face and glistens a cold blue in the light. While you are attuned to this circlet you automatically succeed on saving throws against effects that would deal necrotic damage and are resistant to psychic damage. Additionally, you know the cantrip
Curse. If you die while attuned with this circlet you rise 24 hours later as a corrupted version of your former self unless you are restored to life or your body is destroyed. This curse can only be removed while surrounded by Black Ice or by
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 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 well-crafted hide armor is a deep red, but does not appear to be dyed by conventional means, and does not have a single blemish or scratch.
Hand of Apollo
Once per short rest you can cast
Averter of Evil
While wearing this armor each day at dawn you can choose one type of creature: aberrations, fey, fiends, or undead. Creatures of this type have disadvantage on attacks rolls against you, and you can not be Charmed, Frightened, or Possessed by your chosen creature type until the next day.
This leatherbound book of ancient parchment is sealed shut and you are unable to figure out how to open it, but just by holding it you can feel that there is untold knowledge within it.
While attuned to this book you are able to speak with plants and animals as if affected by the spells
Curse. If you do not cast either True Seeing or Contact Other Plane for at least one day while attuned to this book you begin to see and hear things. When you make a critical fail on an ability check, or at any time your DM chooses, you suffer one of the following effects: You see something that does not exist until the end of your next turn, something near you appears to change forms until the end of your next turn, or you hear the voice of another creature near you.
You become so used to seeing things that you shouldn’t, speaking with that that doesn’t speak, and encountering other planar beings simply by being near this book that you automatically fail the first saving throw for any illusory effect or spell from the school of Illusion because you assume that it is one of the many apparitions you often encounter.
This halberd’s angular head is made from a glistening bronze, and its handle is a highly polished light ash.
Once per short rest as an action you can sweep the halberd around you to create a 30-foot-radius sphere of thick whirling sand centered on you.
The cloud of sand spreads around corners, and its area is heavily obscured for all creatures except you. The cloud lingers in the air for the next minute or until a strong wind disperses it.
Each creature, except yourself, that is completely within the cloud at the start of its turn must make a Constitution saving throw DC 13. On a failed save, the creature spends its action that turn coughing and can not speak. Creatures that don’t need to breathe automatically succeed this saving throw.
While you are holding the halberd you can cast the
This looks like a simple red cloak but the size suggested it was made for a child. Inside the hood however is a magic circle sewn into the lining in vivid blue thread. The circle is divided into 8 segments, the last of which looks to be sewn with a different pattern. This cloak holds 8 charges, each represented by a segment within the hood of the cloak.
Each short rest the cloak regains up to 1 charge, and each long rest the cloak regains up to 7 charges.
Over The River
As a bonus action you can expend a charge to cast Misty Step, but instead of a silvery mist you are surrounded by a small flurry of autumn leaves and a babbling brook can be briefly heard.
Through The Woods
As an action if you are in wild unsettled territory, you can expend all 8 charges and choose a plane of existence (you may specify a target in general terms, such as the City of Brass on the Elemental Place of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination at the DMs discretion). Alternatively, if you know the sigil sequence of a teleportation circle on another place of existence, you can choose that circle.
As you pick a location a small tree with red leaves and pale smooth bark shoots from the ground, rapidly encasing you before you disappear from sight within its foliage. The tree remains where you once were, forever growing in the plane you left.
Curse. This cloak is only able to regain the 8th charge by killing a creature to protect an innocent in danger and dripping the cloak with its blood. It can not recover the last charge by resting.
This amulet has a compass rose etched into its golden surface. It is stained and tarnished, and at the southern point of the compass rose a spike the length of a finger extends straight down.
As a bonus action you can plunge the spike into yourself. You take 1d4 Piercing damage, and gain charges equal to the damage taken, as the blood flows against gravity into the compass rose and seeps into the etching. The amulet can hold up to 12 charges and loses all stored charges at dawn.
As an action you can expend a number of charges to teleport creatures you can see within 30 feet to another unoccupied space you can see within 30 feet. For each creature teleported you must expend 1 charge for every 10 feet you move them. If the creature is unwilling they must make a Constitution saving throw with a DC equal to 10 + the total charges expended this turn or be teleported against their will.
Curse. If you are magically healed you lose all stored charges in this item. Additionally, every time you use this item to teleport 1 or more creatures it creates a sigil on your skin around the most recent wound from the needle. This sigil has a number of spines radiating from it equal to the number of creatures teleported or 0 spines if you teleported yourself.
When you stab yourself with the needle you take 1 additional Necrotic damage for each sigil on your body. This damage can not be resisted.
Each day at dawn 1d4-1 random sigils disappear if you did not use this item the previous day.
This black chunk of obsidian is a rough spherical shape with no sharp edges. As you look into its murky center you can see an almost infinitely receding sea of gold, white, and blue flecks of color. When you hold it you can swear you can hear how silent it is.
This item has 3 charges. While holding it, you can use an action to expend a number of its charges to create a sphere of swirling emptiness at a point within 120 feet of you. The radius of the sphere is equal to the number charges expended x 10. Space itself begins to warp within the area and each creature within the sphere must make a DC 14 Strength saving throw; a creature can choose to fail this saving throw if it wishes. On a failed save they are pulled to an unoccupied space nearest to the center of the vortex. On a successful save they take 2d8 force damage and are not moved.
This item regains all of its expended charges after a long or short rest.
Curse. The first time this item is used after a long or short rest the user takes 1d8 Necrotic damage for each charge they expended as a tiny piece of their life force is pulled into Limbo. This damage can not be resisted and if a creature goes unconscious from taking this damage a gate appears beneath them and they are sucked through it to Limbo. This gate is one-way only and can’t be reopened.
This simple leather pouch has several charred bones in it and a small dusting of ashes. There is no smell of smoke though, so you know these must be quite old.
When attuned to this bag of bones no matter how far you are from them if you are incapacitated a ghostly figure rises from your body. This is not your soul, and you do not know whose it is. You gain the following benefits while incapacitated from this ghostly figure.
Once per turn you can mentally command the wandering soul to deal 1d8 necrotic damage to a creature you do not recognize as an ally within 30 feet. You do not know what or who that creature is, only if it is a creature you already know and if you consider them an ally or not.
Additionally, if a creature makes a melee attack against you they must make a Wisdom saving throw (DC 10) or become Frightened of you for the next minute, or until they are farther than 30 feet from you, as their mind is bombarded by the wandering soul.
Lastly, once per turn you can telepathically reach out to a humanoid corpse within 30 feet and determine the answer to a single yes or no question if the creature knew the answer in life. You can ask a corpse up to three questions in this way.
Curse. While the wandering soul remains in the bones you can not un-attune from this item unless you are within the area of a Hallow spell. If
If all of the bones are removed from the bag the bones begin to clatter and an Avatar of Death is summoned by the creature that removed the bones. It screeches at the creature for disturbing its slumber and begins attacking it. It is resistant to all damage from any creature except the one that summoned it.
If the Avatar of Death is defeated a putrid black smog wafts out from the bones and they become mundane. If the avatar reduces the creature they were attacking to 0 hit points it places the bones back within the pouch and vanishes.
This glove has a cuff that extends down the length of your forearm and is stitched from a dark-brown supple leather. The tips and pads of its fingers as well as the palm are reinforced with black leather. It has a short silver claw extending out from the tip of the thumb and small silver plates covering the back of each finger. To attune to this item you must wear it for the duration.
This item has 25 charges, and if you have a positive Wisdom modifier it gains an additional number of charges equal to your Wisdom modifier times 5. It regains all expended charges after a long rest. When you make a successful unarmed attack with this glove you can expend a number of charges to deal that much additional Necrotic damage.
Skilled Harvester
When you wield a Sickle it deals 1d6 slashing damage, has the property Finesse, and when you wield it with two hands it deals an additional 1d6 Necrotic damage.
Hand of Repose
While attuned to this glove you know the cantrip
Curse. The moment you finish attuning to this glove the arm you are wearing it on is wracked with pain. You take 1d12 Necrotic damage and your vision extends out into the Ethereal plane despite your body remaining in the mortal plane. You hear whispers around you growing ever closer until your senses return to your body and you become aware of how light your arm is.
While the glove is covering your arm you cant notice any difference, but when you take off the glove you can see that your arm stops in a withered stump. Your arm and hand are gone. When the glove is “worn” where your arm once was you can “use your hand” as normal, but it is incorporeal otherwise.
If you have the feature Lay on Hands whenever you use it you make a Wisdom saving throw (DC 8). On a failure your pools of energy conflict and you must roll 1d10, expending that many charges and dealing that much Necrotic damage to the target creature.
If you dispel the curse on this item it is destroyed and your arm does not return.