Judging by the materials used this warpick was made to last several lifetimes. It’s head is made of pure adamantine and it’s handle is carved from ancient zurkhwood. It has 4 charges and regains 1 expended charge each day at dawn.
Whenever you hit a hard object, such as metal or stone, with this warpick the hit is a critical hit. Additionally, you score a critical hit against armored creatures on a roll of 19 or 20.
As an action, you can focus on the warpick and strike an object made of stone or ice, expending a charge. As the pick cleaves through it pulverizes up to a 5-foot cube of material.
This bracelet is made from spider silk and littered with bits of carapace and tiny spines. While attuned to this bracelet you constantly have insects and bugs harmlessly following you as if drawn to you.
As a bonus action you can direct these vermin towards a target within 60 feet. The target creature must succeed a DC 14 Constitution saving throw have disadvantage on the next attack roll it makes before the end of its next turn.
Additionally, as an action, you can summon up to ten Giant Centipedes, six Swarms of Beetles, or three Giant Spiders, to empty spaces within 30 feet of you. Each creature obeys your verbal commands, and in combat, they act on your turn each round. Once you have used this feature you can not use it again until you take a long rest.
This amulet is made from delicate strands of silver wrapped around an amethyst to form the likeness of a spider. This amulet has 5 charges and regains 1d4+1 expended charges after a long rest.
While attuned to this amulet you are able to convey basic commands and feelings to spiders and spider-like creatures. Creatures you are able to communicate with in this way will not attack you unless you attack them first, and as a bonus action, you can expend a charge to cast the
This potion is carefully concocted out of a mixture of different mushrooms found only in the deepest caves. When you drink this potion for the next 10 minutes your walking speed increases by 15 feet, you have a +5 to Perception checks, you have advantage on Dexterity saving throws, and have up to three reactions which can be used for opportunity attacks.
This rapier is thinner than any other you have seen, and is known as a needle due to the lack of guard or pommel. It feels as light as a feather, and with practice becomes almost an extension of your arm.
As an action you can teleport up to 15 feet to an unoccupied space and make a melee attack with this weapon. On a successful attack you deal an additional 2d8 piercing damage.
As a bonus action you can slash through the air, creating strands of mithral that are so thin they can cut with a gentle touch. Choose three 5-foot cubes within 15 feet of you to create these strands in. The next time a creature moves through these cubes they take 3d4 magical slashing damage. These strands last 1 minute, until a creature moves through them, or until you use this feature again.
Web of Mithral
Once per short rest, as an action, you can begin an intricate slashing pattern, filling the space around you with writhing mithral strands. All creatures of your choice within 15 feet of you must make a DC 18 Dexterity saving throw, taking 8d4 slashing damage on a failed saving throw, or half as much on a successful one. Additionally, any creature that moves within this radius before the beginning of your next turn must also make this saving throw.
This jet black amulet is made from hardened sludge that once belonged to a black pudding and trembles faintly as you hold it. While attuned to this amulet you have blindsight out to 60 feet and can sense when an ooze is within 120 feet of you, even through walls. Additionally, any acid or poison damage you take is reduced by 5.
This rock has a large cluster of bio-luminescent mushrooms and moss growing on it that act like a natural lantern. There is a chain with a handle bolted into the rock so you can easily carry it. This magical item has three charges and regains all expended charges each day at dawn so long as it is currently in darkness.
After 1 minute of being in darkness the mushrooms begin to glow, casting a bright light in a 30-foot radius and a dim light for an additional 30 feet.
As a bonus action you can pluck one of the mushrooms from the lantern, expending a charge. A 10-foot radius of spores extends from the lantern. These spores can go around corners and only affect creatures that have an Intelligence of 5 or higher. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other for the next hour. When you pluck a mushroom from this lantern all myconids within 500 feet sense it and know it’s location.
This tight-fitting purple cap is made from the hide of a mind flayer. It is often worn under helmets of wealthy or high ranking dwarves to protect against illithid attacks.
While wearing this helmet you can not be detected by detect thoughts or similar effects, and you can choose to prevent creatures from communicating telepathically with you. Additionally, you are immune to the Mind Blast attack from mind flayers or other illithids.