This padded armor is covered in mottled blue cracked carapace. While wearing this armor you have resistance to lightning damage.
As an action you can plant your feet and begin channeling electrical energy as if concentrating on a spell. For the next minute electricity crackles from your head to your feet. You can stop channeling early as a bonus action, however, if you lose concentration before you stop channeling you take 4d8 lightning damage. Once you have used this feature you can’t use it again until you have finished a long rest.
While channeling, as an action, you can fire a 1 foot wide 20 foot long line of searing lightning from your mouth. When you fire a beam of lightning each creature in the line must make a Constitution saving throw DC 15. On a failed save, a creature takes 4d8 Lightning damage and on a successful save, it takes half as much damage.
Additionally, any creature that grapples you or makes a melee attack targeting you while you are channeling this energy takes 1d8 Lightning damage.
This wooden claw ring fits perfectly along the whole length of your first finger, and across its ridge is the moss covered bones of a humanoid’s finger. Once per day, while wearing this item, as an action you can touch a plant and telepathically ask it a single question. You get a telepathic response you can understand, so long as the plant is still healthy enough to answer.
Stages of Strength
Occasionally after using this ring its effects will grow stronger. If you can read Druidic etched into the ring you see “every time you speak with your roots, I will bring you closer to them”. These stages of strength are cumulative and the ring grants the new effects each time it advances while also keeping the previous effects, but only while wearing it. If you take off the ring you cant use its abilities until you put it back on, and any abilities that coincide with rests or the sun dont take effect again until your next rest.
Seedling
You gain advantage on rolls against magical plant-based effects that would limit your movement such as
Sprout
You gain the ability to move at your full movement speed in plant-based difficult terrain.
Sapling
Your AC can no longer be less than 16, regardless of the armor you are wearing.
Spry Tree
If you spent at least 8 hours in the sun the previous day you wake up with 1d4+1 goodberries sprouting from the ring after each long rest, as if you cast the spell
Ancient One
If you stand perfectly still you are indistinguishable from a tree, and you can commune with plants around you.
After standing still for 1 hour you blend into your surroundings and can communicate an unlimited number of times with any plants within 30 feet, or plants who’s roots touch the roots of plants within range. This effect lasts as long as you remain still.
Curse. This curse is a multi-stage curse that slowly takes effect the more the wearer uses it. This curse does not reset for a creature when the ring is taken off, and can only be removed with a
Seedling: Suddenly you can no longer take the ring off, it feels as if the bones of the ring are becoming your own, and the moss begins to creep along the back of your hand.
Sprout: If you bleed, you notice your blood is no longer red but beginning to muddy, and you regularly find leaves and twigs in your hair. If you if you roll less than a 10 for your Initiative you start last.
Sapling: Your skin is darkening, and is rough to the touch, like bark. You take extra damage from sources of fire. If you were immune to fire you are now only resistant to fire. If you were resistant to fire, or had no resistance, you are now vulnerable to fire instead.
Spry Tree: Branches and leaves begin growing from your upper body, and your lower body is noticably thicker. Your base movement speed decreases by 10 feet and if you could naturally fly, you can no longer fly.
Ancient One: You are all but a plant yourself. Every long or short rest you must make a DC 12 Wisdom saving throw. On a failure you spend the rest unconscious, with your arms spread wide. At the end of the rest you must repeat the saving throw. On a success you regain consciousness. On a failure, you are petrified as a tree, though your ability to communicate with plants remains. This petrification can be ended in the typical ways such as
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
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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 polished armor is heavily adorned with bronze and gold and has a band of red hanging from it’s left pauldron. It is said to have belonged to a legendary warrior who led his men to battle with reckless abandon.
While wearing this armor you are immune to being frightened and while charmed if you would injure a creature you consider to be an ally the effect on you immediately ends.
Additionally, as an action, you can rally your allies to you. For the next minute you emanate an aura of confidence and can not be stunned or knocked prone. For this duration friendly creatures within 30 feet of you are immune to being frightened or charmed, and hostile creatures within 30 feet have disadvantage to Wisdom saving throws.
Once you use this ability you can not use it again until your next long rest.

These black gauntlets have gold and feathered edging, with engraved motifs down their arms. While wearing them when you cast a spell that deals fire damage the flames flicker black instead of orange and ignore resistance to fire damage. If these black flames reduce a creature to 0 hit points, it disintegrates into a pile of ash.
Rise From Ashes
When you would be reduced to 0 hit points you instead appear to burst into flames and disappear, leaving a pile of ash in your space. Until the beginning of your next turn you do not exist on any dimension or plane, and are considered dead; However, at the beginning of your next turn you return with 1 hit point amidst a wreath of black flames in an unoccupied space within sight of your ashes (or if that is not possible, the nearest unoccupied space). All creatures within 30 feet of this space must make a DC 18 Dexterity saving throw as they are engulfed in the inferno. They take 8d10 fire damage on a failed save, or half as much on a successful one.
After using this feature you can’t use it again for the next 2d6 days.
This amulet carved from a silver dragon’s scale is only given as a gift and sign of trust. By the coloration you could guess it is from a younger dragon.
As an action you can touch the amulet and begin concentrating, as if concentrating on a spell, to create a cloud of fog around you. You create a 20-foot-radius sphere of fog centered on yourself. The sphere spreads around corners, and its area is heavily obscured. It lasts for the next hour, until your concentration ends, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. While within this fog you have immunity to cold damage and blindsight out to 60 feet. Once used this feature can not be used again until your next long or short rest
This axe is forged from a stark blue alloy and has an intricate mountain range etched on its surface. After dusk it gathers a layer of frost along it’s edge, even on hot nights. This axe has 8 charges and regains 1d6 + 2 expended charges after a long rest.
When you make a successful attack with this weapon you can expend a charge to deal an additional 1d10 cold damage and force the target to make a DC 14 Strength saving throw or be knocked prone as a howling bitter wind follows your blow.
This flail has a head made from an astoundingly solid crystal, and as it strikes it resonates with the sound of crunching glass. It has 6 charges and regains 1d6 expended charges after a long rest.
When you hit an object with this flail that is not being worn or carried you can expend a charge to attempt to shatter it if the target object is 1 foot thick or less. Make a DC 15 Strength check and on a success you shatter up to a 5-foot square section. You have advantage on this check if the object is made from glass, crystal, or ice.
This delicate ring has a rose carved from a shining ruby as it’s focus. While wearing this ring once per long rest you can activate it as a bonus action. For the next 10 minutes any humanoid that ends its turn within 30 feet of you must make a DC 18 Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw it is charmed by you until dusk or dawn, whichever is sooner, or until you or your companions do anything harmful to it. The charmed creature regards you as captivatingly beautiful and charismatic, regardless of your appearance.
This wooden mask is of a majestic black and white canine. As you put it on you can feel the beastial energy emanating from it. This magical item has 4 charges and regains 1d4 expended charges after a long rest.
As a bonus action you can use your beastial energy to intimidate a beast within 30 feet of you. The target beast must succeed on a DC 15 Wisdom saving throw or become frightened of you for the next minute. The beast can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Additionally, as an action you can expend a number of charges as you release a primal howl. When you do so a number of dire wolves equal to the charges spent are summoned to unoccupied spaces around you. These dire wolves are friendly to you and your companions. Roll initiative for them as a group, which has its own turns. They obey any verbal commands that you issue them to the best of their abilities. If you don’t issue any commands to them, they defend themselves, but otherwise take no actions. Each dire wolf disappears in a puff of mist when it drops to 0 hit points or after an hour has passed.