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 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 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.

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 thin flexible rod has a sturdy string attached to the end, and a mechanism to release and reel back in the string as needed. Tied to the end of this 50-foot long string is a small hook. When either the hook or string is broken it quickly grows back as the detached hook and string disintegrate. As an action, you can make a ranged attack using this rod against a Large or smaller creature within 30 feet if you. You may add proficiency to this attack if you are proficient in Dexterity (Sleight of Hand). On a hit, the creature becomes tangled in the string and is grappled (escape DC 16). While a creature is grappled in this way you may pull them 10 feet towards you as an action. The grapple ends if they end their turn farther than 30 feet away, you drop the fishing line, or another creature detangles them as an action. Additionally, when trying to catch fish with this item you may make any related checks with advantage.
This quarterstaff is made from a pale wood and a segmented serpent is carved along its length with its head at the top of the staff. Its eyes are set with large turquoise and several smaller stones stud its back.
This item can hold 10 charges and regains 1d10 expended charges each day at dawn if you are not underground when the sun rises.
As a bonus action you tap the staff on the ground and the eyes shine a cold blue as if the cantrip
Prince of Lightning
While the serpent’s eyes are glowing you can choose to expend a charge as an action. When you do so the whole staff crackles with energy and the turquoise stones shine brightly before a searing blue beam erupts in a 1-foot-wide 60-foot-long line from the snake’s mouth. Each creature in the line must make a Constitution saving throw DC 17. On a failed save, the creature takes 3d8 Fire damage, 3d8 Lightning damage, and is Blinded until your next turn. On a successful save it takes half as much damage and is not Blinded. Additionally, this effect dispels any magical darkness in its area.
Lord of Flame
As an action you can expend all remaining charges to create a massive mote of brilliant blue light. All the stones on the staff suddenly pulse and a 10 foot sphere of light coalesces 50 feet above your head. This mote sheds bright light in a 250-foot-radius, and dim light out for an additional 100 feet. It lasts for the next 10 minutes before disappearing with a roar.
This light is considered sunlight and dispels any magical darkness in its area. Additionally, any creature in the radius that looks at the mote of light must make a Constitution saving throw (DC 17) or be Blinded for the next minute. A creature blinded by this effect may make another Constitution saving throw at the end of each of its turns, and on a success is no longer Blinded.
After using this feature you can’t use it again for the next 2d6 days.
Curse. If the snake has not has blood dripped in its mouth in the last month each time you expend one or more charges you take 1d8 Lightning damage.
When you find this chainmail it appears to have a thin film over it and is trimmed with white fox fur. When you touch the armor it is immediately obvious that the film is frost as the metal is as cold as ice.
This item has 5 charges and regains all expended charges each day at dawn.
While you are attuned to this armor you have resistance to Cold damage and are impervious to extreme weather, both cold and hot. Additionally, you know the
Numbing Aura
All terrain around you in a 10 foot radius ices over with a magical frost and is considered difficult terrain for creatures other than you. The radius of frost moves with you but does not damage any plants or objects that it freezes. Additionally, any enemy creature that ends their turn on this ice can not take reactions until their next turn.
Permafrost
At the beginning of your turn you may choose to expend a charge to gain 1d4+1 temporary hit points at the beginning of each turn for the next 10 minutes as the armor slowly builds up its layer of frost.
Arctic Snap
As an action you may expend 2 charges as you snap your fingers to freeze the enemies around you. All enemy creatures within 30 feet of you must make a Constitution saving throw. On a failure they take 3d8 Cold damage and are Restrained for the next minute as ice races from your feet to clutch at their legs. On a success they take half as much damage and are not Restrained. A creature who is Restrained by this effect can repeat the saving throw at the end of each of its turns. If you are not a spellcaster you use your Constitution modifier as your spellcasting ability for this effect.
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
These thick leather gloves go all the way up your forearms and cinch tightly above the elbow. The back of the hand is covered in a white filigree that gently spirals all the way up the glove and the palms are chill to the touch.While wearing these gloves you have resistance to Cold damage and even when Restrained, or Grappled by a creature Large or smaller, your movement speed can not drop below 10.
If you grapple a creature with both hands while you are wearing these gloves that creature takes 2d6 Cold damage each turn until they are no longer grappled. If they break the grapple they must roll a Constitution saving throw equal to 10 + your proficiency bonus. On a failure they are Restrained by ice until the beginning of their next turn.
As an action once per short rest you can activate the gloves and small particles of snow begin to swirl around you until suddenly the gloves turn into large gauntlets of blue ice. For the next minute your gauntlets are frozen solid but do not inhibit movement. While your gauntlets are frozen you can not be shoved or pushed magically and any enemy creature that ends their turn within 5 feet of you takes 2d6 Cold damage. Additionally, when you make an unarmed attack you can choose to deal Cold damage instead of Bludgeoning.
The head of this club is made from polished metal and its handle is carved from green granite. When you swing it the metal crackles with energy.
This club deals Lightning damage instead of Bludgeoning damage. Additionally, on a successful attack the target creature is Stunned until the beginning of their next turn.
This singed oaken staff has a forked tongue of metal on each end and a hand grip made of padded leather. This staff holds 5 charges and regains 1d4 expended charges each dawn.
As an action you can activate the staff, and sparks can be seen flickering between the forks. As you activate the staff a panel of electricity crackles into existence at a point within 60 feet of your choosing. The writhing section of living lightning appears in any orientation you choose. It can be free floating or resting on a solid surface. It is 5-foot by 5-foot and seems to have almost no thickness. When you activate the staff you can choose to expend a number of charges. The first charge you expend changes the original panel of lightning to a 10-foot square panel, and each additional charge creates an additional 10-foot panel. You can place these panels as you wish but each panel must be contiguous with another panel.
If any creature attempts to move through or make a melee attack through any of these panels, or if any of these panels cuts through a creature’s space when it appears, the creature must make a Strength saving throw or be pushed 15 feet away from the panel and take 1d6 Lightning and 2d6 Force damage. On a successful saving throw they are not pushed and only take 1d6 Lightning damage. If you are not a caster you use your Constitution modifier as your casting ability for these saving throws.