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
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.
When you find this weapon it has lightning coming off it in tendrils, arcing to almost any object or surface within 5 feet of it. When you get closer you notice that it’s made of a bright blue metal with white streaks running through it. It has a gold handle with a sapphire embed in the hilt.
Until it is attuned with a creature every time you attempt to pick it up you must succeed on a DC 12 Constitution saving throw or take 1d4 lightning damage.
As an attack action you can stab this sword into a body of water and target a creature you can see within 10 feet of the body of water. That creature must make a Dexterity saving throw or take 2d10 lightning damage. If you are not a spellcaster this uses your Constitution modifier as your spellcasting ability.
If this sword has not touched water in over a week it must be fully submerged in water for at least a long rest to regain this property. While it is doing so it sparks slightly and the water tingles with electricity.
Curse. Every time you stab this sword into a body of water you must make a DC 12 Constitution saving throw or take 1d10 lightning damage. Additionally, you have disadvantage to saving throws against other effects that deal lightning damage.
If this weapon is fully submerged for a day or more the water surrounding begins actively arcing with electricity and any creature that attempts to take it out of the water must make a DC 12 Constitution saving throw or take 1d10 lightning damage for each day it has been submerged.
Curse Purge. There is a way to purge this item of its curse.
If a creature is attuned to this weapon and takes more than 30 damage in one hit while taking it out of the water or the weapon has been fully submerged for over a week without being disturbed the electricity constantly arcing off of it is now contained to the sword, and the arcs of electricity run up and down the length of the blade instead. The curse is now completely gone and additionally the weapon gains a new ability that the player learns about.
Once per day as an action you can activate the sword and a dark roiling fog coalesces around your feet out to a radius of 30 feet. For the next minute this fog follows you and sparks crackle through it. Once per turn you can choose a point within the fog as a bonus action. A surge of lightning erupts from that point and all creatures within 5 feet of that point except yourself must make a Dexterity saving throw. If you are not a spellcaster this uses your Constitution modifier as your spellcasting ability. The affected creatures take 3d10 lightning damage on a failed save or half as much damage on a successful one.
This chainmail is dull and rusted, and has red links of an unknown metal woven throughout it chaotically. No amount of scrubbing and polishing can clean off the rust that has accumulated.
While wearing this armor when your speed is reduced to 0 a dark sigil appears beneath your feet and rusty chains fly up from the ground, encircling you and any creature grappling you. While these chains are wrapped around you you have resistance to all Bludgeoning, Piercing, and Slashing damage. Any hostile creature that in entangled in these chains or ends their turn within 5 feet of these chains takes 1d12 Necrotic damage.
Any creature entangled by the chains, including you, must make a DC 16 Strength check to escape. The chains and sigil disappear once all creatures trapped by them have escaped or died. They also disappear if exposed to
Curse. Each time you try and fail to escape from the chains you take 1d6 Necrotic damage. If you become unconscious while entangled by the chains the sigil brightly glows for 3 rounds before dragging you through the ground and transporting you to The Abyss unless you are are stabilized or regain consciousness.