This dark gray heathered cloak is unusually stiff, even more so than the starched capes of nobles, and on closer inspection you surmise that it has a tight weave of wires of varying thicknesses throughout it. It weighs about 6 pounds and will not tear.
While wearing this cloak as a bonus action you can pull it over you to shield yourself. Until the beginning of your next turn you have resistance to piercing and slashing damage but are considered Restrained by the stiff material.
This large barrel is full of a sticky substance that is intensely black and viscous. If the barrel breaks or you tip it over it the substance oozes forth. It takes 1 minute to cover a 5 foot square and can cover up to 20 squares.
Any creature that enters or ends their turn on a square covered in Impossible Tar must make a DC 12 Strength saving throw or be Restrained. A creature restrained in this way can use its action to make a DC 15 Strength check and on a success it frees itself. If a creature becomes Prone while Restrained by Impossible Tar it can no longer free itself and must be assisted by another creature.
The tar lasts for one week outside the barrel, until it is frozen, or until exposed to universal solvent. It is too sticky to put back in the barrel.
This tarnished silver mask covers the bottom of your face and is heavily inlaid with turquoise and coral. This item has 12 charges and regains 2d6 expended charges each day at dawn.
Breath of the Deep
As an action while wearing this mask you can expend a charge to activate it, sealing it tightly to your face. For the next hour you can breathe normally in any environment, and you have advantage on Saving Throws made against harmful gases and vapors.
Tidal Pressure
As an action you can expend a number of charges to create a 30-foot sphere of brackish water, within 120 feet of you, for each charge spent. These spheres last for 10 minutes before evaporating. Any creature inside these spheres must make a DC 16 Strength check to move outside of the sphere.
Additionally, as an action you can expend a number of charges to target that many creatures inside the brackish spheres. Each targeted creature must make a DC 16 Strength saving throw as the water churns around them. On a failure, the target creature takes 4d10 bludgeoning damage and is Restrained. On a success they take half as much damage and are not Restrained. A Restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
This ornamental dagger is made from stone and edged in gold. Embedded along its spine there are three polished obsidian beads. When you hit a creature with this weapon you can cast
Once used, this property of the dagger can’t be used again until the next dawn. After all three beads are shattered this weapon becomes a nonmagical dagger.
You can see vines pressing up against the sides of this large vial even through the dirty liquid inside it. If you throw this vial when it shatters it immediately covers a 20-foot radius in a mass of vines and small plant life. All creatures in this radius when the vial shatters must succeed on a DC 17 Dexterity saving throw or become restrained. A creature restrained by the vines, or one that can touch a creature restrained by the vines, can use its action to make a DC 14 Strength check. On a success, the target is no longer restrained. Additionally, the area now covered in vines and plants is considered difficult terrain.

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 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 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.
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.
This amulet is three golden eyes hung on a set of three connected chains. A large eye, half closed over a ruby, and two smaller eyes just above it on either side.
While wearing this amulet when you make an opportunity attack against a creature you may make up to two additional opportunity attacks before the beginning of your next turn so long as you do not make more than one opportunity attack against any creature.
Additionally, as a bonus action you can activate the amulet and the two small eyes snap open. When you do so you gain Truesight out to a range of 30 feet for the next 10 minutes. During this time you can not suffer from the condition Blinded. This feature can not be used again until the next dawn.
Curse. When a creature puts this amulet over their head it tightens around their temples and the largest eye snaps open. It cannot be taken off unless the curse is removed and the chains cannot be broken despite their dainty appearance.
While wearing this charm you automatically fail saving throws against being Blinded, and have disadvantage on Wisdom saving throws against Beholders, Death Tyrants and Spectators. If you are charmed by any of these creatures the duration of the charm is permanent unless the curse is removed or the enchantment is broken by
This javelin is heavily weathered and is carved out of a single piece of what seems to be solid stone but is strangely light to be made of such a dense material.
It has 3 charges and regains all expended charges each day at dawn.
While you are on solid ground as a bonus action you can reach a free hand to the floor and speak its command word. When you do so if the javelin is on the same plane as you it disintegrates and rises out of the ground to meet your hand.
Additionally, if you hit a creature with this weapon you can choose to expend a charge. When you do so the creature must make a DC 16 Constitution saving throw or be Restrained for the next minute as a coating of stone creeps up from the ground and covers their legs. The creature may, as an action, attempt a DC 16 Strength saving throw to break free.