These bracers have alternating bands of silver and pearl underneath the plain leather exterior that lay flat against your skin. The bands of silver have fine barbs that poke through the bracers to make several rows of spikes.
Once per long or short rest as bonus action you can begin concentrating on the bracers as if you are concentrating on a spell. As you do so bubbles of energy grow from the spikes and coalesce into a barrier around you before fading.
For the next 10 minutes while you maintain concentration any bludgeoning, piercing, or slashing damage you take is reduced by your Intelligence modifier.
As an action you can focus this barrier to another creature you can see within 30 feet. If you end your turn out of sight or farther than 30 feet away from the creature the barrier returns to you. While you are focusing the barrier around another creature you do not gain any benefit from it but must maintain concentration.

This ebony staff is topped with a lifelike hand carved from shimmering translucent crystal.
It has 10 charges and regains 1d10 expended charges each day at dawn. While attuned to this item you are able to cast
Shimmering Shield
As a reaction to you or a creature you can see being targeted by a ranged weapon or ranged spell attack, you can expend a charge to create a 10-foot wide 15-foot tall crystal hand between the targeted creature and the attack. Each time a hand is created, it appears in a brilliant flash of dazzling lights and each creature within 15 feet of it must make a DC 14 Constitution saving throw or be Blinded until the beginning of it’s next turn.
This crystal hand has 12 AC and 30 hit points and is vulnerable to Force damage. It lasts until it is destroyed or until you use this feature again.
This ancient leather tome is thick, and immensely heavy. It’s dusty pages contain all of history, mundane or epic as it might be. Each time you open this book the pages within it have different information than before, but not always the information you seek.
Complete History
While holding or carrying this book if your total roll for an Intelligence (History) check is less than your Intelligence score, you can use your Intelligence score in place of the total.
Ancient Lore
When you open this book you can name or describe a person, place, or object. When you do so the tome opens to a page containing information and lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known.
The more information you already know about the chosen subject, the more precise and detailed the pages in the tome are. The information you learn is always accurate, but may be not be all the information available, or be obscured by figurative language.
Once used this property of the tome can not be used again until the next dawn.
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.
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 rough semi-translucent crystal is nearly the size of a man’s head and quite difficult to see into but appears to have an ever-changing light show within its core. When you find it it has four smaller but almost identical crystals nearby.
All five of these crystals have hammered gold bands around them with large elemental runes chiseled into them. You can identify Fire, Cold, Acid, and Lightning runes on every crystal.
The main crystal holds 20 charges and regains up to 3d6 expended charges each day at dawn. The child crystals hold no charges, and instead consume charges from the main crystal.
While you are attuned to this item as a bonus action you may select a damage type from the runes. The selected type determines the type of all child crystals.
Any creature holding a child crystal, and within 120 feet of the main crystal, may expend a charge and envision striking a target they can see within 120 feet as a bonus action. When they do so a small shimmer flies through the air from the main crystal to the activated child crystal and a magic bolt streams towards the envisioned target dealing 1d4 damage of the selected element.
When a creature activates a child crystal as a reaction you may choose a number of charges to expend and fire that many additional bolts from their crystal at the target.
While holding the main crystal you roughly know where each child crystal is at all times as long as it is on the same plane of existance as you.
Each of the bucklers from this set has two spines, one on either side that slope to a razor sharp tip, giving it the shape of an eye. The main body of the bucklers has a hammered finish while the spines are both polished perfectly smooth. As you initially inspect the bucklers you can not find any way to wear them. There are no straps or handholds, simply an engraved name on the back of each buckler.
While you are are attuned to these bucklers and within 120 feet of them you can gesture or call to one or both of them as an action. When you do so they will fly to you if able, going around obstacles and creatures, before snapping into place on your forearms. They float several inches off your arm, moving with you as if they are attached.
They can not be moved from your arm unless you allow it. When you brush one or both of them off as a bonus action they will fall to the ground.
While wearing these bucklers you can not wield a shield but you gain +1 to your AC. Additionally, you can make melee attacks with proficiency using these bucklers as if they are a Light Finesse weapon and they deal 1d6 Piercing damage.
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
This weapon is tarnished and dingy, as if it has been exposed to the elements for far too long, but is not rusted. You can not find its sheath anywhere and its handle is bare metal with no wrapping.
You can activate this weapon as a bonus action. As you activate it you hear a cacophony of jumbled whispers and the weapon seems to almost guide itself towards its target, leaving a sickly blue trail behind it. While it is activated you have a +1 bonus to attack rolls made with this weapon.
After it has been activated for one minute you must make a DC 14 Wisdom saving throw. On a failure you take 1d12 Psychic damage as the voices crowd your mind and your vision flashes white. On a success you take half as much damage. For every minute the weapon is activated you gain an additional +1 to hit with this weapon. However, for every minute the weapon is active you must make another DC 14 Wisdom saving throw, and the damage you take increases by 1d12.
Each time you make a Wisdom saving throw against this weapon’s effect you may choose to try to break free from it. On a success you take no damage and the weapon is deactivated. On a failure you are unable to clear the voices from your head and you take damage as normal.
Curse. When you attune to this weapon you make a binding pact with an ancient one. If you die while attuned to this weapon or go unconscious while the weapon is activated your soul will be trapped within the weapon as one of the many voices, and just as all the other souls, you can not be released until a favor for the ancient one has been completed by another person. If you un-attune with this weapon before completing a favor for the ancient one you are certain you will suffer great misfortune.
This large silver ring is nearly 3 feet in diameter, several inches tall and delicately thin. Along its length is a groove, and at the front it is notched through to the groove where an extravagantly large diamond is set.
When you attune with this item the groove and diamond begin to glow a soft white, and it floats of its own accord to just a foot over your head, remaining there as closely as possible. While attuned to this halo you are resistant to Radiant damage and have advantage on Religion checks.
Heaven’s Wrath
While the halo floats above your head you can call on a sliver of the might contained in the armories of the Upper Planes. As an action you can raise your hand to the sky, pulling down 1d6 shining translucent swords. They fly to your side with a flourish, and will slowly orbit you, hilt upwards, for the next minute or until they shatter.
You can have up to 6 swords orbiting you, and while at least one sword orbits you you can make a melee spell attack against any creature you can see within 60 feet of you as an Attack action. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.
On a hit you deal 1d8 + your Intelligence(Religion) modifier Radiant damage as the sword seems to pass right through the creature. On a miss the sword shatters.
If you are not a spellcaster you use your Intelligence modifier as your spellcasting modifier for this feature.
Angelic Properties
The halo will float above your head even in an antimagic field, despite the rest of its effects being nullified. Additionally, if you are ever separated from the halo you can summon it back to you as a bonus action unless it is blocked by an antimagic field or a ward against magical travel such as
Curse. If you are ever more than 15 feet from the halo you take 1 psychic damage each minute and head inexplicably aches. If you are on a different plane from the halo you are also Blinded until you are once again on the same plane.
The only way to unattune from the halo apart from