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.
This wand has 7 charges. It regains 1d6+1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand suddenly turns into a Tiny creature of the DM’s choosing and escapes from your grasp.
While holding it, you can use an action to expend 1 of its charges, targeting a creature you can see within 60 feet.
The target creature must succeed a Wisdom saving throw (DC 15) or be transformed into a beast of your choice as per the spell
This cloak is made from a deep purple hide so unique you can only assume comes from an otherworldly being.
While wearing the cloak you always know the location of all creatures within 15 feet of you if they would be visible to you. This effect applies even while unconscious, and when a creature enters this radius for the first time if you are sleeping you can make a DC 10 Constitution check to attempt to wake up.
Additionally, you have advantage on Wisdom(Insight) checks to check if a creature is lying to you, though you only know if they are or not, not what they might be lying about.
Curse. Each night there is a 5% chance you perceive a creature moving near you but if you wake up nothing is there. Additionally, you have disadvantage on saving throws against being Frightened, and automatically fail saving throws against Fear Ray from Beholders, Death Tyrants, and Spectators.
This flashy amulet has an impressively large green emerald as it’s centerpiece and is ornamented with onyx and blackened steel. When you slip it over your head you can hear it speak to you, and know that it holds a fragment of a dragon’s consciousness within it.
Ancient Presence
When you are attuned to this amulet as you wear it it begins to change even your physical body the presence within it is so powerful. Over the course of a month jet black scales grow down your spine and your eyes become emerald green. You gain immunity to Acid damage, resistance to Poison damage, and Darkvision out to 120 feet. If you unattune from this amulet you lose these benefits, but your scales and eye color do not change back.
Caustic Soul
As an action if you are within the area of poisonous or harmful gases you can breathe in the toxins surrounding you and exhale a roiling stream of acid and poison 60 feet long and 10 feet wide. Each creature in the line must make a DC 18 Constitution saving throw, taking 4d8 Acid damage and 4d8 Poison damage on a failed throw or half as much on a successful one. If breathing the gas in this way would cause you to make a saving throw you make that save with advantage and take no damage on a success.
Master of Fear
You can not be frightened by any creature with a CR less than or equal to 12. Additionally, any Adult or younger dragon that tries to use their Frightful Presence feature on you must instead make a saving throw against their own effect.
Sentience. Zerrndrock is a sentient neutral evil amulet with an Intelligence of 20, Wisdom of 18, and a Charisma of 24. It has proficiency in Insight, Deception, and Charisma saving throws, with a proficiency bonus of +6, and it has hearing and blindsight out to a range of 120 feet. The amulet can speak, and understand Common and Draconic, but can only communicate telepathically with its wearer. Its voice is low and rumbling but soothing in a way.
Personality. Zerrndrock speaks quietly but with authority that only comes with age and immense confidence. His only goal is resurrection and to be freed from the amulet. He is not friendly, and never will be, but will play the part of a wise grandfather giving sage advice and encouragement, or almost anything else including lying or getting the wearer killed if he thinks it will sway the wearer closer to his selfish goal. Doing what he must to gain trust is just a part of this scheme, even if he does not enjoy it. Zerrndrock is clever and has endless patience, and will never lash out or grow impatient unless he believes he is within reach of his centuries-long goal.
This bracelet is made from spider silk and littered with bits of carapace and tiny spines. While attuned to this bracelet you constantly have insects and bugs harmlessly following you as if drawn to you.
As a bonus action you can direct these vermin towards a target within 60 feet. The target creature must succeed a DC 14 Constitution saving throw have disadvantage on the next attack roll it makes before the end of its next turn.
Additionally, as an action, you can summon up to ten Giant Centipedes, six Swarms of Beetles, or three Giant Spiders, to empty spaces within 30 feet of you. Each creature obeys your verbal commands, and in combat, they act on your turn each round. Once you have used this feature you can not use it again until you take a long rest.
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.

This large acorn is covered in delicate carvings of leaves and vines and has been carefully preserved in a glass vial. The first time the acorn touches dirt it explodes with life, covering everything around it in verdant flora. Over the next minute the acorn erupts into a massive tree, 120 feet tall, and with a trunk easily 10 feet in diameter. During the following hour a grove of trees springs from the ground in a 100 foot radius around the towering tree and all manner of flora along with them. Small dancing lights illuminate the bows of these trees both night and day, providing dim light to those under the trees. Undead and fiends are unable to enter the grove and can not possess, charm, or frighten creatures within it. Any creature possessed, charmed, or frightened by such a creature is no longer affected upon entering.
On this scarred white seed the size of a man’s fist you see ancient runes. When you attune with this seed you learn the meaning of these runes and how to awaken it. If you plant this seed in the earth and call it’s name; Over the next minute the two jagged birch saplings rapidly form and a stag rises from the ground.
The stag has hide as tough as bark, with a mane of leaves, and the twin saplings as its antlers. This majestic beast has the statistics of a warhorse but an AC of 16, ignores difficult terrain made of earth, and can not be slowed or damaged by non-magical plants. Additionally, if you are attuned to this stag, while riding it you are granted its protection, and your AC can’t be less than 16 regardless of what armor you are wearing.
It is friendly to you and follows your commands as best as it is able. If you give it no commands it defends itself but otherwise takes no other actions. If this steed dies it returns to its seed form and can not be summoned again for 3d10 days.

This staff has a cluster of eyeballs attached to it which have been preserved using
Unrelenting Gaze
As an action you can activate this staff, causing the eyes to open. When you do so choose an outlined undead within 120 feet of you, or a creature you can see within 60 feet of you. The target creature must make a DC 16 Wisdom saving throw. On a failed saving throw it takes 3d8 psychic damage and is Frightened of you until the end of its next turn. If the creature is an undead it is Stunned until the end of its next turn instead of Frightened. On a successful saving throw the creature is not affected.

This small clay flask is covered in ancient hieroglyphs but one stands out against all the others; a large hieroglyph of an eye. As an action you can throw this bottle up to 30 feet or pour it on the ground. When you do so the liquid shines like gold in the light before twinkling into four swarms of bees in the nearest spaces. For the next hour these bees attack anyone hostile towards the creature currently holding the bottle before returning to mundane water droplets and falling from the sky.
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.