This so called hammer is a nearly perfect sphere, 1 foot across, made out of red granite. It has a thick brass band around it that is heavily dented and a single heavy brass chain attached to the band at each end, forming a loop. This small boulder weighs a full 80 pounds.
Once per short rest as an action you can begin swinging the hammer around you, building up speed until it is moving fast enough and you are able to let go. When you let go it begins orbiting you of its own accord. While the hammer is orbiting you it maintains a distance of 5 feet and moves with you. Any creature that ends their turn within 5 feet of you must make a Dexterity saving throw equal to 8 + your proficiency + your Strength modifier. On a failure the creature takes 1d10 + your Strength modifier bludgeoning damage.
As an action while the hammer is orbiting you you can manipulate its speed and trajectory to make an attack against all creatures that are 5 feet away, or all creatures that are 10 feet away. Make a single melee attack roll with proficiency against all affected creatures AC. On a successful hit you deal 3d10 + your Strength modifier Bludgeoning damage. On a critical failure, or after 1 hour, the hammer falls from its orbit.
While wearing this armor you have control of the two extra arms grafted onto the metal spikes on the chestplate’s back. You are not even sure what creature these arms are from. These arms can hold most objects, and do basic tasks such as open a potion bottle, or swing a one handed weapon.
Extra Muscle
Your two additional arms help you out with strength related tasks, and you gain a +2 bonus when making a Strength check or saving throw, including grapple checks. Additionally, your carrying capacity is increased by 30 pounds for each of these extra arms that are empty and able to assist you.
Overwhelming Army
When you take the Attack action you can choose to make up to two additional attacks, one for each of the extra arms that are holding a weapon, using the weapon the arm is holding. Once used, this feature can not be used again until after your next short rest.
While wearing this armor you have control of the four extra arms grafted onto the metal spikes on the chestplate’s back. You are not sure what creature these arms are from, and they are not all the same color or type. These arms can hold most objects, and do basic tasks such as open a potion bottle, or swing a one handed weapon.
Extra Muscle
Your four additional arms help you out with strength related tasks, and you gain a +4 bonus when making a Strength check or saving throw, including grapple checks. Additionally, your carrying capacity is increased by 30 pounds for each of these extra arms that are empty and able to assist you.
One Man Army
When you take the Attack action you can choose to make up to four additional attacks, one for each of the extra arms that are holding a weapon, using the weapon the arm is holding. Once used, this feature can not be used again until after your next short rest.
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 regal helmet is made of jet black granite, and trimmed with gold. Despite it’s dense materials it is not overly heavy. If you have horns the helmet gladly morphs to fit.
While attuned to this helmet you gain the following features.
Mountain’s Soul
You gain proficiency in Constitution saving throws and Athletics checks. You also gain fluent knowledge of the Giant and Terran languages.
Giant’s Strength
While wearing this helmet your strength score changes to 23 unless your strength is already greater than 23, and it can not be reduced below 23 while you are wearing the helmet. Additionally, if a rock or similar object is thrown at you you can, with a successful DC 10 Dexterity saving throw, catch it and take no bludgeoning damage from it.
Impassable Wall
As an action you can envelope creatures near you with an immense crushing presence. Each creature of your choice within 60 feet must succeed on a DC 18 Wisdom saving throw or become Frightened of you for 1 minute. A creature frightened in this way sees you appear to grow up to 18 feet tall, or as large as the space around you allows, and takes an additional 2d6 psychic damage each time you hit them with a melee weapon or unarmed attack. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After you use this feature you can not use it again until the end of a long or short rest.
This extraordinarily long whip is braided from silvery strands of wiregrass. It has a reach of 15 feet instead of 10 feet, and when you attack a target 15 feet away you deal an additional 2d4 slashing damage.
You find a cigar box painted a deep red with intricate mahogany trimmings. Inside is several dozen miniature swords. They are about 5 inches long and far too small for anyone but maybe a fairy to hope to use them.
While attuned to this item as an action you can open the box and scatter the swords. When you do so the swords will levitate just before hitting the ground and then start to rise as they enlarge to full sized longswords, surrounding you in a sparse 10 foot sphere for the next hour.
After the hour is up they fall to the ground and shrink back to their original size. If you open the box they will slowly float into it, saving you the trouble of picking them all up.
Once you have used this feature you can not use it again until you complete a long or short rest.
While the swords are surrounding you, you have Half Cover against ranged attacks, you can make an opportunity attack against any creature that leaves this sphere without expending your Reaction, or as a Reaction you can make an opportunity attack against any creature entering this sphere. Additionally, when you would make a melee attack you can choose to target any creature adjacent to, or inside, this sphere of swords with a magical longsword attack instead.
This item can only be described as an oversized top. It is nearly 2 feet tall, at least as wide, and covered in mottled red spiralling patterns. It is definitely more than a children’s plaything though, as when this top begins spinning large blades spring from the seams along it’s edges.
As an action you can pull the heavy cord wound through the top to start it spinning, and choose a direction for it to start moving. It moves 15 feet forward at the end of each of your turns and continues spinning for the next minute.
Any creature that starts its turn within 5 feet of the top while its spinning takes 2d4 Slashing damage. When the top hits a creature in this way, a creature attacks it, or it collides with a solid object, it immediately bounces 5 feet in the opposite direction and it will continue moving in that direction on your next turn.
If the top ever enters difficult terrain or takes bludgeoning damage it falls over and stops spinning.
This warhammer is quite obviously made for a giant, although you have a suspicion they would call this a light hammer. The head of it is over 2 feet long and of substantial thickness. When stood on its head the iron knob at the end of its blue handle comes up to the shoulders of an average human. Judging by the crude markings and runes that could represent wind and sky chiseled into its face you can assume it’s the hammer of either a storm or cloud giant.
For its massive size it swings through the air with surprising ease, likely some form of magic to make it a more effective throwing hammer for someone of the intended size. It feels as if it weighs about 24 pounds although without the magic it probably weighs far more.
This hammer has the properties Heavy, Reach, and Two-handed. All creatures of size Large or Medium have disadvantage on their attack rolls with this hammer, and Small or smaller creatures can’t attack with it at all. On a hit this hammer does 3d8 bludgeoning damage, and on a critical hit it you can roll the damage dice three times instead of twice.
Hidden Property. If the magic on the hammer is dispelled or it enters the area of an anti-magic field the hammer instantly becomes 160 pounds and completely un-wieldable by a creature smaller than Huge until the magic is restored or it is removed from the anti-magic field.
These three silver rings are elegantly simple but subtly different from each other. They magically adjust to fit your first finger, second finger, and thumb. All three are etched with incredibly detailed vines and leaves on both the inside and outside. While attuned as an action you can call out to one or more rings to activate them or deactivate them. When activated each ring expands to a large razor sharp chakram in your hand, still etched with their designs which enlarge with them. These chakram are melee weapons that have the properties thrown (range 30/120), finesse, and deal 1d6 slashing damage. As a bonus action you can call to one or more chakram and they will return to your hand if possible, moving around obstacles and creatures to do so.
You might second guess calling this weapon a flail when comparing its bulk to any other. Its spherical head is attached to a reinforced ash pole about 4 feet long. The head is made out of a material you have never felt before, it is pitch black and gives slightly to the touch. When you hit things with it it rebounds slightly as if bouncing despite its solid impact. It weighs 8 pounds, has the properties Heavy, and Two-handed, and deals 1d12 bludgeoning damage.
As an action you can make an attack with reach. If this attack is successful you may use the rebound of the strike to make another attack with reach against a different target within 5 feet of the original target as a bonus action.